X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen%2Fmapgen_valleys.cpp;h=80a99b1f0fd728c16d4a905cdeb2dd5f338ae014;hb=2da1eee394554879bf1cee6bc0f7b77acf0b6c43;hp=1705dce1ce3145e6b48803a1705eaac0e58652a0;hpb=2bc7c5ff93859489c57c055cafb4d75146e062b3;p=dragonfireclient.git diff --git a/src/mapgen/mapgen_valleys.cpp b/src/mapgen/mapgen_valleys.cpp index 1705dce1c..80a99b1f0 100644 --- a/src/mapgen/mapgen_valleys.cpp +++ b/src/mapgen/mapgen_valleys.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2016-2018 Duane Robertson -Copyright (C) 2016-2018 paramat +Copyright (C) 2016-2019 Duane Robertson +Copyright (C) 2016-2019 paramat Based on Valleys Mapgen by Gael de Sailly (https://forum.minetest.net/viewtopic.php?f=9&t=11430) @@ -24,6 +24,7 @@ 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" @@ -32,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #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" @@ -40,44 +42,40 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mg_decoration.h" #include "mapgen_valleys.h" #include "cavegen.h" +#include -//#undef NDEBUG -//#include "assert.h" - -//#include "util/timetaker.h" -//#include "profiler.h" - - -//static Profiler mapgen_prof; -//Profiler *mapgen_profiler = &mapgen_prof; - -static FlagDesc flagdesc_mapgen_valleys[] = { - {"altitude_chill", MGVALLEYS_ALT_CHILL}, - {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, - {NULL, 0} +FlagDesc flagdesc_mapgen_valleys[] = { + {"altitude_chill", MGVALLEYS_ALT_CHILL}, + {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, + {"vary_river_depth", MGVALLEYS_VARY_RIVER_DEPTH}, + {"altitude_dry", MGVALLEYS_ALT_DRY}, + {NULL, 0} }; -/////////////////////////////////////////////////////////////////////////////// - -MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge) - : MapgenBasic(mapgenid, params, emerge) +MapgenValleys::MapgenValleys(MapgenValleysParams *params, EmergeParams *emerge) + : MapgenBasic(MAPGEN_VALLEYS, params, emerge) { - // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal + FATAL_ERROR_IF(biomegen->getType() != BIOMEGEN_ORIGINAL, + "MapgenValleys has a hard dependency on BiomeGenOriginal"); m_bgen = (BiomeGenOriginal *)biomegen; - BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams; - spflags = params->spflags; altitude_chill = params->altitude_chill; - large_cave_depth = params->large_cave_depth; - lava_features_lim = rangelim(params->lava_features, 0, 10); - massive_cave_depth = params->massive_cave_depth; - river_depth_bed = params->river_depth + 1.f; - river_size_factor = params->river_size / 100.f; - water_features_lim = rangelim(params->water_features, 0, 10); + 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; + 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; @@ -91,111 +89,121 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa //// 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); + noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, + seed, csize.X, csize.Y + 2, csize.Z); // 1-down overgeneraion - noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); - noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); - noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); - - humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); - use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); - humidity_adjust = bp->np_humidity.offset - 50.f; - - // a small chance of overflows if the settings are very high - cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50; - lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50; - - tcave_cache = new float[csize.Y + 2]; + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; + MapgenBasic::np_cavern = params->np_cavern; + MapgenBasic::np_dungeons = params->np_dungeons; } MapgenValleys::~MapgenValleys() { - delete noise_cave1; - delete noise_cave2; delete noise_filler_depth; delete noise_inter_valley_fill; delete noise_inter_valley_slope; delete noise_rivers; - delete noise_massive_caves; delete noise_terrain_height; delete noise_valley_depth; delete noise_valley_profile; - - delete[] tcave_cache; } MapgenValleysParams::MapgenValleysParams(): - 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_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f), - np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f), - np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f), - np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f), - np_massive_caves (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f), - np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f), - np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f), - np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f) + 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), + np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 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->getU16NoEx("mgvalleys_lava_features", lava_features); - settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth); - settings->getU16NoEx("mgvalleys_river_depth", river_depth); - settings->getU16NoEx("mgvalleys_river_size", river_size); - settings->getU16NoEx("mgvalleys_water_features", water_features); - settings->getFloatNoEx("mgvalleys_cave_width", cave_width); - settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin); - settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax); + 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->getU16NoEx("mgvalleys_small_cave_num_min", small_cave_num_min); + settings->getU16NoEx("mgvalleys_small_cave_num_max", small_cave_num_max); + settings->getU16NoEx("mgvalleys_large_cave_num_min", large_cave_num_min); + settings->getU16NoEx("mgvalleys_large_cave_num_max", large_cave_num_max); + settings->getFloatNoEx("mgvalleys_large_cave_flooded", large_cave_flooded); + 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_cave1", np_cave1); - settings->getNoiseParams("mgvalleys_np_cave2", np_cave2); 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_massive_caves", np_massive_caves); 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); + settings->getNoiseParams("mgvalleys_np_dungeons", np_dungeons); } 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->setU16("mgvalleys_lava_features", lava_features); - settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth); - settings->setU16("mgvalleys_river_depth", river_depth); - settings->setU16("mgvalleys_river_size", river_size); - settings->setU16("mgvalleys_water_features", water_features); - settings->setFloat("mgvalleys_cave_width", cave_width); - settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin); - settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax); + settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys); + settings->setU16("mgvalleys_altitude_chill", altitude_chill); + settings->setS16("mgvalleys_large_cave_depth", large_cave_depth); + settings->setU16("mgvalleys_small_cave_num_min", small_cave_num_min); + settings->setU16("mgvalleys_small_cave_num_max", small_cave_num_max); + settings->setU16("mgvalleys_large_cave_num_min", large_cave_num_min); + settings->setU16("mgvalleys_large_cave_num_max", large_cave_num_max); + settings->setFloat("mgvalleys_large_cave_flooded", large_cave_flooded); + 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_cave1", np_cave1); - settings->setNoiseParams("mgvalleys_np_cave2", np_cave2); 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_massive_caves", np_massive_caves); 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); + settings->setNoiseParams("mgvalleys_np_dungeons", np_dungeons); } -/////////////////////////////////////// +void MapgenValleysParams::setDefaultSettings(Settings *settings) +{ + settings->setDefault("mgvalleys_spflags", flagdesc_mapgen_valleys, + MGVALLEYS_ALT_CHILL | MGVALLEYS_HUMID_RIVERS | + MGVALLEYS_VARY_RIVER_DEPTH | MGVALLEYS_ALT_DRY); +} + + +///////////////////////////////////////////////////////////////// void MapgenValleys::makeChunk(BlockMakeData *data) @@ -203,19 +211,13 @@ 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; - //TimeTaker t("makeChunk"); - v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; @@ -225,526 +227,257 @@ void MapgenValleys::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Generate biome noises. Note this must be executed strictly before + // 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 + // Generate terrain s16 stone_surface_max_y = generateTerrain(); - // Recalculate heightmap + // Create heightmap updateHeightmap(node_min, node_max); // Place biome-specific nodes and build biomemap - MgStoneType mgstone_type; - content_t biome_stone; - generateBiomes(&mgstone_type, &biome_stone); + if (flags & MG_BIOMES) { + generateBiomes(); + } - // Cave creation. - if (flags & MG_CAVES) - generateCaves(stone_surface_max_y, large_cave_depth); + // 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); + } + + // Generate the registered ores + if (flags & MG_ORES) + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Dungeon creation - if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin && - full_node_max.Y <= dungeon_ymax) - generateDungeons(stone_surface_max_y, mgstone_type, biome_stone); + 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(); - - //TimeTaker tll("liquid_lighting"); + if (flags & MG_BIOMES) + 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); - - //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f); - //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f); + calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), + full_node_min, full_node_max); this->generating = false; -} - - -// Populate the noise tables and do most of the -// calculation necessary to determine terrain height. -void MapgenValleys::calculateNoise() -{ - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; - - //TimeTaker tcn("actualNoise"); - - 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); - - //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f); - - float heat_offset = 0.f; - float humidity_scale = 1.f; - - // Altitude chill tends to reduce the average heat. - if (use_altitude_chill) - heat_offset = 5.f; - - // 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 about - // 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; - } -} - -// This keeps us from having to maintain two similar sets of -// complicated code to determine ground level. -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, in arbitrary units. - float river = fabs(*tn->rivers) - river_size_factor; - - // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. - // Making "a" vary (0 < a <= 1) changes the shape of the valleys. - // Try it with a geometry software ! - // (here x = "river" and a = valley_profile). - // "valley" represents the height of the terrain, from the rivers. - { - float t = river / tn->valley_profile; - *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t))); - } - - // approximate height of the terrain at this point - float mount = base + *tn->valley; - - *tn->slope *= *tn->valley; - - // Rivers are placed where "river" is negative, so where the original - // noise value is close to zero. - // Base ground is returned as rivers since it's basically the water table. - *tn->rivers = base; - if (river < 0.f) { - // Use the the function -sqrt(1-x^2) which models a circle. - float depth; - { - float t = river / river_size_factor + 1; - depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t)))); - } - - // 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 = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount); - - // Slope has no influence on rivers. - *tn->slope = 0.f; - } - - return mount; + //printf("makeChunk: %lums\n", t.stop()); } -// This avoids duplicating the code in terrainLevelFromNoise, adding -// only the final step of terrain generation without a noise map. -float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) +int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) { - 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 = MYMAX(y - 1, mount); - break; + // Check if in a river channel + float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); + if (std::fabs(n_rivers) <= river_size_factor) + // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; + + float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed); + float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed); + float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed); + float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed); + + float valley_d = n_valley * n_valley; + float base = n_terrain_height + valley_d; + float river = std::fabs(n_rivers) - river_size_factor; + float tv = std::fmax(river / n_valley_profile, 0.0f); + float valley_h = valley_d * (1.0f - std::exp(-tv * tv)); + float surface_y = base + valley_h; + float slope = n_slope * valley_h; + float river_y = base - 1.0f; + + // Raising the maximum spawn level above 'water_level + 16' is necessary for custom + // parameters that set average terrain level much higher than water_level. + s16 max_spawn_y = std::fmax( + noise_terrain_height->np.offset + + noise_valley_depth->np.offset * noise_valley_depth->np.offset, + water_level + 16); + + // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open + // space above spawn position. Avoids spawning in possibly sealed voids. + for (s16 y = max_spawn_y + 128; y >= water_level; y--) { + float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed); + float surface_delta = (float)y - surface_y; + float density = slope * n_fill - surface_delta; + + if (density > 0.0f) { // If solid + // Sometimes surface level is below river water level in places that are not + // river channels. + if (y < water_level || y > max_spawn_y || y < (s16)river_y) + // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; + + // y + 2 because y is surface and due to biome 'dust' nodes. + return y + 2; } } - - return mount; -} - - -int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) -{ - // Check to make sure this isn't a request for a location in a river. - float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); - if (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 + 32) - 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.f; - - return adjustedTerrainLevelFromNoise(&tn); + // Unsuitable spawn position, no ground found + return MAX_MAP_GENERATION_LIMIT; } int MapgenValleys::generateTerrain() { - // Raising this reduces the rate of evaporation. - static const float evaporation = 300.f; - // from the lua - static const float humidity_dropoff = 4.f; - // constant to convert altitude chill (compatible with lua) to heat - static const float alt_to_heat = 20.f; - // humidity reduction by altitude - static const float alt_to_humid = 10.f; - MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); MapNode n_stone(c_stone); MapNode n_water(c_water_source); + noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z); + noise_rivers->perlinMap2D(node_min.X, node_min.Z); + noise_terrain_height->perlinMap2D(node_min.X, node_min.Z); + noise_valley_depth->perlinMap2D(node_min.X, node_min.Z); + noise_valley_profile->perlinMap2D(node_min.X, node_min.Z); + + noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + 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 = 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.f || river_y > 0.f)) - t_heat -= alt_to_heat * MYMAX(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.f; - if (delta < 0.f) { - float t_evap = (t_heat - 32.f) / evaporation; - river_y += delta * MYMAX(t_evap, 0.08f); + float n_slope = noise_inter_valley_slope->result[index_2d]; + float n_rivers = noise_rivers->result[index_2d]; + float n_terrain_height = noise_terrain_height->result[index_2d]; + float n_valley = noise_valley_depth->result[index_2d]; + float n_valley_profile = noise_valley_profile->result[index_2d]; + + float valley_d = n_valley * n_valley; + // 'base' represents the level of the river banks + float base = n_terrain_height + valley_d; + // 'river' represents the distance from the river edge + float river = std::fabs(n_rivers) - river_size_factor; + // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. + // 'valley_h' represents the height of the terrain, from the rivers. + float tv = std::fmax(river / n_valley_profile, 0.0f); + float valley_h = valley_d * (1.0f - std::exp(-tv * tv)); + // Approximate height of the terrain + float surface_y = base + valley_h; + float slope = n_slope * valley_h; + // River water surface is 1 node below river banks + float river_y = base - 1.0f; + + // Rivers are placed where 'river' is negative + if (river < 0.0f) { + // Use 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 - tr * tr))); + // There is no logical equivalent to this using rangelim + surface_y = std::fmin( + std::fmax(base - depth, (float)(water_level - 3)), + surface_y); + slope = 0.0f; + } + + // Optionally vary river depth according to heat and humidity + if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) { + float t_heat = m_bgen->heatmap[index_2d]; + float heat = (spflags & MGVALLEYS_ALT_CHILL) ? + // Match heat value calculated below in + // 'Optionally decrease heat with altitude'. + // In rivers, 'ground height ignoring riverbeds' is 'base'. + // As this only affects river water we can assume y > water_level. + t_heat + 5.0f - (base - water_level) * 20.0f / altitude_chill : + t_heat; + float delta = m_bgen->humidmap[index_2d] - 50.0f; + if (delta < 0.0f) { + float t_evap = (heat - 32.0f) / 300.0f; + river_y += delta * std::fmax(t_evap, 0.08f); } } + // Highest solid node in column + s16 column_max_y = surface_y; 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); - // Mapgens concern themselves with stone and water. 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 n_fill = noise_inter_valley_fill->result[index_3d]; float surface_delta = (float)y - surface_y; - bool river = y + 1 < river_y; + // Density = density noise + density gradient + float density = slope * n_fill - surface_delta; - if (slope * fill > surface_delta) { - // ground - vm->m_data[index_data] = n_stone; - if (y > heightmap[index_2d]) - heightmap[index_2d] = y; + if (density > 0.0f) { + vm->m_data[index_data] = n_stone; // Stone if (y > surface_max_y) surface_max_y = y; + if (y > column_max_y) + column_max_y = y; } else if (y <= water_level) { - // sea - vm->m_data[index_data] = n_water; - } else if (river) { - // river - vm->m_data[index_data] = n_river_water; - } else { // air - vm->m_data[index_data] = n_air; + vm->m_data[index_data] = n_water; // Water + } else if (y <= (s16)river_y) { + vm->m_data[index_data] = n_river_water; // River water + } else { + vm->m_data[index_data] = n_air; // Air } } - vm->m_area.add_y(em, index_data, 1); + 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; - } + // Optionally increase humidity around rivers + if (spflags & MGVALLEYS_HUMID_RIVERS) { + // Compensate to avoid increasing average humidity + m_bgen->humidmap[index_2d] *= 0.8f; + // Ground height ignoring riverbeds + float t_alt = std::fmax(base, (float)column_max_y); + float water_depth = (t_alt - base) / 4.0f; + m_bgen->humidmap[index_2d] *= + 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f)); } - if (humid_rivers) { - // Use base ground (water table) in a riverbed, to - // avoid an unnatural rise in humidity. - float t_alt = MYMAX(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.f + pow(0.5f, MYMAX(water_depth, 1.f)); - - // Reduce humidity with altitude (ignoring riverbeds). - // This is similar to the lua version's seawater adjustment, - // but doesn't increase the base humidity, which causes - // problems with the default biomes. - if (t_alt > 0.f) - humid -= alt_to_humid * t_alt / altitude_chill; - - m_bgen->humidmap[index_2d] = humid; + // Optionally decrease humidity with altitude + if (spflags & MGVALLEYS_ALT_DRY) { + // Ground height ignoring riverbeds + float t_alt = std::fmax(base, (float)column_max_y); + // Only decrease above water_level + if (t_alt > water_level) + m_bgen->humidmap[index_2d] -= + (t_alt - water_level) * 10.0f / altitude_chill; } - // 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 = MYMAX(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.f) - m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill; + // Optionally decrease heat with altitude + if (spflags & MGVALLEYS_ALT_CHILL) { + // Compensate to avoid reducing the average heat + m_bgen->heatmap[index_2d] += 5.0f; + // Ground height ignoring riverbeds + float t_alt = std::fmax(base, (float)column_max_y); + // Only decrease above water_level + if (t_alt > water_level) + m_bgen->heatmap[index_2d] -= + (t_alt - water_level) * 20.0f / altitude_chill; } } return surface_max_y; } - -void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth) -{ - if (max_stone_y < node_min.Y) - return; - - noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - - PseudoRandom ps(blockseed + 72202); - - MapNode n_air(CONTENT_AIR); - MapNode n_lava(c_lava_source); - MapNode n_water(c_river_water_source); - - const v3s16 &em = vm->m_area.getExtent(); - - // Cave blend distance near YMIN, YMAX - const float massive_cave_blend = 128.f; - // noise threshold for massive caves - const float massive_cave_threshold = 0.6f; - // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume. - - float yblmin = -mapgen_limit + massive_cave_blend * 1.5f; - float yblmax = massive_cave_depth - massive_cave_blend * 1.5f; - bool made_a_big_one = false; - - // Cache the tcave values as they only vary by altitude. - if (node_max.Y <= massive_cave_depth) { - noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - - for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) { - float tcave = massive_cave_threshold; - - if (y < yblmin) { - float t = (yblmin - y) / massive_cave_blend; - tcave += MYSQUARE(t); - } else if (y > yblmax) { - float t = (y - yblmax) / massive_cave_blend; - tcave += MYSQUARE(t); - } - - tcave_cache[y - node_min.Y + 1] = tcave; - } - } - - // lava_depth varies between one and ten as you approach - // the bottom of the world. - s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit); - // This allows random lava spawns to be less common at the surface. - s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth; - // water_depth varies between ten and one on the way down. - s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit); - // This allows random water spawns to be more common at the surface. - s16 water_chance = MYCUBE(water_features_lim) * water_depth; - - // Reduce the odds of overflows even further. - if (node_max.Y > water_level) { - lava_chance /= 3; - water_chance /= 3; - } - - 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++) { - Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]); - bool tunnel_air_above = false; - bool is_under_river = false; - bool underground = false; - u32 index_data = vm->m_area.index(x, node_max.Y, z); - u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); - - // Dig caves on down loop to check for air above. - // Don't excavate the overgenerated stone at node_max.Y + 1, - // this creates a 'roof' over the tunnel, preventing light in - // tunnels at mapchunk borders when generating mapchunks upwards. - // This 'roof' is removed when the mapchunk above is generated. - for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, - index_3d -= ystride, - vm->m_area.add_y(em, index_data, -1)) { - - float terrain = noise_terrain_height->result[index_2d]; - - // Saves some time. - if (y > terrain + 10) - continue; - - if (y < terrain - 40) - underground = true; - - // Dig massive caves. - if (node_max.Y <= massive_cave_depth - && noise_massive_caves->result[index_3d] - > tcave_cache[y - node_min.Y + 1]) { - vm->m_data[index_data] = n_air; - made_a_big_one = true; - continue; - } - - content_t c = vm->m_data[index_data].getContent(); - // Detect river water to place riverbed nodes in tunnels - if (c == biome->c_river_water) - is_under_river = true; - - float d1 = contour(noise_cave1->result[index_3d]); - float d2 = contour(noise_cave2->result[index_3d]); - - if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { - // in a tunnel - vm->m_data[index_data] = n_air; - tunnel_air_above = true; - } else if (c == biome->c_filler || c == biome->c_stone) { - if (tunnel_air_above) { - // at the tunnel floor - s16 sr = ps.range(0, 39); - u32 j = index_data; - vm->m_area.add_y(em, j, 1); - - if (sr > terrain - y) { - // Put biome nodes in tunnels near the surface - if (is_under_river) - vm->m_data[index_data] = MapNode(biome->c_riverbed); - else if (underground) - vm->m_data[index_data] = MapNode(biome->c_filler); - else - vm->m_data[index_data] = MapNode(biome->c_top); - } else if (sr < 3 && underground) { - sr = abs(ps.next()); - if (lava_features_lim > 0 && y <= lava_max_height - && c == biome->c_stone && sr < lava_chance) - vm->m_data[j] = n_lava; - - sr -= lava_chance; - - // If sr < 0 then we should have already placed lava -- - // don't immediately dump water on it. - if (water_features_lim > 0 && y <= cave_water_max_height - && sr >= 0 && sr < water_chance) - vm->m_data[j] = n_water; - } - } - - tunnel_air_above = false; - underground = true; - } else { - tunnel_air_above = false; - } - } - } - - if (node_max.Y <= large_cave_depth && !made_a_big_one) { - u32 bruises_count = ps.range(0, 2); - for (u32 i = 0; i < bruises_count; i++) { - CavesRandomWalk cave(ndef, &gennotify, seed, water_level, - c_water_source, c_lava_source, lava_max_height); - - cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap); - } - } -}