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.
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_v5.h"
42 FlagDesc flagdesc_mapgen_v5[] = {
43 {"caverns", MGV5_CAVERNS},
48 MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
49 : MapgenBasic(mapgenid, params, emerge)
51 spflags = params->spflags;
52 cave_width = params->cave_width;
53 large_cave_depth = params->large_cave_depth;
54 lava_depth = params->lava_depth;
55 cavern_limit = params->cavern_limit;
56 cavern_taper = params->cavern_taper;
57 cavern_threshold = params->cavern_threshold;
60 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
61 noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
62 noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
65 // 1-up 1-down overgeneration
66 noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
67 // 1 down overgeneration
68 MapgenBasic::np_cave1 = params->np_cave1;
69 MapgenBasic::np_cave2 = params->np_cave2;
70 MapgenBasic::np_cavern = params->np_cavern;
76 delete noise_filler_depth;
83 MapgenV5Params::MapgenV5Params():
84 np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
85 np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
86 np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
87 np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
88 np_cave1 (0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0),
89 np_cave2 (0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0),
90 np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
95 void MapgenV5Params::readParams(const Settings *settings)
97 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
98 settings->getFloatNoEx("mgv5_cave_width", cave_width);
99 settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
100 settings->getS16NoEx("mgv5_lava_depth", lava_depth);
101 settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
102 settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
103 settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
105 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
106 settings->getNoiseParams("mgv5_np_factor", np_factor);
107 settings->getNoiseParams("mgv5_np_height", np_height);
108 settings->getNoiseParams("mgv5_np_ground", np_ground);
109 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
110 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
111 settings->getNoiseParams("mgv5_np_cavern", np_cavern);
115 void MapgenV5Params::writeParams(Settings *settings) const
117 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
118 settings->setFloat("mgv5_cave_width", cave_width);
119 settings->setS16("mgv5_large_cave_depth", large_cave_depth);
120 settings->setS16("mgv5_lava_depth", lava_depth);
121 settings->setS16("mgv5_cavern_limit", cavern_limit);
122 settings->setS16("mgv5_cavern_taper", cavern_taper);
123 settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
125 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
126 settings->setNoiseParams("mgv5_np_factor", np_factor);
127 settings->setNoiseParams("mgv5_np_height", np_height);
128 settings->setNoiseParams("mgv5_np_ground", np_ground);
129 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
130 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
131 settings->setNoiseParams("mgv5_np_cavern", np_cavern);
135 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
138 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
143 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
145 // noise_height 'offset' is the average level of terrain. At least 50% of
146 // terrain will be below this.
147 // Raising the maximum spawn level above 'water_level + 16' is necessary
148 // for when noise_height 'offset' is set much higher than water_level.
149 s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
151 // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
152 // space above spawn position. Avoids spawning in possibly sealed voids.
153 for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
154 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
156 if (n_ground * f > y - h) { // If solid
157 if (y < water_level || y > max_spawn_y)
158 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
160 // y + 2 because y is surface and due to biome 'dust' nodes.
164 // Unsuitable spawn position, no ground found
165 return MAX_MAP_GENERATION_LIMIT;
169 void MapgenV5::makeChunk(BlockMakeData *data)
172 assert(data->vmanip);
173 assert(data->nodedef);
174 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
175 data->blockpos_requested.Y >= data->blockpos_min.Y &&
176 data->blockpos_requested.Z >= data->blockpos_min.Z);
177 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
178 data->blockpos_requested.Y <= data->blockpos_max.Y &&
179 data->blockpos_requested.Z <= data->blockpos_max.Z);
181 this->generating = true;
182 this->vm = data->vmanip;
183 this->ndef = data->nodedef;
184 //TimeTaker t("makeChunk");
186 v3s16 blockpos_min = data->blockpos_min;
187 v3s16 blockpos_max = data->blockpos_max;
188 node_min = blockpos_min * MAP_BLOCKSIZE;
189 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
190 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
191 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
193 // Create a block-specific seed
194 blockseed = getBlockSeed2(full_node_min, seed);
196 // Generate base terrain
197 s16 stone_surface_max_y = generateBaseTerrain();
200 updateHeightmap(node_min, node_max);
202 // Init biome generator, place biome-specific nodes, and build biomemap
203 biomegen->calcBiomeNoise(node_min);
205 MgStoneType mgstone_type;
206 content_t biome_stone;
207 generateBiomes(&mgstone_type, &biome_stone);
209 // Generate caverns, tunnels and classic caves
210 if (flags & MG_CAVES) {
211 bool near_cavern = false;
213 if (spflags & MGV5_CAVERNS)
214 near_cavern = generateCaverns(stone_surface_max_y);
215 // Generate tunnels and classic caves
217 // Disable classic caves in this mapchunk by setting
218 // 'large cave depth' to world base. Avoids excessive liquid in
219 // large caverns and floating blobs of overgenerated liquid.
220 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
222 generateCaves(stone_surface_max_y, large_cave_depth);
225 // Generate dungeons and desert temples
226 if (flags & MG_DUNGEONS)
227 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
229 // Generate the registered decorations
230 if (flags & MG_DECORATIONS)
231 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
233 // Generate the registered ores
234 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
236 // Sprinkle some dust on top after everything else was generated
239 //printf("makeChunk: %dms\n", t.stop());
241 // Add top and bottom side of water to transforming_liquid queue
242 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
244 // Calculate lighting
245 if (flags & MG_LIGHT) {
246 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
247 full_node_min, full_node_max);
250 this->generating = false;
254 int MapgenV5::generateBaseTerrain()
258 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
260 noise_factor->perlinMap2D(node_min.X, node_min.Z);
261 noise_height->perlinMap2D(node_min.X, node_min.Z);
262 noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
264 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
265 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
266 u32 vi = vm->m_area.index(node_min.X, y, z);
267 for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
268 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
271 float f = 0.55 + noise_factor->result[index2d];
276 float h = noise_height->result[index2d];
278 if (noise_ground->result[index] * f < y - h) {
279 if (y <= water_level)
280 vm->m_data[vi] = MapNode(c_water_source);
282 vm->m_data[vi] = MapNode(CONTENT_AIR);
284 vm->m_data[vi] = MapNode(c_stone);
285 if (y > stone_surface_max_y)
286 stone_surface_max_y = y;
294 return stone_surface_max_y;