Mapgen: Optimise cave noises and tunnel excavation
[oweals/minetest.git] / src / mapgen_flat.cpp
index 7a8fe18a6dd184e38c6e2faedf9f3f6d395cd1f0..ecfbe49ba4d51360feb0ff1d684e0d7e8ac0f839 100644 (file)
@@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
        //// amount of elements to skip for the next index
        //// for noise/height/biome maps (not vmanip)
        this->ystride = csize.X;
-       this->zstride = csize.X * (csize.Y + 2);
+       // 1-down overgeneration
+       this->zstride_1d = csize.X * (csize.Y + 1);
 
        this->biomemap        = new u8[csize.X * csize.Z];
        this->heightmap       = new s16[csize.X * csize.Z];
@@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
        noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
 
        //// 3D noise
-       noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
+       // 1-down overgeneraion
+       noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
 
        //// Biome noise
        noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
@@ -148,8 +150,8 @@ MapgenFlatParams::MapgenFlatParams()
 
        np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
        np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
-       np_cave1        = NoiseParams(0, 12,  v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
-       np_cave2        = NoiseParams(0, 12,  v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+       np_cave1        = NoiseParams(0, 12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
+       np_cave2        = NoiseParams(0, 12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
 }
 
 
@@ -192,18 +194,25 @@ void MapgenFlatParams::writeParams(Settings *settings) const
 /////////////////////////////////////////////////////////////////
 
 
-int MapgenFlat::getGroundLevelAtPoint(v2s16 p)
+int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
 {
+       s16 level_at_point = ground_level;
        float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+
        if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
-               s16 depress = (lake_threshold - n_terrain) * lake_steepness;
-               return ground_level - depress;
+               level_at_point = ground_level -
+                       (lake_threshold - n_terrain) * lake_steepness;
        } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
-               s16 rise = (n_terrain - hill_threshold) * hill_steepness;
-               return ground_level + rise;
-       } else {
-               return ground_level;
+               level_at_point = ground_level +
+                       (n_terrain - hill_threshold) * hill_steepness;
        }
+
+       if (ground_level < water_level)  // Ocean world, allow spawn in water
+               return MYMAX(level_at_point, water_level);
+       else if (level_at_point > water_level)
+               return level_at_point;  // Spawn on land
+       else
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
 }
 
 
@@ -296,7 +305,8 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
        }
 
        // Generate the registered decorations
-       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+       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);
@@ -322,20 +332,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
 void MapgenFlat::calculateNoise()
 {
        //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y - 1;
-       int z = node_min.Z;
+       s16 x = node_min.X;
+       s16 z = node_min.Z;
 
        if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
                noise_terrain->perlinMap2D(x, z);
 
-       noise_filler_depth->perlinMap2D(x, z);
-
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
-       }
+       // Cave noises are calculated in generateCaves()
+       // only if solid terrain is present in mapchunk
 
+       noise_filler_depth->perlinMap2D(x, z);
        noise_heat->perlinMap2D(x, z);
        noise_humidity->perlinMap2D(x, z);
        noise_heat_blend->perlinMap2D(x, z);
@@ -549,22 +555,55 @@ void MapgenFlat::dustTopNodes()
 
 void MapgenFlat::generateCaves(s16 max_stone_y)
 {
-       if (max_stone_y >= node_min.Y) {
-               u32 index = 0;
+       if (max_stone_y < node_min.Y)
+               return;
 
-               for (s16 z = node_min.Z; z <= node_max.Z; z++)
-               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       u32 vi = vm->m_area.index(node_min.X, y, z);
-                       for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if (d1 * d2 > 0.4f) {
-                                       content_t c = vm->m_data[vi].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                               continue;
-
-                                       vm->m_data[vi] = MapNode(CONTENT_AIR);
-                               }
+       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+       v3s16 em = vm->m_area.getExtent();
+       u32 index2d = 0;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+               bool column_is_open = false;  // Is column open to overground
+               bool is_tunnel = false;  // Is tunnel or tunnel floor
+               u32 vi = vm->m_area.index(x, node_max.Y, z);
+               u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
+                       (x - node_min.X);
+               // Biome of column
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+               // Don't excavate the overgenerated stone at node_max.Y + 1,
+               // this creates a 'roof' over the tunnel, preventing light in
+               // tunnels at mapchunk borders when generating mapchunks upwards.
+               // This 'roof' is removed when the mapchunk above is generated.
+               for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
+                               index3d -= ystride,
+                               vm->m_area.add_y(em, vi, -1)) {
+
+                       content_t c = vm->m_data[vi].getContent();
+                       if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                       c == biome->c_water) {
+                               column_is_open = true;
+                               continue;
+                       }
+                       // Ground
+                       float d1 = contour(noise_cave1->result[index3d]);
+                       float d2 = contour(noise_cave2->result[index3d]);
+                       if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               is_tunnel = true;
+                       } else if (is_tunnel && column_is_open &&
+                                       (c == biome->c_filler || c == biome->c_stone)) {
+                               // Tunnel entrance floor
+                               vm->m_data[vi] = MapNode(biome->c_top);
+                               column_is_open = false;
+                               is_tunnel = false;
+                       } else {
+                               column_is_open = false;
+                               is_tunnel = false;
                        }
                }
        }
@@ -573,7 +612,7 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
                return;
 
        PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+       u32 bruises_count = ps.range(0, 2);
        for (u32 i = 0; i < bruises_count; i++) {
                CaveV5 cave(this, &ps);
                cave.makeCave(node_min, node_max, max_stone_y);