#include "serialization.h"
#include "util/serialize.h"
#include "util/numeric.h"
+#include "util/directiontables.h"
#include "filesys.h"
#include "log.h"
#include "mapgen_carpathian.h"
//// Built-in mapgens
////
+// Order used here defines the order of appearence in mainmenu.
+// v6 always last to discourage selection.
+// Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode
+// last to discourage selection.
+// Of the remaining, v5 last due to age, v7 first due to being the default.
+// The order of 'enum MapgenType' in mapgen.h must match this order.
static MapgenDesc g_reg_mapgens[] = {
- {"v5", true},
- {"v6", true},
{"v7", true},
+ {"valleys", true},
+ {"carpathian", true},
+ {"v5", true},
{"flat", true},
{"fractal", true},
- {"valleys", true},
{"singlenode", true},
- {"carpathian", true},
+ {"v6", true},
};
STATIC_ASSERT(
void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
{
- ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+ ScopeProfiler sp(g_profiler, "EmergeThread: update lighting", SPT_AVG);
VoxelArea a(nmin, nmax);
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
}
-void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
+void Mapgen::lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
+ const v3s16 &p, u8 light)
{
if (light <= 1 || !a.contains(p))
return;
// Bail out only if we have no more light from either bank to propogate, or
// we hit a solid block that light cannot pass through.
if ((light_day <= (n.param1 & 0x0F) &&
- light_night <= (n.param1 & 0xF0)) ||
- !ndef->get(n).light_propagates)
+ light_night <= (n.param1 & 0xF0)) ||
+ !ndef->get(n).light_propagates)
return;
// Since this recursive function only terminates when there is no light from
n.param1 = light;
- lightSpread(a, p + v3s16(0, 0, 1), light);
- lightSpread(a, p + v3s16(0, 1, 0), light);
- lightSpread(a, p + v3s16(1, 0, 0), light);
- lightSpread(a, p - v3s16(0, 0, 1), light);
- lightSpread(a, p - v3s16(0, 1, 0), light);
- lightSpread(a, p - v3s16(1, 0, 0), light);
+ // add to queue
+ queue.emplace(p, light);
}
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
bool propagate_shadow)
{
- ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+ ScopeProfiler sp(g_profiler, "EmergeThread: update lighting", SPT_AVG);
//TimeTaker t("updateLighting");
propagateSunlight(nmin, nmax, propagate_shadow);
}
-void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
+void Mapgen::spreadLight(const v3s16 &nmin, const v3s16 &nmax)
{
//TimeTaker t("spreadLight");
+ std::queue<std::pair<v3s16, u8>> queue;
VoxelArea a(nmin, nmax);
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
u8 light = n.param1;
if (light) {
- lightSpread(a, v3s16(x, y, z + 1), light);
- lightSpread(a, v3s16(x, y + 1, z ), light);
- lightSpread(a, v3s16(x + 1, y, z ), light);
- lightSpread(a, v3s16(x, y, z - 1), light);
- lightSpread(a, v3s16(x, y - 1, z ), light);
- lightSpread(a, v3s16(x - 1, y, z ), light);
+ const v3s16 p(x, y, z);
+ // spread to all 6 neighbor nodes
+ for (const auto &dir : g_6dirs)
+ lightSpread(a, queue, p + dir, light);
}
}
}
}
- //printf("spreadLight: %dms\n", t.stop());
+ while (!queue.empty()) {
+ const auto &i = queue.front();
+ // spread to all 6 neighbor nodes
+ for (const auto &dir : g_6dirs)
+ lightSpread(a, queue, i.first + dir, i.second);
+ queue.pop();
+ }
+
+ //printf("spreadLight: %lums\n", t.stop());
}
void MapgenBasic::generateCavesNoiseIntersection(s16 max_stone_y)
{
- if (node_min.Y > max_stone_y)
+ // cave_width >= 10 is used to disable generation and avoid the intensive
+ // 3D noise calculations. Tunnels already have zero width when cave_width > 1.
+ if (node_min.Y > max_stone_y || cave_width >= 10.0f)
return;
CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
void MapgenBasic::generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth)
{
- if (node_min.Y > max_stone_y || node_max.Y > large_cave_depth)
+ if (node_min.Y > max_stone_y)
return;
PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = ps.range(0, 2);
+ // Small randomwalk caves
+ u32 num_small_caves = ps.range(small_cave_num_min, small_cave_num_max);
- for (u32 i = 0; i < bruises_count; i++) {
+ for (u32 i = 0; i < num_small_caves; i++) {
CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
- c_water_source, c_lava_source, lava_depth, biomegen);
+ c_water_source, c_lava_source, large_cave_flooded, lava_depth, biomegen);
+ cave.makeCave(vm, node_min, node_max, &ps, false, max_stone_y, heightmap);
+ }
- cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y,
- heightmap);
+ if (node_max.Y > large_cave_depth)
+ return;
+
+ // Large randomwalk caves below 'large_cave_depth'
+ u32 num_large_caves = ps.range(large_cave_num_min, large_cave_num_max);
+
+ for (u32 i = 0; i < num_large_caves; i++) {
+ CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
+ c_water_source, c_lava_source, large_cave_flooded, lava_depth, biomegen);
+ cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
}
}
if (num_dungeons == 0)
return;
- // Get biome at mapchunk midpoint
- v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
- Biome *biome = (Biome *)biomegen->getBiomeAtPoint(chunk_mid);
+ PseudoRandom ps(blockseed + 70033);
DungeonParams dp;
- dp.seed = seed;
- dp.only_in_ground = true;
- dp.corridor_len_min = 1;
- dp.corridor_len_max = 13;
- dp.rooms_min = 2;
- dp.rooms_max = 16;
-
- dp.np_alt_wall =
+ dp.np_alt_wall =
NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
- dp.diagonal_dirs = false;
- dp.holesize = v3s16(2, 3, 2);
- dp.room_size_min = v3s16(6, 5, 6);
- dp.room_size_max = v3s16(10, 6, 10);
- dp.room_size_large_min = v3s16(10, 8, 10);
- dp.room_size_large_max = v3s16(18, 16, 18);
+ dp.seed = seed;
+ dp.only_in_ground = true;
+ dp.num_dungeons = num_dungeons;
dp.notifytype = GENNOTIFY_DUNGEON;
+ dp.num_rooms = ps.range(2, 16);
+ dp.room_size_min = v3s16(5, 5, 5);
+ dp.room_size_max = v3s16(12, 6, 12);
+ dp.room_size_large_min = v3s16(12, 6, 12);
+ dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.large_room_chance = (ps.range(1, 4) == 1) ? 8 : 0;
+ dp.diagonal_dirs = ps.range(1, 8) == 1;
+ // Diagonal corridors must have 'hole' width >=2 to be passable
+ u8 holewidth = (dp.diagonal_dirs) ? 2 : ps.range(1, 2);
+ dp.holesize = v3s16(holewidth, 3, holewidth);
+ dp.corridor_len_min = 1;
+ dp.corridor_len_max = 13;
+
+ // Get biome at mapchunk midpoint
+ v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
+ Biome *biome = (Biome *)biomegen->getBiomeAtPoint(chunk_mid);
// Use biome-defined dungeon nodes if defined
if (biome->c_dungeon != CONTENT_IGNORE) {
}
DungeonGen dgen(ndef, &gennotify, &dp);
- dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max);
}