/*
Minetest
-Copyright (C) 2017-2018 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
-Copyright (C) 2010-2018 paramat
-Copyright (C) 2010-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
+Copyright (C) 2017-2019 paramat
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
FlagDesc flagdesc_mapgen_carpathian[] = {
{"caverns", MGCARPATHIAN_CAVERNS},
+ {"rivers", MGCARPATHIAN_RIVERS},
{NULL, 0}
};
: MapgenBasic(MAPGEN_CARPATHIAN, params, emerge)
{
base_level = params->base_level;
+ river_width = params->river_width;
+ river_depth = params->river_depth;
+ valley_width = params->valley_width;
spflags = params->spflags;
cave_width = params->cave_width;
noise_hills = new Noise(¶ms->np_hills, seed, csize.X, csize.Z);
noise_ridge_mnt = new Noise(¶ms->np_ridge_mnt, seed, csize.X, csize.Z);
noise_step_mnt = new Noise(¶ms->np_step_mnt, seed, csize.X, csize.Z);
+ if (spflags & MGCARPATHIAN_RIVERS)
+ noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
//// 3D terrain noise
// 1 up 1 down overgeneration
delete noise_hills;
delete noise_ridge_mnt;
delete noise_step_mnt;
+ if (spflags & MGCARPATHIAN_RIVERS)
+ delete noise_rivers;
+
delete noise_mnt_var;
}
np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
+ np_rivers (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
void MapgenCarpathianParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
- settings->getFloatNoEx("mgcarpathian_base_level", base_level);
+
+ settings->getFloatNoEx("mgcarpathian_base_level", base_level);
+ settings->getFloatNoEx("mgcarpathian_river_width", river_width);
+ settings->getFloatNoEx("mgcarpathian_river_depth", river_depth);
+ settings->getFloatNoEx("mgcarpathian_valley_width", valley_width);
+
settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
+ settings->getNoiseParams("mgcarpathian_np_rivers", np_rivers);
settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
void MapgenCarpathianParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
- settings->setFloat("mgcarpathian_base_level", base_level);
+
+ settings->setFloat("mgcarpathian_base_level", base_level);
+ settings->setFloat("mgcarpathian_river_width", river_width);
+ settings->setFloat("mgcarpathian_river_depth", river_depth);
+ settings->setFloat("mgcarpathian_valley_width", valley_width);
+
settings->setFloat("mgcarpathian_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
settings->setS16("mgcarpathian_lava_depth", lava_depth);
settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
+ settings->setNoiseParams("mgcarpathian_np_rivers", np_rivers);
settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
- 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
-
- return level_at_point;
-}
-
-
-float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
-{
- float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
- float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
- float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
- float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
- float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
- float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
- float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
- float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
- float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
- float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
-
- int height = -MAX_MAP_GENERATION_LIMIT;
+ // If rivers are enabled, first check if in a river channel
+ if (spflags & MGCARPATHIAN_RIVERS) {
+ float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
+ river_width;
+ if (river < 0.0f)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ }
- for (s16 y = 1; y <= 30; y++) {
- float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
+ float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
+ float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
+ float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
+ float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);
+
+ float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
+ float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
+ float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
+
+ float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
+ float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
+ float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));
+
+ float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
+ float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
+ float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
+
+ float valley = 1.0f;
+ float river = 0.0f;
+
+ if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
+ river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
+ if (river <= valley_width) {
+ // Within river valley
+ if (river < 0.0f) {
+ // River channel
+ valley = river;
+ } else {
+ // Valley slopes.
+ // 0 at river edge, 1 at valley edge.
+ float riversc = river / valley_width;
+ // Smoothstep
+ valley = riversc * riversc * (3.0f - 2.0f * riversc);
+ }
+ }
+ }
- // Gradient & shallow seabed
- s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
+ bool solid_below = false;
+ u8 cons_non_solid = 0; // consecutive non-solid nodes
- // Hill/Mountain height (hilliness)
+ for (s16 y = water_level; y <= water_level + 32; y++) {
+ float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
- float hilliness =
- std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
-
- // Rolling hills
- float hill_mnt = hilliness * std::pow(n_hills, 2.f);
- float hills = std::pow(std::fabs(hter), 3.f) * hill_mnt;
- // Ridged mountains
- float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));
- float ridged_mountains = std::pow(std::fabs(rter), 3.f) * ridge_mnt;
+ float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
+ float hills = hill_mnt * hilliness;
+ float ridged_mountains = ridge_mnt * hilliness;
+ float step_mountains = step_mnt * hilliness;
- // Step (terraced) mountains
- float step_mnt = hilliness * getSteps(n_step_mnt);
- float step_mountains = std::pow(std::fabs(ster), 3.f) * step_mnt;
+ s32 grad = 1 - y;
- // Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = base_level + mountains + grad;
- if (y > surface_level && height < 0)
- height = y;
+ if ((spflags & MGCARPATHIAN_RIVERS) && river <= valley_width) {
+ if (valley < 0.0f) {
+ // River channel
+ surface_level = std::fmin(surface_level,
+ water_level - std::sqrt(-valley) * river_depth);
+ } else if (surface_level > water_level) {
+ // Valley slopes
+ surface_level = water_level + (surface_level - water_level) * valley;
+ }
+ }
+
+ if (y < surface_level) { //TODO '<=' fix from generateTerrain()
+ // solid node
+ solid_below = true;
+ cons_non_solid = 0;
+ } else {
+ // non-solid node
+ cons_non_solid++;
+ if (cons_non_solid == 3 && solid_below)
+ return y - 1;
+ }
}
- return height;
+ return MAX_MAP_GENERATION_LIMIT; // No suitable spawn point found
}
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ if (spflags & MGCARPATHIAN_RIVERS)
+ noise_rivers->perlinMap2D(node_min.X, node_min.Z);
+
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
float ridge_mnt = rterabs * rterabs * rterabs *
- (1.f - std::fabs(n_ridge_mnt));
+ (1.0f - std::fabs(n_ridge_mnt));
// Step (terraced) mountains
float sterabs = std::fabs(noise_step_terrain->result[index2d]);
float n_step_mnt = noise_step_mnt->result[index2d];
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
+ // Rivers
+ float valley = 1.0f;
+ float river = 0.0f;
+
+ if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
+ river = std::fabs(noise_rivers->result[index2d]) - river_width;
+ if (river <= valley_width) {
+ // Within river valley
+ if (river < 0.0f) {
+ // River channel
+ valley = river;
+ } else {
+ // Valley slopes.
+ // 0 at river edge, 1 at valley edge.
+ float riversc = river / valley_width;
+ // Smoothstep
+ valley = riversc * riversc * (3.0f - 2.0f * riversc);
+ }
+ }
+ }
+
// Initialise 3D noise index and voxelmanip index to column base
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = base_level + mountains + grad;
- if (y < surface_level) {
+ // Rivers
+ if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16 &&
+ river <= valley_width) {
+ if (valley < 0.0f) {
+ // River channel
+ surface_level = std::fmin(surface_level,
+ water_level - std::sqrt(-valley) * river_depth);
+ } else if (surface_level > water_level) {
+ // Valley slopes
+ surface_level = water_level + (surface_level - water_level) * valley;
+ }
+ }
+
+ if (y < surface_level) { //TODO '<='
vm->m_data[vi] = mn_stone; // Stone
if (y > stone_surface_max_y)
stone_surface_max_y = y;