/*
Minetest Valleys C
-Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2010-2015 paramat, Matt Gregory
-Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
+Copyright (C) 2016-2017 Duane Robertson <duane@duanerobertson.com>
+Copyright (C) 2016-2017 paramat
Based on Valleys Mapgen by Gael de Sailly
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
-and mapgen_v7 by kwolekr and paramat.
+and mapgen_v7, mapgen_flat by kwolekr and paramat.
Licensing changed by permission of Gael de Sailly.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
-#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
+#include "cavegen.h"
+
//#undef NDEBUG
//#include "assert.h"
//Profiler *mapgen_profiler = &mapgen_prof;
static FlagDesc flagdesc_mapgen_valleys[] = {
- {"altitude_chill", MG_VALLEYS_ALT_CHILL},
- {"cliffs", MG_VALLEYS_CLIFFS},
- {"fast", MG_VALLEYS_FAST},
- {"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
- {"rugged", MG_VALLEYS_RUGGED},
- {NULL, 0}
+ {"altitude_chill", MGVALLEYS_ALT_CHILL},
+ {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
+ {NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
-MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
- : Mapgen(mapgenid, params, emerge)
+MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
+ : MapgenBasic(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->bmgr = emerge->biomemgr;
-
- //// 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);
-
- this->biomemap = new u8[csize.X * csize.Z];
- this->heightmap = new s16[csize.X * csize.Z];
- this->heatmap = NULL;
- this->humidmap = NULL;
-
- MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
- this->spflags = sp->spflags;
-
- this->cliff_terrain = (spflags & MG_VALLEYS_CLIFFS);
- this->fast_terrain = (spflags & MG_VALLEYS_FAST);
- this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
- this->rugged_terrain = (spflags & MG_VALLEYS_RUGGED);
- this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
-
- this->altitude_chill = sp->altitude_chill;
- this->cave_water_max_height = sp->cave_water_max_height;
- this->humidity_adjust = sp->humidity - 50.f;
- this->humidity_break_point = sp->humidity_break_point;
- this->lava_max_height = sp->lava_max_height;
- this->river_depth = sp->river_depth + 1.f;
- this->river_size = sp->river_size / 100.f;
- this->temperature_adjust = sp->temperature - 50.f;
- this->water_features = MYMAX(1, MYMIN(11, 11 - sp->water_features));
+ // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
+ this->m_bgen = (BiomeGenOriginal *)biomegen;
+
+ BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
+
+ this->spflags = params->spflags;
+ this->altitude_chill = params->altitude_chill;
+ this->large_cave_depth = params->large_cave_depth;
+ this->lava_features_lim = rangelim(params->lava_features, 0, 10);
+ this->massive_cave_depth = params->massive_cave_depth;
+ this->river_depth_bed = params->river_depth + 1.f;
+ this->river_size_factor = params->river_size / 100.f;
+ this->water_features_lim = rangelim(params->water_features, 0, 10);
+ this->cave_width = params->cave_width;
//// 2D Terrain noise
- noise_cliffs = new Noise(&sp->np_cliffs, seed, csize.X, csize.Z);
- noise_corr = new Noise(&sp->np_corr, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
- noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
- noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
- noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
- noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
- noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
-
- if (this->fast_terrain)
- noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+ noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
+ noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
+ noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
+ noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
+ noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
//// 3D Terrain noise
- noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z);
- noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z);
-
- if (!this->fast_terrain)
- noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
-
- //// Biome noise
- noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
- noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
- noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
- noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
-
- //// Resolve nodes to be used
- INodeDefManager *ndef = emerge->ndef;
-
- c_cobble = ndef->getId("mapgen_cobble");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_river_water_source = ndef->getId("mapgen_river_water_source");
- c_sand = ndef->getId("mapgen_sand");
- c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
- c_sandstone = ndef->getId("mapgen_sandstone");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
- c_stone = ndef->getId("mapgen_stone");
- c_water_source = ndef->getId("mapgen_water_source");
-
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_river_water_source == CONTENT_IGNORE)
- c_river_water_source = c_water_source;
- if (c_sand == CONTENT_IGNORE)
- c_sand = c_stone;
- if (c_sandstonebrick == CONTENT_IGNORE)
- c_sandstonebrick = c_sandstone;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
- if (c_stair_sandstonebrick == CONTENT_IGNORE)
- c_stair_sandstonebrick = c_sandstone;
+ // 1-up 1-down overgeneration
+ noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+ // 1-down overgeneraion
+ noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
+ noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
+ noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
+
+ this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
+ this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
+ this->humidity_adjust = bp->np_humidity.offset - 50.f;
+
+ // a small chance of overflows if the settings are very high
+ this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
+ this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
+
+ tcave_cache = new float[csize.Y + 2];
}
MapgenValleys::~MapgenValleys()
{
- delete noise_cliffs;
- delete noise_corr;
+ delete noise_cave1;
+ delete noise_cave2;
delete noise_filler_depth;
- delete noise_heat;
- delete noise_heat_blend;
- delete noise_humidity;
- delete noise_humidity_blend;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
- delete noise_simple_caves_1;
- delete noise_simple_caves_2;
+ delete noise_massive_caves;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
- delete[] heightmap;
- delete[] biomemap;
+ delete[] tcave_cache;
}
MapgenValleysParams::MapgenValleysParams()
{
- spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
- | MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
-
- altitude_chill = 90; // The altitude at which temperature drops by 20C.
- // Water in caves will never be higher than this.
- cave_water_max_height = MAX_MAP_GENERATION_LIMIT;
- humidity = 50;
- // the maximum humidity around rivers in otherwise dry areas
- humidity_break_point = 65;
- lava_max_height = 0; // Lava will never be higher than this.
- river_depth = 4; // How deep to carve river channels.
- river_size = 5; // How wide to make rivers.
- temperature = 50;
- water_features = 3; // How often water will occur in caves.
-
- np_cliffs = NoiseParams(0.f, 1.f, v3f(750, 750, 750), 8445, 5, 1.f, 2.f);
- np_corr = NoiseParams(0.f, 1.f, v3f(40, 40, 40), -3536, 4, 1.f, 2.f);
- np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
- np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
- np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
- np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
- np_simple_caves_1 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), -8402, 3, 0.5f, 2.f);
- np_simple_caves_2 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), 3944, 3, 0.5f, 2.f);
- np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
- np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
- np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
- }
+ spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
+ altitude_chill = 90; // The altitude at which temperature drops by 20C.
+ large_cave_depth = -33;
+ lava_features = 0; // How often water will occur in caves.
+ massive_cave_depth = -256; // highest altitude of massive caves
+ river_depth = 4; // How deep to carve river channels.
+ river_size = 5; // How wide to make rivers.
+ water_features = 0; // How often water will occur in caves.
+ cave_width = 0.09;
+
+ np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
+ np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
+ np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
+ np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
+ np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
+ np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
+ np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
+ np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
+ np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
+}
void MapgenValleysParams::readParams(const Settings *settings)
{
- settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
-
- settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
- settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height);
- settings->getS16NoEx("mg_valleys_humidity", humidity);
- settings->getS16NoEx("mg_valleys_humidity_break_point", humidity_break_point);
- settings->getS16NoEx("mg_valleys_lava_max_height", lava_max_height);
- settings->getU16NoEx("mg_valleys_river_depth", river_depth);
- settings->getU16NoEx("mg_valleys_river_size", river_size);
- settings->getS16NoEx("mg_valleys_temperature", temperature);
- settings->getU16NoEx("mg_valleys_water_features", water_features);
-
- settings->getNoiseParams("mg_valleys_np_cliffs", np_cliffs);
- settings->getNoiseParams("mg_valleys_np_corr", np_corr);
- settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
- settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
- settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
- settings->getNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
- settings->getNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
- settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
- settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
- settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
+ settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
+ settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
+ settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
+ settings->getU16NoEx("mgvalleys_lava_features", lava_features);
+ settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
+ settings->getU16NoEx("mgvalleys_river_depth", river_depth);
+ settings->getU16NoEx("mgvalleys_river_size", river_size);
+ settings->getU16NoEx("mgvalleys_water_features", water_features);
+ settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
+
+ settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
+ settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
+ settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
+ settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+ settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
+ settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
+ settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
+ settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
+ settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
}
void MapgenValleysParams::writeParams(Settings *settings) const
{
- settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
-
- settings->setU16("mg_valleys_altitude_chill", altitude_chill);
- settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height);
- settings->setS16("mg_valleys_humidity", humidity);
- settings->setS16("mg_valleys_humidity_break_point", humidity_break_point);
- settings->setS16("mg_valleys_lava_max_height", lava_max_height);
- settings->setU16("mg_valleys_river_depth", river_depth);
- settings->setU16("mg_valleys_river_size", river_size);
- settings->setS16("mg_valleys_temperature", temperature);
- settings->setU16("mg_valleys_water_features", water_features);
-
- settings->setNoiseParams("mg_valleys_np_cliffs", np_cliffs);
- settings->setNoiseParams("mg_valleys_np_corr", np_corr);
- settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
- settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
- settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
- settings->setNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
- settings->setNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
- settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
- settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
- settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
+ settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
+ settings->setU16("mgvalleys_altitude_chill", altitude_chill);
+ settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
+ settings->setU16("mgvalleys_lava_features", lava_features);
+ settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
+ settings->setU16("mgvalleys_river_depth", river_depth);
+ settings->setU16("mgvalleys_river_size", river_size);
+ settings->setU16("mgvalleys_water_features", water_features);
+ settings->setFloat("mgvalleys_cave_width", cave_width);
+
+ settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
+ settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
+ settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
+ settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+ settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
+ settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
+ settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
+ settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
+ settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
}
blockseed = getBlockSeed2(full_node_min, seed);
+ // Generate biome noises. Note this must be executed strictly before
+ // generateTerrain, because generateTerrain depends on intermediate
+ // biome-related noises.
+ m_bgen->calcBiomeNoise(node_min);
+
// Generate noise maps and base terrain height.
+ // Modify heat and humidity maps.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
- // Create biomemap at heightmap surface
- bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
+ // Recalculate heightmap
+ updateHeightmap(node_min, node_max);
- // Actually place the biome-specific nodes
- MgStoneType stone_type = generateBiomes(heatmap, humidmap);
+ // Place biome-specific nodes and build biomemap
+ MgStoneType stone_type = generateBiomes();
// Cave creation.
if (flags & MG_CAVES)
- generateSimpleCaves(stone_surface_max_y);
+ generateCaves(stone_surface_max_y, large_cave_depth);
// Dungeon creation
- if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
- DungeonParams dp;
-
- dp.np_rarity = nparams_dungeon_rarity;
- dp.np_density = nparams_dungeon_density;
- dp.np_wetness = nparams_dungeon_wetness;
- dp.c_water = c_water_source;
- if (stone_type == STONE) {
- dp.c_cobble = c_cobble;
- dp.c_moss = c_mossycobble;
- dp.c_stair = c_stair_cobble;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 3.f;
- dp.holesize = v3s16(1, 2, 1);
- dp.roomsize = v3s16(0, 0, 0);
- dp.notifytype = GENNOTIFY_DUNGEON;
- } else if (stone_type == DESERT_STONE) {
- dp.c_cobble = c_desert_stone;
- dp.c_moss = c_desert_stone;
- dp.c_stair = c_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.mossratio = 0.f;
- dp.holesize = v3s16(2, 3, 2);
- dp.roomsize = v3s16(2, 5, 2);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else if (stone_type == SANDSTONE) {
- dp.c_cobble = c_sandstonebrick;
- dp.c_moss = c_sandstonebrick;
- dp.c_stair = c_sandstonebrick;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 0.f;
- dp.holesize = v3s16(2, 2, 2);
- dp.roomsize = v3s16(2, 0, 2);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
-
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
- }
+ if ((flags & MG_DUNGEONS) && node_max.Y < 50)
+ generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
//TimeTaker tcn("actualNoise");
- noise_filler_depth->perlinMap2D(x, z);
- noise_heat_blend->perlinMap2D(x, z);
- noise_heat->perlinMap2D(x, z);
- noise_humidity_blend->perlinMap2D(x, z);
- noise_humidity->perlinMap2D(x, z);
noise_inter_valley_slope->perlinMap2D(x, z);
noise_rivers->perlinMap2D(x, z);
noise_terrain_height->perlinMap2D(x, z);
noise_valley_depth->perlinMap2D(x, z);
noise_valley_profile->perlinMap2D(x, z);
- if (fast_terrain) {
- // Make this 2D for speed, if requested.
- noise_inter_valley_fill->perlinMap2D(x, z);
+ noise_inter_valley_fill->perlinMap3D(x, y, z);
- if (cliff_terrain)
- noise_cliffs->perlinMap2D(x, z);
- if (rugged_terrain)
- noise_corr->perlinMap2D(x, z);
- } else {
- noise_inter_valley_fill->perlinMap3D(x, y, z);
- }
+ //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
- if (flags & MG_CAVES) {
- noise_simple_caves_1->perlinMap3D(x, y, z);
- noise_simple_caves_2->perlinMap3D(x, y, z);
- }
+ float heat_offset = 0.f;
+ float humidity_scale = 1.f;
- //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
+ // Altitude chill tends to reduce the average heat.
+ if (use_altitude_chill)
+ heat_offset = 5.f;
+
+ // River humidity tends to increase the humidity range.
+ if (humid_rivers) {
+ humidity_scale = 0.8f;
+ }
for (s32 index = 0; index < csize.X * csize.Z; index++) {
- noise_heat->result[index] += noise_heat_blend->result[index];
- noise_heat->result[index] += temperature_adjust;
- noise_humidity->result[index] += noise_humidity_blend->result[index];
+ m_bgen->heatmap[index] += heat_offset;
+ m_bgen->humidmap[index] *= humidity_scale;
}
TerrainNoise tn;
for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
// The parameters that we actually need to generate terrain
// are passed by address (and the return value).
- tn.terrain_height = noise_terrain_height->result[index];
+ tn.terrain_height = noise_terrain_height->result[index];
// River noise is replaced with base terrain, which
// is basically the height of the water table.
- tn.rivers = &noise_rivers->result[index];
+ tn.rivers = &noise_rivers->result[index];
// Valley depth noise is replaced with the valley
// number that represents the height of terrain
// over rivers and is used to determine about
// how close a river is for humidity calculation.
- tn.valley = &noise_valley_depth->result[index];
- tn.valley_profile = noise_valley_profile->result[index];
+ tn.valley = &noise_valley_depth->result[index];
+ tn.valley_profile = noise_valley_profile->result[index];
// Slope noise is replaced by the calculated slope
// which is used to get terrain height in the slow
// method, to create sharper mountains.
- tn.slope = &noise_inter_valley_slope->result[index];
+ tn.slope = &noise_inter_valley_slope->result[index];
tn.inter_valley_fill = noise_inter_valley_fill->result[index];
- tn.cliffs = noise_cliffs->result[index];
- tn.corr = noise_corr->result[index];
// This is the actual terrain height.
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
-
- if (fast_terrain) {
- // Assign humidity adjusted by water proximity.
- // I can't think of a reason why a mod would expect base humidity
- // from noise or at any altitude other than ground level.
- noise_humidity->result[index] = humidityByTerrain(
- noise_humidity->result[index],
- mount,
- noise_rivers->result[index],
- noise_valley_depth->result[index]);
-
- // Assign heat adjusted by altitude. See humidity, above.
- if (use_altitude_chill && mount > 0.f)
- noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill);
- }
}
-
- heatmap = noise_heat->result;
- humidmap = noise_humidity->result;
}
// complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
- float inter_valley_slope = *tn->slope;
-
// The square function changes the behaviour of this noise:
// very often small, and sometimes very high.
- float valley_d = pow(*tn->valley, 2);
+ float valley_d = MYSQUARE(*tn->valley);
// valley_d is here because terrain is generally higher where valleys
// are deep (mountains). base represents the height of the
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river, in arbitrary units.
- float river = fabs(*tn->rivers) - river_size;
+ float river = fabs(*tn->rivers) - river_size_factor;
- // Use the curve of the function 1−exp(−(x/a)²) to model valleys.
- // Making "a" vary (0 < a ≤ 1) changes the shape of the valleys.
+ // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
+ // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
// Try it with a geometry software !
// (here x = "river" and a = valley_profile).
// "valley" represents the height of the terrain, from the rivers.
- *tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2)));
+ {
+ float t = river / tn->valley_profile;
+ *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
+ }
// approximate height of the terrain at this point
float mount = base + *tn->valley;
// Base ground is returned as rivers since it's basically the water table.
*tn->rivers = base;
if (river < 0.f) {
- // Use the the function −sqrt(1−x²) which models a circle.
- float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2)));
+ // Use the the function -sqrt(1-x^2) which models a circle.
+ float depth;
+ {
+ float t = river / river_size_factor + 1;
+ depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
+ }
// base - depth : height of the bottom of the river
- // water_level - 2 : don't make rivers below 2 nodes under the surface
- u16 min_bottom = 2;
- if (!fast_terrain)
- min_bottom = 6;
- mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount);
+ // water_level - 3 : don't make rivers below 3 nodes under the surface
+ // We use three because that's as low as the swamp biomes go.
+ // There is no logical equivalent to this using rangelim.
+ mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
// Slope has no influence on rivers.
*tn->slope = 0.f;
}
- if (fast_terrain) {
- // The penultimate step builds up the heights, but we reduce it
- // occasionally to create cliffs.
- float delta = sin(tn->inter_valley_fill) * *tn->slope;
- if (cliff_terrain && tn->cliffs >= 0.2f)
- mount += delta * 0.66f;
- else
- mount += delta;
-
- // Use yet another noise to make the heights look more rugged.
- if (rugged_terrain
- && mount > water_level
- && fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
- mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
- }
-
return mount;
}
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
float mount = terrainLevelFromNoise(tn);
+ s16 y_start = myround(mount);
- if (!fast_terrain) {
- for (s16 y = round(mount); y <= round(mount) + 1000; y++) {
- float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
+ for (s16 y = y_start; y <= y_start + 1000; y++) {
+ float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
- if (fill * *tn->slope <= y - mount) {
- mount = fmax(y - 1, mount);
- break;
- }
+ if (fill * *tn->slope < y - mount) {
+ mount = MYMAX(y - 1, mount);
+ break;
}
}
}
-float MapgenValleys::humidityByTerrain(
- float humidity_base,
- float mount,
- float rivers,
- float valley)
+int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
{
- // Although the original valleys adjusts humidity by distance
- // from seawater, this causes problems with the default biomes.
- // Adjust only by freshwater proximity.
- float humidity = humidity_base + humidity_adjust;
-
- if (humid_rivers && mount > water_level) {
- // Offset to make everything average the same.
- humidity -= (humidity_break_point - humidity_adjust) / 3.f;
-
- // This method is from the original lua.
- float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f));
- // This adds humidity next to rivers and lakes.
- float river_water = pow(0.5f, fmax(valley / 12.f, 0.f));
- // Combine the two.
- float water = water_table + (1.f - water_table) * river_water;
- humidity = fmax(humidity, (humidity_break_point * water));
- }
-
- return humidity;
-}
-
-
-int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
-{
- // ***********************************************
- // This method (deliberately) does not return correct
- // terrain values. This may be a problem in the future.
- // ***********************************************
-
- // Since MT doesn't normally deal with rivers, check
- // to make sure this isn't a request for a location
- // in a river.
+ // Check to make sure this isn't a request for a location in a river.
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
-
- // If it's wet, return an unusable number.
- if (fabs(rivers) < river_size)
- return MAX_MAP_GENERATION_LIMIT;
-
- // Otherwise, return the real result.
- return terrainLevelAtPoint(p.X, p.Y);
+ if (fabs(rivers) < river_size_factor)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+
+ 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
+ else
+ return level_at_point;
}
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
- tn.x = x;
- tn.z = z;
- tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
- tn.rivers = &rivers;
- tn.valley = &valley;
- tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
- tn.slope = &inter_valley_slope;
+ tn.x = x;
+ tn.z = z;
+ tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
+ tn.rivers = &rivers;
+ tn.valley = &valley;
+ tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
+ tn.slope = &inter_valley_slope;
tn.inter_valley_fill = 0.f;
- tn.cliffs = 0.f;
- tn.corr = 0.f;
-
- if (fast_terrain) {
- tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed);
-
- if (cliff_terrain)
- tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed);
- if (rugged_terrain)
- tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed);
- }
return adjustedTerrainLevelFromNoise(&tn);
}
int MapgenValleys::generateTerrain()
{
+ // Raising this reduces the rate of evaporation.
+ static const float evaporation = 300.f;
+ // from the lua
+ static const float humidity_dropoff = 4.f;
+ // constant to convert altitude chill (compatible with lua) to heat
+ static const float alt_to_heat = 20.f;
+ // humidity reduction by altitude
+ static const float alt_to_humid = 10.f;
+
MapNode n_air(CONTENT_AIR);
MapNode n_river_water(c_river_water_source);
- MapNode n_sand(c_sand);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
- s16 river_y = floor(noise_rivers->result[index_2d]);
- s16 surface_y = floor(noise_terrain_height->result[index_2d]);
+ float river_y = noise_rivers->result[index_2d];
+ float surface_y = noise_terrain_height->result[index_2d];
float slope = noise_inter_valley_slope->result[index_2d];
+ float t_heat = m_bgen->heatmap[index_2d];
- heightmap[index_2d] = surface_y;
+ heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
if (surface_y > surface_max_y)
- surface_max_y = surface_y;
-
- u32 index_3d = 0;
- if (!fast_terrain)
- index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+ surface_max_y = ceil(surface_y);
+
+ if (humid_rivers) {
+ // Derive heat from (base) altitude. This will be most correct
+ // at rivers, since other surface heights may vary below.
+ if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
+ t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
+
+ // If humidity is low or heat is high, lower the water table.
+ float delta = m_bgen->humidmap[index_2d] - 50.f;
+ if (delta < 0.f) {
+ float t_evap = (t_heat - 32.f) / evaporation;
+ river_y += delta * MYMAX(t_evap, 0.08f);
+ }
+ }
+ u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
// Mapgens concern themselves with stone and water.
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- float fill = 0.f;
- if (!fast_terrain)
- fill = noise_inter_valley_fill->result[index_3d];
-
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
- bool river = (river_y > surface_y);
+ float fill = noise_inter_valley_fill->result[index_3d];
+ float surface_delta = (float)y - surface_y;
+ bool river = y + 1 < river_y;
- if (river && y == surface_y) {
- // river bottom
- vm->m_data[index_data] = n_sand;
- } else if ((fast_terrain || river) && y <= surface_y) {
+ if (slope * fill > surface_delta) {
// ground
vm->m_data[index_data] = n_stone;
- } else if (river && y < river_y) {
- // river
- vm->m_data[index_data] = n_river_water;
- } else if ((!fast_terrain) && (!river) && round(fill * slope) >= y - surface_y) {
- // ground (slow method)
- vm->m_data[index_data] = n_stone;
- heightmap[index_2d] = surface_max_y = y;
+ if (y > heightmap[index_2d])
+ heightmap[index_2d] = y;
+ if (y > surface_max_y)
+ surface_max_y = y;
} else if (y <= water_level) {
// sea
vm->m_data[index_data] = n_water;
- } else {
+ } else if (river) {
+ // river
+ vm->m_data[index_data] = n_river_water;
+ } else { // air
vm->m_data[index_data] = n_air;
}
}
vm->m_area.add_y(em, index_data, 1);
- if (!fast_terrain)
- index_3d += ystride;
- }
-
- if (!fast_terrain) {
- // Assign the humidity adjusted by water proximity.
- noise_humidity->result[index_2d] = humidityByTerrain(
- noise_humidity->result[index_2d],
- surface_max_y,
- noise_rivers->result[index_2d],
- noise_valley_depth->result[index_2d]);
-
- // Assign the heat adjusted by altitude. See humidity, above.
- if (use_altitude_chill && surface_max_y > 0)
- noise_heat->result[index_2d]
- *= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
+ index_3d += ystride;
}
- }
-
- return surface_max_y;
-}
-
-MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
-{
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
- MgStoneType stone_type = STONE;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = NULL;
- u16 depth_top = 0;
- u16 base_filler = 0;
- u16 depth_water_top = 0;
- u32 vi = vm->m_area.index(x, node_max.Y, z);
-
- // Check node at base of mapchunk above, either a node of a previously
- // generated mapchunk or if not, a node of overgenerated base terrain.
- content_t c_above = vm->m_data[vi + em.X].getContent();
- bool air_above = c_above == CONTENT_AIR;
- bool water_above = (c_above == c_water_source);
-
- // If there is air or water above enable top/filler placement, otherwise force
- // nplaced to stone level by setting a number exceeding any possible filler depth.
- u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
- for (s16 y = node_max.Y; y >= node_min.Y; y--) {
- content_t c = vm->m_data[vi].getContent();
-
- // Biome is recalculated each time an upper surface is detected while
- // working down a column. The selected biome then remains in effect for
- // all nodes below until the next surface and biome recalculation.
- // Biome is recalculated:
- // 1. At the surface of stone below air or water.
- // 2. At the surface of water below air.
- // 3. When stone or water is detected but biome has not yet been calculated.
- if ((c == c_stone && (air_above || water_above || !biome))
- || ((c == c_water_source || c == c_river_water_source)
- && (air_above || !biome))) {
- // Both heat and humidity have already been adjusted for altitude.
- biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
-
- depth_top = biome->depth_top;
- base_filler = MYMAX(depth_top
- + biome->depth_filler
- + noise_filler_depth->result[index], 0.f);
- depth_water_top = biome->depth_water_top;
-
- // Detect stone type for dungeons during every biome calculation.
- // This is more efficient than detecting per-node and will not
- // miss any desert stone or sandstone biomes.
- if (biome->c_stone == c_desert_stone)
- stone_type = DESERT_STONE;
- else if (biome->c_stone == c_sandstone)
- stone_type = SANDSTONE;
+ if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
+ s16 surface_y_int = myround(surface_y);
+ if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
+ // If surface_y is outside the chunk, it's good enough.
+ heightmap[index_2d] = surface_y_int;
+ } else {
+ // If the ground is outside of this chunk, but surface_y
+ // is within the chunk, give a value outside.
+ heightmap[index_2d] = node_min.Y - 2;
}
+ }
- if (c == c_stone) {
- content_t c_below = vm->m_data[vi - em.X].getContent();
-
- // If the node below isn't solid, make this node stone, so that
- // any top/filler nodes above are structurally supported.
- // This is done by aborting the cycle of top/filler placement
- // immediately by forcing nplaced to stone level.
- if (c_below == CONTENT_AIR
- || c_below == c_water_source
- || c_below == c_river_water_source)
- nplaced = U16_MAX;
-
- if (nplaced < depth_top) {
- vm->m_data[vi] = MapNode(biome->c_top);
- nplaced++;
- } else if (nplaced < base_filler) {
- vm->m_data[vi] = MapNode(biome->c_filler);
- nplaced++;
- } else {
- vm->m_data[vi] = MapNode(biome->c_stone);
- }
-
- air_above = false;
- water_above = false;
- } else if (c == c_water_source) {
- vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
- ? biome->c_water_top : biome->c_water);
- nplaced = 0; // Enable top/filler placement for next surface
- air_above = false;
- water_above = true;
- } else if (c == c_river_water_source) {
- vm->m_data[vi] = MapNode(biome->c_river_water);
- nplaced = U16_MAX; // Sand was already placed under rivers.
- air_above = false;
- water_above = true;
- } else if (c == CONTENT_AIR) {
- nplaced = 0; // Enable top/filler placement for next surface
- air_above = true;
- water_above = false;
- } else { // Possible various nodes overgenerated from neighbouring mapchunks
- nplaced = U16_MAX; // Disable top/filler placement
- air_above = false;
- water_above = false;
- }
+ if (humid_rivers) {
+ // Use base ground (water table) in a riverbed, to
+ // avoid an unnatural rise in humidity.
+ float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
+ float humid = m_bgen->humidmap[index_2d];
+ float water_depth = (t_alt - river_y) / humidity_dropoff;
+ humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
+
+ // Reduce humidity with altitude (ignoring riverbeds).
+ // This is similar to the lua version's seawater adjustment,
+ // but doesn't increase the base humidity, which causes
+ // problems with the default biomes.
+ if (t_alt > 0.f)
+ humid -= alt_to_humid * t_alt / altitude_chill;
+
+ m_bgen->humidmap[index_2d] = humid;
+ }
- vm->m_area.add_y(em, vi, -1);
+ // Assign the heat adjusted by any changed altitudes.
+ // The altitude will change about half the time.
+ if (use_altitude_chill) {
+ // ground height ignoring riverbeds
+ float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
+ if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
+ // The altitude hasn't changed. Use the first result.
+ m_bgen->heatmap[index_2d] = t_heat;
+ else if (t_alt > 0.f)
+ m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
}
}
- return stone_type;
+ return surface_max_y;
}
-
-void MapgenValleys::dustTopNodes()
+void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
- if (node_max.Y < water_level)
+ if (max_stone_y < node_min.Y)
return;
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
- if (biome->c_dust == CONTENT_IGNORE)
- continue;
-
- u32 vi = vm->m_area.index(x, full_node_max.Y, z);
- content_t c_full_max = vm->m_data[vi].getContent();
- s16 y_start;
+ 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);
- if (c_full_max == CONTENT_AIR) {
- y_start = full_node_max.Y - 1;
- } else if (c_full_max == CONTENT_IGNORE) {
- vi = vm->m_area.index(x, node_max.Y + 1, z);
- content_t c_max = vm->m_data[vi].getContent();
-
- if (c_max == CONTENT_AIR)
- y_start = node_max.Y;
- else
- continue;
- } else {
- continue;
- }
-
- vi = vm->m_area.index(x, y_start, z);
- for (s16 y = y_start; y >= node_min.Y - 1; y--) {
- if (vm->m_data[vi].getContent() != CONTENT_AIR)
- break;
-
- vm->m_area.add_y(em, vi, -1);
- }
-
- content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
- vm->m_area.add_y(em, vi, 1);
- vm->m_data[vi] = MapNode(biome->c_dust);
- }
- }
-}
-
-
-void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
-{
PseudoRandom ps(blockseed + 72202);
MapNode n_air(CONTENT_AIR);
- MapNode n_dirt(c_dirt);
MapNode n_lava(c_lava_source);
MapNode n_water(c_river_water_source);
v3s16 em = vm->m_area.getExtent();
- s16 base_water_chance = 0;
- if (water_features < 11)
- base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000));
-
- if (max_stone_y >= node_min.Y) {
- u32 index_2d = 0;
- u32 index_3d = 0;
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
- bool air_above = false;
- //bool underground = false;
- u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
-
- index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
-
- // Dig caves on down loop to check for air above.
- for (s16 y = node_max.Y + 1;
- y >= node_min.Y - 1;
- y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
- float terrain = noise_terrain_height->result[index_2d];
-
- // Saves some time and prevents removing above ground nodes.
- if (y > terrain + 1) {
- air_above = true;
- continue;
- }
+ // Cave blend distance near YMIN, YMAX
+ const float massive_cave_blend = 128.f;
+ // noise threshold for massive caves
+ const float massive_cave_threshold = 0.6f;
+ // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
+
+ float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
+ float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
+ bool made_a_big_one = false;
+
+ // Cache the tcave values as they only vary by altitude.
+ if (node_max.Y <= massive_cave_depth) {
+ noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+ for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
+ float tcave = massive_cave_threshold;
+
+ if (y < yblmin) {
+ float t = (yblmin - y) / massive_cave_blend;
+ tcave += MYSQUARE(t);
+ } else if (y > yblmax) {
+ float t = (y - yblmax) / massive_cave_blend;
+ tcave += MYSQUARE(t);
+ }
- content_t c = vm->m_data[index_data].getContent();
- bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f);
- bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f);
+ tcave_cache[y - node_min.Y + 1] = tcave;
+ }
+ }
- // River water is (foolishly) not set as ground content
- // in the default game. This can produce strange results
- // when a cave undercuts a river. However, that's not for
- // the mapgen to correct. Fix it in lua.
+ // lava_depth varies between one and ten as you approach
+ // the bottom of the world.
+ s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
+ // This allows random lava spawns to be less common at the surface.
+ s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
+ // water_depth varies between ten and one on the way down.
+ s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
+ // This allows random water spawns to be more common at the surface.
+ s16 water_chance = MYCUBE(water_features_lim) * water_depth;
+
+ // Reduce the odds of overflows even further.
+ if (node_max.Y > water_level) {
+ lava_chance /= 3;
+ water_chance /= 3;
+ }
- if (c == CONTENT_AIR) {
- air_above = true;
- } else if (n1 && n2 && ndef->get(c).is_ground_content) {
- // When both n's are true, we're in a cave.
- vm->m_data[index_data] = n_air;
- air_above = true;
- } else if (air_above
- && (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
- // At the cave floor
- s16 sr = ps.next() & 1023;
+ u32 index_2d = 0;
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+ Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
+ bool tunnel_air_above = false;
+ bool is_under_river = false;
+ bool underground = false;
+ u32 index_data = vm->m_area.index(x, node_max.Y, z);
+ u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
+
+ // Dig caves on down loop to check for air above.
+ // 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--,
+ index_3d -= ystride,
+ vm->m_area.add_y(em, index_data, -1)) {
+
+ float terrain = noise_terrain_height->result[index_2d];
+
+ // Saves some time.
+ if (y > terrain + 10)
+ continue;
+ else if (y < terrain - 40)
+ underground = true;
+
+ // Dig massive caves.
+ if (node_max.Y <= massive_cave_depth
+ && noise_massive_caves->result[index_3d]
+ > tcave_cache[y - node_min.Y + 1]) {
+ vm->m_data[index_data] = n_air;
+ made_a_big_one = true;
+ continue;
+ }
+
+ content_t c = vm->m_data[index_data].getContent();
+ // Detect river water to place riverbed nodes in tunnels
+ if (c == biome->c_river_water)
+ is_under_river = true;
+
+ float d1 = contour(noise_cave1->result[index_3d]);
+ float d2 = contour(noise_cave2->result[index_3d]);
+
+ if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
+ // in a tunnel
+ vm->m_data[index_data] = n_air;
+ tunnel_air_above = true;
+ } else if (c == biome->c_filler || c == biome->c_stone) {
+ if (tunnel_air_above) {
+ // at the tunnel floor
+ s16 sr = ps.range(0, 39);
u32 j = index_data;
vm->m_area.add_y(em, j, 1);
- if (sr > (terrain - y) * 25) {
- // Put dirt in caves near the surface.
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
- vm->m_data[index_data] = MapNode(biome->c_filler);
- } else {
- s16 lava_chance = 0;
-
- if (y <= lava_max_height && c == c_stone) {
- // Lava spawns increase with depth.
- lava_chance = ceil((lava_max_height - y + 1) / 10000);
-
- if (sr < lava_chance)
- vm->m_data[j] = n_lava;
- }
-
- if (base_water_chance > 0 && y <= cave_water_max_height) {
- s16 water_chance = base_water_chance
- - (abs(y - water_level) / (water_features * 1000));
-
- // Waterfalls may get out of control above ground.
- sr -= lava_chance;
- // If sr < 0 then we should have already placed lava --
- // don't immediately dump water on it.
- if (sr >= 0 && sr < water_chance)
- vm->m_data[j] = n_water;
- }
+ if (sr > terrain - y) {
+ // Put biome nodes in tunnels near the surface
+ if (is_under_river)
+ vm->m_data[index_data] = MapNode(biome->c_riverbed);
+ else if (underground)
+ vm->m_data[index_data] = MapNode(biome->c_filler);
+ else
+ vm->m_data[index_data] = MapNode(biome->c_top);
+ } else if (sr < 3 && underground) {
+ sr = abs(ps.next());
+ if (lava_features_lim > 0 && y <= lava_max_height
+ && c == biome->c_stone && sr < lava_chance)
+ vm->m_data[j] = n_lava;
+
+ sr -= lava_chance;
+
+ // If sr < 0 then we should have already placed lava --
+ // don't immediately dump water on it.
+ if (water_features_lim > 0 && y <= cave_water_max_height
+ && sr >= 0 && sr < water_chance)
+ vm->m_data[j] = n_water;
}
-
- air_above = false;
}
- // If we're not in a cave, there's no open space.
- if (!(n1 && n2))
- air_above = false;
+ tunnel_air_above = false;
+ underground = true;
+ } else {
+ tunnel_air_above = false;
}
}
}
+
+ if (node_max.Y <= large_cave_depth && !made_a_big_one) {
+ u32 bruises_count = ps.range(0, 2);
+ for (u32 i = 0; i < bruises_count; i++) {
+ CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
+ c_water_source, c_lava_source);
+
+ cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
+ }
+ }
}