BlockColor-Engine/src/mapgen_v7.cpp

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/*
Minetest
Copyright (C) 2010-2013 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 "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
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#include "treegen.h"
#include "biome.h"
#include "mapgen_v7.h"
/////////////////// Mapgen V7 perlin noise default values
NoiseParams nparams_v7_def_terrain_base =
{0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
NoiseParams nparams_v7_def_terrain_alt =
{0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
NoiseParams nparams_v7_def_terrain_mod =
{0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
NoiseParams nparams_v7_def_terrain_persist =
{0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
NoiseParams nparams_v7_def_height_select =
{0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
NoiseParams nparams_v7_def_ridge =
{0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
/*
NoiseParams nparams_v6_def_beach =
{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
NoiseParams nparams_v6_def_cave =
{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
NoiseParams nparams_v6_def_humidity =
{0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
NoiseParams nparams_v6_def_trees =
{0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
NoiseParams nparams_v6_def_apple_trees =
{0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
*/
///////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
this->generating = false;
this->id = mapgenid;
this->emerge = emerge;
this->bmgr = emerge->biomedef;
this->seed = (int)params->seed;
this->water_level = params->water_level;
this->flags = params->flags;
this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
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this->ystride = csize.X; //////fix this
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this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->ridge_heightmap = new s16[csize.X * csize.Z];
// Terrain noise
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_mod = new Noise(&params->np_terrain_mod, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y, csize.Z);
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// Biome noise
noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
}
MapgenV7::~MapgenV7() {
delete noise_terrain_base;
delete noise_terrain_mod;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
delete noise_ridge;
delete noise_heat;
delete noise_humidity;
delete[] ridge_heightmap;
delete[] heightmap;
delete[] biomemap;
}
int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
s16 y = groundlevel;
if (y > water_level) {
int iters = 1024; // don't even bother iterating more than 1024 times..
while (iters--) {
float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
if (ridgenoise * (float)(y * y) < 15.0)
break;
y--;
}
}
return y + b->top_depth;
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}
void MapgenV7::makeChunk(BlockMakeData *data) {
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;
//TimeTaker t("makeChunk");
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);
blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
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// Make some noise
calculateNoise();
// Calculate height map
s16 stone_surface_max_y = calcHeightMap();
// Calculate biomes
BiomeNoiseInput binput;
binput.mapsize = v2s16(csize.X, csize.Z);
binput.heat_map = noise_heat->result;
binput.humidity_map = noise_humidity->result;
binput.height_map = heightmap;
bmgr->calcBiomes(&binput, biomemap);
c_stone = ndef->getId("mapgen_stone");
c_dirt = ndef->getId("mapgen_dirt");
c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
c_sand = ndef->getId("mapgen_sand");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
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generateTerrain();
carveRidges();
generateCaves(stone_surface_max_y);
addTopNodes();
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if (flags & MG_DUNGEONS) {
DungeonGen dgen(ndef, data->seed, water_level);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
for (size_t i = 0; i != emerge->ores.size(); i++) {
Ore *ore = emerge->ores[i];
ore->placeOre(this, blockseed + i, node_min, node_max);
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}
//printf("makeChunk: %dms\n", t.stop());
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
}
void MapgenV7::calculateNoise() {
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y;
int z = node_min.Z;
noise_terrain_mod->perlinMap2D(x, z);
noise_height_select->perlinMap2D(x, z);
noise_height_select->transformNoiseMap();
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
for (int i = 0; i != csize.X * csize.Z; i++)
persistmap[i] = abs(persistmap[i]);
noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
noise_terrain_base->transformNoiseMap();
noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
noise_terrain_alt->transformNoiseMap();
noise_ridge->perlinMap3D(x, y, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
//printf("calculateNoise: %dus\n", t.stop());
}
Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
}
float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
noise_terrain_base->np->persist = persist;
float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
float height_base = terrain_base * terrain_mod;
noise_terrain_alt->np->persist = persist;
float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index) {
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float terrain_mod = noise_terrain_mod->result[index];
float hselect = noise_height_select->result[index];
float terrain_base = noise_terrain_base->result[index];
float height_base = terrain_base * terrain_mod;
float height_alt = noise_terrain_alt->result[index];
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
#if 0
// Crap code to test log rivers as a proof-of-concept. Didn't work out too well.
void MapgenV7::carveRivers() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
u32 index = 0;
int river_depth = 4;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float terrain_mod = noise_terrain_mod->result[index];
NoiseParams *np = noise_terrain_river->np;
np->persist = noise_terrain_persist->result[index];
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
float height = terrain_river * (1 - abs(terrain_mod)) *
noise_terrain_river->np->scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
s16 y = heightmap[index];
if (height < 1.0 && y > river_depth &&
y - river_depth >= node_min.Y && y <= node_max.Y) {
for (s16 ry = y; ry != y - river_depth; ry--) {
u32 vi = vm->m_area.index(x, ry, z);
vm->m_data[vi] = n_air;
}
u32 vi = vm->m_area.index(x, y - river_depth, z);
vm->m_data[vi] = n_water_source;
}
}
}
#endif
int MapgenV7::calcHeightMap() {
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float surface_height = baseTerrainLevelFromMap(index);
s16 surface_y = (s16)surface_height;
heightmap[index] = surface_y;
ridge_heightmap[index] = surface_y;
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
}
return stone_surface_max_y;
}
void MapgenV7::generateTerrain() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
s16 surface_y = heightmap[index];
Biome *biome = bmgr->biomes[biomemap[index]];
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[i] = (y > water_level + biome->filler_height) ?
MapNode(biome->c_filler) : n_stone;
} else if (y <= water_level) {
vm->m_data[i] = n_water_source;
} else {
vm->m_data[i] = n_air;
}
}
vm->m_area.add_y(em, i, 1);
}
}
}
void MapgenV7::carveRidges() {
if (node_max.Y <= water_level)
return;
MapNode n_air(CONTENT_AIR);
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
// Removing this check will create huge underwater caverns,
// which are interesting but not desirable for gameplay
if (y <= water_level)
continue;
if (noise_ridge->result[index] * (float)(y * y) < 15.0)
continue;
int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
if (y < ridge_heightmap[j])
ridge_heightmap[j] = y - 1;
vm->m_data[vi] = n_air;
}
}
}
/*
void MapgenV7::testBiomes() {
u32 index = 0;
for (s16 z = node_min.Z; z <= node_min.Z; z++)
for (s16 x = node_min.X; x <= node_min.X; x++) {;
Biome *b = bmgr->getBiome(heat, humidity, 0);
}
// make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
// clear out y space for it first with air
// use absolute positioning, each chunk will be a +1 height
}*/
void MapgenV7::addTopNodes() {
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = bmgr->biomes[biomemap[index]];
//////////////////// First, add top nodes below the ridge
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s16 y = ridge_heightmap[index];
// This cutoff is good enough, but not perfect.
// It will cut off potentially placed top nodes at chunk boundaries
if (y < node_min.Y)
continue;
if (y > node_max.Y) {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
content_t c = vm->m_data[vi].getContent();
if (ndef->get(c).walkable)
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continue;
}
// N.B. It is necessary to search downward since range_heightmap[i]
// might not be the actual height, just the lowest part in the chunk
// where a ridge had been carved
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
if (ndef->get(c).walkable)
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break;
vm->m_area.add_y(em, i, -1);
}
if (y != node_min.Y - 1 && y >= water_level) {
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ridge_heightmap[index] = y; //update ridgeheight
ntopnodes = biome->top_depth;
for (; y <= node_max.Y && ntopnodes; y++) {
ntopnodes--;
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
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if (y > water_level - 10 &&
vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
}
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}
//////////////////// Now, add top nodes on top of the ridge
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y = heightmap[index];
if (y > node_max.Y) {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
content_t c = vm->m_data[vi].getContent();
if (ndef->get(c).walkable)
continue;
}
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i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
if (ndef->get(c).walkable)
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break;
vm->m_area.add_y(em, i, -1);
}
if (y != node_min.Y - 1) {
ntopnodes = biome->top_depth;
// Let's see if we've already added it...
if (y == ridge_heightmap[index] + ntopnodes - 1)
continue;
for (; y <= node_max.Y && ntopnodes; y++) {
ntopnodes--;
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
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if (y > water_level - 10 &&
vm->m_data[i].getContent() == CONTENT_AIR) {
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vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
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}
}
}
}
#include "mapgen_v6.h"
void MapgenV7::generateCaves(int max_stone_y) {
PseudoRandom ps(blockseed + 21343);
int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) *
(node_max.Z - node_min.Z + 1);
float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
node_min.X, node_min.Y, seed);
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u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
for (u32 i = 0; i < caves_count; i++) {
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CaveV7 cave(this, &ps, false);
cave.makeCave(node_min, node_max, max_stone_y);
}
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u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
for (u32 i = 0; i < bruises_count; i++) {
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CaveV7 cave(this, &ps, true);
cave.makeCave(node_min, node_max, max_stone_y);
}
}