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"
43 FlagDesc flagdesc_mapgen_v5[] = {
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49 : Mapgen(mapgenid, params, emerge)
51 this->m_emerge = emerge;
52 this->bmgr = emerge->biomemgr;
54 // amount of elements to skip for the next index
55 // for noise/height/biome maps (not vmanip)
56 this->ystride = csize.X;
57 // 1-down overgeneration
58 this->zstride_1d = csize.X * (csize.Y + 1);
60 this->heightmap = new s16[csize.X * csize.Z];
62 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
64 this->spflags = sp->spflags;
65 this->cave_width = sp->cave_width;
68 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69 noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
70 noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
73 // 1-up 1-down overgeneration
74 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
75 // 1-down overgeneraion
76 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
77 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
79 //// Initialize biome generator
80 biomegen = emerge->biomemgr->createBiomeGen(
81 BIOMEGEN_ORIGINAL, params->bparams, csize);
82 biomemap = biomegen->biomemap;
84 //// Resolve nodes to be used
85 c_stone = ndef->getId("mapgen_stone");
86 c_water_source = ndef->getId("mapgen_water_source");
87 c_lava_source = ndef->getId("mapgen_lava_source");
88 c_desert_stone = ndef->getId("mapgen_desert_stone");
89 c_ice = ndef->getId("mapgen_ice");
90 c_sandstone = ndef->getId("mapgen_sandstone");
92 c_cobble = ndef->getId("mapgen_cobble");
93 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
94 c_mossycobble = ndef->getId("mapgen_mossycobble");
95 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
96 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
98 if (c_ice == CONTENT_IGNORE)
100 if (c_mossycobble == CONTENT_IGNORE)
101 c_mossycobble = c_cobble;
102 if (c_stair_cobble == CONTENT_IGNORE)
103 c_stair_cobble = c_cobble;
104 if (c_sandstonebrick == CONTENT_IGNORE)
105 c_sandstonebrick = c_sandstone;
106 if (c_stair_sandstonebrick == CONTENT_IGNORE)
107 c_stair_sandstonebrick = c_sandstone;
111 MapgenV5::~MapgenV5()
113 delete noise_filler_depth;
126 MapgenV5Params::MapgenV5Params()
131 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
132 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
133 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
134 np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
135 np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
136 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
140 //#define CAVE_NOISE_SCALE 12.0
141 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
144 void MapgenV5Params::readParams(const Settings *settings)
146 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
147 settings->getFloatNoEx("mgv5_cave_width", cave_width);
149 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
150 settings->getNoiseParams("mgv5_np_factor", np_factor);
151 settings->getNoiseParams("mgv5_np_height", np_height);
152 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
153 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
154 settings->getNoiseParams("mgv5_np_ground", np_ground);
158 void MapgenV5Params::writeParams(Settings *settings) const
160 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
161 settings->setFloat("mgv5_cave_width", cave_width);
163 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
164 settings->setNoiseParams("mgv5_np_factor", np_factor);
165 settings->setNoiseParams("mgv5_np_height", np_height);
166 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
167 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
168 settings->setNoiseParams("mgv5_np_ground", np_ground);
172 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
174 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
176 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
181 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
183 for (s16 y = 128; y >= -128; y--) {
184 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
186 if (n_ground * f > y - h) { // If solid
187 // If either top 2 nodes of search are solid this is inside a
188 // mountain or floatland with possibly no space for the player to spawn.
190 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
191 } else { // Ground below at least 2 nodes of empty space
192 if (y <= water_level || y > water_level + 16)
193 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
200 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
201 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
205 void MapgenV5::makeChunk(BlockMakeData *data)
208 assert(data->vmanip);
209 assert(data->nodedef);
210 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
211 data->blockpos_requested.Y >= data->blockpos_min.Y &&
212 data->blockpos_requested.Z >= data->blockpos_min.Z);
213 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
214 data->blockpos_requested.Y <= data->blockpos_max.Y &&
215 data->blockpos_requested.Z <= data->blockpos_max.Z);
217 this->generating = true;
218 this->vm = data->vmanip;
219 this->ndef = data->nodedef;
220 //TimeTaker t("makeChunk");
222 v3s16 blockpos_min = data->blockpos_min;
223 v3s16 blockpos_max = data->blockpos_max;
224 node_min = blockpos_min * MAP_BLOCKSIZE;
225 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
226 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
227 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
229 // Create a block-specific seed
230 blockseed = getBlockSeed2(full_node_min, seed);
235 // Generate base terrain
236 s16 stone_surface_max_y = generateBaseTerrain();
239 updateHeightmap(node_min, node_max);
241 // Init biome generator, place biome-specific nodes, and build biomemap
242 biomegen->calcBiomeNoise(node_min);
243 biomegen->getBiomes(heightmap);
244 MgStoneType stone_type = generateBiomes();
247 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
248 generateCaves(stone_surface_max_y);
250 // Generate dungeons and desert temples
251 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
254 dp.np_rarity = nparams_dungeon_rarity;
255 dp.np_density = nparams_dungeon_density;
256 dp.np_wetness = nparams_dungeon_wetness;
257 dp.c_water = c_water_source;
258 if (stone_type == STONE) {
259 dp.c_cobble = c_cobble;
260 dp.c_moss = c_mossycobble;
261 dp.c_stair = c_stair_cobble;
263 dp.diagonal_dirs = false;
265 dp.holesize = v3s16(1, 2, 1);
266 dp.roomsize = v3s16(0, 0, 0);
267 dp.notifytype = GENNOTIFY_DUNGEON;
268 } else if (stone_type == DESERT_STONE) {
269 dp.c_cobble = c_desert_stone;
270 dp.c_moss = c_desert_stone;
271 dp.c_stair = c_desert_stone;
273 dp.diagonal_dirs = true;
275 dp.holesize = v3s16(2, 3, 2);
276 dp.roomsize = v3s16(2, 5, 2);
277 dp.notifytype = GENNOTIFY_TEMPLE;
278 } else if (stone_type == SANDSTONE) {
279 dp.c_cobble = c_sandstonebrick;
280 dp.c_moss = c_sandstonebrick;
281 dp.c_stair = c_sandstonebrick;
283 dp.diagonal_dirs = false;
285 dp.holesize = v3s16(2, 2, 2);
286 dp.roomsize = v3s16(2, 0, 2);
287 dp.notifytype = GENNOTIFY_DUNGEON;
290 DungeonGen dgen(this, &dp);
291 dgen.generate(blockseed, full_node_min, full_node_max);
294 // Generate the registered decorations
295 if (flags & MG_DECORATIONS)
296 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
298 // Generate the registered ores
299 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
301 // Sprinkle some dust on top after everything else was generated
304 //printf("makeChunk: %dms\n", t.stop());
306 // Add top and bottom side of water to transforming_liquid queue
307 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
309 // Calculate lighting
310 if (flags & MG_LIGHT) {
311 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
312 full_node_min, full_node_max);
315 this->generating = false;
319 void MapgenV5::calculateNoise()
321 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
323 s16 y = node_min.Y - 1;
326 noise_factor->perlinMap2D(x, z);
327 noise_height->perlinMap2D(x, z);
328 noise_ground->perlinMap3D(x, y, z);
330 // Cave noises are calculated in generateCaves()
331 // only if solid terrain is present in mapchunk
333 noise_filler_depth->perlinMap2D(x, z);
335 //printf("calculateNoise: %dus\n", t.stop());
339 //bool is_cave(u32 index) {
340 // double d1 = contour(noise_cave1->result[index]);
341 // double d2 = contour(noise_cave2->result[index]);
342 // return d1*d2 > CAVE_NOISE_THRESHOLD;
345 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
346 // double f = 0.55 + noise_factor->result[index2d];
351 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
352 // return (noise_ground->result[index] * f > (double)p.Y - h);
356 int MapgenV5::generateBaseTerrain()
360 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
362 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
363 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
364 u32 vi = vm->m_area.index(node_min.X, y, z);
365 for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
366 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
369 float f = 0.55 + noise_factor->result[index2d];
374 float h = noise_height->result[index2d];
376 if (noise_ground->result[index] * f < y - h) {
377 if (y <= water_level)
378 vm->m_data[vi] = MapNode(c_water_source);
380 vm->m_data[vi] = MapNode(CONTENT_AIR);
382 vm->m_data[vi] = MapNode(c_stone);
383 if (y > stone_surface_max_y)
384 stone_surface_max_y = y;
392 return stone_surface_max_y;
396 MgStoneType MapgenV5::generateBiomes()
398 v3s16 em = vm->m_area.getExtent();
400 MgStoneType stone_type = STONE;
402 for (s16 z = node_min.Z; z <= node_max.Z; z++)
403 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
407 u16 depth_water_top = 0;
408 u32 vi = vm->m_area.index(x, node_max.Y, z);
410 // Check node at base of mapchunk above, either a node of a previously
411 // generated mapchunk or if not, a node of overgenerated base terrain.
412 content_t c_above = vm->m_data[vi + em.X].getContent();
413 bool air_above = c_above == CONTENT_AIR;
414 bool water_above = c_above == c_water_source;
416 // If there is air or water above enable top/filler placement, otherwise force
417 // nplaced to stone level by setting a number exceeding any possible filler depth.
418 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
420 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
421 content_t c = vm->m_data[vi].getContent();
423 // Biome is recalculated each time an upper surface is detected while
424 // working down a column. The selected biome then remains in effect for
425 // all nodes below until the next surface and biome recalculation.
426 // Biome is recalculated:
427 // 1. At the surface of stone below air or water.
428 // 2. At the surface of water below air.
429 // 3. When stone or water is detected but biome has not yet been calculated.
430 if ((c == c_stone && (air_above || water_above || !biome)) ||
431 (c == c_water_source && (air_above || !biome))) {
432 biome = biomegen->getBiomeAtIndex(index, y);
434 depth_top = biome->depth_top;
435 base_filler = MYMAX(depth_top + biome->depth_filler
436 + noise_filler_depth->result[index], 0);
437 depth_water_top = biome->depth_water_top;
439 // Detect stone type for dungeons during every biome calculation.
440 // This is more efficient than detecting per-node and will not
441 // miss any desert stone or sandstone biomes.
442 if (biome->c_stone == c_desert_stone)
443 stone_type = DESERT_STONE;
444 else if (biome->c_stone == c_sandstone)
445 stone_type = SANDSTONE;
449 content_t c_below = vm->m_data[vi - em.X].getContent();
451 // If the node below isn't solid, make this node stone, so that
452 // any top/filler nodes above are structurally supported.
453 // This is done by aborting the cycle of top/filler placement
454 // immediately by forcing nplaced to stone level.
455 if (c_below == CONTENT_AIR || c_below == c_water_source)
458 if (nplaced < depth_top) {
459 vm->m_data[vi] = MapNode(biome->c_top);
461 } else if (nplaced < base_filler) {
462 vm->m_data[vi] = MapNode(biome->c_filler);
465 vm->m_data[vi] = MapNode(biome->c_stone);
470 } else if (c == c_water_source) {
471 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
472 biome->c_water_top : biome->c_water);
473 nplaced = 0; // Enable top/filler placement for next surface
476 } else if (c == CONTENT_AIR) {
477 nplaced = 0; // Enable top/filler placement for next surface
480 } else { // Possible various nodes overgenerated from neighbouring mapchunks
481 nplaced = U16_MAX; // Disable top/filler placement
486 vm->m_area.add_y(em, vi, -1);
494 void MapgenV5::dustTopNodes()
496 if (node_max.Y < water_level)
499 v3s16 em = vm->m_area.getExtent();
502 for (s16 z = node_min.Z; z <= node_max.Z; z++)
503 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
504 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
506 if (biome->c_dust == CONTENT_IGNORE)
509 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
510 content_t c_full_max = vm->m_data[vi].getContent();
513 if (c_full_max == CONTENT_AIR) {
514 y_start = full_node_max.Y - 1;
515 } else if (c_full_max == CONTENT_IGNORE) {
516 vi = vm->m_area.index(x, node_max.Y + 1, z);
517 content_t c_max = vm->m_data[vi].getContent();
519 if (c_max == CONTENT_AIR)
520 y_start = node_max.Y;
527 vi = vm->m_area.index(x, y_start, z);
528 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
529 if (vm->m_data[vi].getContent() != CONTENT_AIR)
532 vm->m_area.add_y(em, vi, -1);
535 content_t c = vm->m_data[vi].getContent();
536 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
537 vm->m_area.add_y(em, vi, 1);
538 vm->m_data[vi] = MapNode(biome->c_dust);
544 void MapgenV5::generateCaves(int max_stone_y)
546 if (max_stone_y < node_min.Y)
549 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
550 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
552 v3s16 em = vm->m_area.getExtent();
555 for (s16 z = node_min.Z; z <= node_max.Z; z++)
556 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
557 bool column_is_open = false; // Is column open to overground
558 bool is_tunnel = false; // Is tunnel or tunnel floor
559 // Indexes at column top (node_max.Y)
560 u32 vi = vm->m_area.index(x, node_max.Y, z);
561 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
564 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
566 // Don't excavate the overgenerated stone at node_max.Y + 1,
567 // this creates a 'roof' over the tunnel, preventing light in
568 // tunnels at mapchunk borders when generating mapchunks upwards.
569 // This 'roof' is removed when the mapchunk above is generated.
570 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
572 vm->m_area.add_y(em, vi, -1)) {
574 content_t c = vm->m_data[vi].getContent();
575 if (c == CONTENT_AIR || c == biome->c_water_top ||
576 c == biome->c_water) {
577 column_is_open = true;
581 float d1 = contour(noise_cave1->result[index3d]);
582 float d2 = contour(noise_cave2->result[index3d]);
584 if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
585 // In tunnel and ground content, excavate
586 vm->m_data[vi] = MapNode(CONTENT_AIR);
589 // Not in tunnel or not ground content
590 if (is_tunnel && column_is_open &&
591 (c == biome->c_filler || c == biome->c_stone))
592 // Tunnel entrance floor
593 vm->m_data[vi] = MapNode(biome->c_top);
595 column_is_open = false;
601 if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
604 PseudoRandom ps(blockseed + 21343);
605 u32 bruises_count = ps.range(0, 2);
606 for (u32 i = 0; i < bruises_count; i++) {
607 CaveV5 cave(this, &ps);
608 cave.makeCave(node_min, node_max, max_stone_y);