minetest/src/mapgen/mapgen_flat.cpp
Paramat 746ca41f58
Biome API / dungeons: Add biome-defined dungeon nodes
Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'.
If 'node_dungeon' is not defined dungeons fall back to classic behaviour.

Remove messy and imprecise dungeon material code from 'generateBiomes()'.
Code deciding dungeon materials is now in 'generateDungeons()' and uses the
biome at mapchunk centre for more precision.

Remove hardcoded 'MG_STONE' types as long intended.
2018-04-07 22:09:54 +01:00

279 lines
9.2 KiB
C++

/*
Minetest
Copyright (C) 2015-2018 paramat
Copyright (C) 2015-2018 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 "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_flat.h"
FlagDesc flagdesc_mapgen_flat[] = {
{"lakes", MGFLAT_LAKES},
{"hills", MGFLAT_HILLS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////////////
MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
spflags = params->spflags;
ground_level = params->ground_level;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
cave_width = params->cave_width;
lake_threshold = params->lake_threshold;
lake_steepness = params->lake_steepness;
hill_threshold = params->hill_threshold;
hill_steepness = params->hill_steepness;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
// 2D noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
// 3D noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
}
MapgenFlat::~MapgenFlat()
{
delete noise_filler_depth;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
delete noise_terrain;
}
MapgenFlatParams::MapgenFlatParams():
np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 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 MapgenFlatParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
settings->getS16NoEx("mgflat_ground_level", ground_level);
settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgflat_lava_depth", lava_depth);
settings->getFloatNoEx("mgflat_cave_width", cave_width);
settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgflat_np_terrain", np_terrain);
settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgflat_np_cave1", np_cave1);
settings->getNoiseParams("mgflat_np_cave2", np_cave2);
}
void MapgenFlatParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
settings->setS16("mgflat_ground_level", ground_level);
settings->setS16("mgflat_large_cave_depth", large_cave_depth);
settings->setS16("mgflat_lava_depth", lava_depth);
settings->setFloat("mgflat_cave_width", cave_width);
settings->setFloat("mgflat_lake_threshold", lake_threshold);
settings->setFloat("mgflat_lake_steepness", lake_steepness);
settings->setFloat("mgflat_hill_threshold", hill_threshold);
settings->setFloat("mgflat_hill_steepness", hill_steepness);
settings->setS16("mgflat_dungeon_ymin", dungeon_ymin);
settings->setS16("mgflat_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgflat_np_terrain", np_terrain);
settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgflat_np_cave1", np_cave1);
settings->setNoiseParams("mgflat_np_cave2", np_cave2);
}
/////////////////////////////////////////////////////////////////
int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
s16 level_at_point = ground_level;
float n_terrain = 0.0f;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
level_at_point = ground_level -
(lake_threshold - n_terrain) * lake_steepness;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
level_at_point = ground_level +
(n_terrain - hill_threshold) * hill_steepness;
}
if (ground_level < water_level) // Ocean world, allow spawn in water
return MYMAX(level_at_point, water_level);
if (level_at_point > water_level)
return level_at_point; // Spawn on land
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
void MapgenFlat::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;
//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 = getBlockSeed2(full_node_min, seed);
// Generate base terrain, mountains, and ridges with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
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);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
//printf("makeChunk: %dms\n", t.stop());
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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;
}
s16 MapgenFlat::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 ni2d = 0;
bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
if (use_noise)
noise_terrain->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
s16 stone_level = ground_level;
float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
s16 depress = (lake_threshold - n_terrain) * lake_steepness;
stone_level = ground_level - depress;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
s16 rise = (n_terrain - hill_threshold) * hill_steepness;
stone_level = ground_level + rise;
}
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++) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
if (y <= stone_level) {
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;
}
}
VoxelArea::add_y(em, vi, 1);
}
}
return stone_surface_max_y;
}