minetest/src/mapgen/mapgen_carpathian.cpp
Paramat 8516f28458
Change mapgen order to ores > dungeons > decorations (#7656)
Previously dungeons > decorations > ores.
Decorations depend on the node they are placed on, and ore types are
increasingly able to place large continuous volumes of nodes, such as
strata. Decorations are increasingly being used underground.

The new order avoids a node being changed by ore generation after a
decoration has been placed on it.
The new order also avoids ores appearing in the walls of a dungeon if
the wall nodes match the local stone node.
2018-08-20 18:24:53 +01:00

470 lines
17 KiB
C++

/*
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>
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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_carpathian.h"
FlagDesc flagdesc_mapgen_carpathian[] = {
{"caverns", MGCARPATHIAN_CAVERNS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenCarpathian::MapgenCarpathian(
int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
base_level = params->base_level;
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
grad_wl = 1 - water_level;
//// 2D Terrain noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_height1 = new Noise(&params->np_height1, seed, csize.X, csize.Z);
noise_height2 = new Noise(&params->np_height2, seed, csize.X, csize.Z);
noise_height3 = new Noise(&params->np_height3, seed, csize.X, csize.Z);
noise_height4 = new Noise(&params->np_height4, seed, csize.X, csize.Z);
noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
noise_step_terrain = new Noise(&params->np_step_terrain, seed, csize.X, csize.Z);
noise_hills = new Noise(&params->np_hills, seed, csize.X, csize.Z);
noise_ridge_mnt = new Noise(&params->np_ridge_mnt, seed, csize.X, csize.Z);
noise_step_mnt = new Noise(&params->np_step_mnt, seed, csize.X, csize.Z);
//// 3D terrain noise
// 1 up 1 down overgeneration
noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
//// Cave noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
}
MapgenCarpathian::~MapgenCarpathian()
{
delete noise_filler_depth;
delete noise_height1;
delete noise_height2;
delete noise_height3;
delete noise_height4;
delete noise_hills_terrain;
delete noise_ridge_terrain;
delete noise_step_terrain;
delete noise_hills;
delete noise_ridge_mnt;
delete noise_step_mnt;
delete noise_mnt_var;
}
MapgenCarpathianParams::MapgenCarpathianParams():
np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
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_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),
np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 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_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
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_mnt_var", np_mnt_var);
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
}
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_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
settings->setS16("mgcarpathian_lava_depth", lava_depth);
settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
settings->setS16("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
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_mnt_var", np_mnt_var);
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
}
////////////////////////////////////////////////////////////////////////////////
// Lerp function
inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
{
return noise1 + mod * (noise2 - noise1);
}
// Steps function
float MapgenCarpathian::getSteps(float noise)
{
float w = 0.5f;
float k = std::floor(noise / w);
float f = (noise - k * w) / w;
float s = std::fmin(2.f * f, 1.f);
return (k + s) * w;
}
////////////////////////////////////////////////////////////////////////////////
void MapgenCarpathian::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Generate terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
if (flags & MG_BIOMES) {
biomegen->calcBiomeNoise(node_min);
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = false;
if (spflags & MGCARPATHIAN_CAVERNS)
near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y,
-MAX_MAP_GENERATION_LIMIT);
else
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);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
// Update liquids
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);
}
this->generating = false;
}
////////////////////////////////////////////////////////////////////////////////
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;
for (s16 y = 1; y <= 30; y++) {
float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
// Hill/Mountain height (hilliness)
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;
// Step (terraced) mountains
float step_mnt = hilliness * getSteps(n_step_mnt);
float step_mountains = std::pow(std::fabs(ster), 3.f) * step_mnt;
// 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;
}
return height;
}
////////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::generateTerrain()
{
MapNode mn_air(CONTENT_AIR);
MapNode mn_stone(c_stone);
MapNode mn_water(c_water_source);
// Calculate noise for terrain generation
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
noise_height4->perlinMap2D(node_min.X, node_min.Z);
noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_hills->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
// Hill/Mountain height (hilliness)
float height1 = noise_height1->result[index2d];
float height2 = noise_height2->result[index2d];
float height3 = noise_height3->result[index2d];
float height4 = noise_height4->result[index2d];
// Rolling hills
float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
float n_hills = noise_hills->result[index2d];
float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
// Ridged mountains
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));
// 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);
// 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);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
y++,
index3d += ystride,
VoxelArea::add_y(em, vi, 1)) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
// Combine height noises and apply 3D variation
float mnt_var = noise_mnt_var->result[index3d];
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);
// 'hilliness' determines whether hills/mountains are
// small or large
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;
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 :
1 - y;
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = base_level + mountains + grad;
if (y < surface_level) {
vm->m_data[vi] = mn_stone; // Stone
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = mn_water; // Sea water
} else {
vm->m_data[vi] = mn_air; // Air
}
}
}
return stone_surface_max_y;
}