From 245a31d6b74a5e8ba87d35e9f6e9ebf970b7b3b4 Mon Sep 17 00:00:00 2001 From: Paramat Date: Thu, 25 Jul 2019 19:58:35 +0100 Subject: [PATCH] Mgfractal: Make non-fractal terrain optional (#8702) Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements. --- builtin/settingtypes.txt | 5 ++ src/mapgen/mapgen_fractal.cpp | 103 ++++++++++++++++++++-------------- src/mapgen/mapgen_fractal.h | 13 +++-- 3 files changed, 74 insertions(+), 47 deletions(-) diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 3afda994e..7d546cbd6 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -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 diff --git a/src/mapgen/mapgen_fractal.cpp b/src/mapgen/mapgen_fractal.cpp index 8dcff726f..933958587 100644 --- a/src/mapgen/mapgen_fractal.cpp +++ b/src/mapgen/mapgen_fractal.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2015-2018 paramat -Copyright (C) 2015-2018 kwolekr, Ryan Kwolek +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(¶ms->np_seabed, seed, csize.X, csize.Z); + //// 2D noise + if (spflags & MGFRACTAL_TERRAIN) + noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->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; diff --git a/src/mapgen/mapgen_fractal.h b/src/mapgen/mapgen_fractal.h index 8a8cf0c75..82622d4d9 100644 --- a/src/mapgen/mapgen_fractal.h +++ b/src/mapgen/mapgen_fractal.h @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2015-2018 paramat -Copyright (C) 2015-2018 kwolekr, Ryan Kwolek +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; }; -- 2.25.1