#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
-//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
/////////////////// Mapgen V7 perlin noise default values
NoiseParams nparams_v7_def_terrain_base =
- {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
+ {4, 70, v3f(300, 300, 300), 82341, 6, 0.7};
NoiseParams nparams_v7_def_terrain_alt =
- {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_mod =
- {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
+ {4, 25, v3f(600, 600, 600), 5934, 5, 0.6};
NoiseParams nparams_v7_def_terrain_persist =
- {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
+ {0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6};
NoiseParams nparams_v7_def_height_select =
- {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
+ {-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69};
+
+NoiseParams nparams_v7_def_filler_depth =
+ {0, 1.2, v3f(150, 150, 150), 261, 4, 0.7};
+
+NoiseParams nparams_v7_def_mount_height =
+ {100, 30, v3f(500, 500, 500), 72449, 4, 0.6};
+NoiseParams nparams_v7_def_ridge_uwater =
+ {0, 1, v3f(500, 500, 500), 85039, 4, 0.6};
+NoiseParams nparams_v7_def_mountain =
+ {0, 1, v3f(250, 350, 250), 5333, 5, 0.68};
NoiseParams nparams_v7_def_ridge =
- {0, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
-/*
-NoiseParams nparams_v6_def_beach =
- {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
-NoiseParams nparams_v6_def_cave =
- {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
-NoiseParams nparams_v6_def_humidity =
- {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
-NoiseParams nparams_v6_def_trees =
- {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
-NoiseParams nparams_v6_def_apple_trees =
- {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
-*/
+ {0, 1, v3f(100, 100, 100), 6467, 4, 0.75};
+
+
///////////////////////////////////////////////////////////////////////////////
this->seed = (int)params->seed;
this->water_level = params->water_level;
- this->flags = params->flags;
- this->ridges = 1;
+ this->flags = params->flags | MGV7_MOUNTAINS | MGV7_RIDGES;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
- this->ystride = csize.X; //////fix this
+
+ // 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;
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
// Terrain noise
noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_mod = new Noise(¶ms->np_terrain_mod, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
- noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y, csize.Z);
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+ noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
+ noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
+
+ // 3d terrain noise
+ noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y, csize.Z);
+ noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y, csize.Z);
// Biome noise
noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
MapgenV7::~MapgenV7() {
delete noise_terrain_base;
- delete noise_terrain_mod;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
+ delete noise_filler_depth;
+ delete noise_mount_height;
+ delete noise_ridge_uwater;
+ delete noise_mountain;
delete noise_ridge;
+
delete noise_heat;
delete noise_humidity;
int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
- s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
- float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
- Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
+ // Base terrain calculation
+ s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
- s16 y = groundlevel;
- int iters = 1024; // don't even bother iterating more than 64 times..
+ // Ridge/river terrain calculation
+ float width = 0.3;
+ float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ // actually computing the depth of the ridge is much more expensive;
+ // if inside a river, simply guess
+ if (uwatern >= -width && uwatern <= width)
+ return water_level - 10;
+
+ // Mountain terrain calculation
+ int iters = 128; // don't even bother iterating more than 128 times..
while (iters--) {
- if (y <= water_level)
- break;
-
- float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
- if (ridgenoise * (float)(y * y) < 15.0)
- break;
+ //current point would have been air
+ if (!getMountainTerrainAtPoint(p.X, y, p.Y))
+ return y;
- y--;
+ y++;
}
- return y + b->top_depth;
+ return y;
}
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
-
- // Make some noise
- calculateNoise();
-
- // Calculate height map
- s16 stone_surface_max_y = calcHeightMap();
-
- // Calculate biomes
- BiomeNoiseInput binput;
- binput.mapsize = v2s16(csize.X, csize.Z);
- binput.heat_map = noise_heat->result;
- binput.humidity_map = noise_humidity->result;
- binput.height_map = heightmap;
- bmgr->calcBiomes(&binput, biomemap);
c_stone = ndef->getId("mapgen_stone");
c_dirt = ndef->getId("mapgen_dirt");
c_sand = ndef->getId("mapgen_sand");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
+ c_ice = ndef->getId("default:ice");
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = CONTENT_AIR;
- generateTerrain();
- if (this->ridges)
- carveRidges();
-
- if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y);
+ // Make some noise
+ calculateNoise();
- addTopNodes();
+ // Generate base terrain, mountains, and ridges with initial heightmaps
+ s16 stone_surface_max_y = generateTerrain();
updateHeightmap(node_min, node_max);
+
+ // Calculate biomes
+ BiomeNoiseInput binput;
+ binput.mapsize = v2s16(csize.X, csize.Z);
+ binput.heat_map = noise_heat->result;
+ binput.humidity_map = noise_humidity->result;
+ binput.height_map = heightmap;
+ bmgr->calcBiomes(&binput, biomemap);
+
+ // Actually place the biome-specific nodes and what not
+ generateBiomes();
+
+ if (flags & MG_CAVES)
+ generateCaves(stone_surface_max_y);
if (flags & MG_DUNGEONS) {
DungeonGen dgen(ndef, data->seed, water_level);
ore->placeOre(this, blockseed + i, node_min, node_max);
}
+ // Sprinkle some dust on top after everything else was generated
+ dustTopNodes();
+
//printf("makeChunk: %dms\n", t.stop());
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
+
this->generating = false;
}
int y = node_min.Y;
int z = node_min.Z;
- noise_terrain_mod->perlinMap2D(x, z);
-
noise_height_select->perlinMap2D(x, z);
noise_height_select->transformNoiseMap();
noise_terrain_persist->perlinMap2D(x, z);
+ noise_terrain_persist->transformNoiseMap();
float *persistmap = noise_terrain_persist->result;
for (int i = 0; i != csize.X * csize.Z; i++)
- persistmap[i] = abs(persistmap[i]);
+ persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
noise_terrain_base->transformNoiseMap();
noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
noise_terrain_alt->transformNoiseMap();
- noise_ridge->perlinMap3D(x, y, z);
+ noise_filler_depth->perlinMap2D(x, z);
- noise_heat->perlinMap2D(x, z);
+ if (flags & MGV7_MOUNTAINS) {
+ noise_mountain->perlinMap3D(x, y, z);
+ noise_mount_height->perlinMap2D(x, z);
+ noise_mount_height->transformNoiseMap();
+ }
+
+ if (flags & MGV7_RIDGES) {
+ noise_ridge->perlinMap3D(x, y, z);
+ noise_ridge_uwater->perlinMap2D(x, z);
+ }
+ noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
//printf("calculateNoise: %dus\n", t.stop());
return bmgr->getBiome(heat, humidity, groundlevel);
}
-
+//needs to be updated
float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
- float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
- float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
- float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
+ float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+ hselect = rangelim(hselect, 0.0, 1.0);
+
+ float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
+ persist = rangelim(persist, 0.4, 0.9);
noise_terrain_base->np->persist = persist;
- float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
- float height_base = terrain_base * terrain_mod;
+ float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
noise_terrain_alt->np->persist = persist;
float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+ if (height_alt > height_base)
+ return height_alt;
+
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index) {
- float terrain_mod = noise_terrain_mod->result[index];
- float hselect = noise_height_select->result[index];
- float terrain_base = noise_terrain_base->result[index];
- float height_base = terrain_base * terrain_mod;
- float height_alt = noise_terrain_alt->result[index];
+ float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
+ float height_base = noise_terrain_base->result[index];
+ float height_alt = noise_terrain_alt->result[index];
+
+ if (height_alt > height_base)
+ return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
+bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
+ float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
+ float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
+ float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+
+ return mnt_n + height_modifier >= 0.6;
+}
+
+
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
+ float mounthn = noise_mount_height->result[idx_xz];
+ float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
+ return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
+}
+
+
#if 0
-// Crap code to test log rivers as a proof-of-concept. Didn't work out too well.
void MapgenV7::carveRivers() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
#endif
-int MapgenV7::calcHeightMap() {
+int MapgenV7::generateTerrain() {
+ int ymax = generateBaseTerrain();
+
+ if (flags & MGV7_MOUNTAINS)
+ generateMountainTerrain();
+
+ if (flags & MGV7_RIDGES)
+ generateRidgeTerrain();
+
+ return ymax;
+}
+
+
+int MapgenV7::generateBaseTerrain() {
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+ v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- }
-
- return stone_surface_max_y;
-}
-
-void MapgenV7::generateTerrain() {
- MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
- MapNode n_stone(c_stone);
-
- 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++) {
- s16 surface_y = heightmap[index];
- Biome *biome = bmgr->biomes[biomemap[index]];
-
- u32 i = vm->m_area.index(x, node_min.Y, z);
+ u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
- if (y <= surface_y) {
- vm->m_data[i] = (y > water_level + biome->filler_height) ?
- MapNode(biome->c_filler) : n_stone;
- } else if (y <= water_level) {
- vm->m_data[i] = n_water_source;
- } else {
+ if (y <= surface_y)
+ vm->m_data[i] = n_stone;
+ else if (y <= water_level)
+ vm->m_data[i] = n_water;
+ else
vm->m_data[i] = n_air;
- }
}
vm->m_area.add_y(em, i, 1);
}
}
+
+ return stone_surface_max_y;
}
-void MapgenV7::carveRidges() {
+void MapgenV7::generateMountainTerrain() {
if (node_max.Y <= water_level)
return;
+ MapNode n_stone(c_stone);
+ u32 index = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ u32 vi = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ int j = (z - node_min.Z) * csize.X + (x - node_min.X);
+
+ if (getMountainTerrainFromMap(index, j, y))
+ vm->m_data[vi] = n_stone;
+
+ vi++;
+ index++;
+ }
+ }
+}
+
+
+void MapgenV7::generateRidgeTerrain() {
+ MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
- // Removing this check will create huge underwater caverns,
- // which are interesting but not desirable for gameplay
- if (y <= water_level)
+ int j = (z - node_min.Z) * csize.X + (x - node_min.X);
+
+ if (heightmap[j] < water_level - 4)
continue;
-
- if (noise_ridge->result[index] * (float)(y * y) < 15.0)
+
+ float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
+ //widthn = rangelim(widthn, -0.05, 0.5);
+
+ float width = 0.3; // TODO: figure out acceptable perlin noise values
+ float uwatern = noise_ridge_uwater->result[j] * 2;
+ if (uwatern < -width || uwatern > width)
continue;
+
+ float height_mod = (float)(y + 17) / 2.5;
+ float width_mod = (width - fabs(uwatern));
+ float nridge = noise_ridge->result[index] * (float)y / 7.0;
- int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
+ if (y < water_level)
+ nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
+
+ if (nridge + width_mod * height_mod < 0.6)
+ continue;
+
if (y < ridge_heightmap[j])
ridge_heightmap[j] = y - 1;
- vm->m_data[vi] = n_air;
+ vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
-/*
-void MapgenV7::testBiomes() {
+
+void MapgenV7::generateBiomes() {
+ if (node_max.Y < water_level)
+ return;
+
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ v3s16 em = vm->m_area.getExtent();
u32 index = 0;
- for (s16 z = node_min.Z; z <= node_min.Z; z++)
- for (s16 x = node_min.X; x <= node_min.X; x++) {;
- Biome *b = bmgr->getBiome(heat, humidity, 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 = bmgr->biomes[biomemap[index]];
+ s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ s16 y0_top = biome->depth_top;
+ s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
+
+ s16 nplaced = 0;
+ u32 i = vm->m_area.index(x, node_max.Y, z);
+
+ content_t c_above = vm->m_data[i + em.X].getContent();
+ bool have_air = c_above == CONTENT_AIR;
+
+ for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[i].getContent();
+
+ // It could be the case that the elevation is equal to the chunk
+ // boundary, but the chunk above has not been generated yet
+ if (y == node_max.Y && c_above == CONTENT_IGNORE &&
+ y == heightmap[index] && c == c_stone) {
+ int j = z * zstride + y * ystride + x;
+ have_air = !getMountainTerrainFromMap(j, index, y);
+ }
+
+ if (c == c_stone && have_air) {
+ content_t c_below = vm->m_data[i - em.X].getContent();
+
+ if (c_below != CONTENT_AIR) {
+ if (nplaced < y0_top) {
+ // A hack to prevent dirt_with_grass from being
+ // placed below water. TODO: fix later
+ content_t c_place = ((y < water_level) &&
+ (biome->c_top == c_dirt_with_grass)) ?
+ c_dirt : biome->c_top;
+
+ vm->m_data[i] = MapNode(c_place);
+ nplaced++;
+ } else if (nplaced < y0_filler && nplaced >= y0_top) {
+ vm->m_data[i] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ have_air = false;
+ nplaced = 0;
+ }
+ }
+ } else if (c == c_water_source) {
+ have_air = true;
+ nplaced = 0;
+ vm->m_data[i] = MapNode(biome->c_water);
+ } else if (c == CONTENT_AIR) {
+ have_air = true;
+ nplaced = 0;
+ }
+
+ vm->m_area.add_y(em, i, -1);
+ }
}
- // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
- // clear out y space for it first with air
- // use absolute positioning, each chunk will be a +1 height
-}*/
+}
+void MapgenV7::dustTopNodes() {
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+
+ if (water_level > node_max.Y)
+ return;
+
+ 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 = bmgr->biomes[biomemap[index]];
+
+ if (biome->c_dust == CONTENT_IGNORE)
+ continue;
+
+ s16 y = node_max.Y;
+ u32 vi = vm->m_area.index(x, y, z);
+ for (; y >= node_min.Y; 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 (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
+ if (y < node_min.Y)
+ continue;
+
+ vm->m_data[vi] = MapNode(biome->c_dust_water);
+ } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
+ if (y == node_max.Y)
+ continue;
+
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(biome->c_dust);
+ }
+ }
+}
+
+
+#if 0
void MapgenV7::addTopNodes() {
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
}
}
}
+#endif
#include "mapgen_v6.h"