Give the Mapgen on each EmergeThread its own Biome/Ore/Deco/SchemManager copy
[oweals/minetest.git] / src / mapgen / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2015-2018 paramat
4 Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5
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.
10
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.
15
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.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 //#include "profiler.h" // For TimeTaker
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "mg_biome.h"
36 #include "mg_ore.h"
37 #include "mg_decoration.h"
38 #include "mapgen_flat.h"
39
40
41 FlagDesc flagdesc_mapgen_flat[] = {
42         {"lakes", MGFLAT_LAKES},
43         {"hills", MGFLAT_HILLS},
44         {NULL,    0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeParams *emerge)
51         : MapgenBasic(MAPGEN_FLAT, params, emerge)
52 {
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;
68
69         // 2D noise
70         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
71
72         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
73                 noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
74         // 3D noise
75         MapgenBasic::np_cave1    = params->np_cave1;
76         MapgenBasic::np_cave2    = params->np_cave2;
77         MapgenBasic::np_dungeons = params->np_dungeons;
78 }
79
80
81 MapgenFlat::~MapgenFlat()
82 {
83         delete noise_filler_depth;
84
85         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
86                 delete noise_terrain;
87 }
88
89
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)
96 {
97 }
98
99
100 void MapgenFlatParams::readParams(const Settings *settings)
101 {
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);
117
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);
123 }
124
125
126 void MapgenFlatParams::writeParams(Settings *settings) const
127 {
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);
143
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);
149 }
150
151
152 void MapgenFlatParams::setDefaultSettings(Settings *settings)
153 {
154         settings->setDefault("mgflat_spflags", flagdesc_mapgen_flat, 0);
155 }
156
157
158 /////////////////////////////////////////////////////////////////
159
160
161 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
162 {
163         s16 stone_level = ground_level;
164         float n_terrain = 
165                 ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
166                 NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
167                 0.0f;
168
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;
175         }
176
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);
180
181         if (stone_level >= water_level)
182                 // Spawn on land
183                 // + 2 not + 1, to spawn above biome 'dust' nodes
184                 return stone_level + 2;
185
186         // Unsuitable spawn point
187         return MAX_MAP_GENERATION_LIMIT;
188 }
189
190
191 void MapgenFlat::makeChunk(BlockMakeData *data)
192 {
193         // Pre-conditions
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);
202
203         this->generating = true;
204         this->vm   = data->vmanip;
205         this->ndef = data->nodedef;
206         //TimeTaker t("makeChunk");
207
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);
214
215         blockseed = getBlockSeed2(full_node_min, seed);
216
217         // Generate base terrain, mountains, and ridges with initial heightmaps
218         s16 stone_surface_max_y = generateTerrain();
219
220         // Create heightmap
221         updateHeightmap(node_min, node_max);
222
223         // Init biome generator, place biome-specific nodes, and build biomemap
224         if (flags & MG_BIOMES) {
225                 biomegen->calcBiomeNoise(node_min);
226                 generateBiomes();
227         }
228
229         if (flags & MG_CAVES) {
230                 // Generate tunnels
231                 generateCavesNoiseIntersection(stone_surface_max_y);
232                 // Generate large randomwalk caves
233                 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
234         }
235
236         // Generate the registered ores
237         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
238
239         if (flags & MG_DUNGEONS)
240                 generateDungeons(stone_surface_max_y);
241
242         // Generate the registered decorations
243         if (flags & MG_DECORATIONS)
244                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
245
246         // Sprinkle some dust on top after everything else was generated
247         if (flags & MG_BIOMES)
248                 dustTopNodes();
249
250         //printf("makeChunk: %dms\n", t.stop());
251
252         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
253
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);
257
258         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
259         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
260
261         this->generating = false;
262 }
263
264
265 s16 MapgenFlat::generateTerrain()
266 {
267         MapNode n_air(CONTENT_AIR);
268         MapNode n_stone(c_stone);
269         MapNode n_water(c_water_source);
270
271         const v3s16 &em = vm->m_area.getExtent();
272         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
273         u32 ni2d = 0;
274
275         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
276         if (use_noise)
277                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
278
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;
283
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;
290                 }
291
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;
301                                 } else {
302                                         vm->m_data[vi] = n_air;
303                                 }
304                         }
305                         VoxelArea::add_y(em, vi, 1);
306                 }
307         }
308
309         return stone_surface_max_y;
310 }