From: Paramat Date: Sat, 4 Jan 2020 01:23:57 +0000 (+0000) Subject: Remove Mapgen V7 floatlands in preparation for new implementation (#9238) X-Git-Tag: 5.2.0~240 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=c162340973463580cc5013d8b53ea87975637bf2;p=oweals%2Fminetest.git Remove Mapgen V7 floatlands in preparation for new implementation (#9238) Preserve the floatland flag of existing worlds, to be used again when the new implementation is added. --- diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index ad8ad4f5e..2d93ba1d5 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -1623,22 +1623,6 @@ mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 -# Controls the density of mountain-type floatlands. -# Is a noise offset added to the 'mgv7_np_mountain' noise value. -mgv7_float_mount_density (Floatland mountain density) float 0.6 - -# Typical maximum height, above and below midpoint, of floatland mountains. -mgv7_float_mount_height (Floatland mountain height) float 128.0 - -# Alters how mountain-type floatlands taper above and below midpoint. -mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75 - -# Y-level of floatland midpoint and lake surface. -mgv7_floatland_level (Floatland level) int 1280 - -# Y-level to which floatland shadows extend. -mgv7_shadow_limit (Shadow limit) int 1024 - # Y-level of cavern upper limit. mgv7_cavern_limit (Cavern limit) int -256 @@ -1678,13 +1662,6 @@ mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 10 # Defines large-scale river channel structure. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased -# Defines areas of floatland smooth terrain. -# Smooth floatlands occur when noise > 0. -mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased - -# Variation of hill height and lake depth on floatland smooth terrain. -mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased - # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 diff --git a/src/mapgen/mapgen_v7.cpp b/src/mapgen/mapgen_v7.cpp index 43b73ebae..23cbd4e0a 100644 --- a/src/mapgen/mapgen_v7.cpp +++ b/src/mapgen/mapgen_v7.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2013-2018 kwolekr, Ryan Kwolek -Copyright (C) 2014-2018 paramat +Copyright (C) 2013-2019 kwolekr, Ryan Kwolek +Copyright (C) 2014-2019 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 @@ -55,12 +55,8 @@ FlagDesc flagdesc_mapgen_v7[] = { MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge) : MapgenBasic(MAPGEN_V7, params, emerge) { - spflags = params->spflags; - mount_zero_level = params->mount_zero_level; - float_mount_density = params->float_mount_density; - float_mount_exponent = params->float_mount_exponent; - floatland_level = params->floatland_level; - shadow_limit = params->shadow_limit; + spflags = params->spflags; + mount_zero_level = params->mount_zero_level; cave_width = params->cave_width; large_cave_depth = params->large_cave_depth; @@ -75,11 +71,6 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge) dungeon_ymin = params->dungeon_ymin; dungeon_ymax = params->dungeon_ymax; - // This is to avoid a divide-by-zero. - // Parameter will be saved to map_meta.txt in limited form. - params->float_mount_height = std::fmax(params->float_mount_height, 1.0f); - float_mount_height = params->float_mount_height; - // 2D noise noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); @@ -92,34 +83,29 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge) noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); - if (spflags & MGV7_MOUNTAINS) + if (spflags & MGV7_MOUNTAINS) { + // 2D noise noise_mount_height = - new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); - - if (spflags & MGV7_FLOATLANDS) { - noise_floatland_base = - new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z); - noise_float_base_height = - new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z); + new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); + // 3D noise, 1 up, 1 down overgeneration + noise_mountain = + new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); } if (spflags & MGV7_RIDGES) { + // 2D noise noise_ridge_uwater = - new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); - // 3D noise, 1 up, 1 down overgeneration + new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); + // 3D noise, 1 up, 1 down overgeneration noise_ridge = - new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); + new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); } - // 3D noise, 1 up, 1 down overgeneration - if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) - noise_mountain = - new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); - // 3D noise, 1 down overgeneration MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; + // 3D noise MapgenBasic::np_dungeons = params->np_dungeons; } @@ -132,21 +118,15 @@ MapgenV7::~MapgenV7() delete noise_height_select; delete noise_filler_depth; - if (spflags & MGV7_MOUNTAINS) + if (spflags & MGV7_MOUNTAINS) { delete noise_mount_height; - - if (spflags & MGV7_FLOATLANDS) { - delete noise_floatland_base; - delete noise_float_base_height; + delete noise_mountain; } if (spflags & MGV7_RIDGES) { delete noise_ridge_uwater; delete noise_ridge; } - - if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) - delete noise_mountain; } @@ -158,8 +138,6 @@ MapgenV7Params::MapgenV7Params(): np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0), np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0), - np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0), - np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0), np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0), np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0), np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0), @@ -181,72 +159,58 @@ void MapgenV7Params::readParams(const Settings *settings) settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min); settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max); settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded); - settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density); - settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height); - settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent); - settings->getS16NoEx("mgv7_floatland_level", floatland_level); - settings->getS16NoEx("mgv7_shadow_limit", shadow_limit); settings->getS16NoEx("mgv7_cavern_limit", cavern_limit); settings->getS16NoEx("mgv7_cavern_taper", cavern_taper); settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold); settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin); settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax); - settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); - settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); - settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); - settings->getNoiseParams("mgv7_np_height_select", np_height_select); - settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); - settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); - settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); - settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base); - settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height); - settings->getNoiseParams("mgv7_np_mountain", np_mountain); - settings->getNoiseParams("mgv7_np_ridge", np_ridge); - settings->getNoiseParams("mgv7_np_cavern", np_cavern); - settings->getNoiseParams("mgv7_np_cave1", np_cave1); - settings->getNoiseParams("mgv7_np_cave2", np_cave2); - settings->getNoiseParams("mgv7_np_dungeons", np_dungeons); + settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); + settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); + settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); + settings->getNoiseParams("mgv7_np_height_select", np_height_select); + settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); + settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); + settings->getNoiseParams("mgv7_np_mountain", np_mountain); + settings->getNoiseParams("mgv7_np_ridge", np_ridge); + settings->getNoiseParams("mgv7_np_cavern", np_cavern); + settings->getNoiseParams("mgv7_np_cave1", np_cave1); + settings->getNoiseParams("mgv7_np_cave2", np_cave2); + settings->getNoiseParams("mgv7_np_dungeons", np_dungeons); } void MapgenV7Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX); - settings->setS16("mgv7_mount_zero_level", mount_zero_level); - settings->setFloat("mgv7_cave_width", cave_width); - settings->setS16("mgv7_large_cave_depth", large_cave_depth); - settings->setU16("mgv7_small_cave_num_min", small_cave_num_min); - settings->setU16("mgv7_small_cave_num_max", small_cave_num_max); - settings->setU16("mgv7_large_cave_num_min", large_cave_num_min); - settings->setU16("mgv7_large_cave_num_max", large_cave_num_max); - settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded); - settings->setFloat("mgv7_float_mount_density", float_mount_density); - settings->setFloat("mgv7_float_mount_height", float_mount_height); - settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent); - settings->setS16("mgv7_floatland_level", floatland_level); - settings->setS16("mgv7_shadow_limit", shadow_limit); - settings->setS16("mgv7_cavern_limit", cavern_limit); - settings->setS16("mgv7_cavern_taper", cavern_taper); - settings->setFloat("mgv7_cavern_threshold", cavern_threshold); - settings->setS16("mgv7_dungeon_ymin", dungeon_ymin); - settings->setS16("mgv7_dungeon_ymax", dungeon_ymax); - - settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); - settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); - settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); - settings->setNoiseParams("mgv7_np_height_select", np_height_select); - settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); - settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); - settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); - settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base); - settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height); - settings->setNoiseParams("mgv7_np_mountain", np_mountain); - settings->setNoiseParams("mgv7_np_ridge", np_ridge); - settings->setNoiseParams("mgv7_np_cavern", np_cavern); - settings->setNoiseParams("mgv7_np_cave1", np_cave1); - settings->setNoiseParams("mgv7_np_cave2", np_cave2); - settings->setNoiseParams("mgv7_np_dungeons", np_dungeons); + settings->setS16("mgv7_mount_zero_level", mount_zero_level); + settings->setFloat("mgv7_cave_width", cave_width); + settings->setS16("mgv7_large_cave_depth", large_cave_depth); + settings->setU16("mgv7_small_cave_num_min", small_cave_num_min); + settings->setU16("mgv7_small_cave_num_max", small_cave_num_max); + settings->setU16("mgv7_large_cave_num_min", large_cave_num_min); + settings->setU16("mgv7_large_cave_num_max", large_cave_num_max); + settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded); + settings->setS16("mgv7_cavern_limit", cavern_limit); + settings->setS16("mgv7_cavern_taper", cavern_taper); + settings->setFloat("mgv7_cavern_threshold", cavern_threshold); + settings->setS16("mgv7_dungeon_ymin", dungeon_ymin); + settings->setS16("mgv7_dungeon_ymax", dungeon_ymax); + + settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); + settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); + settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); + settings->setNoiseParams("mgv7_np_height_select", np_height_select); + settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); + settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); + settings->setNoiseParams("mgv7_np_mountain", np_mountain); + settings->setNoiseParams("mgv7_np_ridge", np_ridge); + settings->setNoiseParams("mgv7_np_cavern", np_cavern); + settings->setNoiseParams("mgv7_np_cave1", np_cave1); + settings->setNoiseParams("mgv7_np_cave2", np_cave2); + settings->setNoiseParams("mgv7_np_dungeons", np_dungeons); } @@ -386,10 +350,9 @@ void MapgenV7::makeChunk(BlockMakeData *data) // Update liquids updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); - // Calculate lighting. - // Limit floatland shadow. - bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) && - node_min.Y <= shadow_limit && node_max.Y >= shadow_limit); + // Calculate lighting + // TODO disable in and just below floatlands + bool propagate_shadow = true; if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), @@ -458,53 +421,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) } -bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y) -{ - // Make rim 2 nodes thick to match floatland base terrain - float density_gradient = (y >= floatland_level) ? - -std::pow((float)(y - floatland_level) / float_mount_height, - float_mount_exponent) : - -std::pow((float)(floatland_level - 1 - y) / float_mount_height, - float_mount_exponent); - - float floatn = noise_mountain->result[idx_xyz] + float_mount_density; - - return floatn + density_gradient >= 0.0f; -} - - -void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, - int idx_xz) -{ - // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT - s16 base_min = MAX_MAP_GENERATION_LIMIT + 1; - s16 base_max = MAX_MAP_GENERATION_LIMIT; - - float n_base = noise_floatland_base->result[idx_xz]; - if (n_base > 0.0f) { - float n_base_height = - std::fmax(noise_float_base_height->result[idx_xz], 1.0f); - float amp = n_base * n_base_height; - float ridge = n_base_height / 3.0f; - base_min = floatland_level - amp / 1.5f; - - if (amp > ridge * 2.0f) { - // Lake bed - base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f; - } else { - // Hills and ridges - float diff = std::fabs(amp - ridge) / ridge; - // Smooth ridges using the 'smoothstep function' - float smooth_diff = diff * diff * (3.0f - 2.0f * diff); - base_max = floatland_level + ridge - smooth_diff * ridge; - } - } - - *float_base_min = base_min; - *float_base_max = base_max; -} - - int MapgenV7::generateTerrain() { MapNode n_air(CONTENT_AIR); @@ -519,17 +435,9 @@ int MapgenV7::generateTerrain() noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_height_select->perlinMap2D(node_min.X, node_min.Z); - if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) { - noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - } - if (spflags & MGV7_MOUNTAINS) { noise_mount_height->perlinMap2D(node_min.X, node_min.Z); - } - - if (spflags & MGV7_FLOATLANDS) { - noise_floatland_base->perlinMap2D(node_min.X, node_min.Z); - noise_float_base_height->perlinMap2D(node_min.X, node_min.Z); + noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); } //// Place nodes @@ -543,13 +451,6 @@ int MapgenV7::generateTerrain() if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; - // Get extent of floatland base terrain - // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT - s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1; - s16 float_base_max = MAX_MAP_GENERATION_LIMIT; - if (spflags & MGV7_FLOATLANDS) - floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d); - u32 vi = vm->m_area.index(x, node_min.Y - 1, z); u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); @@ -567,16 +468,8 @@ int MapgenV7::generateTerrain() vm->m_data[vi] = n_stone; // Mountain terrain if (y > stone_surface_max_y) stone_surface_max_y = y; - } else if ((spflags & MGV7_FLOATLANDS) && - ((y >= float_base_min && y <= float_base_max) || - getFloatlandMountainFromMap(index3d, index2d, y))) { - vm->m_data[vi] = n_stone; // Floatland terrain - stone_surface_max_y = node_max.Y; } else if (y <= water_level) { - vm->m_data[vi] = n_water; // Ground level water - } else if ((spflags & MGV7_FLOATLANDS) && - (y >= float_base_max && y <= floatland_level)) { - vm->m_data[vi] = n_water; // Floatland water + vm->m_data[vi] = n_water; } else { vm->m_data[vi] = n_air; } @@ -589,8 +482,8 @@ int MapgenV7::generateTerrain() void MapgenV7::generateRidgeTerrain() { - if (node_max.Y < water_level - 16 || - ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit)) + // TODO disable river canyons in floatlands + if (node_max.Y < water_level - 16) return; noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); diff --git a/src/mapgen/mapgen_v7.h b/src/mapgen/mapgen_v7.h index f23dee61b..6ca39f164 100644 --- a/src/mapgen/mapgen_v7.h +++ b/src/mapgen/mapgen_v7.h @@ -37,11 +37,6 @@ extern FlagDesc flagdesc_mapgen_v7[]; struct MapgenV7Params : public MapgenParams { u32 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS; s16 mount_zero_level = 0; - float float_mount_density = 0.6f; - float float_mount_height = 128.0f; - float float_mount_exponent = 0.75f; - s16 floatland_level = 1280; - s16 shadow_limit = 1024; float cave_width = 0.09f; s16 large_cave_depth = -33; @@ -63,8 +58,6 @@ struct MapgenV7Params : public MapgenParams { NoiseParams np_filler_depth; NoiseParams np_mount_height; NoiseParams np_ridge_uwater; - NoiseParams np_floatland_base; - NoiseParams np_float_base_height; NoiseParams np_mountain; NoiseParams np_ridge; NoiseParams np_cavern; @@ -94,19 +87,12 @@ public: float baseTerrainLevelFromMap(int index); bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z); bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y); - bool getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y); - void floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz); int generateTerrain(); void generateRidgeTerrain(); private: s16 mount_zero_level; - float float_mount_density; - float float_mount_height; - float float_mount_exponent; - s16 floatland_level; - s16 shadow_limit; Noise *noise_terrain_base; Noise *noise_terrain_alt; @@ -114,8 +100,6 @@ private: Noise *noise_height_select; Noise *noise_mount_height; Noise *noise_ridge_uwater; - Noise *noise_floatland_base; - Noise *noise_float_base_height; Noise *noise_mountain; Noise *noise_ridge; };