3 Copyright (C) 2015-2018 paramat
4 Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
29 #include "voxelalgorithms.h"
30 //#include "profiler.h" // For TimeTaker
31 #include "settings.h" // For g_settings
33 #include "dungeongen.h"
37 #include "mg_decoration.h"
38 #include "mapgen_flat.h"
41 FlagDesc flagdesc_mapgen_flat[] = {
42 {"lakes", MGFLAT_LAKES},
43 {"hills", MGFLAT_HILLS},
47 ///////////////////////////////////////////////////////////////////////////////////////
50 MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeManager *emerge)
51 : MapgenBasic(MAPGEN_FLAT, params, emerge)
53 spflags = params->spflags;
54 ground_level = params->ground_level;
55 large_cave_depth = params->large_cave_depth;
56 small_cave_num_min = params->small_cave_num_min;
57 small_cave_num_max = params->small_cave_num_max;
58 large_cave_num_min = params->large_cave_num_min;
59 large_cave_num_max = params->large_cave_num_max;
60 large_cave_flooded = params->large_cave_flooded;
61 cave_width = params->cave_width;
62 lake_threshold = params->lake_threshold;
63 lake_steepness = params->lake_steepness;
64 hill_threshold = params->hill_threshold;
65 hill_steepness = params->hill_steepness;
66 dungeon_ymin = params->dungeon_ymin;
67 dungeon_ymax = params->dungeon_ymax;
70 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
72 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
73 noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
75 MapgenBasic::np_cave1 = params->np_cave1;
76 MapgenBasic::np_cave2 = params->np_cave2;
77 MapgenBasic::np_dungeons = params->np_dungeons;
81 MapgenFlat::~MapgenFlat()
83 delete noise_filler_depth;
85 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
90 MapgenFlatParams::MapgenFlatParams():
91 np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
92 np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
93 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
94 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
95 np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
100 void MapgenFlatParams::readParams(const Settings *settings)
102 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
103 settings->getS16NoEx("mgflat_ground_level", ground_level);
104 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
105 settings->getU16NoEx("mgflat_small_cave_num_min", small_cave_num_min);
106 settings->getU16NoEx("mgflat_small_cave_num_max", small_cave_num_max);
107 settings->getU16NoEx("mgflat_large_cave_num_min", large_cave_num_min);
108 settings->getU16NoEx("mgflat_large_cave_num_max", large_cave_num_max);
109 settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded);
110 settings->getFloatNoEx("mgflat_cave_width", cave_width);
111 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
112 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
113 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
114 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
115 settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin);
116 settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax);
118 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
119 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
120 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
121 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
122 settings->getNoiseParams("mgflat_np_dungeons", np_dungeons);
126 void MapgenFlatParams::writeParams(Settings *settings) const
128 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat);
129 settings->setS16("mgflat_ground_level", ground_level);
130 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
131 settings->setU16("mgflat_small_cave_num_min", small_cave_num_min);
132 settings->setU16("mgflat_small_cave_num_max", small_cave_num_max);
133 settings->setU16("mgflat_large_cave_num_min", large_cave_num_min);
134 settings->setU16("mgflat_large_cave_num_max", large_cave_num_max);
135 settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded);
136 settings->setFloat("mgflat_cave_width", cave_width);
137 settings->setFloat("mgflat_lake_threshold", lake_threshold);
138 settings->setFloat("mgflat_lake_steepness", lake_steepness);
139 settings->setFloat("mgflat_hill_threshold", hill_threshold);
140 settings->setFloat("mgflat_hill_steepness", hill_steepness);
141 settings->setS16("mgflat_dungeon_ymin", dungeon_ymin);
142 settings->setS16("mgflat_dungeon_ymax", dungeon_ymax);
144 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
145 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
146 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
147 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
148 settings->setNoiseParams("mgflat_np_dungeons", np_dungeons);
152 void MapgenFlatParams::setDefaultSettings(Settings *settings)
154 settings->setDefault("mgflat_spflags", flagdesc_mapgen_flat, 0);
158 /////////////////////////////////////////////////////////////////
161 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
163 s16 stone_level = ground_level;
165 ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
166 NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
169 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
170 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
171 stone_level = ground_level - depress;
172 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
173 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
174 stone_level = ground_level + rise;
177 if (ground_level < water_level)
178 // Ocean world, may not have islands so allow spawn in water
179 return MYMAX(stone_level + 2, water_level);
181 if (stone_level >= water_level)
183 // + 2 not + 1, to spawn above biome 'dust' nodes
184 return stone_level + 2;
186 // Unsuitable spawn point
187 return MAX_MAP_GENERATION_LIMIT;
191 void MapgenFlat::makeChunk(BlockMakeData *data)
194 assert(data->vmanip);
195 assert(data->nodedef);
196 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
197 data->blockpos_requested.Y >= data->blockpos_min.Y &&
198 data->blockpos_requested.Z >= data->blockpos_min.Z);
199 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
200 data->blockpos_requested.Y <= data->blockpos_max.Y &&
201 data->blockpos_requested.Z <= data->blockpos_max.Z);
203 this->generating = true;
204 this->vm = data->vmanip;
205 this->ndef = data->nodedef;
206 //TimeTaker t("makeChunk");
208 v3s16 blockpos_min = data->blockpos_min;
209 v3s16 blockpos_max = data->blockpos_max;
210 node_min = blockpos_min * MAP_BLOCKSIZE;
211 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
212 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
213 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
215 blockseed = getBlockSeed2(full_node_min, seed);
217 // Generate base terrain, mountains, and ridges with initial heightmaps
218 s16 stone_surface_max_y = generateTerrain();
221 updateHeightmap(node_min, node_max);
223 // Init biome generator, place biome-specific nodes, and build biomemap
224 if (flags & MG_BIOMES) {
225 biomegen->calcBiomeNoise(node_min);
229 if (flags & MG_CAVES) {
231 generateCavesNoiseIntersection(stone_surface_max_y);
232 // Generate large randomwalk caves
233 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
236 // Generate the registered ores
237 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
239 if (flags & MG_DUNGEONS)
240 generateDungeons(stone_surface_max_y);
242 // Generate the registered decorations
243 if (flags & MG_DECORATIONS)
244 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
246 // Sprinkle some dust on top after everything else was generated
247 if (flags & MG_BIOMES)
250 //printf("makeChunk: %dms\n", t.stop());
252 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
254 if (flags & MG_LIGHT)
255 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
256 full_node_min, full_node_max);
258 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
259 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
261 this->generating = false;
265 s16 MapgenFlat::generateTerrain()
267 MapNode n_air(CONTENT_AIR);
268 MapNode n_stone(c_stone);
269 MapNode n_water(c_water_source);
271 const v3s16 &em = vm->m_area.getExtent();
272 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
275 bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
277 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
279 for (s16 z = node_min.Z; z <= node_max.Z; z++)
280 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
281 s16 stone_level = ground_level;
282 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
284 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
285 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
286 stone_level = ground_level - depress;
287 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
288 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
289 stone_level = ground_level + rise;
292 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
293 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
294 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
295 if (y <= stone_level) {
296 vm->m_data[vi] = n_stone;
297 if (y > stone_surface_max_y)
298 stone_surface_max_y = y;
299 } else if (y <= water_level) {
300 vm->m_data[vi] = n_water;
302 vm->m_data[vi] = n_air;
305 VoxelArea::add_y(em, vi, 1);
309 return stone_surface_max_y;