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.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_flat.h"
42 FlagDesc flagdesc_mapgen_flat[] = {
43 {"lakes", MGFLAT_LAKES},
44 {"hills", MGFLAT_HILLS},
48 ///////////////////////////////////////////////////////////////////////////////////////
51 MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeManager *emerge)
52 : MapgenBasic(MAPGEN_FLAT, params, emerge)
54 spflags = params->spflags;
55 ground_level = params->ground_level;
56 large_cave_depth = params->large_cave_depth;
57 lava_depth = params->lava_depth;
58 small_cave_num_min = params->small_cave_num_min;
59 small_cave_num_max = params->small_cave_num_max;
60 large_cave_num_min = params->large_cave_num_min;
61 large_cave_num_max = params->large_cave_num_max;
62 large_cave_flooded = params->large_cave_flooded;
63 cave_width = params->cave_width;
64 lake_threshold = params->lake_threshold;
65 lake_steepness = params->lake_steepness;
66 hill_threshold = params->hill_threshold;
67 hill_steepness = params->hill_steepness;
68 dungeon_ymin = params->dungeon_ymin;
69 dungeon_ymax = params->dungeon_ymax;
72 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
74 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
75 noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
77 MapgenBasic::np_cave1 = params->np_cave1;
78 MapgenBasic::np_cave2 = params->np_cave2;
79 MapgenBasic::np_dungeons = params->np_dungeons;
83 MapgenFlat::~MapgenFlat()
85 delete noise_filler_depth;
87 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
92 MapgenFlatParams::MapgenFlatParams():
93 np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
94 np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
95 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
96 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
97 np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
102 void MapgenFlatParams::readParams(const Settings *settings)
104 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
105 settings->getS16NoEx("mgflat_ground_level", ground_level);
106 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
107 settings->getS16NoEx("mgflat_lava_depth", lava_depth);
108 settings->getU16NoEx("mgflat_small_cave_num_min", small_cave_num_min);
109 settings->getU16NoEx("mgflat_small_cave_num_max", small_cave_num_max);
110 settings->getU16NoEx("mgflat_large_cave_num_min", large_cave_num_min);
111 settings->getU16NoEx("mgflat_large_cave_num_max", large_cave_num_max);
112 settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded);
113 settings->getFloatNoEx("mgflat_cave_width", cave_width);
114 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
115 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
116 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
117 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
118 settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin);
119 settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax);
121 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
122 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
123 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
124 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
125 settings->getNoiseParams("mgflat_np_dungeons", np_dungeons);
129 void MapgenFlatParams::writeParams(Settings *settings) const
131 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
132 settings->setS16("mgflat_ground_level", ground_level);
133 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
134 settings->setS16("mgflat_lava_depth", lava_depth);
135 settings->setU16("mgflat_small_cave_num_min", small_cave_num_min);
136 settings->setU16("mgflat_small_cave_num_max", small_cave_num_max);
137 settings->setU16("mgflat_large_cave_num_min", large_cave_num_min);
138 settings->setU16("mgflat_large_cave_num_max", large_cave_num_max);
139 settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded);
140 settings->setFloat("mgflat_cave_width", cave_width);
141 settings->setFloat("mgflat_lake_threshold", lake_threshold);
142 settings->setFloat("mgflat_lake_steepness", lake_steepness);
143 settings->setFloat("mgflat_hill_threshold", hill_threshold);
144 settings->setFloat("mgflat_hill_steepness", hill_steepness);
145 settings->setS16("mgflat_dungeon_ymin", dungeon_ymin);
146 settings->setS16("mgflat_dungeon_ymax", dungeon_ymax);
148 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
149 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
150 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
151 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
152 settings->setNoiseParams("mgflat_np_dungeons", np_dungeons);
156 /////////////////////////////////////////////////////////////////
159 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
161 s16 stone_level = ground_level;
163 ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
164 NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
167 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
168 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
169 stone_level = ground_level - depress;
170 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
171 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
172 stone_level = ground_level + rise;
175 if (ground_level < water_level)
176 // Ocean world, may not have islands so allow spawn in water
177 return MYMAX(stone_level + 2, water_level);
179 if (stone_level >= water_level)
181 // + 2 not + 1, to spawn above biome 'dust' nodes
182 return stone_level + 2;
184 // Unsuitable spawn point
185 return MAX_MAP_GENERATION_LIMIT;
189 void MapgenFlat::makeChunk(BlockMakeData *data)
192 assert(data->vmanip);
193 assert(data->nodedef);
194 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
195 data->blockpos_requested.Y >= data->blockpos_min.Y &&
196 data->blockpos_requested.Z >= data->blockpos_min.Z);
197 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
198 data->blockpos_requested.Y <= data->blockpos_max.Y &&
199 data->blockpos_requested.Z <= data->blockpos_max.Z);
201 this->generating = true;
202 this->vm = data->vmanip;
203 this->ndef = data->nodedef;
204 //TimeTaker t("makeChunk");
206 v3s16 blockpos_min = data->blockpos_min;
207 v3s16 blockpos_max = data->blockpos_max;
208 node_min = blockpos_min * MAP_BLOCKSIZE;
209 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
210 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
211 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
213 blockseed = getBlockSeed2(full_node_min, seed);
215 // Generate base terrain, mountains, and ridges with initial heightmaps
216 s16 stone_surface_max_y = generateTerrain();
219 updateHeightmap(node_min, node_max);
221 // Init biome generator, place biome-specific nodes, and build biomemap
222 if (flags & MG_BIOMES) {
223 biomegen->calcBiomeNoise(node_min);
227 if (flags & MG_CAVES) {
229 generateCavesNoiseIntersection(stone_surface_max_y);
230 // Generate large randomwalk caves
231 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
234 // Generate the registered ores
235 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
237 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
238 full_node_max.Y <= dungeon_ymax)
239 generateDungeons(stone_surface_max_y);
241 // Generate the registered decorations
242 if (flags & MG_DECORATIONS)
243 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
245 // Sprinkle some dust on top after everything else was generated
246 if (flags & MG_BIOMES)
249 //printf("makeChunk: %dms\n", t.stop());
251 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
253 if (flags & MG_LIGHT)
254 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
255 full_node_min, full_node_max);
257 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
258 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
260 this->generating = false;
264 s16 MapgenFlat::generateTerrain()
266 MapNode n_air(CONTENT_AIR);
267 MapNode n_stone(c_stone);
268 MapNode n_water(c_water_source);
270 const v3s16 &em = vm->m_area.getExtent();
271 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
274 bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
276 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
278 for (s16 z = node_min.Z; z <= node_max.Z; z++)
279 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
280 s16 stone_level = ground_level;
281 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
283 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
284 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
285 stone_level = ground_level - depress;
286 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
287 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
288 stone_level = ground_level + rise;
291 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
292 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
293 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
294 if (y <= stone_level) {
295 vm->m_data[vi] = n_stone;
296 if (y > stone_surface_max_y)
297 stone_surface_max_y = y;
298 } else if (y <= water_level) {
299 vm->m_data[vi] = n_water;
301 vm->m_data[vi] = n_air;
304 VoxelArea::add_y(em, vi, 1);
308 return stone_surface_max_y;