#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
+#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "cavegen.h"
///////////////////////////////////////// Caves V7
+
CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
this->mg = mg;
this->vm = mg->vm;
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
+ p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
- p.X >= node_min.X && p.X <= node_max.X) {
+ p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
}
}
}
+
+
+///////////////////////////////////////// Caves V5
+
+
+CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
+ this->mg = mg;
+ this->vm = mg->vm;
+ this->ndef = mg->ndef;
+ this->water_level = mg->water_level;
+ this->ps = ps;
+ this->c_water_source = mg->c_water_source;
+ this->c_lava_source = mg->c_lava_source;
+ this->c_ice = mg->c_ice;
+ this->np_caveliquids = &nparams_caveliquids;
+
+ dswitchint = ps->range(1, 14);
+ flooded = ps->range(1, 2) == 2;
+
+ part_max_length_rs = ps->range(2, 4);
+ tunnel_routepoints = ps->range(5, ps->range(15, 30));
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+
+ large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+ node_min = nmin;
+ node_max = nmax;
+ main_direction = v3f(0, 0, 0);
+
+ // Allowed route area size in nodes
+ ar = node_max - node_min + v3s16(1, 1, 1);
+ // Area starting point in nodes
+ of = node_min;
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 insure = 10;
+ s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ route_y_min = 0;
+ // Allow half a diameter + 7 over stone surface
+ route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+ s16 min = 0;
+ if (node_min.Y < water_level && node_max.Y > water_level) {
+ min = water_level - max_tunnel_diameter/3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ }
+ route_y_min = ps->range(min, min + max_tunnel_diameter);
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
+
+ // Randomize starting position
+ orp = v3f(
+ (float)(ps->next() % ar.X) + 0.5,
+ (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
+ (float)(ps->next() % ar.Z) + 0.5
+ );
+
+ // Add generation notify begin event
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
+ mg->gennotify.addEvent(notifytype, abs_pos);
+
+ // Generate some tunnel starting from orp
+ for (u16 j = 0; j < tunnel_routepoints; j++)
+ makeTunnel(j % dswitchint == 0);
+
+ // Add generation notify end event
+ abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ notifytype = GENNOTIFY_LARGECAVE_END;
+ mg->gennotify.addEvent(notifytype, abs_pos);
+}
+
+
+void CaveV5::makeTunnel(bool dirswitch) {
+
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ rs = ps->range(min_d, max_d);
+
+ v3s16 maxlen;
+ maxlen = v3s16(
+ rs * part_max_length_rs,
+ rs * part_max_length_rs / 2,
+ rs * part_max_length_rs
+ );
+
+ v3f vec;
+ // Jump downward sometimes
+ vec = v3f(
+ (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
+ (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
+ (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+ );
+
+ // Do not make large caves that are above ground.
+ // It is only necessary to check the startpoint and endpoint.
+ v3s16 orpi(orp.X, orp.Y, orp.Z);
+ v3s16 veci(vec.X, vec.Y, vec.Z);
+ v3s16 p;
+
+ p = orpi + veci + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return; // If it's not in our heightmap, use a simple heuristic
+ }
+
+ p = orpi + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return;
+ }
+
+ vec += main_direction;
+
+ v3f rp = orp + vec;
+ if (rp.X < 0)
+ rp.X = 0;
+ else if (rp.X >= ar.X)
+ rp.X = ar.X - 1;
+
+ if (rp.Y < route_y_min)
+ rp.Y = route_y_min;
+ else if (rp.Y >= route_y_max)
+ rp.Y = route_y_max - 1;
+
+ if (rp.Z < 0)
+ rp.Z = 0;
+ else if (rp.Z >= ar.Z)
+ rp.Z = ar.Z - 1;
+
+ vec = rp - orp;
+
+ float veclen = vec.getLength();
+ if (veclen < 0.05)
+ veclen = 1.0;
+
+ // Every second section is rough
+ bool randomize_xz = (ps->range(1, 2) == 1);
+
+ // Make a ravine every once in a while if it's long enough
+ //float xylen = vec.X * vec.X + vec.Z * vec.Z;
+ //disable ravines for now
+ bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+
+ // Carve routes
+ for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ carveRoute(vec, f, randomize_xz, is_ravine);
+
+ orp = rp;
+}
+
+
+void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+ MapNode airnode(CONTENT_AIR);
+ MapNode waternode(c_water_source);
+ MapNode lavanode(c_lava_source);
+
+ v3s16 startp(orp.X, orp.Y, orp.Z);
+ startp += of;
+
+ float nval = NoisePerlin3D(np_caveliquids, startp.X,
+ startp.Y, startp.Z, mg->seed);
+ MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+
+ v3f fp = orp + vec * f;
+ fp.X += 0.1 * ps->range(-10, 10);
+ fp.Z += 0.1 * ps->range(-10, 10);
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs;
+ if (randomize_xz) {
+ d0 += ps->range(-1, 1);
+ d1 += ps->range(-1, 1);
+ }
+
+ bool should_make_cave_hole = ps->range(1, 10) == 1;
+
+ for (s16 z0 = d0; z0 <= d1; z0++) {
+ s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
+ for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
+ s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+
+ s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
+ rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
+ for (s16 y0 = -si2; y0 <= si2; y0++) {
+ if (large_cave_is_flat) {
+ // Make large caves not so tall
+ if (rs > 7 && abs(y0) >= rs / 3)
+ continue;
+ }
+
+ v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+ p += of;
+
+ if (!is_ravine && mg->heightmap && should_make_cave_hole &&
+ p.X <= node_max.X && p.Z <= node_max.Z) {
+ int maplen = node_max.X - node_min.X + 1;
+ int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
+ if (p.Y >= mg->heightmap[idx] - 2)
+ continue;
+ }
+
+ if (vm->m_area.contains(p) == false)
+ continue;
+
+ u32 i = vm->m_area.index(p);
+
+ // Don't replace air, water, lava, or ice
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
+ c == c_water_source || c == c_lava_source || c == c_ice)
+ continue;
+
+ int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+ int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+ if (flooded && full_ymin < water_level && full_ymax > water_level)
+ vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+ else if (flooded && full_ymax < water_level)
+ vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+ else
+ vm->m_data[i] = airnode;
+ }
+ }
+ }
+}
+
FlagDesc flagdesc_mapgen_v5[] = {
- {"blobs", MGV5_BLOBS},
{NULL, 0}
};
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);
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
- noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
- noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
- delete noise_crumble;
- delete noise_wetness;
delete noise_heat;
delete noise_humidity;
MapgenV5Params::MapgenV5Params()
{
- spflags = MGV5_BLOBS;
+ spflags = 0;
np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
- np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
- np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
}
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
-
-// Two original MT 0.3 parameters for non-eased noise:
-
//#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
void MapgenV5Params::readParams(Settings *settings)
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_ground", np_ground);
- settings->getNoiseParams("mgv5_np_crumble", np_crumble);
- settings->getNoiseParams("mgv5_np_wetness", np_wetness);
}
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_ground", np_ground);
- settings->setNoiseParams("mgv5_np_crumble", np_crumble);
- settings->setNoiseParams("mgv5_np_wetness", np_wetness);
}
s16 search_top = water_level + 15;
s16 search_base = water_level;
- // Use these 2 lines instead for a slower search returning highest ground level:
- //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
- //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
- generateCaves();
+ generateCaves(stone_surface_max_y);
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
// Generate the registered decorations
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Generate underground dirt, sand, gravel and lava blobs
- if (spflags & MGV5_BLOBS) {
- generateBlobs();
- }
-
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
noise_cave2->perlinMap3D(x, y, z);
}
- if (spflags & MGV5_BLOBS) {
- noise_crumble->perlinMap3D(x, y, z);
- noise_wetness->perlinMap3D(x, y, z);
- }
-
if (node_max.Y >= water_level) {
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
}
-// Two original MT 0.3 functions:
-
//bool is_cave(u32 index) {
// double d1 = contour(noise_cave1->result[index]);
// double d2 = contour(noise_cave2->result[index]);
f = 0.01;
else if(f >= 1.0)
f *= 1.6;
- float h = water_level + noise_height->result[index2d];
+ float h = noise_height->result[index2d];
if(noise_ground->result[index] * f < y - h) {
if(y <= water_level)
}
-void MapgenV5::generateCaves()
+void MapgenV5::generateCaves(int max_stone_y)
{
u32 index = 0;
u32 index2d = 0;
}
index2d = index2d + ystride;
}
-}
-
-
-void MapgenV5::generateBlobs()
-{
- u32 index = 0;
- 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 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
- content_t c = vm->m_data[i].getContent();
- if(c != c_stone)
- continue;
+ if (node_max.Y > -256)
+ return;
- if(noise_crumble->result[index] > 1.3) {
- if(noise_wetness->result[index] > 0.0)
- vm->m_data[i] = MapNode(c_dirt);
- else
- vm->m_data[i] = MapNode(c_sand);
- } else if(noise_crumble->result[index] > 0.7) {
- if(noise_wetness->result[index] < -0.6)
- vm->m_data[i] = MapNode(c_gravel);
- } else if(noise_crumble->result[index] < -3.5 +
- MYMIN(0.1 *
- sqrt((float)MYMAX(0, -y)), 1.5)) {
- vm->m_data[i] = MapNode(c_lava_source);
- }
- }
- }
+ PseudoRandom ps(blockseed + 21343);
+ u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveV5 cave(this, &ps);
+ cave.makeCave(node_min, node_max, max_stone_y);
}
}