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;
58 dungeon_ymin = params->dungeon_ymin;
59 dungeon_ymax = params->dungeon_ymax;
62 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
63 noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
64 noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
67 // 1-up 1-down overgeneration
68 noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
69 // 1 down overgeneration
70 MapgenBasic::np_cave1 = params->np_cave1;
71 MapgenBasic::np_cave2 = params->np_cave2;
72 MapgenBasic::np_cavern = params->np_cavern;
78 delete noise_filler_depth;
85 MapgenV5Params::MapgenV5Params():
86 np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
87 np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
88 np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
89 np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
90 np_cave1 (0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0),
91 np_cave2 (0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0),
92 np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
97 void MapgenV5Params::readParams(const Settings *settings)
99 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
100 settings->getFloatNoEx("mgv5_cave_width", cave_width);
101 settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
102 settings->getS16NoEx("mgv5_lava_depth", lava_depth);
103 settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
104 settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
105 settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
106 settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
107 settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
109 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
110 settings->getNoiseParams("mgv5_np_factor", np_factor);
111 settings->getNoiseParams("mgv5_np_height", np_height);
112 settings->getNoiseParams("mgv5_np_ground", np_ground);
113 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
114 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
115 settings->getNoiseParams("mgv5_np_cavern", np_cavern);
119 void MapgenV5Params::writeParams(Settings *settings) const
121 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
122 settings->setFloat("mgv5_cave_width", cave_width);
123 settings->setS16("mgv5_large_cave_depth", large_cave_depth);
124 settings->setS16("mgv5_lava_depth", lava_depth);
125 settings->setS16("mgv5_cavern_limit", cavern_limit);
126 settings->setS16("mgv5_cavern_taper", cavern_taper);
127 settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
128 settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
129 settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
131 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
132 settings->setNoiseParams("mgv5_np_factor", np_factor);
133 settings->setNoiseParams("mgv5_np_height", np_height);
134 settings->setNoiseParams("mgv5_np_ground", np_ground);
135 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
136 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
137 settings->setNoiseParams("mgv5_np_cavern", np_cavern);
141 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
144 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
149 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
151 // noise_height 'offset' is the average level of terrain. At least 50% of
152 // terrain will be below this.
153 // Raising the maximum spawn level above 'water_level + 16' is necessary
154 // for when noise_height 'offset' is set much higher than water_level.
155 s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
157 // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
158 // space above spawn position. Avoids spawning in possibly sealed voids.
159 for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
160 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
162 if (n_ground * f > y - h) { // If solid
163 if (y < water_level || y > max_spawn_y)
164 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
166 // y + 2 because y is surface and due to biome 'dust' nodes.
170 // Unsuitable spawn position, no ground found
171 return MAX_MAP_GENERATION_LIMIT;
175 void MapgenV5::makeChunk(BlockMakeData *data)
178 assert(data->vmanip);
179 assert(data->nodedef);
180 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
181 data->blockpos_requested.Y >= data->blockpos_min.Y &&
182 data->blockpos_requested.Z >= data->blockpos_min.Z);
183 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
184 data->blockpos_requested.Y <= data->blockpos_max.Y &&
185 data->blockpos_requested.Z <= data->blockpos_max.Z);
187 this->generating = true;
188 this->vm = data->vmanip;
189 this->ndef = data->nodedef;
190 //TimeTaker t("makeChunk");
192 v3s16 blockpos_min = data->blockpos_min;
193 v3s16 blockpos_max = data->blockpos_max;
194 node_min = blockpos_min * MAP_BLOCKSIZE;
195 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
196 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
197 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
199 // Create a block-specific seed
200 blockseed = getBlockSeed2(full_node_min, seed);
202 // Generate base terrain
203 s16 stone_surface_max_y = generateBaseTerrain();
206 updateHeightmap(node_min, node_max);
208 // Init biome generator, place biome-specific nodes, and build biomemap
209 biomegen->calcBiomeNoise(node_min);
211 MgStoneType mgstone_type;
212 content_t biome_stone;
213 generateBiomes(&mgstone_type, &biome_stone);
215 // Generate caverns, tunnels and classic caves
216 if (flags & MG_CAVES) {
217 bool near_cavern = false;
219 if (spflags & MGV5_CAVERNS)
220 near_cavern = generateCaverns(stone_surface_max_y);
221 // Generate tunnels and classic caves
223 // Disable classic caves in this mapchunk by setting
224 // 'large cave depth' to world base. Avoids excessive liquid in
225 // large caverns and floating blobs of overgenerated liquid.
226 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
228 generateCaves(stone_surface_max_y, large_cave_depth);
231 // Generate dungeons and desert temples
232 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
233 full_node_max.Y <= dungeon_ymax)
234 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
236 // Generate the registered decorations
237 if (flags & MG_DECORATIONS)
238 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
240 // Generate the registered ores
241 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
243 // Sprinkle some dust on top after everything else was generated
246 //printf("makeChunk: %dms\n", t.stop());
248 // Add top and bottom side of water to transforming_liquid queue
249 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
251 // Calculate lighting
252 if (flags & MG_LIGHT) {
253 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
254 full_node_min, full_node_max);
257 this->generating = false;
261 int MapgenV5::generateBaseTerrain()
265 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
267 noise_factor->perlinMap2D(node_min.X, node_min.Z);
268 noise_height->perlinMap2D(node_min.X, node_min.Z);
269 noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
271 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
272 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
273 u32 vi = vm->m_area.index(node_min.X, y, z);
274 for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
275 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
278 float f = 0.55 + noise_factor->result[index2d];
283 float h = noise_height->result[index2d];
285 if (noise_ground->result[index] * f < y - h) {
286 if (y <= water_level)
287 vm->m_data[vi] = MapNode(c_water_source);
289 vm->m_data[vi] = MapNode(CONTENT_AIR);
291 vm->m_data[vi] = MapNode(c_stone);
292 if (y > stone_surface_max_y)
293 stone_surface_max_y = y;
301 return stone_surface_max_y;