/* Minetest Copyright (C) 2016-2018 Duane Robertson Copyright (C) 2016-2018 paramat Based on Valleys Mapgen by Gael de Sailly (https://forum.minetest.net/viewtopic.php?f=9&t=11430) and mapgen_v7, mapgen_flat by kwolekr and paramat. Licensing changed by permission of Gael de Sailly. This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "mapgen.h" #include "voxel.h" #include "noise.h" #include "mapblock.h" #include "mapnode.h" #include "map.h" #include "nodedef.h" #include "voxelalgorithms.h" //#include "profiler.h" // For TimeTaker #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_valleys.h" #include "cavegen.h" #include static FlagDesc flagdesc_mapgen_valleys[] = { {"altitude_chill", MGVALLEYS_ALT_CHILL}, {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, {NULL, 0} }; //////////////////////////////////////////////////////////////////////////////// MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) { // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal m_bgen = (BiomeGenOriginal *)biomegen; BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams; spflags = params->spflags; altitude_chill = params->altitude_chill; river_depth_bed = params->river_depth + 1.0f; river_size_factor = params->river_size / 100.0f; cave_width = params->cave_width; large_cave_depth = params->large_cave_depth; lava_depth = params->lava_depth; cavern_limit = params->cavern_limit; cavern_taper = params->cavern_taper; cavern_threshold = params->cavern_threshold; dungeon_ymin = params->dungeon_ymin; dungeon_ymax = params->dungeon_ymax; //// 2D Terrain noise noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z); noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z); noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z); noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z); noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z); //// 3D Terrain noise // 1-up 1-down overgeneration noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); // 1-down overgeneraion MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); humidity_adjust = bp->np_humidity.offset - 50.0f; } MapgenValleys::~MapgenValleys() { delete noise_filler_depth; delete noise_inter_valley_fill; delete noise_inter_valley_slope; delete noise_rivers; delete noise_terrain_height; delete noise_valley_depth; delete noise_valley_profile; } MapgenValleysParams::MapgenValleysParams(): np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0), np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0), np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0), np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0), np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0), np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0), np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0), np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0) { } void MapgenValleysParams::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys); settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill); settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth); settings->getS16NoEx("mgvalleys_lava_depth", lava_depth); settings->getU16NoEx("mgvalleys_river_depth", river_depth); settings->getU16NoEx("mgvalleys_river_size", river_size); settings->getFloatNoEx("mgvalleys_cave_width", cave_width); settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit); settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper); settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold); settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin); settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax); settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill); settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope); settings->getNoiseParams("mgvalleys_np_rivers", np_rivers); settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height); settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth); settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile); settings->getNoiseParams("mgvalleys_np_cave1", np_cave1); settings->getNoiseParams("mgvalleys_np_cave2", np_cave2); settings->getNoiseParams("mgvalleys_np_cavern", np_cavern); } void MapgenValleysParams::writeParams(Settings *settings) const { settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX); settings->setU16("mgvalleys_altitude_chill", altitude_chill); settings->setS16("mgvalleys_large_cave_depth", large_cave_depth); settings->setS16("mgvalleys_lava_depth", lava_depth); settings->setU16("mgvalleys_river_depth", river_depth); settings->setU16("mgvalleys_river_size", river_size); settings->setFloat("mgvalleys_cave_width", cave_width); settings->setS16("mgvalleys_cavern_limit", cavern_limit); settings->setS16("mgvalleys_cavern_taper", cavern_taper); settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold); settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin); settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax); settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill); settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope); settings->setNoiseParams("mgvalleys_np_rivers", np_rivers); settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height); settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth); settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile); settings->setNoiseParams("mgvalleys_np_cave1", np_cave1); settings->setNoiseParams("mgvalleys_np_cave2", np_cave2); settings->setNoiseParams("mgvalleys_np_cavern", np_cavern); } //////////////////////////////////////////////////////////////////////////////// void MapgenValleys::makeChunk(BlockMakeData *data) { // Pre-conditions assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && data->blockpos_requested.Y >= data->blockpos_min.Y && data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); //TimeTaker t("makeChunk"); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); blockseed = getBlockSeed2(full_node_min, seed); // Generate biome noises. Note this must be executed strictly before // generateTerrain, because generateTerrain depends on intermediate // biome-related noises. m_bgen->calcBiomeNoise(node_min); // Generate noise maps and base terrain height. // Modify heat and humidity maps. calculateNoise(); // Generate base terrain with initial heightmaps s16 stone_surface_max_y = generateTerrain(); // Recalculate heightmap updateHeightmap(node_min, node_max); // Place biome-specific nodes and build biomemap generateBiomes(); // Generate tunnels, caverns and large randomwalk caves if (flags & MG_CAVES) { // Generate tunnels first as caverns confuse them generateCavesNoiseIntersection(stone_surface_max_y); // Generate caverns bool near_cavern = generateCavernsNoise(stone_surface_max_y); // Generate large randomwalk caves if (near_cavern) // Disable large randomwalk caves in this mapchunk by setting // 'large cave depth' to world base. Avoids excessive liquid in // large caverns and floating blobs of overgenerated liquid. generateCavesRandomWalk(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT); else generateCavesRandomWalk(stone_surface_max_y, large_cave_depth); } // Dungeon creation if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) generateDungeons(stone_surface_max_y); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated dustTopNodes(); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); this->generating = false; //printf("makeChunk: %lums\n", t.stop()); } void MapgenValleys::calculateNoise() { int x = node_min.X; int y = node_min.Y - 1; int z = node_min.Z; noise_inter_valley_slope->perlinMap2D(x, z); noise_rivers->perlinMap2D(x, z); noise_terrain_height->perlinMap2D(x, z); noise_valley_depth->perlinMap2D(x, z); noise_valley_profile->perlinMap2D(x, z); noise_inter_valley_fill->perlinMap3D(x, y, z); float heat_offset = 0.0f; float humidity_scale = 1.0f; // Altitude chill tends to reduce the average heat. if (use_altitude_chill) heat_offset = 5.0f; // River humidity tends to increase the humidity range. if (humid_rivers) humidity_scale = 0.8f; for (s32 index = 0; index < csize.X * csize.Z; index++) { m_bgen->heatmap[index] += heat_offset; m_bgen->humidmap[index] *= humidity_scale; } TerrainNoise tn; u32 index = 0; for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { // The parameters that we actually need to generate terrain are passed // by address (and the return value). tn.terrain_height = noise_terrain_height->result[index]; // River noise is replaced with base terrain, which is basically the // height of the water table. tn.rivers = &noise_rivers->result[index]; // Valley depth noise is replaced with the valley number that represents // the height of terrain over rivers and is used to determine how close // a river is for humidity calculation. tn.valley = &noise_valley_depth->result[index]; tn.valley_profile = noise_valley_profile->result[index]; // Slope noise is replaced by the calculated slope which is used to get // terrain height in the slow method, to create sharper mountains. tn.slope = &noise_inter_valley_slope->result[index]; tn.inter_valley_fill = noise_inter_valley_fill->result[index]; // This is the actual terrain height. float mount = terrainLevelFromNoise(&tn); noise_terrain_height->result[index] = mount; } } float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) { // The square function changes the behaviour of this noise: very often // small, and sometimes very high. float valley_d = MYSQUARE(*tn->valley); // valley_d is here because terrain is generally higher where valleys are // deep (mountains). base represents the height of the rivers, most of the // surface is above. float base = tn->terrain_height + valley_d; // "river" represents the distance from the river float river = std::fabs(*tn->rivers) - river_size_factor; // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. // "valley" represents the height of the terrain, from the rivers. float tv = std::fmax(river / tn->valley_profile, 0.0f); *tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv))); // Approximate height of the terrain at this point float mount = base + *tn->valley; *tn->slope *= *tn->valley; // Base ground is returned as rivers since it's basically the water table. *tn->rivers = base; // Rivers are placed where "river" is negative, so where the original noise // value is close to zero. if (river < 0.0f) { // Use the the function -sqrt(1-x^2) which models a circle float tr = river / river_size_factor + 1.0f; float depth = (river_depth_bed * std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr)))); // base - depth : height of the bottom of the river // water_level - 3 : don't make rivers below 3 nodes under the surface. // We use three because that's as low as the swamp biomes go. // There is no logical equivalent to this using rangelim. mount = std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount); // Slope has no influence on rivers *tn->slope = 0.0f; } return mount; } // This avoids duplicating the code in terrainLevelFromNoise, adding only the // final step of terrain generation without a noise map. float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) { float mount = terrainLevelFromNoise(tn); s16 y_start = myround(mount); for (s16 y = y_start; y <= y_start + 1000; y++) { float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); if (fill * *tn->slope < y - mount) { mount = std::fmax((float)(y - 1), mount); break; } } return mount; } int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) { // Check if in a river float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); if (std::fabs(rivers) < river_size_factor) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point s16 level_at_point = terrainLevelAtPoint(p.X, p.Y); if (level_at_point <= water_level || level_at_point > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point return level_at_point; } float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) { TerrainNoise tn; float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); tn.x = x; tn.z = z; tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed); tn.rivers = &rivers; tn.valley = &valley; tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); tn.slope = &inter_valley_slope; tn.inter_valley_fill = 0.0f; return adjustedTerrainLevelFromNoise(&tn); } int MapgenValleys::generateTerrain() { // Raising this reduces the rate of evaporation static const float evaporation = 300.0f; static const float humidity_dropoff = 4.0f; // Constant to convert altitude chill to heat static const float alt_to_heat = 20.0f; // Humidity reduction by altitude static const float alt_to_humid = 10.0f; MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); MapNode n_stone(c_stone); MapNode n_water(c_water_source); const v3s16 &em = vm->m_area.getExtent(); s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index_2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { float river_y = noise_rivers->result[index_2d]; float surface_y = noise_terrain_height->result[index_2d]; float slope = noise_inter_valley_slope->result[index_2d]; float t_heat = m_bgen->heatmap[index_2d]; heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; if (surface_y > surface_max_y) surface_max_y = std::ceil(surface_y); if (humid_rivers) { // Derive heat from (base) altitude. This will be most correct // at rivers, since other surface heights may vary below. if (use_altitude_chill && (surface_y > 0.0f || river_y > 0.0f)) t_heat -= alt_to_heat * std::fmax(surface_y, river_y) / altitude_chill; // If humidity is low or heat is high, lower the water table float delta = m_bgen->humidmap[index_2d] - 50.0f; if (delta < 0.0f) { float t_evap = (t_heat - 32.0f) / evaporation; river_y += delta * std::fmax(t_evap, 0.08f); } } u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { float fill = noise_inter_valley_fill->result[index_3d]; float surface_delta = (float)y - surface_y; bool river = y < river_y - 1; if (slope * fill > surface_delta) { vm->m_data[index_data] = n_stone; // Stone if (y > heightmap[index_2d]) heightmap[index_2d] = y; if (y > surface_max_y) surface_max_y = y; } else if (y <= water_level) { vm->m_data[index_data] = n_water; // Water } else if (river) { vm->m_data[index_data] = n_river_water; // River water } else { vm->m_data[index_data] = n_air; // Air } } VoxelArea::add_y(em, index_data, 1); index_3d += ystride; } if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) { s16 surface_y_int = myround(surface_y); if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) { // If surface_y is outside the chunk, it's good enough heightmap[index_2d] = surface_y_int; } else { // If the ground is outside of this chunk, but surface_y is // within the chunk, give a value outside. heightmap[index_2d] = node_min.Y - 2; } } if (humid_rivers) { // Use base ground (water table) in a riverbed, to avoid an // unnatural rise in humidity. float t_alt = std::fmax(noise_rivers->result[index_2d], (float)heightmap[index_2d]); float humid = m_bgen->humidmap[index_2d]; float water_depth = (t_alt - river_y) / humidity_dropoff; humid *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f)); // Reduce humidity with altitude (ignoring riverbeds) if (t_alt > 0.0f) humid -= alt_to_humid * t_alt / altitude_chill; m_bgen->humidmap[index_2d] = humid; } // Assign the heat adjusted by any changed altitudes. // The altitude will change about half the time. if (use_altitude_chill) { // Ground height ignoring riverbeds float t_alt = std::fmax(noise_rivers->result[index_2d], (float)heightmap[index_2d]); if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) // The altitude hasn't changed. Use the first result m_bgen->heatmap[index_2d] = t_heat; else if (t_alt > 0.0f) m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill; } } return surface_max_y; }