3 Copyright (C) 2014-2018 paramat
4 Copyright (C) 2014-2018 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_v5.h"
41 FlagDesc flagdesc_mapgen_v5[] = {
42 {"caverns", MGV5_CAVERNS},
47 MapgenV5::MapgenV5(MapgenV5Params *params, EmergeManager *emerge)
48 : MapgenBasic(MAPGEN_V5, params, emerge)
50 spflags = params->spflags;
51 cave_width = params->cave_width;
52 large_cave_depth = params->large_cave_depth;
53 small_cave_num_min = params->small_cave_num_min;
54 small_cave_num_max = params->small_cave_num_max;
55 large_cave_num_min = params->large_cave_num_min;
56 large_cave_num_max = params->large_cave_num_max;
57 large_cave_flooded = params->large_cave_flooded;
58 cavern_limit = params->cavern_limit;
59 cavern_taper = params->cavern_taper;
60 cavern_threshold = params->cavern_threshold;
61 dungeon_ymin = params->dungeon_ymin;
62 dungeon_ymax = params->dungeon_ymax;
65 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
66 noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
67 noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
70 // 1-up 1-down overgeneration
71 noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
72 // 1 down overgeneration
73 MapgenBasic::np_cave1 = params->np_cave1;
74 MapgenBasic::np_cave2 = params->np_cave2;
75 MapgenBasic::np_cavern = params->np_cavern;
76 MapgenBasic::np_dungeons = params->np_dungeons;
82 delete noise_filler_depth;
89 MapgenV5Params::MapgenV5Params():
90 np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
91 np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
92 np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
93 np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
94 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
95 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
96 np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
97 np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
102 void MapgenV5Params::readParams(const Settings *settings)
104 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
105 settings->getFloatNoEx("mgv5_cave_width", cave_width);
106 settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
107 settings->getU16NoEx("mgv5_small_cave_num_min", small_cave_num_min);
108 settings->getU16NoEx("mgv5_small_cave_num_max", small_cave_num_max);
109 settings->getU16NoEx("mgv5_large_cave_num_min", large_cave_num_min);
110 settings->getU16NoEx("mgv5_large_cave_num_max", large_cave_num_max);
111 settings->getFloatNoEx("mgv5_large_cave_flooded", large_cave_flooded);
112 settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
113 settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
114 settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
115 settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
116 settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
118 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
119 settings->getNoiseParams("mgv5_np_factor", np_factor);
120 settings->getNoiseParams("mgv5_np_height", np_height);
121 settings->getNoiseParams("mgv5_np_ground", np_ground);
122 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
123 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
124 settings->getNoiseParams("mgv5_np_cavern", np_cavern);
125 settings->getNoiseParams("mgv5_np_dungeons", np_dungeons);
129 void MapgenV5Params::writeParams(Settings *settings) const
131 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5);
132 settings->setFloat("mgv5_cave_width", cave_width);
133 settings->setS16("mgv5_large_cave_depth", large_cave_depth);
134 settings->setU16("mgv5_small_cave_num_min", small_cave_num_min);
135 settings->setU16("mgv5_small_cave_num_max", small_cave_num_max);
136 settings->setU16("mgv5_large_cave_num_min", large_cave_num_min);
137 settings->setU16("mgv5_large_cave_num_max", large_cave_num_max);
138 settings->setFloat("mgv5_large_cave_flooded", large_cave_flooded);
139 settings->setS16("mgv5_cavern_limit", cavern_limit);
140 settings->setS16("mgv5_cavern_taper", cavern_taper);
141 settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
142 settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
143 settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
145 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
146 settings->setNoiseParams("mgv5_np_factor", np_factor);
147 settings->setNoiseParams("mgv5_np_height", np_height);
148 settings->setNoiseParams("mgv5_np_ground", np_ground);
149 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
150 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
151 settings->setNoiseParams("mgv5_np_cavern", np_cavern);
152 settings->setNoiseParams("mgv5_np_dungeons", np_dungeons);
156 void MapgenV5Params::setDefaultSettings(Settings *settings)
158 settings->setDefault("mgv5_spflags", flagdesc_mapgen_v5, MGV5_CAVERNS);
162 /////////////////////////////////////////////////////////////////
165 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
168 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
173 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
175 // noise_height 'offset' is the average level of terrain. At least 50% of
176 // terrain will be below this.
177 // Raising the maximum spawn level above 'water_level + 16' is necessary
178 // for when noise_height 'offset' is set much higher than water_level.
179 s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
181 // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
182 // space above spawn position. Avoids spawning in possibly sealed voids.
183 for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
184 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
186 if (n_ground * f > y - h) { // If solid
187 if (y < water_level || y > max_spawn_y)
188 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
190 // y + 2 because y is surface and due to biome 'dust' nodes.
194 // Unsuitable spawn position, no ground found
195 return MAX_MAP_GENERATION_LIMIT;
199 void MapgenV5::makeChunk(BlockMakeData *data)
202 assert(data->vmanip);
203 assert(data->nodedef);
204 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
205 data->blockpos_requested.Y >= data->blockpos_min.Y &&
206 data->blockpos_requested.Z >= data->blockpos_min.Z);
207 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
208 data->blockpos_requested.Y <= data->blockpos_max.Y &&
209 data->blockpos_requested.Z <= data->blockpos_max.Z);
211 this->generating = true;
212 this->vm = data->vmanip;
213 this->ndef = data->nodedef;
214 //TimeTaker t("makeChunk");
216 v3s16 blockpos_min = data->blockpos_min;
217 v3s16 blockpos_max = data->blockpos_max;
218 node_min = blockpos_min * MAP_BLOCKSIZE;
219 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
220 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
221 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
223 // Create a block-specific seed
224 blockseed = getBlockSeed2(full_node_min, seed);
226 // Generate base terrain
227 s16 stone_surface_max_y = generateBaseTerrain();
230 updateHeightmap(node_min, node_max);
232 // Init biome generator, place biome-specific nodes, and build biomemap
233 if (flags & MG_BIOMES) {
234 biomegen->calcBiomeNoise(node_min);
238 // Generate tunnels, caverns and large randomwalk caves
239 if (flags & MG_CAVES) {
240 // Generate tunnels first as caverns confuse them
241 generateCavesNoiseIntersection(stone_surface_max_y);
244 bool near_cavern = false;
245 if (spflags & MGV5_CAVERNS)
246 near_cavern = generateCavernsNoise(stone_surface_max_y);
248 // Generate large randomwalk caves
250 // Disable large randomwalk caves in this mapchunk by setting
251 // 'large cave depth' to world base. Avoids excessive liquid in
252 // large caverns and floating blobs of overgenerated liquid.
253 generateCavesRandomWalk(stone_surface_max_y,
254 -MAX_MAP_GENERATION_LIMIT);
256 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
259 // Generate the registered ores
260 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
262 // Generate dungeons and desert temples
263 if (flags & MG_DUNGEONS)
264 generateDungeons(stone_surface_max_y);
266 // Generate the registered decorations
267 if (flags & MG_DECORATIONS)
268 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
270 // Sprinkle some dust on top after everything else was generated
271 if (flags & MG_BIOMES)
274 //printf("makeChunk: %dms\n", t.stop());
276 // Add top and bottom side of water to transforming_liquid queue
277 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
279 // Calculate lighting
280 if (flags & MG_LIGHT) {
281 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
282 full_node_min, full_node_max);
285 this->generating = false;
289 int MapgenV5::generateBaseTerrain()
293 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
295 noise_factor->perlinMap2D(node_min.X, node_min.Z);
296 noise_height->perlinMap2D(node_min.X, node_min.Z);
297 noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
299 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
300 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
301 u32 vi = vm->m_area.index(node_min.X, y, z);
302 for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
303 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
306 float f = 0.55 + noise_factor->result[index2d];
311 float h = noise_height->result[index2d];
313 if (noise_ground->result[index] * f < y - h) {
314 if (y <= water_level)
315 vm->m_data[vi] = MapNode(c_water_source);
317 vm->m_data[vi] = MapNode(CONTENT_AIR);
319 vm->m_data[vi] = MapNode(c_stone);
320 if (y > stone_surface_max_y)
321 stone_surface_max_y = y;
329 return stone_surface_max_y;