3 Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
4 Copyright (C) 2016-2018 paramat
6 Based on Valleys Mapgen by Gael de Sailly
7 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
8 and mapgen_v7, mapgen_flat by kwolekr and paramat.
10 Licensing changed by permission of Gael de Sailly.
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU Lesser General Public License as published by
14 the Free Software Foundation; either version 2.1 of the License, or
15 (at your option) any later version.
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU Lesser General Public License for more details.
22 You should have received a copy of the GNU Lesser General Public License along
23 with this program; if not, write to the Free Software Foundation, Inc.,
24 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
34 #include "voxelalgorithms.h"
35 #include "settings.h" // For g_settings
37 #include "dungeongen.h"
40 #include "mg_decoration.h"
41 #include "mapgen_valleys.h"
49 //#include "util/timetaker.h"
50 //#include "profiler.h"
53 //static Profiler mapgen_prof;
54 //Profiler *mapgen_profiler = &mapgen_prof;
56 static FlagDesc flagdesc_mapgen_valleys[] = {
57 {"altitude_chill", MGVALLEYS_ALT_CHILL},
58 {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
62 ///////////////////////////////////////////////////////////////////////////////
65 MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
66 : MapgenBasic(mapgenid, params, emerge)
68 // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
69 m_bgen = (BiomeGenOriginal *)biomegen;
71 BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
73 spflags = params->spflags;
74 altitude_chill = params->altitude_chill;
75 river_depth_bed = params->river_depth + 1.f;
76 river_size_factor = params->river_size / 100.f;
78 cave_width = params->cave_width;
79 large_cave_depth = params->large_cave_depth;
80 lava_depth = params->lava_depth;
81 cavern_limit = params->cavern_limit;
82 cavern_taper = params->cavern_taper;
83 cavern_threshold = params->cavern_threshold;
84 dungeon_ymin = params->dungeon_ymin;
85 dungeon_ymax = params->dungeon_ymax;
88 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
89 noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
90 noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
91 noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
92 noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
93 noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
96 // 1-up 1-down overgeneration
97 noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
98 // 1-down overgeneraion
99 MapgenBasic::np_cave1 = params->np_cave1;
100 MapgenBasic::np_cave2 = params->np_cave2;
101 MapgenBasic::np_cavern = params->np_cavern;
103 humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
104 use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
105 humidity_adjust = bp->np_humidity.offset - 50.f;
109 MapgenValleys::~MapgenValleys()
111 delete noise_filler_depth;
112 delete noise_inter_valley_fill;
113 delete noise_inter_valley_slope;
115 delete noise_terrain_height;
116 delete noise_valley_depth;
117 delete noise_valley_profile;
121 MapgenValleysParams::MapgenValleysParams():
122 np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
123 np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
124 np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
125 np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
126 np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
127 np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
128 np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f),
129 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
130 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
131 np_cavern (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f)
136 void MapgenValleysParams::readParams(const Settings *settings)
138 settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
139 settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
140 settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
141 settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
142 settings->getU16NoEx("mgvalleys_river_depth", river_depth);
143 settings->getU16NoEx("mgvalleys_river_size", river_size);
144 settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
145 settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
146 settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
147 settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
148 settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
149 settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
151 settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
152 settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
153 settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
154 settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
155 settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
156 settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
157 settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
159 settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
160 settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
161 settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
165 void MapgenValleysParams::writeParams(Settings *settings) const
167 settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
168 settings->setU16("mgvalleys_altitude_chill", altitude_chill);
169 settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
170 settings->setS16("mgvalleys_lava_depth", lava_depth);
171 settings->setU16("mgvalleys_river_depth", river_depth);
172 settings->setU16("mgvalleys_river_size", river_size);
173 settings->setFloat("mgvalleys_cave_width", cave_width);
174 settings->setS16("mgvalleys_cavern_limit", cavern_limit);
175 settings->setS16("mgvalleys_cavern_taper", cavern_taper);
176 settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
177 settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
178 settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
180 settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
181 settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
182 settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
183 settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
184 settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
185 settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
186 settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
188 settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
189 settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
190 settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
194 ///////////////////////////////////////
197 void MapgenValleys::makeChunk(BlockMakeData *data)
200 assert(data->vmanip);
201 assert(data->nodedef);
202 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
203 data->blockpos_requested.Y >= data->blockpos_min.Y &&
204 data->blockpos_requested.Z >= data->blockpos_min.Z);
205 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
206 data->blockpos_requested.Y <= data->blockpos_max.Y &&
207 data->blockpos_requested.Z <= data->blockpos_max.Z);
209 this->generating = true;
210 this->vm = data->vmanip;
211 this->ndef = data->nodedef;
213 //TimeTaker t("makeChunk");
215 v3s16 blockpos_min = data->blockpos_min;
216 v3s16 blockpos_max = data->blockpos_max;
217 node_min = blockpos_min * MAP_BLOCKSIZE;
218 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
219 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
220 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
222 blockseed = getBlockSeed2(full_node_min, seed);
224 // Generate biome noises. Note this must be executed strictly before
225 // generateTerrain, because generateTerrain depends on intermediate
226 // biome-related noises.
227 m_bgen->calcBiomeNoise(node_min);
229 // Generate noise maps and base terrain height.
230 // Modify heat and humidity maps.
233 // Generate base terrain with initial heightmaps
234 s16 stone_surface_max_y = generateTerrain();
236 // Recalculate heightmap
237 updateHeightmap(node_min, node_max);
239 // Place biome-specific nodes and build biomemap
242 // Generate caverns, tunnels and classic caves
243 if (flags & MG_CAVES) {
244 bool near_cavern = false;
246 near_cavern = generateCaverns(stone_surface_max_y);
247 // Generate tunnels and classic caves
249 // Disable classic caves in this mapchunk by setting
250 // 'large cave depth' to world base. Avoids excessive liquid in
251 // large caverns and floating blobs of overgenerated liquid.
252 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
254 generateCaves(stone_surface_max_y, large_cave_depth);
258 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
259 full_node_max.Y <= dungeon_ymax)
260 generateDungeons(stone_surface_max_y);
262 // Generate the registered decorations
263 if (flags & MG_DECORATIONS)
264 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
266 // Generate the registered ores
267 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
269 // Sprinkle some dust on top after everything else was generated
272 //TimeTaker tll("liquid_lighting");
274 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
276 if (flags & MG_LIGHT)
278 node_min - v3s16(0, 1, 0),
279 node_max + v3s16(0, 1, 0),
283 //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
284 //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
286 this->generating = false;
290 // Populate the noise tables and do most of the
291 // calculation necessary to determine terrain height.
292 void MapgenValleys::calculateNoise()
294 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
297 int y = node_min.Y - 1;
300 //TimeTaker tcn("actualNoise");
302 noise_inter_valley_slope->perlinMap2D(x, z);
303 noise_rivers->perlinMap2D(x, z);
304 noise_terrain_height->perlinMap2D(x, z);
305 noise_valley_depth->perlinMap2D(x, z);
306 noise_valley_profile->perlinMap2D(x, z);
308 noise_inter_valley_fill->perlinMap3D(x, y, z);
310 //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
312 float heat_offset = 0.f;
313 float humidity_scale = 1.f;
315 // Altitude chill tends to reduce the average heat.
316 if (use_altitude_chill)
319 // River humidity tends to increase the humidity range.
321 humidity_scale = 0.8f;
324 for (s32 index = 0; index < csize.X * csize.Z; index++) {
325 m_bgen->heatmap[index] += heat_offset;
326 m_bgen->humidmap[index] *= humidity_scale;
332 for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
333 for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
334 // The parameters that we actually need to generate terrain
335 // are passed by address (and the return value).
336 tn.terrain_height = noise_terrain_height->result[index];
337 // River noise is replaced with base terrain, which
338 // is basically the height of the water table.
339 tn.rivers = &noise_rivers->result[index];
340 // Valley depth noise is replaced with the valley
341 // number that represents the height of terrain
342 // over rivers and is used to determine about
343 // how close a river is for humidity calculation.
344 tn.valley = &noise_valley_depth->result[index];
345 tn.valley_profile = noise_valley_profile->result[index];
346 // Slope noise is replaced by the calculated slope
347 // which is used to get terrain height in the slow
348 // method, to create sharper mountains.
349 tn.slope = &noise_inter_valley_slope->result[index];
350 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
352 // This is the actual terrain height.
353 float mount = terrainLevelFromNoise(&tn);
354 noise_terrain_height->result[index] = mount;
359 // This keeps us from having to maintain two similar sets of
360 // complicated code to determine ground level.
361 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
363 // The square function changes the behaviour of this noise:
364 // very often small, and sometimes very high.
365 float valley_d = MYSQUARE(*tn->valley);
367 // valley_d is here because terrain is generally higher where valleys
368 // are deep (mountains). base represents the height of the
369 // rivers, most of the surface is above.
370 float base = tn->terrain_height + valley_d;
372 // "river" represents the distance from the river, in arbitrary units.
373 float river = std::fabs(*tn->rivers) - river_size_factor;
375 // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
376 // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
377 // Try it with a geometry software !
378 // (here x = "river" and a = valley_profile).
379 // "valley" represents the height of the terrain, from the rivers.
381 float t = std::fmax(river / tn->valley_profile, 0.0f);
382 *tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
385 // approximate height of the terrain at this point
386 float mount = base + *tn->valley;
388 *tn->slope *= *tn->valley;
390 // Rivers are placed where "river" is negative, so where the original
391 // noise value is close to zero.
392 // Base ground is returned as rivers since it's basically the water table.
395 // Use the the function -sqrt(1-x^2) which models a circle.
398 float t = river / river_size_factor + 1;
399 depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
402 // base - depth : height of the bottom of the river
403 // water_level - 3 : don't make rivers below 3 nodes under the surface
404 // We use three because that's as low as the swamp biomes go.
405 // There is no logical equivalent to this using rangelim.
406 mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
408 // Slope has no influence on rivers.
416 // This avoids duplicating the code in terrainLevelFromNoise, adding
417 // only the final step of terrain generation without a noise map.
418 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
420 float mount = terrainLevelFromNoise(tn);
421 s16 y_start = myround(mount);
423 for (s16 y = y_start; y <= y_start + 1000; y++) {
424 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
426 if (fill * *tn->slope < y - mount) {
427 mount = MYMAX(y - 1, mount);
436 int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
438 // Check to make sure this isn't a request for a location in a river.
439 float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
440 if (std::fabs(rivers) < river_size_factor)
441 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
443 s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
444 if (level_at_point <= water_level ||
445 level_at_point > water_level + 32)
446 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
448 return level_at_point;
452 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
456 float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
457 float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
458 float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
462 tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
465 tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
466 tn.slope = &inter_valley_slope;
467 tn.inter_valley_fill = 0.f;
469 return adjustedTerrainLevelFromNoise(&tn);
473 int MapgenValleys::generateTerrain()
475 // Raising this reduces the rate of evaporation.
476 static const float evaporation = 300.f;
478 static const float humidity_dropoff = 4.f;
479 // constant to convert altitude chill (compatible with lua) to heat
480 static const float alt_to_heat = 20.f;
481 // humidity reduction by altitude
482 static const float alt_to_humid = 10.f;
484 MapNode n_air(CONTENT_AIR);
485 MapNode n_river_water(c_river_water_source);
486 MapNode n_stone(c_stone);
487 MapNode n_water(c_water_source);
489 const v3s16 &em = vm->m_area.getExtent();
490 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
493 for (s16 z = node_min.Z; z <= node_max.Z; z++)
494 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
495 float river_y = noise_rivers->result[index_2d];
496 float surface_y = noise_terrain_height->result[index_2d];
497 float slope = noise_inter_valley_slope->result[index_2d];
498 float t_heat = m_bgen->heatmap[index_2d];
500 heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
502 if (surface_y > surface_max_y)
503 surface_max_y = std::ceil(surface_y);
506 // Derive heat from (base) altitude. This will be most correct
507 // at rivers, since other surface heights may vary below.
508 if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
509 t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
511 // If humidity is low or heat is high, lower the water table.
512 float delta = m_bgen->humidmap[index_2d] - 50.f;
514 float t_evap = (t_heat - 32.f) / evaporation;
515 river_y += delta * MYMAX(t_evap, 0.08f);
519 u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
520 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
522 // Mapgens concern themselves with stone and water.
523 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
524 if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
525 float fill = noise_inter_valley_fill->result[index_3d];
526 float surface_delta = (float)y - surface_y;
527 bool river = y + 1 < river_y;
529 if (slope * fill > surface_delta) {
531 vm->m_data[index_data] = n_stone;
532 if (y > heightmap[index_2d])
533 heightmap[index_2d] = y;
534 if (y > surface_max_y)
536 } else if (y <= water_level) {
538 vm->m_data[index_data] = n_water;
541 vm->m_data[index_data] = n_river_water;
543 vm->m_data[index_data] = n_air;
547 VoxelArea::add_y(em, index_data, 1);
551 if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
552 s16 surface_y_int = myround(surface_y);
553 if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
554 // If surface_y is outside the chunk, it's good enough.
555 heightmap[index_2d] = surface_y_int;
557 // If the ground is outside of this chunk, but surface_y
558 // is within the chunk, give a value outside.
559 heightmap[index_2d] = node_min.Y - 2;
564 // Use base ground (water table) in a riverbed, to
565 // avoid an unnatural rise in humidity.
566 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
567 float humid = m_bgen->humidmap[index_2d];
568 float water_depth = (t_alt - river_y) / humidity_dropoff;
569 humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
571 // Reduce humidity with altitude (ignoring riverbeds).
572 // This is similar to the lua version's seawater adjustment,
573 // but doesn't increase the base humidity, which causes
574 // problems with the default biomes.
576 humid -= alt_to_humid * t_alt / altitude_chill;
578 m_bgen->humidmap[index_2d] = humid;
581 // Assign the heat adjusted by any changed altitudes.
582 // The altitude will change about half the time.
583 if (use_altitude_chill) {
584 // ground height ignoring riverbeds
585 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
586 if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
587 // The altitude hasn't changed. Use the first result.
588 m_bgen->heatmap[index_2d] = t_heat;
589 else if (t_alt > 0.f)
590 m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
594 return surface_max_y;