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->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 // 1-up 1-down overgeneration
75 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
76 // 1-down overgeneraion
77 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
78 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
81 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
82 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
83 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
84 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
86 //// Resolve nodes to be used
87 INodeDefManager *ndef = emerge->ndef;
89 c_stone = ndef->getId("mapgen_stone");
90 c_water_source = ndef->getId("mapgen_water_source");
91 c_lava_source = ndef->getId("mapgen_lava_source");
92 c_desert_stone = ndef->getId("mapgen_desert_stone");
93 c_ice = ndef->getId("mapgen_ice");
94 c_sandstone = ndef->getId("mapgen_sandstone");
96 c_cobble = ndef->getId("mapgen_cobble");
97 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
98 c_mossycobble = ndef->getId("mapgen_mossycobble");
99 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
100 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
102 if (c_ice == CONTENT_IGNORE)
104 if (c_mossycobble == CONTENT_IGNORE)
105 c_mossycobble = c_cobble;
106 if (c_stair_cobble == CONTENT_IGNORE)
107 c_stair_cobble = c_cobble;
108 if (c_sandstonebrick == CONTENT_IGNORE)
109 c_sandstonebrick = c_sandstone;
110 if (c_stair_sandstonebrick == CONTENT_IGNORE)
111 c_stair_sandstonebrick = c_sandstone;
115 MapgenV5::~MapgenV5()
117 delete noise_filler_depth;
125 delete noise_humidity;
126 delete noise_heat_blend;
127 delete noise_humidity_blend;
134 MapgenV5Params::MapgenV5Params()
138 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
139 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
140 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
141 np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
142 np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
143 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
147 //#define CAVE_NOISE_SCALE 12.0
148 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
151 void MapgenV5Params::readParams(const Settings *settings)
153 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
155 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
156 settings->getNoiseParams("mgv5_np_factor", np_factor);
157 settings->getNoiseParams("mgv5_np_height", np_height);
158 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
159 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
160 settings->getNoiseParams("mgv5_np_ground", np_ground);
164 void MapgenV5Params::writeParams(Settings *settings) const
166 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
168 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
169 settings->setNoiseParams("mgv5_np_factor", np_factor);
170 settings->setNoiseParams("mgv5_np_height", np_height);
171 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
172 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
173 settings->setNoiseParams("mgv5_np_ground", np_ground);
177 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
179 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
181 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
186 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
188 for (s16 y = 128; y >= -128; y--) {
189 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
191 if (n_ground * f > y - h) { // If solid
192 // If either top 2 nodes of search are solid this is inside a
193 // mountain or floatland with possibly no space for the player to spawn.
195 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
196 } else { // Ground below at least 2 nodes of empty space
197 if (y <= water_level || y > water_level + 16)
198 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
205 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
206 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
210 void MapgenV5::makeChunk(BlockMakeData *data)
213 assert(data->vmanip);
214 assert(data->nodedef);
215 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
216 data->blockpos_requested.Y >= data->blockpos_min.Y &&
217 data->blockpos_requested.Z >= data->blockpos_min.Z);
218 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
219 data->blockpos_requested.Y <= data->blockpos_max.Y &&
220 data->blockpos_requested.Z <= data->blockpos_max.Z);
222 this->generating = true;
223 this->vm = data->vmanip;
224 this->ndef = data->nodedef;
225 //TimeTaker t("makeChunk");
227 v3s16 blockpos_min = data->blockpos_min;
228 v3s16 blockpos_max = data->blockpos_max;
229 node_min = blockpos_min * MAP_BLOCKSIZE;
230 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
231 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
232 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234 // Create a block-specific seed
235 blockseed = getBlockSeed2(full_node_min, seed);
240 // Generate base terrain
241 s16 stone_surface_max_y = generateBaseTerrain();
244 updateHeightmap(node_min, node_max);
246 // Create biomemap at heightmap surface
247 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
248 noise_humidity->result, heightmap, biomemap);
250 // Actually place the biome-specific nodes
251 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
254 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
255 generateCaves(stone_surface_max_y);
257 // Generate dungeons and desert temples
258 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
261 dp.np_rarity = nparams_dungeon_rarity;
262 dp.np_density = nparams_dungeon_density;
263 dp.np_wetness = nparams_dungeon_wetness;
264 dp.c_water = c_water_source;
265 if (stone_type == STONE) {
266 dp.c_cobble = c_cobble;
267 dp.c_moss = c_mossycobble;
268 dp.c_stair = c_stair_cobble;
270 dp.diagonal_dirs = false;
272 dp.holesize = v3s16(1, 2, 1);
273 dp.roomsize = v3s16(0, 0, 0);
274 dp.notifytype = GENNOTIFY_DUNGEON;
275 } else if (stone_type == DESERT_STONE) {
276 dp.c_cobble = c_desert_stone;
277 dp.c_moss = c_desert_stone;
278 dp.c_stair = c_desert_stone;
280 dp.diagonal_dirs = true;
282 dp.holesize = v3s16(2, 3, 2);
283 dp.roomsize = v3s16(2, 5, 2);
284 dp.notifytype = GENNOTIFY_TEMPLE;
285 } else if (stone_type == SANDSTONE) {
286 dp.c_cobble = c_sandstonebrick;
287 dp.c_moss = c_sandstonebrick;
288 dp.c_stair = c_sandstonebrick;
290 dp.diagonal_dirs = false;
292 dp.holesize = v3s16(2, 2, 2);
293 dp.roomsize = v3s16(2, 0, 2);
294 dp.notifytype = GENNOTIFY_DUNGEON;
297 DungeonGen dgen(this, &dp);
298 dgen.generate(blockseed, full_node_min, full_node_max);
301 // Generate the registered decorations
302 if (flags & MG_DECORATIONS)
303 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
305 // Generate the registered ores
306 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
308 // Sprinkle some dust on top after everything else was generated
311 //printf("makeChunk: %dms\n", t.stop());
313 // Add top and bottom side of water to transforming_liquid queue
314 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
316 // Calculate lighting
317 if (flags & MG_LIGHT) {
318 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
319 full_node_min, full_node_max);
322 this->generating = false;
326 void MapgenV5::calculateNoise()
328 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
330 s16 y = node_min.Y - 1;
333 noise_factor->perlinMap2D(x, z);
334 noise_height->perlinMap2D(x, z);
335 noise_ground->perlinMap3D(x, y, z);
337 // Cave noises are calculated in generateCaves()
338 // only if solid terrain is present in mapchunk
340 noise_filler_depth->perlinMap2D(x, z);
341 noise_heat->perlinMap2D(x, z);
342 noise_humidity->perlinMap2D(x, z);
343 noise_heat_blend->perlinMap2D(x, z);
344 noise_humidity_blend->perlinMap2D(x, z);
346 for (s32 i = 0; i < csize.X * csize.Z; i++) {
347 noise_heat->result[i] += noise_heat_blend->result[i];
348 noise_humidity->result[i] += noise_humidity_blend->result[i];
351 heatmap = noise_heat->result;
352 humidmap = noise_humidity->result;
353 //printf("calculateNoise: %dus\n", t.stop());
357 //bool is_cave(u32 index) {
358 // double d1 = contour(noise_cave1->result[index]);
359 // double d2 = contour(noise_cave2->result[index]);
360 // return d1*d2 > CAVE_NOISE_THRESHOLD;
363 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
364 // double f = 0.55 + noise_factor->result[index2d];
369 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
370 // return (noise_ground->result[index] * f > (double)p.Y - h);
374 int MapgenV5::generateBaseTerrain()
378 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
380 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
381 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
382 u32 vi = vm->m_area.index(node_min.X, y, z);
383 for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
384 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
387 float f = 0.55 + noise_factor->result[index2d];
392 float h = noise_height->result[index2d];
394 if (noise_ground->result[index] * f < y - h) {
395 if (y <= water_level)
396 vm->m_data[vi] = MapNode(c_water_source);
398 vm->m_data[vi] = MapNode(CONTENT_AIR);
400 vm->m_data[vi] = MapNode(c_stone);
401 if (y > stone_surface_max_y)
402 stone_surface_max_y = y;
410 return stone_surface_max_y;
414 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
416 v3s16 em = vm->m_area.getExtent();
418 MgStoneType stone_type = STONE;
420 for (s16 z = node_min.Z; z <= node_max.Z; z++)
421 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
425 u16 depth_water_top = 0;
426 u32 vi = vm->m_area.index(x, node_max.Y, z);
428 // Check node at base of mapchunk above, either a node of a previously
429 // generated mapchunk or if not, a node of overgenerated base terrain.
430 content_t c_above = vm->m_data[vi + em.X].getContent();
431 bool air_above = c_above == CONTENT_AIR;
432 bool water_above = c_above == c_water_source;
434 // If there is air or water above enable top/filler placement, otherwise force
435 // nplaced to stone level by setting a number exceeding any possible filler depth.
436 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
438 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
439 content_t c = vm->m_data[vi].getContent();
441 // Biome is recalculated each time an upper surface is detected while
442 // working down a column. The selected biome then remains in effect for
443 // all nodes below until the next surface and biome recalculation.
444 // Biome is recalculated:
445 // 1. At the surface of stone below air or water.
446 // 2. At the surface of water below air.
447 // 3. When stone or water is detected but biome has not yet been calculated.
448 if ((c == c_stone && (air_above || water_above || !biome)) ||
449 (c == c_water_source && (air_above || !biome))) {
450 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
451 depth_top = biome->depth_top;
452 base_filler = MYMAX(depth_top + biome->depth_filler
453 + noise_filler_depth->result[index], 0);
454 depth_water_top = biome->depth_water_top;
456 // Detect stone type for dungeons during every biome calculation.
457 // This is more efficient than detecting per-node and will not
458 // miss any desert stone or sandstone biomes.
459 if (biome->c_stone == c_desert_stone)
460 stone_type = DESERT_STONE;
461 else if (biome->c_stone == c_sandstone)
462 stone_type = SANDSTONE;
466 content_t c_below = vm->m_data[vi - em.X].getContent();
468 // If the node below isn't solid, make this node stone, so that
469 // any top/filler nodes above are structurally supported.
470 // This is done by aborting the cycle of top/filler placement
471 // immediately by forcing nplaced to stone level.
472 if (c_below == CONTENT_AIR || c_below == c_water_source)
475 if (nplaced < depth_top) {
476 vm->m_data[vi] = MapNode(biome->c_top);
478 } else if (nplaced < base_filler) {
479 vm->m_data[vi] = MapNode(biome->c_filler);
482 vm->m_data[vi] = MapNode(biome->c_stone);
487 } else if (c == c_water_source) {
488 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
489 biome->c_water_top : biome->c_water);
490 nplaced = 0; // Enable top/filler placement for next surface
493 } else if (c == CONTENT_AIR) {
494 nplaced = 0; // Enable top/filler placement for next surface
497 } else { // Possible various nodes overgenerated from neighbouring mapchunks
498 nplaced = U16_MAX; // Disable top/filler placement
503 vm->m_area.add_y(em, vi, -1);
511 void MapgenV5::dustTopNodes()
513 if (node_max.Y < water_level)
516 v3s16 em = vm->m_area.getExtent();
519 for (s16 z = node_min.Z; z <= node_max.Z; z++)
520 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
521 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
523 if (biome->c_dust == CONTENT_IGNORE)
526 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
527 content_t c_full_max = vm->m_data[vi].getContent();
530 if (c_full_max == CONTENT_AIR) {
531 y_start = full_node_max.Y - 1;
532 } else if (c_full_max == CONTENT_IGNORE) {
533 vi = vm->m_area.index(x, node_max.Y + 1, z);
534 content_t c_max = vm->m_data[vi].getContent();
536 if (c_max == CONTENT_AIR)
537 y_start = node_max.Y;
544 vi = vm->m_area.index(x, y_start, z);
545 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
546 if (vm->m_data[vi].getContent() != CONTENT_AIR)
549 vm->m_area.add_y(em, vi, -1);
552 content_t c = vm->m_data[vi].getContent();
553 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
554 vm->m_area.add_y(em, vi, 1);
555 vm->m_data[vi] = MapNode(biome->c_dust);
561 void MapgenV5::generateCaves(int max_stone_y)
563 if (max_stone_y < node_min.Y)
566 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
567 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
569 v3s16 em = vm->m_area.getExtent();
572 for (s16 z = node_min.Z; z <= node_max.Z; z++)
573 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
574 bool column_is_open = false; // Is column open to overground
575 bool is_tunnel = false; // Is tunnel or tunnel floor
576 // Indexes at column top (node_max.Y)
577 u32 vi = vm->m_area.index(x, node_max.Y, z);
578 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
581 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
583 // Don't excavate the overgenerated stone at node_max.Y + 1,
584 // this creates a 'roof' over the tunnel, preventing light in
585 // tunnels at mapchunk borders when generating mapchunks upwards.
586 // This 'roof' is removed when the mapchunk above is generated.
587 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
589 vm->m_area.add_y(em, vi, -1)) {
591 content_t c = vm->m_data[vi].getContent();
592 if (c == CONTENT_AIR || c == biome->c_water_top ||
593 c == biome->c_water) {
594 column_is_open = true;
598 float d1 = contour(noise_cave1->result[index3d]);
599 float d2 = contour(noise_cave2->result[index3d]);
601 if (d1 * d2 > 0.125f && ndef->get(c).is_ground_content) {
602 // In tunnel and ground content, excavate
603 vm->m_data[vi] = MapNode(CONTENT_AIR);
606 // Not in tunnel or not ground content
607 if (is_tunnel && column_is_open &&
608 (c == biome->c_filler || c == biome->c_stone))
609 // Tunnel entrance floor
610 vm->m_data[vi] = MapNode(biome->c_top);
612 column_is_open = false;
618 if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
621 PseudoRandom ps(blockseed + 21343);
622 u32 bruises_count = ps.range(0, 2);
623 for (u32 i = 0; i < bruises_count; i++) {
624 CaveV5 cave(this, &ps);
625 cave.makeCave(node_min, node_max, max_stone_y);