3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5 Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
7 Based on Valleys Mapgen by Gael de Sailly
8 (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
9 and mapgen_v7, mapgen_flat by kwolekr and paramat.
11 Licensing changed by permission of Gael de Sailly.
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU Lesser General Public License as published by
15 the Free Software Foundation; either version 2.1 of the License, or
16 (at your option) any later version.
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU Lesser General Public License for more details.
23 You should have received a copy of the GNU Lesser General Public License along
24 with this program; if not, write to the Free Software Foundation, Inc.,
25 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
34 #include "content_sao.h"
36 #include "voxelalgorithms.h"
37 #include "settings.h" // For g_settings
39 #include "dungeongen.h"
43 #include "mg_decoration.h"
44 #include "mapgen_valleys.h"
51 //#include "util/timetaker.h"
52 //#include "profiler.h"
55 //static Profiler mapgen_prof;
56 //Profiler *mapgen_profiler = &mapgen_prof;
58 static FlagDesc flagdesc_mapgen_valleys[] = {
59 {"altitude_chill", MGVALLEYS_ALT_CHILL},
60 {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
64 ///////////////////////////////////////////////////////////////////////////////
67 MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
68 : Mapgen(mapgenid, params, emerge)
70 this->m_emerge = emerge;
71 this->bmgr = emerge->biomemgr;
73 //// amount of elements to skip for the next index
74 //// for noise/height/biome maps (not vmanip)
75 this->ystride = csize.X;
76 this->zstride = csize.X * (csize.Y + 2);
77 // 1-down overgeneration
78 this->zstride_1d = csize.X * (csize.Y + 1);
80 this->biomemap = new u8[csize.X * csize.Z];
81 this->heightmap = new s16[csize.X * csize.Z];
83 this->humidmap = NULL;
85 this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
86 g_settings->getU16("map_generation_limit"));
88 MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
89 this->spflags = sp->spflags;
91 this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
92 this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
94 this->altitude_chill = sp->altitude_chill;
95 this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
96 this->large_cave_depth = sp->large_cave_depth;
97 this->lava_features_lim = rangelim(sp->lava_features, 0, 10);
98 this->massive_cave_depth = sp->massive_cave_depth;
99 this->river_depth_bed = sp->river_depth + 1.f;
100 this->river_size_factor = sp->river_size / 100.f;
101 this->water_features_lim = rangelim(sp->water_features, 0, 10);
103 // a small chance of overflows if the settings are very high
104 this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
105 this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
107 tcave_cache = new float[csize.Y + 2];
109 //// 2D Terrain noise
110 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
111 noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
112 noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
113 noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
114 noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
115 noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
117 //// 3D Terrain noise
118 // 1-up 1-down overgeneration
119 noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
120 // 1-down overgeneraion
121 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
122 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
123 noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
126 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
127 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
128 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
129 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
131 //// Resolve nodes to be used
132 INodeDefManager *ndef = emerge->ndef;
134 c_cobble = ndef->getId("mapgen_cobble");
135 c_desert_stone = ndef->getId("mapgen_desert_stone");
136 c_dirt = ndef->getId("mapgen_dirt");
137 c_lava_source = ndef->getId("mapgen_lava_source");
138 c_mossycobble = ndef->getId("mapgen_mossycobble");
139 c_river_water_source = ndef->getId("mapgen_river_water_source");
140 c_sand = ndef->getId("mapgen_sand");
141 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
142 c_sandstone = ndef->getId("mapgen_sandstone");
143 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
144 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
145 c_stone = ndef->getId("mapgen_stone");
146 c_water_source = ndef->getId("mapgen_water_source");
148 if (c_mossycobble == CONTENT_IGNORE)
149 c_mossycobble = c_cobble;
150 if (c_river_water_source == CONTENT_IGNORE)
151 c_river_water_source = c_water_source;
152 if (c_sand == CONTENT_IGNORE)
154 if (c_sandstonebrick == CONTENT_IGNORE)
155 c_sandstonebrick = c_sandstone;
156 if (c_stair_cobble == CONTENT_IGNORE)
157 c_stair_cobble = c_cobble;
158 if (c_stair_sandstonebrick == CONTENT_IGNORE)
159 c_stair_sandstonebrick = c_sandstone;
163 MapgenValleys::~MapgenValleys()
167 delete noise_filler_depth;
169 delete noise_heat_blend;
170 delete noise_humidity;
171 delete noise_humidity_blend;
172 delete noise_inter_valley_fill;
173 delete noise_inter_valley_slope;
175 delete noise_massive_caves;
176 delete noise_terrain_height;
177 delete noise_valley_depth;
178 delete noise_valley_profile;
182 delete[] tcave_cache;
186 MapgenValleysParams::MapgenValleysParams()
188 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
190 altitude_chill = 90; // The altitude at which temperature drops by 20C.
191 large_cave_depth = -33;
192 lava_features = 0; // How often water will occur in caves.
193 massive_cave_depth = -256; // highest altitude of massive caves
194 river_depth = 4; // How deep to carve river channels.
195 river_size = 5; // How wide to make rivers.
196 water_features = 0; // How often water will occur in caves.
198 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
199 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
200 np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
201 np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
202 np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
203 np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
204 np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
205 np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
206 np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
207 np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
211 void MapgenValleysParams::readParams(const Settings *settings)
213 settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
215 settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
216 settings->getS16NoEx("mg_valleys_large_cave_depth", large_cave_depth);
217 settings->getU16NoEx("mg_valleys_lava_features", lava_features);
218 settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
219 settings->getU16NoEx("mg_valleys_river_depth", river_depth);
220 settings->getU16NoEx("mg_valleys_river_size", river_size);
221 settings->getU16NoEx("mg_valleys_water_features", water_features);
223 settings->getNoiseParams("mg_valleys_np_cave1", np_cave1);
224 settings->getNoiseParams("mg_valleys_np_cave2", np_cave2);
225 settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
226 settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
227 settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
228 settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
229 settings->getNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
230 settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
231 settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
232 settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
236 void MapgenValleysParams::writeParams(Settings *settings) const
238 settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
240 settings->setU16("mg_valleys_altitude_chill", altitude_chill);
241 settings->setS16("mg_valleys_large_cave_depth", large_cave_depth);
242 settings->setU16("mg_valleys_lava_features", lava_features);
243 settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
244 settings->setU16("mg_valleys_river_depth", river_depth);
245 settings->setU16("mg_valleys_river_size", river_size);
246 settings->setU16("mg_valleys_water_features", water_features);
248 settings->setNoiseParams("mg_valleys_np_cave1", np_cave1);
249 settings->setNoiseParams("mg_valleys_np_cave2", np_cave2);
250 settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
251 settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
252 settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
253 settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
254 settings->setNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
255 settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
256 settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
257 settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
261 ///////////////////////////////////////
264 void MapgenValleys::makeChunk(BlockMakeData *data)
267 assert(data->vmanip);
268 assert(data->nodedef);
269 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
270 data->blockpos_requested.Y >= data->blockpos_min.Y &&
271 data->blockpos_requested.Z >= data->blockpos_min.Z);
272 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
273 data->blockpos_requested.Y <= data->blockpos_max.Y &&
274 data->blockpos_requested.Z <= data->blockpos_max.Z);
276 this->generating = true;
277 this->vm = data->vmanip;
278 this->ndef = data->nodedef;
280 //TimeTaker t("makeChunk");
282 v3s16 blockpos_min = data->blockpos_min;
283 v3s16 blockpos_max = data->blockpos_max;
284 node_min = blockpos_min * MAP_BLOCKSIZE;
285 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
286 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
287 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
289 blockseed = getBlockSeed2(full_node_min, seed);
291 // Generate noise maps and base terrain height.
294 // Generate base terrain with initial heightmaps
295 s16 stone_surface_max_y = generateTerrain();
297 // Create biomemap at heightmap surface
298 bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
300 // Actually place the biome-specific nodes
301 MgStoneType stone_type = generateBiomes(heatmap, humidmap);
304 if (flags & MG_CAVES)
305 generateCaves(stone_surface_max_y);
308 if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
311 dp.np_rarity = nparams_dungeon_rarity;
312 dp.np_density = nparams_dungeon_density;
313 dp.np_wetness = nparams_dungeon_wetness;
314 dp.c_water = c_water_source;
315 if (stone_type == STONE) {
316 dp.c_cobble = c_cobble;
317 dp.c_moss = c_mossycobble;
318 dp.c_stair = c_stair_cobble;
320 dp.diagonal_dirs = false;
322 dp.holesize = v3s16(1, 2, 1);
323 dp.roomsize = v3s16(0, 0, 0);
324 dp.notifytype = GENNOTIFY_DUNGEON;
325 } else if (stone_type == DESERT_STONE) {
326 dp.c_cobble = c_desert_stone;
327 dp.c_moss = c_desert_stone;
328 dp.c_stair = c_desert_stone;
330 dp.diagonal_dirs = true;
332 dp.holesize = v3s16(2, 3, 2);
333 dp.roomsize = v3s16(2, 5, 2);
334 dp.notifytype = GENNOTIFY_TEMPLE;
335 } else if (stone_type == SANDSTONE) {
336 dp.c_cobble = c_sandstonebrick;
337 dp.c_moss = c_sandstonebrick;
338 dp.c_stair = c_sandstonebrick;
340 dp.diagonal_dirs = false;
342 dp.holesize = v3s16(2, 2, 2);
343 dp.roomsize = v3s16(2, 0, 2);
344 dp.notifytype = GENNOTIFY_DUNGEON;
347 DungeonGen dgen(this, &dp);
348 dgen.generate(blockseed, full_node_min, full_node_max);
351 // Generate the registered decorations
352 if (flags & MG_DECORATIONS)
353 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
355 // Generate the registered ores
356 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
358 // Sprinkle some dust on top after everything else was generated
361 //TimeTaker tll("liquid_lighting");
363 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
365 if (flags & MG_LIGHT)
367 node_min - v3s16(0, 1, 0),
368 node_max + v3s16(0, 1, 0),
372 //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
373 //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
375 this->generating = false;
379 // Populate the noise tables and do most of the
380 // calculation necessary to determine terrain height.
381 void MapgenValleys::calculateNoise()
383 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
386 int y = node_min.Y - 1;
389 //TimeTaker tcn("actualNoise");
391 noise_filler_depth->perlinMap2D(x, z);
392 noise_heat_blend->perlinMap2D(x, z);
393 noise_heat->perlinMap2D(x, z);
394 noise_humidity_blend->perlinMap2D(x, z);
395 noise_humidity->perlinMap2D(x, z);
396 noise_inter_valley_slope->perlinMap2D(x, z);
397 noise_rivers->perlinMap2D(x, z);
398 noise_terrain_height->perlinMap2D(x, z);
399 noise_valley_depth->perlinMap2D(x, z);
400 noise_valley_profile->perlinMap2D(x, z);
402 noise_inter_valley_fill->perlinMap3D(x, y, z);
404 //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
406 float heat_offset = 0.f;
407 float humidity_scale = 1.f;
409 // Altitude chill tends to reduce the average heat.
410 if (use_altitude_chill)
413 // River humidity tends to increase the humidity range.
415 humidity_scale = 0.8f;
418 for (s32 index = 0; index < csize.X * csize.Z; index++) {
419 noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset;
420 noise_humidity->result[index] *= humidity_scale;
421 noise_humidity->result[index] += noise_humidity_blend->result[index];
427 for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
428 for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
429 // The parameters that we actually need to generate terrain
430 // are passed by address (and the return value).
431 tn.terrain_height = noise_terrain_height->result[index];
432 // River noise is replaced with base terrain, which
433 // is basically the height of the water table.
434 tn.rivers = &noise_rivers->result[index];
435 // Valley depth noise is replaced with the valley
436 // number that represents the height of terrain
437 // over rivers and is used to determine about
438 // how close a river is for humidity calculation.
439 tn.valley = &noise_valley_depth->result[index];
440 tn.valley_profile = noise_valley_profile->result[index];
441 // Slope noise is replaced by the calculated slope
442 // which is used to get terrain height in the slow
443 // method, to create sharper mountains.
444 tn.slope = &noise_inter_valley_slope->result[index];
445 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
447 // This is the actual terrain height.
448 float mount = terrainLevelFromNoise(&tn);
449 noise_terrain_height->result[index] = mount;
452 heatmap = noise_heat->result;
453 humidmap = noise_humidity->result;
457 // This keeps us from having to maintain two similar sets of
458 // complicated code to determine ground level.
459 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
461 // The square function changes the behaviour of this noise:
462 // very often small, and sometimes very high.
463 float valley_d = MYSQUARE(*tn->valley);
465 // valley_d is here because terrain is generally higher where valleys
466 // are deep (mountains). base represents the height of the
467 // rivers, most of the surface is above.
468 float base = tn->terrain_height + valley_d;
470 // "river" represents the distance from the river, in arbitrary units.
471 float river = fabs(*tn->rivers) - river_size_factor;
473 // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
474 // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
475 // Try it with a geometry software !
476 // (here x = "river" and a = valley_profile).
477 // "valley" represents the height of the terrain, from the rivers.
479 float t = river / tn->valley_profile;
480 *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
483 // approximate height of the terrain at this point
484 float mount = base + *tn->valley;
486 *tn->slope *= *tn->valley;
488 // Rivers are placed where "river" is negative, so where the original
489 // noise value is close to zero.
490 // Base ground is returned as rivers since it's basically the water table.
493 // Use the the function -sqrt(1-x^2) which models a circle.
496 float t = river / river_size_factor + 1;
497 depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
500 // base - depth : height of the bottom of the river
501 // water_level - 3 : don't make rivers below 3 nodes under the surface
502 // We use three because that's as low as the swamp biomes go.
503 // There is no logical equivalent to this using rangelim.
504 mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
506 // Slope has no influence on rivers.
514 // This avoids duplicating the code in terrainLevelFromNoise, adding
515 // only the final step of terrain generation without a noise map.
516 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
518 float mount = terrainLevelFromNoise(tn);
519 s16 y_start = myround(mount);
521 for (s16 y = y_start; y <= y_start + 1000; y++) {
522 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
524 if (fill * *tn->slope < y - mount) {
525 mount = MYMAX(y - 1, mount);
534 int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
536 // Check to make sure this isn't a request for a location in a river.
537 float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
538 if (fabs(rivers) < river_size_factor)
539 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
541 s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
542 if (level_at_point <= water_level ||
543 level_at_point > water_level + 32)
544 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
546 return level_at_point;
550 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
554 float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
555 float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
556 float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
560 tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
563 tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
564 tn.slope = &inter_valley_slope;
565 tn.inter_valley_fill = 0.f;
567 return adjustedTerrainLevelFromNoise(&tn);
571 int MapgenValleys::generateTerrain()
573 // Raising this reduces the rate of evaporation.
574 static const float evaporation = 300.f;
576 static const float humidity_dropoff = 4.f;
577 // constant to convert altitude chill (compatible with lua) to heat
578 static const float alt_to_heat = 20.f;
579 // humidity reduction by altitude
580 static const float alt_to_humid = 10.f;
582 MapNode n_air(CONTENT_AIR);
583 MapNode n_river_water(c_river_water_source);
584 MapNode n_sand(c_sand);
585 MapNode n_stone(c_stone);
586 MapNode n_water(c_water_source);
588 v3s16 em = vm->m_area.getExtent();
589 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
592 for (s16 z = node_min.Z; z <= node_max.Z; z++)
593 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
594 float river_y = noise_rivers->result[index_2d];
595 float surface_y = noise_terrain_height->result[index_2d];
596 float slope = noise_inter_valley_slope->result[index_2d];
597 float t_heat = noise_heat->result[index_2d];
599 heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
601 if (surface_y > surface_max_y)
602 surface_max_y = ceil(surface_y);
605 // Derive heat from (base) altitude. This will be most correct
606 // at rivers, since other surface heights may vary below.
607 if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
608 t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
610 // If humidity is low or heat is high, lower the water table.
611 float delta = noise_humidity->result[index_2d] - 50.f;
613 float t_evap = (t_heat - 32.f) / evaporation;
614 river_y += delta * MYMAX(t_evap, 0.08f);
618 u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
619 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
621 // Mapgens concern themselves with stone and water.
622 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
623 if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
624 float fill = noise_inter_valley_fill->result[index_3d];
625 float surface_delta = (float)y - surface_y;
626 bool river = y + 1 < river_y;
628 if (fabs(surface_delta) <= 0.5f && y > water_level && river) {
630 vm->m_data[index_data] = n_sand;
631 } else if (slope * fill > surface_delta) {
633 vm->m_data[index_data] = n_stone;
634 if (y > heightmap[index_2d])
635 heightmap[index_2d] = y;
636 if (y > surface_max_y)
638 } else if (y <= water_level) {
640 vm->m_data[index_data] = n_water;
643 vm->m_data[index_data] = n_river_water;
645 vm->m_data[index_data] = n_air;
649 vm->m_area.add_y(em, index_data, 1);
653 // This happens if we're generating a chunk that doesn't
654 // contain the terrain surface, in which case, we need
655 // to set heightmap to a value outside of the chunk,
656 // to avoid confusing lua mods that use heightmap.
657 if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
658 s16 surface_y_int = myround(surface_y);
659 if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
660 // If surface_y is outside the chunk, it's good enough.
661 heightmap[index_2d] = surface_y_int;
663 // If the ground is outside of this chunk, but surface_y
664 // is within the chunk, give a value outside.
665 heightmap[index_2d] = node_min.Y - 2;
670 // Use base ground (water table) in a riverbed, to
671 // avoid an unnatural rise in humidity.
672 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
673 float humid = noise_humidity->result[index_2d];
674 float water_depth = (t_alt - river_y) / humidity_dropoff;
675 humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
677 // Reduce humidity with altitude (ignoring riverbeds).
678 // This is similar to the lua version's seawater adjustment,
679 // but doesn't increase the base humidity, which causes
680 // problems with the default biomes.
682 humid -= alt_to_humid * t_alt / altitude_chill;
684 noise_humidity->result[index_2d] = humid;
687 // Assign the heat adjusted by any changed altitudes.
688 // The altitude will change about half the time.
689 if (use_altitude_chill) {
690 // ground height ignoring riverbeds
691 float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
692 if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
693 // The altitude hasn't changed. Use the first result.
694 noise_heat->result[index_2d] = t_heat;
695 else if (t_alt > 0.f)
696 noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill;
700 return surface_max_y;
704 MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
706 v3s16 em = vm->m_area.getExtent();
708 MgStoneType stone_type = STONE;
710 for (s16 z = node_min.Z; z <= node_max.Z; z++)
711 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
715 u16 depth_water_top = 0;
716 u32 vi = vm->m_area.index(x, node_max.Y, z);
718 // Check node at base of mapchunk above, either a node of a previously
719 // generated mapchunk or if not, a node of overgenerated base terrain.
720 content_t c_above = vm->m_data[vi + em.X].getContent();
721 bool air_above = c_above == CONTENT_AIR;
722 bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
724 // If there is air or water above enable top/filler placement, otherwise force
725 // nplaced to stone level by setting a number exceeding any possible filler depth.
726 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
728 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
729 content_t c = vm->m_data[vi].getContent();
731 // Biome is recalculated each time an upper surface is detected while
732 // working down a column. The selected biome then remains in effect for
733 // all nodes below until the next surface and biome recalculation.
734 // Biome is recalculated:
735 // 1. At the surface of stone below air or water.
736 // 2. At the surface of water below air.
737 // 3. When stone or water is detected but biome has not yet been calculated.
738 if ((c == c_stone && (air_above || water_above || !biome))
739 || ((c == c_water_source || c == c_river_water_source)
740 && (air_above || !biome))) {
741 // Both heat and humidity have already been adjusted for altitude.
742 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
744 depth_top = biome->depth_top;
745 base_filler = MYMAX(depth_top
746 + biome->depth_filler
747 + noise_filler_depth->result[index], 0.f);
748 depth_water_top = biome->depth_water_top;
750 // Detect stone type for dungeons during every biome calculation.
751 // This is more efficient than detecting per-node and will not
752 // miss any desert stone or sandstone biomes.
753 if (biome->c_stone == c_desert_stone)
754 stone_type = DESERT_STONE;
755 else if (biome->c_stone == c_sandstone)
756 stone_type = SANDSTONE;
760 content_t c_below = vm->m_data[vi - em.X].getContent();
762 // If the node below isn't solid, make this node stone, so that
763 // any top/filler nodes above are structurally supported.
764 // This is done by aborting the cycle of top/filler placement
765 // immediately by forcing nplaced to stone level.
766 if (c_below == CONTENT_AIR
767 || c_below == c_water_source
768 || c_below == c_river_water_source)
771 if (nplaced < depth_top) {
772 vm->m_data[vi] = MapNode(biome->c_top);
774 } else if (nplaced < base_filler) {
775 vm->m_data[vi] = MapNode(biome->c_filler);
778 vm->m_data[vi] = MapNode(biome->c_stone);
783 } else if (c == c_water_source) {
784 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
785 ? biome->c_water_top : biome->c_water);
786 nplaced = 0; // Enable top/filler placement for next surface
789 } else if (c == c_river_water_source) {
790 vm->m_data[vi] = MapNode(biome->c_river_water);
791 nplaced = depth_top; // Enable filler placement for next surface
794 } else if (c == CONTENT_AIR) {
795 nplaced = 0; // Enable top/filler placement for next surface
798 } else { // Possible various nodes overgenerated from neighbouring mapchunks
799 nplaced = U16_MAX; // Disable top/filler placement
804 vm->m_area.add_y(em, vi, -1);
812 void MapgenValleys::dustTopNodes()
814 if (node_max.Y < water_level)
817 v3s16 em = vm->m_area.getExtent();
820 for (s16 z = node_min.Z; z <= node_max.Z; z++)
821 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
822 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
824 if (biome->c_dust == CONTENT_IGNORE)
827 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
828 content_t c_full_max = vm->m_data[vi].getContent();
831 if (c_full_max == CONTENT_AIR) {
832 y_start = full_node_max.Y - 1;
833 } else if (c_full_max == CONTENT_IGNORE) {
834 vi = vm->m_area.index(x, node_max.Y + 1, z);
835 content_t c_max = vm->m_data[vi].getContent();
837 if (c_max == CONTENT_AIR)
838 y_start = node_max.Y;
845 vi = vm->m_area.index(x, y_start, z);
846 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
847 if (vm->m_data[vi].getContent() != CONTENT_AIR)
850 vm->m_area.add_y(em, vi, -1);
853 content_t c = vm->m_data[vi].getContent();
854 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
855 vm->m_area.add_y(em, vi, 1);
856 vm->m_data[vi] = MapNode(biome->c_dust);
862 void MapgenValleys::generateCaves(s16 max_stone_y)
864 if (max_stone_y < node_min.Y)
867 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
868 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
870 PseudoRandom ps(blockseed + 72202);
872 MapNode n_air(CONTENT_AIR);
873 MapNode n_lava(c_lava_source);
874 MapNode n_water(c_river_water_source);
876 v3s16 em = vm->m_area.getExtent();
878 // Cave blend distance near YMIN, YMAX
879 const float massive_cave_blend = 128.f;
880 // noise threshold for massive caves
881 const float massive_cave_threshold = 0.6f;
882 // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
884 float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
885 float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
886 bool made_a_big_one = false;
888 // Cache the tcave values as they only vary by altitude.
889 if (node_max.Y <= massive_cave_depth) {
890 noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
892 for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
893 float tcave = massive_cave_threshold;
896 float t = (yblmin - y) / massive_cave_blend;
897 tcave += MYSQUARE(t);
898 } else if (y > yblmax) {
899 float t = (y - yblmax) / massive_cave_blend;
900 tcave += MYSQUARE(t);
903 tcave_cache[y - node_min.Y + 1] = tcave;
907 // lava_depth varies between one and ten as you approach
908 // the bottom of the world.
909 s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
910 // This allows random lava spawns to be less common at the surface.
911 s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
912 // water_depth varies between ten and one on the way down.
913 s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
914 // This allows random water spawns to be more common at the surface.
915 s16 water_chance = MYCUBE(water_features_lim) * water_depth;
917 // Reduce the odds of overflows even further.
918 if (node_max.Y > water_level) {
924 for (s16 z = node_min.Z; z <= node_max.Z; z++)
925 for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
926 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
927 bool tunnel_air_above = false;
928 bool underground = false;
929 u32 index_data = vm->m_area.index(x, node_max.Y, z);
930 u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
932 // Dig caves on down loop to check for air above.
933 // Don't excavate the overgenerated stone at node_max.Y + 1,
934 // this creates a 'roof' over the tunnel, preventing light in
935 // tunnels at mapchunk borders when generating mapchunks upwards.
936 // This 'roof' is removed when the mapchunk above is generated.
937 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
939 vm->m_area.add_y(em, index_data, -1)) {
941 float terrain = noise_terrain_height->result[index_2d];
944 if (y > terrain + 10)
946 else if (y < terrain - 40)
949 // Dig massive caves.
950 if (node_max.Y <= massive_cave_depth
951 && noise_massive_caves->result[index_3d]
952 > tcave_cache[y - node_min.Y + 1]) {
953 vm->m_data[index_data] = n_air;
954 made_a_big_one = true;
958 content_t c = vm->m_data[index_data].getContent();
959 float d1 = contour(noise_cave1->result[index_3d]);
960 float d2 = contour(noise_cave2->result[index_3d]);
962 // River water is not set as ground content
963 // in the default game. This can produce strange results
964 // when a tunnel undercuts a river. However, that's not for
965 // the mapgen to correct. Fix it in lua.
967 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
969 vm->m_data[index_data] = n_air;
970 tunnel_air_above = true;
971 } else if (c == biome->c_filler || c == biome->c_stone) {
972 if (tunnel_air_above) {
973 // at the tunnel floor
974 s16 sr = ps.range(0, 39);
976 vm->m_area.add_y(em, j, 1);
978 if (sr > terrain - y) {
979 // Put dirt in tunnels near the surface.
981 vm->m_data[index_data] = MapNode(biome->c_filler);
983 vm->m_data[index_data] = MapNode(biome->c_top);
984 } else if (sr < 3 && underground) {
986 if (lava_features_lim > 0 && y <= lava_max_height
987 && c == biome->c_stone && sr < lava_chance)
988 vm->m_data[j] = n_lava;
992 // If sr < 0 then we should have already placed lava --
993 // don't immediately dump water on it.
994 if (water_features_lim > 0 && y <= cave_water_max_height
995 && sr >= 0 && sr < water_chance)
996 vm->m_data[j] = n_water;
1000 tunnel_air_above = false;
1003 tunnel_air_above = false;
1008 if (node_max.Y <= large_cave_depth && !made_a_big_one) {
1009 u32 bruises_count = ps.range(0, 2);
1010 for (u32 i = 0; i < bruises_count; i++) {
1011 CaveV5 cave(this, &ps);
1012 cave.makeCave(node_min, node_max, max_stone_y);