3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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"
39 #include "mg_decoration.h"
40 #include "mapgen_v5.h"
41 #include "util/directiontables.h"
44 FlagDesc flagdesc_mapgen_v5[] = {
49 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
50 : Mapgen(mapgenid, params, emerge)
52 this->m_emerge = emerge;
53 this->bmgr = emerge->biomemgr;
55 // amount of elements to skip for the next index
56 // for noise/height/biome maps (not vmanip)
57 this->ystride = csize.X;
58 this->zstride = csize.X * (csize.Y + 2);
60 this->biomemap = new u8[csize.X * csize.Z];
61 this->heightmap = new s16[csize.X * csize.Z];
63 this->humidmap = NULL;
65 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
66 this->spflags = sp->spflags;
69 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
70 noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
71 noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
74 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
75 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
76 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
79 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
80 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
81 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
82 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
84 //// Resolve nodes to be used
85 INodeDefManager *ndef = emerge->ndef;
87 c_stone = ndef->getId("mapgen_stone");
88 c_water_source = ndef->getId("mapgen_water_source");
89 c_lava_source = ndef->getId("mapgen_lava_source");
90 c_desert_stone = ndef->getId("mapgen_desert_stone");
91 c_ice = ndef->getId("mapgen_ice");
92 c_sandstone = ndef->getId("mapgen_sandstone");
94 c_cobble = ndef->getId("mapgen_cobble");
95 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
96 c_mossycobble = ndef->getId("mapgen_mossycobble");
97 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
98 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
100 if (c_ice == CONTENT_IGNORE)
102 if (c_mossycobble == CONTENT_IGNORE)
103 c_mossycobble = c_cobble;
104 if (c_stair_cobble == CONTENT_IGNORE)
105 c_stair_cobble = c_cobble;
106 if (c_sandstonebrick == CONTENT_IGNORE)
107 c_sandstonebrick = c_sandstone;
108 if (c_stair_sandstonebrick == CONTENT_IGNORE)
109 c_stair_sandstonebrick = c_sandstone;
113 MapgenV5::~MapgenV5()
115 delete noise_filler_depth;
123 delete noise_humidity;
124 delete noise_heat_blend;
125 delete noise_humidity_blend;
132 MapgenV5Params::MapgenV5Params()
136 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
137 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
138 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
139 np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
140 np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
141 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
145 //#define CAVE_NOISE_SCALE 12.0
146 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
149 void MapgenV5Params::readParams(const Settings *settings)
151 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
153 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
154 settings->getNoiseParams("mgv5_np_factor", np_factor);
155 settings->getNoiseParams("mgv5_np_height", np_height);
156 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
157 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
158 settings->getNoiseParams("mgv5_np_ground", np_ground);
162 void MapgenV5Params::writeParams(Settings *settings) const
164 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
166 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
167 settings->setNoiseParams("mgv5_np_factor", np_factor);
168 settings->setNoiseParams("mgv5_np_height", np_height);
169 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
170 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
171 settings->setNoiseParams("mgv5_np_ground", np_ground);
175 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
177 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
179 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
184 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
186 s16 search_start = 128; // Only bother searching this range, actual
187 s16 search_end = -128; // ground level is rarely higher or lower.
189 for (s16 y = search_start; y >= search_end; y--) {
190 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
192 if (n_ground * f > y - h) {
193 // If either top 2 nodes of search are solid this is inside a
194 // mountain or floatland with no space for the player to spawn.
195 if (y >= search_start - 1)
196 return MAX_MAP_GENERATION_LIMIT;
198 return y; // Ground below at least 2 nodes of space
202 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
203 return -MAX_MAP_GENERATION_LIMIT;
207 void MapgenV5::makeChunk(BlockMakeData *data)
210 assert(data->vmanip);
211 assert(data->nodedef);
212 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
213 data->blockpos_requested.Y >= data->blockpos_min.Y &&
214 data->blockpos_requested.Z >= data->blockpos_min.Z);
215 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
216 data->blockpos_requested.Y <= data->blockpos_max.Y &&
217 data->blockpos_requested.Z <= data->blockpos_max.Z);
221 ndef = data->nodedef;
222 //TimeTaker t("makeChunk");
224 v3s16 blockpos_min = data->blockpos_min;
225 v3s16 blockpos_max = data->blockpos_max;
226 node_min = blockpos_min * MAP_BLOCKSIZE;
227 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
228 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
229 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
231 // Create a block-specific seed
232 blockseed = getBlockSeed2(full_node_min, seed);
237 // Generate base terrain
238 s16 stone_surface_max_y = generateBaseTerrain();
241 updateHeightmap(node_min, node_max);
243 // Create biomemap at heightmap surface
244 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
245 noise_humidity->result, heightmap, biomemap);
247 // Actually place the biome-specific nodes
248 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
251 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
252 generateCaves(stone_surface_max_y);
254 // Generate dungeons and desert temples
255 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
258 dp.np_rarity = nparams_dungeon_rarity;
259 dp.np_density = nparams_dungeon_density;
260 dp.np_wetness = nparams_dungeon_wetness;
261 dp.c_water = c_water_source;
262 if (stone_type == STONE) {
263 dp.c_cobble = c_cobble;
264 dp.c_moss = c_mossycobble;
265 dp.c_stair = c_stair_cobble;
267 dp.diagonal_dirs = false;
269 dp.holesize = v3s16(1, 2, 1);
270 dp.roomsize = v3s16(0, 0, 0);
271 dp.notifytype = GENNOTIFY_DUNGEON;
272 } else if (stone_type == DESERT_STONE) {
273 dp.c_cobble = c_desert_stone;
274 dp.c_moss = c_desert_stone;
275 dp.c_stair = c_desert_stone;
277 dp.diagonal_dirs = true;
279 dp.holesize = v3s16(2, 3, 2);
280 dp.roomsize = v3s16(2, 5, 2);
281 dp.notifytype = GENNOTIFY_TEMPLE;
282 } else if (stone_type == SANDSTONE) {
283 dp.c_cobble = c_sandstonebrick;
284 dp.c_moss = c_sandstonebrick;
285 dp.c_stair = c_sandstonebrick;
287 dp.diagonal_dirs = false;
289 dp.holesize = v3s16(2, 2, 2);
290 dp.roomsize = v3s16(2, 0, 2);
291 dp.notifytype = GENNOTIFY_DUNGEON;
294 DungeonGen dgen(this, &dp);
295 dgen.generate(blockseed, full_node_min, full_node_max);
298 // Generate the registered decorations
299 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
301 // Generate the registered ores
302 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
304 // Sprinkle some dust on top after everything else was generated
307 //printf("makeChunk: %dms\n", t.stop());
309 // Add top and bottom side of water to transforming_liquid queue
310 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
312 // Calculate lighting
313 if (flags & MG_LIGHT) {
314 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
315 full_node_min, full_node_max);
318 this->generating = false;
322 void MapgenV5::calculateNoise()
324 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
326 int y = node_min.Y - 1;
329 noise_factor->perlinMap2D(x, z);
330 noise_height->perlinMap2D(x, z);
331 noise_ground->perlinMap3D(x, y, z);
333 if (flags & MG_CAVES) {
334 noise_cave1->perlinMap3D(x, y, z);
335 noise_cave2->perlinMap3D(x, y, z);
338 noise_filler_depth->perlinMap2D(x, z);
339 noise_heat->perlinMap2D(x, z);
340 noise_humidity->perlinMap2D(x, z);
341 noise_heat_blend->perlinMap2D(x, z);
342 noise_humidity_blend->perlinMap2D(x, z);
344 for (s32 i = 0; i < csize.X * csize.Z; i++) {
345 noise_heat->result[i] += noise_heat_blend->result[i];
346 noise_humidity->result[i] += noise_humidity_blend->result[i];
349 heatmap = noise_heat->result;
350 humidmap = noise_humidity->result;
351 //printf("calculateNoise: %dus\n", t.stop());
355 //bool is_cave(u32 index) {
356 // double d1 = contour(noise_cave1->result[index]);
357 // double d2 = contour(noise_cave2->result[index]);
358 // return d1*d2 > CAVE_NOISE_THRESHOLD;
361 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
362 // double f = 0.55 + noise_factor->result[index2d];
367 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
368 // return (noise_ground->result[index] * f > (double)p.Y - h);
372 int MapgenV5::generateBaseTerrain()
376 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
378 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
379 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
380 u32 i = vm->m_area.index(node_min.X, y, z);
381 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
382 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
385 float f = 0.55 + noise_factor->result[index2d];
390 float h = noise_height->result[index2d];
392 if (noise_ground->result[index] * f < y - h) {
393 if (y <= water_level)
394 vm->m_data[i] = MapNode(c_water_source);
396 vm->m_data[i] = MapNode(CONTENT_AIR);
398 vm->m_data[i] = MapNode(c_stone);
399 if (y > stone_surface_max_y)
400 stone_surface_max_y = y;
408 return stone_surface_max_y;
412 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
414 v3s16 em = vm->m_area.getExtent();
416 MgStoneType stone_type = STONE;
418 for (s16 z = node_min.Z; z <= node_max.Z; z++)
419 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
423 u16 depth_water_top = 0;
424 u32 vi = vm->m_area.index(x, node_max.Y, z);
426 // Check node at base of mapchunk above, either a node of a previously
427 // generated mapchunk or if not, a node of overgenerated base terrain.
428 content_t c_above = vm->m_data[vi + em.X].getContent();
429 bool air_above = c_above == CONTENT_AIR;
430 bool water_above = c_above == c_water_source;
432 // If there is air or water above enable top/filler placement, otherwise force
433 // nplaced to stone level by setting a number exceeding any possible filler depth.
434 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
436 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
437 content_t c = vm->m_data[vi].getContent();
439 // Biome is recalculated each time an upper surface is detected while
440 // working down a column. The selected biome then remains in effect for
441 // all nodes below until the next surface and biome recalculation.
442 // Biome is recalculated:
443 // 1. At the surface of stone below air or water.
444 // 2. At the surface of water below air.
445 // 3. When stone or water is detected but biome has not yet been calculated.
446 if ((c == c_stone && (air_above || water_above || !biome)) ||
447 (c == c_water_source && (air_above || !biome))) {
448 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
449 depth_top = biome->depth_top;
450 base_filler = MYMAX(depth_top + biome->depth_filler
451 + noise_filler_depth->result[index], 0);
452 depth_water_top = biome->depth_water_top;
454 // Detect stone type for dungeons during every biome calculation.
455 // This is more efficient than detecting per-node and will not
456 // miss any desert stone or sandstone biomes.
457 if (biome->c_stone == c_desert_stone)
458 stone_type = DESERT_STONE;
459 else if (biome->c_stone == c_sandstone)
460 stone_type = SANDSTONE;
464 content_t c_below = vm->m_data[vi - em.X].getContent();
466 // If the node below isn't solid, make this node stone, so that
467 // any top/filler nodes above are structurally supported.
468 // This is done by aborting the cycle of top/filler placement
469 // immediately by forcing nplaced to stone level.
470 if (c_below == CONTENT_AIR || c_below == c_water_source)
473 if (nplaced < depth_top) {
474 vm->m_data[vi] = MapNode(biome->c_top);
476 } else if (nplaced < base_filler) {
477 vm->m_data[vi] = MapNode(biome->c_filler);
480 vm->m_data[vi] = MapNode(biome->c_stone);
485 } else if (c == c_water_source) {
486 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
487 biome->c_water_top : biome->c_water);
488 nplaced = 0; // Enable top/filler placement for next surface
491 } else if (c == CONTENT_AIR) {
492 nplaced = 0; // Enable top/filler placement for next surface
495 } else { // Possible various nodes overgenerated from neighbouring mapchunks
496 nplaced = U16_MAX; // Disable top/filler placement
501 vm->m_area.add_y(em, vi, -1);
509 void MapgenV5::generateCaves(int max_stone_y)
511 if (max_stone_y >= node_min.Y) {
514 for (s16 z = node_min.Z; z <= node_max.Z; z++)
515 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
516 u32 i = vm->m_area.index(node_min.X, y, z);
517 for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
518 float d1 = contour(noise_cave1->result[index]);
519 float d2 = contour(noise_cave2->result[index]);
521 content_t c = vm->m_data[i].getContent();
522 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
525 vm->m_data[i] = MapNode(CONTENT_AIR);
531 if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
534 PseudoRandom ps(blockseed + 21343);
535 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
536 for (u32 i = 0; i < bruises_count; i++) {
537 CaveV5 cave(this, &ps);
538 cave.makeCave(node_min, node_max, max_stone_y);
543 void MapgenV5::dustTopNodes()
545 if (node_max.Y < water_level)
548 v3s16 em = vm->m_area.getExtent();
551 for (s16 z = node_min.Z; z <= node_max.Z; z++)
552 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
553 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
555 if (biome->c_dust == CONTENT_IGNORE)
558 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
559 content_t c_full_max = vm->m_data[vi].getContent();
562 if (c_full_max == CONTENT_AIR) {
563 y_start = full_node_max.Y - 1;
564 } else if (c_full_max == CONTENT_IGNORE) {
565 vi = vm->m_area.index(x, node_max.Y + 1, z);
566 content_t c_max = vm->m_data[vi].getContent();
568 if (c_max == CONTENT_AIR)
569 y_start = node_max.Y;
576 vi = vm->m_area.index(x, y_start, z);
577 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
578 if (vm->m_data[vi].getContent() != CONTENT_AIR)
581 vm->m_area.add_y(em, vi, -1);
584 content_t c = vm->m_data[vi].getContent();
585 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
586 vm->m_area.add_y(em, vi, 1);
587 vm->m_data[vi] = MapNode(biome->c_dust);