Mgfractal: Make non-fractal terrain optional (#8702)
authorParamat <paramat@users.noreply.github.com>
Thu, 25 Jul 2019 18:58:35 +0000 (19:58 +0100)
committerGitHub <noreply@github.com>
Thu, 25 Jul 2019 18:58:35 +0000 (19:58 +0100)
Enabled by default.
Only allow spawn on fractal, not on seabed terrain.
Various codestyle and comment improvements.

builtin/settingtypes.txt
src/mapgen/mapgen_fractal.cpp
src/mapgen/mapgen_fractal.h

index 3afda994e2f20f88fe4e0debac491e915f95d997..7d546cbd60ea39883118c22f56fe040775c12108 100644 (file)
@@ -1732,6 +1732,11 @@ mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0,
 
 [*Mapgen Fractal]
 
+#    Map generation attributes specific to Mapgen flat.
+#    'terrain' enables the generation of non-fractal terrain:
+#    ocean, islands and underground.
+mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
+
 #    Controls width of tunnels, a smaller value creates wider tunnels.
 mgfractal_cave_width (Cave width) float 0.09
 
index 8dcff726f4e626197684607f10ee1ede6dcffef3..933958587de27659ffbddf6e34ed068e7ad07d4b 100644 (file)
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2015-2018 paramat
-Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2015-2019 paramat
+Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
 
 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
@@ -41,7 +41,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_fractal[] = {
-       {NULL,    0}
+       {"terrain", MGFRACTAL_TERRAIN},
+       {NULL,      0}
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
@@ -66,13 +67,17 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
        julia_z          = params->julia_z;
        julia_w          = params->julia_w;
 
-       //// 2D terrain noise
-       noise_seabed       = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
+       //// 2D noise
+       if (spflags & MGFRACTAL_TERRAIN)
+               noise_seabed = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
+
        noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
 
+       //// 3D noise
+       MapgenBasic::np_dungeons = params->np_dungeons;
+       // Overgeneration to node_min.Y - 1
        MapgenBasic::np_cave1    = params->np_cave1;
        MapgenBasic::np_cave2    = params->np_cave2;
-       MapgenBasic::np_dungeons = params->np_dungeons;
 
        formula = fractal / 2 + fractal % 2;
        julia   = fractal % 2 == 0;
@@ -81,7 +86,9 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
 
 MapgenFractal::~MapgenFractal()
 {
-       delete noise_seabed;
+       if (noise_seabed)
+               delete noise_seabed;
+
        delete noise_filler_depth;
 }
 
@@ -153,21 +160,25 @@ void MapgenFractalParams::writeParams(Settings *settings) const
 
 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
 {
-       bool solid_below = false;  // Dry solid node is present below to spawn on
-       u8 air_count = 0;  // Consecutive air nodes above the dry solid node
-       s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
-       // Seabed can rise above water_level or might be raised to create dry land
-       s16 search_start = MYMAX(seabed_level, water_level + 1);
-       if (seabed_level > water_level)
-               solid_below = true;
-
-       for (s16 y = search_start; y <= search_start + 128; y++) {
-               if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
+       bool solid_below = false; // Fractal node is present below to spawn on
+       u8 air_count = 0; // Consecutive air nodes above a fractal node
+       s16 search_start = 0; // No terrain search start
+
+       // If terrain present, don't start search below terrain or water level
+       if (noise_seabed) {
+               s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
+               search_start = MYMAX(search_start, MYMAX(seabed_level, water_level));
+       }
+
+       for (s16 y = search_start; y <= search_start + 4096; y++) {
+               if (getFractalAtPoint(p.X, y, p.Y)) {
+                       // Fractal node
                        solid_below = true;
                        air_count = 0;
-               } else if (solid_below) {  // Air above solid node
+               } else if (solid_below) {
+                       // Air above fractal node
                        air_count++;
-                       // 3 to account for snowblock dust
+                       // 3 and -2 to account for biome dust nodes
                        if (air_count == 3)
                                return y - 2;
                }
@@ -189,10 +200,11 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
                data->blockpos_requested.Y <= data->blockpos_max.Y &&
                data->blockpos_requested.Z <= data->blockpos_max.Z);
 
+       //TimeTaker t("makeChunk");
+
        this->generating = true;
-       this->vm   = data->vmanip;
+       this->vm = data->vmanip;
        this->ndef = data->nodedef;
-       //TimeTaker t("makeChunk");
 
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
@@ -203,7 +215,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Generate base terrain, mountains, and ridges with initial heightmaps
+       // Generate fractal and optional terrain
        s16 stone_surface_max_y = generateTerrain();
 
        // Create heightmap
@@ -215,16 +227,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
                generateBiomes();
        }
 
+       // Generate tunnels and randomwalk caves
        if (flags & MG_CAVES) {
-               // Generate tunnels
                generateCavesNoiseIntersection(stone_surface_max_y);
-               // Generate large randomwalk caves
                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);
@@ -237,18 +249,18 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
        if (flags & MG_BIOMES)
                dustTopNodes();
 
-       //printf("makeChunk: %dms\n", t.stop());
-
-       updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+       // Update liquids
+       if (spflags & MGFRACTAL_TERRAIN)
+               updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
+       // Calculate lighting
        if (flags & MG_LIGHT)
                calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
                        full_node_min, full_node_max);
 
-       //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-       //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
        this->generating = false;
+
+       //printf("makeChunk: %lums\n", t.stop());
 }
 
 
@@ -391,24 +403,29 @@ s16 MapgenFractal::generateTerrain()
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 index2d = 0;
 
-       noise_seabed->perlinMap2D(node_min.X, node_min.Z);
+       if (noise_seabed)
+               noise_seabed->perlinMap2D(node_min.X, node_min.Z);
 
        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++, index2d++) {
-                               if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
-                                       s16 seabed_height = noise_seabed->result[index2d];
-
-                                       if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
-                                               vm->m_data[vi] = n_stone;
-                                               if (y > stone_surface_max_y)
-                                                       stone_surface_max_y = y;
-                                       } else if (y <= water_level) {
-                                               vm->m_data[vi] = n_water;
-                                       } else {
-                                               vm->m_data[vi] = n_air;
-                                       }
+                               if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
+                                       continue;
+
+                               s16 seabed_height;
+                               if (noise_seabed)
+                                       seabed_height = noise_seabed->result[index2d];
+
+                               if (((spflags & MGFRACTAL_TERRAIN) && y <= seabed_height) ||
+                                               getFractalAtPoint(x, y, z)) {
+                                       vm->m_data[vi] = n_stone;
+                                       if (y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
+                               } else if ((spflags & MGFRACTAL_TERRAIN) && y <= water_level) {
+                                       vm->m_data[vi] = n_water;
+                               } else {
+                                       vm->m_data[vi] = n_air;
                                }
                        }
                        index2d -= ystride;
index 8a8cf0c75b0af30e6bc8aed9fbcdfba1f6a57ba2..82622d4d98c39c37fc541123b9ef7ef23881270f 100644 (file)
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2015-2018 paramat
-Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2015-2019 paramat
+Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
 
 Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
 by Paul Nylander, and from http://www.fractalforums.com, thank you.
@@ -25,13 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapgen.h"
 
+///////////// Mapgen Fractal flags
+#define MGFRACTAL_TERRAIN     0x01
+
 class BiomeManager;
 
 extern FlagDesc flagdesc_mapgen_fractal[];
 
+
 struct MapgenFractalParams : public MapgenParams
 {
-       u32 spflags = 0;
+       u32 spflags = MGFRACTAL_TERRAIN;
        float cave_width = 0.09f;
        s16 large_cave_depth = -33;
        s16 lava_depth = -256;
@@ -60,6 +64,7 @@ struct MapgenFractalParams : public MapgenParams
        void writeParams(Settings *settings) const;
 };
 
+
 class MapgenFractal : public MapgenBasic
 {
 public:
@@ -89,5 +94,5 @@ private:
        float julia_y;
        float julia_z;
        float julia_w;
-       Noise *noise_seabed;
+       Noise *noise_seabed = nullptr;
 };