/*
Minetest
-Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2014-2018 paramat
+Copyright (C) 2013-2019 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2019 paramat
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
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
-#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
+//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
};
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
-MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
+MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
+ : MapgenBasic(MAPGEN_V7, params, emerge)
{
- spflags = params->spflags;
- mount_zero_level = params->mount_zero_level;
- cave_width = params->cave_width;
- large_cave_depth = params->large_cave_depth;
- lava_depth = params->lava_depth;
- float_mount_density = params->float_mount_density;
- float_mount_exponent = params->float_mount_exponent;
- floatland_level = params->floatland_level;
- shadow_limit = params->shadow_limit;
- 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;
-
- // This is to avoid a divide-by-zero.
- // Parameter will be saved to map_meta.txt in limited form.
- params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
- float_mount_height = params->float_mount_height;
+ spflags = params->spflags;
+ mount_zero_level = params->mount_zero_level;
+
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ small_cave_num_min = params->small_cave_num_min;
+ small_cave_num_max = params->small_cave_num_max;
+ large_cave_num_min = params->large_cave_num_min;
+ large_cave_num_max = params->large_cave_num_max;
+ large_cave_flooded = params->large_cave_flooded;
+ 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 noise
- noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
- noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
- noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
-
- if (spflags & MGV7_MOUNTAINS)
- noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
-
- if (spflags & MGV7_FLOATLANDS) {
- noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
- noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
+ noise_terrain_base =
+ new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt =
+ new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist =
+ new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select =
+ new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth =
+ new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_MOUNTAINS) {
+ // 2D noise
+ noise_mount_height =
+ new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
+ // 3D noise, 1 up, 1 down overgeneration
+ noise_mountain =
+ new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
}
if (spflags & MGV7_RIDGES) {
- noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
- // 3D noise, 1-up 1-down overgeneration
- noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+ // 2D noise
+ noise_ridge_uwater =
+ new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
+ // 3D noise, 1 up, 1 down overgeneration
+ noise_ridge =
+ new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}
- // 3D noise, 1 up, 1 down overgeneration
- if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
- noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+
// 3D noise, 1 down overgeneration
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
+ // 3D noise
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
delete noise_height_select;
delete noise_filler_depth;
- if (spflags & MGV7_MOUNTAINS)
+ if (spflags & MGV7_MOUNTAINS) {
delete noise_mount_height;
-
- if (spflags & MGV7_FLOATLANDS) {
- delete noise_floatland_base;
- delete noise_float_base_height;
+ delete noise_mountain;
}
if (spflags & MGV7_RIDGES) {
delete noise_ridge_uwater;
delete noise_ridge;
}
-
- if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
- delete noise_mountain;
}
MapgenV7Params::MapgenV7Params():
- np_terrain_base (4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
- np_terrain_alt (4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
- np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
- np_height_select (-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
- np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
- np_mount_height (256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
- np_ridge_uwater (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
- np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
- np_float_base_height (48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
- np_mountain (-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
- np_ridge (0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
- np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+ np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
+ np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
+ np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
+ np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
+ np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
+ np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
+ np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
+ np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
+ np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
+ np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 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_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenV7Params::readParams(const Settings *settings)
{
- settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
settings->getFloatNoEx("mgv7_cave_width", cave_width);
settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
- settings->getS16NoEx("mgv7_lava_depth", lava_depth);
- settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
- settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
- settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
- settings->getS16NoEx("mgv7_floatland_level", floatland_level);
- settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
+ settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
+ settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
+ settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
+ settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
+ settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
- settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
- settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
- settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
- settings->getNoiseParams("mgv7_np_height_select", np_height_select);
- settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
- settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
- settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
- settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
- settings->getNoiseParams("mgv7_np_mountain", np_mountain);
- settings->getNoiseParams("mgv7_np_ridge", np_ridge);
- settings->getNoiseParams("mgv7_np_cavern", np_cavern);
- settings->getNoiseParams("mgv7_np_cave1", np_cave1);
- settings->getNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->getNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->getNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->getNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->getNoiseParams("mgv7_np_cavern", np_cavern);
+ settings->getNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
- settings->setS16("mgv7_mount_zero_level", mount_zero_level);
- settings->setFloat("mgv7_cave_width", cave_width);
- settings->setS16("mgv7_large_cave_depth", large_cave_depth);
- settings->setS16("mgv7_lava_depth", lava_depth);
- settings->setFloat("mgv7_float_mount_density", float_mount_density);
- settings->setFloat("mgv7_float_mount_height", float_mount_height);
- settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
- settings->setS16("mgv7_floatland_level", floatland_level);
- settings->setS16("mgv7_shadow_limit", shadow_limit);
- settings->setS16("mgv7_cavern_limit", cavern_limit);
- settings->setS16("mgv7_cavern_taper", cavern_taper);
- settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
- settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
- settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
-
- settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
- settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
- settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
- settings->setNoiseParams("mgv7_np_height_select", np_height_select);
- settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
- settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
- settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
- settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
- settings->setNoiseParams("mgv7_np_mountain", np_mountain);
- settings->setNoiseParams("mgv7_np_ridge", np_ridge);
- settings->setNoiseParams("mgv7_np_cavern", np_cavern);
- settings->setNoiseParams("mgv7_np_cave1", np_cave1);
- settings->setNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->setS16("mgv7_mount_zero_level", mount_zero_level);
+ settings->setFloat("mgv7_cave_width", cave_width);
+ settings->setS16("mgv7_large_cave_depth", large_cave_depth);
+ settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
+ settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
+ settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
+ settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
+ settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
+ settings->setS16("mgv7_cavern_limit", cavern_limit);
+ settings->setS16("mgv7_cavern_taper", cavern_taper);
+ settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
+ settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
+ settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
+
+ settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->setNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->setNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->setNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->setNoiseParams("mgv7_np_cavern", np_cavern);
+ settings->setNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
}
-///////////////////////////////////////////////////////////////////////////////
+void MapgenV7Params::setDefaultSettings(Settings *settings)
+{
+ settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
+ MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
+}
+
+
+////////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// If rivers are enabled, first check if in a river
if (spflags & MGV7_RIDGES) {
- float width = 0.2;
- float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ float width = 0.2f;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
+ 2.0f;
if (std::fabs(uwatern) <= width)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Terrain noise 'offset' is the average level of that terrain.
// 'offset's.
// Raising the maximum spawn level above 'water_level + 16' is necessary
// for when terrain 'offset's are set much higher than water_level.
- s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
+ s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
noise_terrain_base->np.offset),
water_level + 16);
// Base terrain calculation
// Avoids mid-air spawn where mountain terrain would have been.
if (!(spflags & MGV7_MOUNTAINS)) {
if (y < water_level || y > max_spawn_y)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface level and due to biome 'dust'
return y + 2;
while (iters > 0 && y <= max_spawn_y) {
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
if (y <= water_level || y > max_spawn_y)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 1 due to biome 'dust'
return y + 1;
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->vm = data->vmanip;
this->ndef = data->nodedef;
- //TimeTaker t("makeChunk");
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
blockseed = getBlockSeed2(full_node_min, seed);
// Generate base and mountain terrain
- // An initial heightmap is no longer created here for use in generateRidgeTerrain()
s16 stone_surface_max_y = generateTerrain();
// Generate rivers
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
- biomegen->calcBiomeNoise(node_min);
- generateBiomes();
+ if (flags & MG_BIOMES) {
+ biomegen->calcBiomeNoise(node_min);
+ generateBiomes();
+ }
- // Generate caverns, tunnels and classic caves
+ // Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
- bool near_cavern = false;
+ // Generate tunnels first as caverns confuse them
+ generateCavesNoiseIntersection(stone_surface_max_y);
+
// Generate caverns
+ bool near_cavern = false;
if (spflags & MGV7_CAVERNS)
- near_cavern = generateCaverns(stone_surface_max_y);
- // Generate tunnels and classic caves
+ near_cavern = generateCavernsNoise(stone_surface_max_y);
+
+ // Generate large randomwalk caves
if (near_cavern)
- // Disable classic caves in this mapchunk by setting
+ // 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.
- generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ generateCavesRandomWalk(stone_surface_max_y,
+ -MAX_MAP_GENERATION_LIMIT);
else
- generateCaves(stone_surface_max_y, large_cave_depth);
+ generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
+ // Generate the registered ores
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
// Generate dungeons
- if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
- full_node_max.Y <= dungeon_ymax)
+ if (flags & MG_DUNGEONS)
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();
-
- //printf("makeChunk: %dms\n", t.stop());
+ if (flags & MG_BIOMES)
+ dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
- // Limit floatland shadow
- bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
- node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
+ // TODO disable in and just below floatlands
+ bool propagate_shadow = true;
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max, propagate_shadow);
- //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
this->generating = false;
+
+ //printf("makeChunk: %lums\n", t.stop());
}
+////////////////////////////////////////////////////////////////////////////////
+
+
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
- hselect = rangelim(hselect, 0.0, 1.0);
+ hselect = rangelim(hselect, 0.0f, 1.0f);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
- return (height_base * hselect) + (height_alt * (1.0 - hselect));
+ return (height_base * hselect) + (height_alt * (1.0f - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index)
{
- float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
+ float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
float height_base = noise_terrain_base->result[index];
- float height_alt = noise_terrain_alt->result[index];
+ float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
- return (height_base * hselect) + (height_alt * (1.0 - hselect));
+ return (height_base * hselect) + (height_alt * (1.0f - hselect));
}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n =
- MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
+ std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
- return mnt_n + density_gradient >= 0.0;
+ return mnt_n + density_gradient >= 0.0f;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
- float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
+ float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mounthn);
float mountn = noise_mountain->result[idx_xyz];
- return mountn + density_gradient >= 0.0;
-}
-
-
-bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
-{
- // Make rim 2 nodes thick to match floatland base terrain
- float density_gradient = (y >= floatland_level) ?
- -std::pow((float)(y - floatland_level) / float_mount_height,
- float_mount_exponent) :
- -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
- float_mount_exponent);
-
- float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
-
- return floatn + density_gradient >= 0.0f;
-}
-
-
-void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
-{
- // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
- s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
- s16 base_max = MAX_MAP_GENERATION_LIMIT;
-
- float n_base = noise_floatland_base->result[idx_xz];
- if (n_base > 0.0f) {
- float n_base_height =
- MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
- float amp = n_base * n_base_height;
- float ridge = n_base_height / 3.0f;
- base_min = floatland_level - amp / 1.5f;
-
- if (amp > ridge * 2.0f) {
- // Lake bed
- base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
- } else {
- // Hills and ridges
- float diff = std::fabs(amp - ridge) / ridge;
- // Smooth ridges using the 'smoothstep function'
- float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
- base_max = floatland_level + ridge - smooth_diff * ridge;
- }
- }
-
- *float_base_min = base_min;
- *float_base_max = base_max;
+ return mountn + density_gradient >= 0.0f;
}
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
- if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
- noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- }
-
if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
- }
-
- if (spflags & MGV7_FLOATLANDS) {
- noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
- noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
+ noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}
//// Place nodes
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- // Get extent of floatland base terrain
- // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
- s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
- s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
- if (spflags & MGV7_FLOATLANDS)
- floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
-
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
- if (y <= surface_y) {
- vm->m_data[vi] = n_stone; // Base terrain
- } else if ((spflags & MGV7_MOUNTAINS) &&
- getMountainTerrainFromMap(index3d, index2d, y)) {
- vm->m_data[vi] = n_stone; // Mountain terrain
- if (y > stone_surface_max_y)
- stone_surface_max_y = y;
- } else if ((spflags & MGV7_FLOATLANDS) &&
- ((y >= float_base_min && y <= float_base_max) ||
- getFloatlandMountainFromMap(index3d, index2d, y))) {
- vm->m_data[vi] = n_stone; // Floatland terrain
- stone_surface_max_y = node_max.Y;
- } else if (y <= water_level) {
- vm->m_data[vi] = n_water; // Ground level water
- } else if ((spflags & MGV7_FLOATLANDS) &&
- (y >= float_base_max && y <= floatland_level)) {
- vm->m_data[vi] = n_water; // Floatland water
- } else {
- vm->m_data[vi] = n_air;
- }
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
+ y++,
+ index3d += ystride,
+ VoxelArea::add_y(em, vi, 1)) {
+ if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+
+ if (y <= surface_y) {
+ vm->m_data[vi] = n_stone; // Base terrain
+ } else if ((spflags & MGV7_MOUNTAINS) &&
+ getMountainTerrainFromMap(index3d, index2d, y)) {
+ vm->m_data[vi] = n_stone; // Mountain terrain
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if (y <= water_level) {
+ vm->m_data[vi] = n_water;
+ } else {
+ vm->m_data[vi] = n_air;
}
- VoxelArea::add_y(em, vi, 1);
- index3d += ystride;
}
}
void MapgenV7::generateRidgeTerrain()
{
- if (node_max.Y < water_level - 16 ||
- ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
+ // TODO disable river canyons in floatlands
+ if (node_max.Y < water_level - 16)
return;
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
- u32 index = 0;
- float width = 0.2;
+ u32 index3d = 0;
+ float width = 0.2f;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
- int j = (z - node_min.Z) * csize.X + (x - node_min.X);
-
- float uwatern = noise_ridge_uwater->result[j] * 2;
+ for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
+ u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
+ float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
if (std::fabs(uwatern) > width)
continue;
+ // Optimises, but also avoids removing nodes placed by mods in
+ // 'on-generated', when generating outside mapchunk.
+ content_t c = vm->m_data[vi].getContent();
+ if (c != c_stone)
+ continue;
float altitude = y - water_level;
- float height_mod = (altitude + 17) / 2.5;
- float width_mod = width - std::fabs(uwatern);
- float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
-
- if (nridge + width_mod * height_mod < 0.6)
+ float height_mod = (altitude + 17.0f) / 2.5f;
+ float width_mod = width - std::fabs(uwatern);
+ float nridge = noise_ridge->result[index3d] *
+ std::fmax(altitude, 0.0f) / 7.0f;
+ if (nridge + width_mod * height_mod < 0.6f)
continue;
vm->m_data[vi] = (y > water_level) ? n_air : n_water;