Randomwalk caves: Add parameters for number, proportion flooded. Allow small caves...
[oweals/minetest.git] / src / mapgen / mapgen_v5.cpp
1 /*
2 Minetest
3 Copyright (C) 2014-2018 paramat
4 Copyright (C) 2014-2018 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 "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v5.h"
40
41
42 FlagDesc flagdesc_mapgen_v5[] = {
43         {"caverns", MGV5_CAVERNS},
44         {NULL,      0}
45 };
46
47
48 MapgenV5::MapgenV5(MapgenV5Params *params, EmergeManager *emerge)
49         : MapgenBasic(MAPGEN_V5, params, emerge)
50 {
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         small_cave_num_min = params->small_cave_num_min;
56         small_cave_num_max = params->small_cave_num_max;
57         large_cave_num_min = params->large_cave_num_min;
58         large_cave_num_max = params->large_cave_num_max;
59         large_cave_flooded = params->large_cave_flooded;
60         cavern_limit       = params->cavern_limit;
61         cavern_taper       = params->cavern_taper;
62         cavern_threshold   = params->cavern_threshold;
63         dungeon_ymin       = params->dungeon_ymin;
64         dungeon_ymax       = params->dungeon_ymax;
65
66         // Terrain noise
67         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
68         noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
69         noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
70
71         // 3D terrain noise
72         // 1-up 1-down overgeneration
73         noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
74         // 1 down overgeneration
75         MapgenBasic::np_cave1    = params->np_cave1;
76         MapgenBasic::np_cave2    = params->np_cave2;
77         MapgenBasic::np_cavern   = params->np_cavern;
78         MapgenBasic::np_dungeons = params->np_dungeons;
79 }
80
81
82 MapgenV5::~MapgenV5()
83 {
84         delete noise_filler_depth;
85         delete noise_factor;
86         delete noise_height;
87         delete noise_ground;
88 }
89
90
91 MapgenV5Params::MapgenV5Params():
92         np_filler_depth (0,   1,   v3f(150, 150, 150), 261,    4, 0.7,  2.0),
93         np_factor       (0,   1,   v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
94         np_height       (0,   10,  v3f(250, 250, 250), 84174,  4, 0.5,  2.0),
95         np_ground       (0,   40,  v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
96         np_cave1        (0,   12,  v3f(61,  61,  61),  52534,  3, 0.5,  2.0),
97         np_cave2        (0,   12,  v3f(67,  67,  67),  10325,  3, 0.5,  2.0),
98         np_cavern       (0,   1,   v3f(384, 128, 384), 723,    5, 0.63, 2.0),
99         np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,      2, 0.8,  2.0)
100 {
101 }
102
103
104 void MapgenV5Params::readParams(const Settings *settings)
105 {
106         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
107         settings->getFloatNoEx("mgv5_cave_width",         cave_width);
108         settings->getS16NoEx("mgv5_large_cave_depth",     large_cave_depth);
109         settings->getS16NoEx("mgv5_lava_depth",           lava_depth);
110         settings->getU16NoEx("mgv5_small_cave_num_min",   small_cave_num_min);
111         settings->getU16NoEx("mgv5_small_cave_num_max",   small_cave_num_max);
112         settings->getU16NoEx("mgv5_large_cave_num_min",   large_cave_num_min);
113         settings->getU16NoEx("mgv5_large_cave_num_max",   large_cave_num_max);
114         settings->getFloatNoEx("mgv5_large_cave_flooded", large_cave_flooded);
115         settings->getS16NoEx("mgv5_cavern_limit",         cavern_limit);
116         settings->getS16NoEx("mgv5_cavern_taper",         cavern_taper);
117         settings->getFloatNoEx("mgv5_cavern_threshold",   cavern_threshold);
118         settings->getS16NoEx("mgv5_dungeon_ymin",         dungeon_ymin);
119         settings->getS16NoEx("mgv5_dungeon_ymax",         dungeon_ymax);
120
121         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
122         settings->getNoiseParams("mgv5_np_factor",       np_factor);
123         settings->getNoiseParams("mgv5_np_height",       np_height);
124         settings->getNoiseParams("mgv5_np_ground",       np_ground);
125         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
126         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
127         settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
128         settings->getNoiseParams("mgv5_np_dungeons",     np_dungeons);
129 }
130
131
132 void MapgenV5Params::writeParams(Settings *settings) const
133 {
134         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
135         settings->setFloat("mgv5_cave_width",         cave_width);
136         settings->setS16("mgv5_large_cave_depth",     large_cave_depth);
137         settings->setS16("mgv5_lava_depth",           lava_depth);
138         settings->setU16("mgv5_small_cave_num_min",   small_cave_num_min);
139         settings->setU16("mgv5_small_cave_num_max",   small_cave_num_max);
140         settings->setU16("mgv5_large_cave_num_min",   large_cave_num_min);
141         settings->setU16("mgv5_large_cave_num_max",   large_cave_num_max);
142         settings->setFloat("mgv5_large_cave_flooded", large_cave_flooded);
143         settings->setS16("mgv5_cavern_limit",         cavern_limit);
144         settings->setS16("mgv5_cavern_taper",         cavern_taper);
145         settings->setFloat("mgv5_cavern_threshold",   cavern_threshold);
146         settings->setS16("mgv5_dungeon_ymin",         dungeon_ymin);
147         settings->setS16("mgv5_dungeon_ymax",         dungeon_ymax);
148
149         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
150         settings->setNoiseParams("mgv5_np_factor",       np_factor);
151         settings->setNoiseParams("mgv5_np_height",       np_height);
152         settings->setNoiseParams("mgv5_np_ground",       np_ground);
153         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
154         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
155         settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
156         settings->setNoiseParams("mgv5_np_dungeons",     np_dungeons);
157 }
158
159
160 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
161 {
162
163         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
164         if (f < 0.01)
165                 f = 0.01;
166         else if (f >= 1.0)
167                 f *= 1.6;
168         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
169
170         // noise_height 'offset' is the average level of terrain. At least 50% of
171         // terrain will be below this.
172         // Raising the maximum spawn level above 'water_level + 16' is necessary
173         // for when noise_height 'offset' is set much higher than water_level.
174         s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
175
176         // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
177         // space above spawn position. Avoids spawning in possibly sealed voids.
178         for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
179                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
180
181                 if (n_ground * f > y - h) {  // If solid
182                         if (y < water_level || y > max_spawn_y)
183                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
184
185                         // y + 2 because y is surface and due to biome 'dust' nodes.
186                         return y + 2;
187                 }
188         }
189         // Unsuitable spawn position, no ground found
190         return MAX_MAP_GENERATION_LIMIT;
191 }
192
193
194 void MapgenV5::makeChunk(BlockMakeData *data)
195 {
196         // Pre-conditions
197         assert(data->vmanip);
198         assert(data->nodedef);
199         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
200                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
201                 data->blockpos_requested.Z >= data->blockpos_min.Z);
202         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
203                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
204                 data->blockpos_requested.Z <= data->blockpos_max.Z);
205
206         this->generating = true;
207         this->vm   = data->vmanip;
208         this->ndef = data->nodedef;
209         //TimeTaker t("makeChunk");
210
211         v3s16 blockpos_min = data->blockpos_min;
212         v3s16 blockpos_max = data->blockpos_max;
213         node_min = blockpos_min * MAP_BLOCKSIZE;
214         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
215         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
216         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
217
218         // Create a block-specific seed
219         blockseed = getBlockSeed2(full_node_min, seed);
220
221         // Generate base terrain
222         s16 stone_surface_max_y = generateBaseTerrain();
223
224         // Create heightmap
225         updateHeightmap(node_min, node_max);
226
227         // Init biome generator, place biome-specific nodes, and build biomemap
228         if (flags & MG_BIOMES) {
229                 biomegen->calcBiomeNoise(node_min);
230                 generateBiomes();
231         }
232
233         // Generate tunnels, caverns and large randomwalk caves
234         if (flags & MG_CAVES) {
235                 // Generate tunnels first as caverns confuse them
236                 generateCavesNoiseIntersection(stone_surface_max_y);
237
238                 // Generate caverns
239                 bool near_cavern = false;
240                 if (spflags & MGV5_CAVERNS)
241                         near_cavern = generateCavernsNoise(stone_surface_max_y);
242
243                 // Generate large randomwalk caves
244                 if (near_cavern)
245                         // Disable large randomwalk caves in this mapchunk by setting
246                         // 'large cave depth' to world base. Avoids excessive liquid in
247                         // large caverns and floating blobs of overgenerated liquid.
248                         generateCavesRandomWalk(stone_surface_max_y,
249                                 -MAX_MAP_GENERATION_LIMIT);
250                 else
251                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
252         }
253
254         // Generate the registered ores
255         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
256
257         // Generate dungeons and desert temples
258         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
259                         full_node_max.Y <= dungeon_ymax)
260                 generateDungeons(stone_surface_max_y);
261
262         // Generate the registered decorations
263         if (flags & MG_DECORATIONS)
264                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
265
266         // Sprinkle some dust on top after everything else was generated
267         if (flags & MG_BIOMES)
268                 dustTopNodes();
269
270         //printf("makeChunk: %dms\n", t.stop());
271
272         // Add top and bottom side of water to transforming_liquid queue
273         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
274
275         // Calculate lighting
276         if (flags & MG_LIGHT) {
277                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
278                         full_node_min, full_node_max);
279         }
280
281         this->generating = false;
282 }
283
284
285 int MapgenV5::generateBaseTerrain()
286 {
287         u32 index = 0;
288         u32 index2d = 0;
289         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
290
291         noise_factor->perlinMap2D(node_min.X, node_min.Z);
292         noise_height->perlinMap2D(node_min.X, node_min.Z);
293         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
294
295         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
296                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
297                         u32 vi = vm->m_area.index(node_min.X, y, z);
298                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
299                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
300                                         continue;
301
302                                 float f = 0.55 + noise_factor->result[index2d];
303                                 if (f < 0.01)
304                                         f = 0.01;
305                                 else if (f >= 1.0)
306                                         f *= 1.6;
307                                 float h = noise_height->result[index2d];
308
309                                 if (noise_ground->result[index] * f < y - h) {
310                                         if (y <= water_level)
311                                                 vm->m_data[vi] = MapNode(c_water_source);
312                                         else
313                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
314                                 } else {
315                                         vm->m_data[vi] = MapNode(c_stone);
316                                         if (y > stone_surface_max_y)
317                                                 stone_surface_max_y = y;
318                                 }
319                         }
320                         index2d -= ystride;
321                 }
322                 index2d += ystride;
323         }
324
325         return stone_surface_max_y;
326 }