/*
Minetest
-Copyright (C) 2017-2018 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
-Copyright (C) 2010-2018 paramat
-Copyright (C) 2010-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
+Copyright (C) 2017-2019 paramat
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
FlagDesc flagdesc_mapgen_carpathian[] = {
{"caverns", MGCARPATHIAN_CAVERNS},
+ {"rivers", MGCARPATHIAN_RIVERS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
-MapgenCarpathian::MapgenCarpathian(
- int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
+MapgenCarpathian::MapgenCarpathian(MapgenCarpathianParams *params, EmergeManager *emerge)
+ : MapgenBasic(MAPGEN_CARPATHIAN, params, emerge)
{
+ base_level = params->base_level;
+ river_width = params->river_width;
+ river_depth = params->river_depth;
+ valley_width = params->valley_width;
+
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
grad_wl = 1 - water_level;
//// 2D Terrain noise
- noise_base = new Noise(¶ms->np_base, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
noise_height1 = new Noise(¶ms->np_height1, seed, csize.X, csize.Z);
noise_height2 = new Noise(¶ms->np_height2, seed, csize.X, csize.Z);
noise_hills = new Noise(¶ms->np_hills, seed, csize.X, csize.Z);
noise_ridge_mnt = new Noise(¶ms->np_ridge_mnt, seed, csize.X, csize.Z);
noise_step_mnt = new Noise(¶ms->np_step_mnt, seed, csize.X, csize.Z);
+ if (spflags & MGCARPATHIAN_RIVERS)
+ noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
//// 3D terrain noise
// 1 up 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenCarpathian::~MapgenCarpathian()
{
- delete noise_base;
delete noise_filler_depth;
delete noise_height1;
delete noise_height2;
delete noise_hills;
delete noise_ridge_mnt;
delete noise_step_mnt;
+ if (spflags & MGCARPATHIAN_RIVERS)
+ delete noise_rivers;
+
delete noise_mnt_var;
}
MapgenCarpathianParams::MapgenCarpathianParams():
- np_base (12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5),
- np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
- np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
- np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
- np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
- np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
- np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
- np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
- np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
- np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
- np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
- np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
- np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
+ np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
+ np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
+ np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
+ np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
+ np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
+ np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
+ np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
+ np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
+ np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
+ np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
+ np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
+ np_rivers (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
+ np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenCarpathianParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
+
+ settings->getFloatNoEx("mgcarpathian_base_level", base_level);
+ settings->getFloatNoEx("mgcarpathian_river_width", river_width);
+ settings->getFloatNoEx("mgcarpathian_river_depth", river_depth);
+ settings->getFloatNoEx("mgcarpathian_valley_width", valley_width);
+
settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
settings->getS16NoEx("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax);
- settings->getNoiseParams("mgcarpathian_np_base", np_base);
settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
+ settings->getNoiseParams("mgcarpathian_np_rivers", np_rivers);
settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
+ settings->getNoiseParams("mgcarpathian_np_dungeons", np_dungeons);
}
void MapgenCarpathianParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
+
+ settings->setFloat("mgcarpathian_base_level", base_level);
+ settings->setFloat("mgcarpathian_river_width", river_width);
+ settings->setFloat("mgcarpathian_river_depth", river_depth);
+ settings->setFloat("mgcarpathian_valley_width", valley_width);
+
settings->setFloat("mgcarpathian_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
settings->setS16("mgcarpathian_lava_depth", lava_depth);
settings->setS16("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax);
- settings->setNoiseParams("mgcarpathian_np_base", np_base);
settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
+ settings->setNoiseParams("mgcarpathian_np_rivers", np_rivers);
settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
+ settings->setNoiseParams("mgcarpathian_np_dungeons", np_dungeons);
}
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
- biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ if (flags & MG_BIOMES) {
+ biomegen->calcBiomeNoise(node_min);
+ generateBiomes();
+ }
- // Generate caverns, tunnels and classic caves
+ // Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
- bool has_cavern = false;
+ // Generate tunnels first as caverns confuse them
+ generateCavesNoiseIntersection(stone_surface_max_y);
+
// Generate caverns
+ bool near_cavern = false;
if (spflags & MGCARPATHIAN_CAVERNS)
- has_cavern = generateCaverns(stone_surface_max_y);
- // Generate tunnels and classic caves
- if (has_cavern)
- // Disable classic caves in this mapchunk by setting
+ near_cavern = generateCavernsNoise(stone_surface_max_y);
+
+ // Generate large randomwalk caves
+ if (near_cavern)
+ // Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
- generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ generateCavesRandomWalk(stone_surface_max_y,
+ -MAX_MAP_GENERATION_LIMIT);
else
- generateCaves(stone_surface_max_y, large_cave_depth);
+ generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
+ // Generate the registered ores
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
-
// Sprinkle some dust on top after everything else was generated
- dustTopNodes();
+ if (flags & MG_BIOMES)
+ dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
- s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
- if (level_at_point <= water_level || level_at_point > water_level + 32)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
-
- return level_at_point;
-}
+ // If rivers are enabled, first check if in a river channel
+ if (spflags & MGCARPATHIAN_RIVERS) {
+ float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
+ river_width;
+ if (river < 0.0f)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ }
+ float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
+ float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
+ float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
+ float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);
+
+ float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
+ float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
+ float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
+
+ float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
+ float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
+ float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));
+
+ float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
+ float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
+ float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
+
+ float valley = 1.0f;
+ float river = 0.0f;
+
+ if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
+ river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
+ if (river <= valley_width) {
+ // Within river valley
+ if (river < 0.0f) {
+ // River channel
+ valley = river;
+ } else {
+ // Valley slopes.
+ // 0 at river edge, 1 at valley edge.
+ float riversc = river / valley_width;
+ // Smoothstep
+ valley = riversc * riversc * (3.0f - 2.0f * riversc);
+ }
+ }
+ }
-float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
-{
- float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
- float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
- float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
- float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
- float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
- float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
- float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
- float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
- float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
- float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
- float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
-
- int height = -MAX_MAP_GENERATION_LIMIT;
-
- for (s16 y = 1; y <= 30; y++) {
- float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
-
- // Gradient & shallow seabed
- s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
+ bool solid_below = false;
+ u8 cons_non_solid = 0; // consecutive non-solid nodes
- // Hill/Mountain height (hilliness)
+ for (s16 y = water_level; y <= water_level + 32; y++) {
+ float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
- float hilliness =
- std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
- // Rolling hills
- float hill_mnt = hilliness * std::pow(n_hills, 2.f);
- float hills = std::pow(hter, 3.f) * hill_mnt;
+ float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
+ float hills = hill_mnt * hilliness;
+ float ridged_mountains = ridge_mnt * hilliness;
+ float step_mountains = step_mnt * hilliness;
- // Ridged mountains
- float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));
- float ridged_mountains = std::pow(rter, 3.f) * ridge_mnt;
-
- // Step (terraced) mountains
- float step_mnt = hilliness * getSteps(n_step_mnt);
- float step_mountains = std::pow(ster, 3.f) * step_mnt;
+ s32 grad = 1 - y;
- // Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
+ float surface_level = base_level + mountains + grad;
+
+ if ((spflags & MGCARPATHIAN_RIVERS) && river <= valley_width) {
+ if (valley < 0.0f) {
+ // River channel
+ surface_level = std::fmin(surface_level,
+ water_level - std::sqrt(-valley) * river_depth);
+ } else if (surface_level > water_level) {
+ // Valley slopes
+ surface_level = water_level + (surface_level - water_level) * valley;
+ }
+ }
- if (y > surface_level && height < 0)
- height = y;
+ if (y < surface_level) { //TODO '<=' fix from generateTerrain()
+ // solid node
+ solid_below = true;
+ cons_non_solid = 0;
+ } else {
+ // non-solid node
+ cons_non_solid++;
+ if (cons_non_solid == 3 && solid_below)
+ return y - 1;
+ }
}
- return height;
+ return MAX_MAP_GENERATION_LIMIT; // No suitable spawn point found
}
MapNode mn_water(c_water_source);
// Calculate noise for terrain generation
- noise_base->perlinMap2D(node_min.X, node_min.Z);
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ if (spflags & MGCARPATHIAN_RIVERS)
+ noise_rivers->perlinMap2D(node_min.X, node_min.Z);
+
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
- // Base terrain
- float ground = noise_base->result[index2d];
-
// Hill/Mountain height (hilliness)
float height1 = noise_height1->result[index2d];
float height2 = noise_height2->result[index2d];
float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
float ridge_mnt = rterabs * rterabs * rterabs *
- (1.f - std::fabs(n_ridge_mnt));
+ (1.0f - std::fabs(n_ridge_mnt));
// Step (terraced) mountains
float sterabs = std::fabs(noise_step_terrain->result[index2d]);
float n_step_mnt = noise_step_mnt->result[index2d];
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
+ // Rivers
+ float valley = 1.0f;
+ float river = 0.0f;
+
+ if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
+ river = std::fabs(noise_rivers->result[index2d]) - river_width;
+ if (river <= valley_width) {
+ // Within river valley
+ if (river < 0.0f) {
+ // River channel
+ valley = river;
+ } else {
+ // Valley slopes.
+ // 0 at river edge, 1 at valley edge.
+ float riversc = river / valley_width;
+ // Smoothstep
+ valley = riversc * riversc * (3.0f - 2.0f * riversc);
+ }
+ }
+ }
+
// Initialise 3D noise index and voxelmanip index to column base
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
+ float surface_level = base_level + mountains + grad;
+
+ // Rivers
+ if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16 &&
+ river <= valley_width) {
+ if (valley < 0.0f) {
+ // River channel
+ surface_level = std::fmin(surface_level,
+ water_level - std::sqrt(-valley) * river_depth);
+ } else if (surface_level > water_level) {
+ // Valley slopes
+ surface_level = water_level + (surface_level - water_level) * valley;
+ }
+ }
- if (y < surface_level) {
+ if (y < surface_level) { //TODO '<='
vm->m_data[vi] = mn_stone; // Stone
if (y > stone_surface_max_y)
stone_surface_max_y = y;