minetest/src/mapgen/mapgen_valleys.cpp
Paramat bc9bb63aed
Mgvalleys: Make river depth variation and humidity drop optional (#7532)
Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.

Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.
2018-07-18 03:34:05 +01:00

569 lines
20 KiB
C++

/*
Minetest
Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
Copyright (C) 2016-2018 paramat
Based on Valleys Mapgen by Gael de Sailly
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
and mapgen_v7, mapgen_flat by kwolekr and paramat.
Licensing changed by permission of Gael de Sailly.
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 "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"
#include <cmath>
FlagDesc flagdesc_mapgen_valleys[] = {
{"altitude_chill", MGVALLEYS_ALT_CHILL},
{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
{"vary_river_depth", MGVALLEYS_VARY_RIVER_DEPTH},
{"altitude_dry", MGVALLEYS_ALT_DRY},
{NULL, 0}
};
////////////////////////////////////////////////////////////////////////////////
MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
m_bgen = (BiomeGenOriginal *)biomegen;
BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
spflags = params->spflags;
altitude_chill = params->altitude_chill;
river_depth_bed = params->river_depth + 1.0f;
river_size_factor = params->river_size / 100.0f;
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;
//// 2D Terrain noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(&params->np_rivers, seed, csize.X, csize.Z);
noise_terrain_height = new Noise(&params->np_terrain_height, seed, csize.X, csize.Z);
noise_valley_depth = new Noise(&params->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(&params->np_valley_profile, seed, csize.X, csize.Z);
//// 3D Terrain noise
// 1-up 1-down overgeneration
noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill,
seed, csize.X, csize.Y + 2, csize.Z);
// 1-down overgeneraion
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
humidity_adjust = bp->np_humidity.offset - 50.0f;
}
MapgenValleys::~MapgenValleys()
{
delete noise_filler_depth;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
}
MapgenValleysParams::MapgenValleysParams():
np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
{
}
void MapgenValleysParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
settings->getU16NoEx("mgvalleys_river_depth", river_depth);
settings->getU16NoEx("mgvalleys_river_size", river_size);
settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
}
void MapgenValleysParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
settings->setU16("mgvalleys_altitude_chill", altitude_chill);
settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
settings->setS16("mgvalleys_lava_depth", lava_depth);
settings->setU16("mgvalleys_river_depth", river_depth);
settings->setU16("mgvalleys_river_size", river_size);
settings->setFloat("mgvalleys_cave_width", cave_width);
settings->setS16("mgvalleys_cavern_limit", cavern_limit);
settings->setS16("mgvalleys_cavern_taper", cavern_taper);
settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
}
////////////////////////////////////////////////////////////////////////////////
void MapgenValleys::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);
//TimeTaker t("makeChunk");
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);
blockseed = getBlockSeed2(full_node_min, seed);
// Generate biome noises. Note this must be executed strictly before
// generateTerrain, because generateTerrain depends on intermediate
// biome-related noises.
m_bgen->calcBiomeNoise(node_min);
// Generate noise maps and base terrain height.
// Modify heat and humidity maps.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Recalculate heightmap
updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
if (flags & MG_BIOMES)
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 = 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);
}
// Dungeon creation
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
if (flags & MG_BIOMES)
dustTopNodes();
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);
this->generating = false;
//printf("makeChunk: %lums\n", t.stop());
}
void MapgenValleys::calculateNoise()
{
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
noise_inter_valley_slope->perlinMap2D(x, z);
noise_rivers->perlinMap2D(x, z);
noise_terrain_height->perlinMap2D(x, z);
noise_valley_depth->perlinMap2D(x, z);
noise_valley_profile->perlinMap2D(x, z);
noise_inter_valley_fill->perlinMap3D(x, y, z);
float heat_offset = 0.0f;
float humidity_scale = 1.0f;
// Altitude chill tends to reduce the average heat.
if (spflags & MGVALLEYS_ALT_CHILL)
heat_offset = 5.0f;
// River humidity tends to increase the humidity range.
if (spflags & MGVALLEYS_HUMID_RIVERS)
humidity_scale = 0.8f;
for (s32 index = 0; index < csize.X * csize.Z; index++) {
m_bgen->heatmap[index] += heat_offset;
m_bgen->humidmap[index] *= humidity_scale;
}
TerrainNoise tn;
u32 index = 0;
for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
// The parameters that we actually need to generate terrain are passed
// by address (and the return value).
tn.terrain_height = noise_terrain_height->result[index];
// River noise is replaced with base terrain, which is basically the
// height of the water table.
tn.rivers = &noise_rivers->result[index];
// Valley depth noise is replaced with the valley number that represents
// the height of terrain over rivers and is used to determine how close
// a river is for humidity calculation.
tn.valley = &noise_valley_depth->result[index];
tn.valley_profile = noise_valley_profile->result[index];
// Slope noise is replaced by the calculated slope which is used to get
// terrain height in the slow method, to create sharper mountains.
tn.slope = &noise_inter_valley_slope->result[index];
tn.inter_valley_fill = noise_inter_valley_fill->result[index];
// This is the actual terrain height.
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
}
}
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
// The square function changes the behaviour of this noise: very often
// small, and sometimes very high.
float valley_d = MYSQUARE(*tn->valley);
// valley_d is here because terrain is generally higher where valleys are
// deep (mountains). base represents the height of the rivers, most of the
// surface is above.
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river
float river = std::fabs(*tn->rivers) - river_size_factor;
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
// "valley" represents the height of the terrain, from the rivers.
float tv = std::fmax(river / tn->valley_profile, 0.0f);
*tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv)));
// Approximate height of the terrain at this point
float mount = base + *tn->valley;
*tn->slope *= *tn->valley;
// Base ground is returned as rivers since it's basically the water table.
*tn->rivers = base;
// Rivers are placed where "river" is negative, so where the original noise
// value is close to zero.
if (river < 0.0f) {
// Use the the function -sqrt(1-x^2) which models a circle
float tr = river / river_size_factor + 1.0f;
float depth = (river_depth_bed *
std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr))));
// base - depth : height of the bottom of the river
// water_level - 3 : don't make rivers below 3 nodes under the surface.
// We use three because that's as low as the swamp biomes go.
// There is no logical equivalent to this using rangelim.
mount =
std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount);
// Slope has no influence on rivers
*tn->slope = 0.0f;
}
return mount;
}
// This avoids duplicating the code in terrainLevelFromNoise, adding only the
// final step of terrain generation without a noise map.
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
float mount = terrainLevelFromNoise(tn);
s16 y_start = myround(mount);
for (s16 y = y_start; y <= y_start + 1000; y++) {
float fill =
NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
if (fill * *tn->slope < y - mount) {
mount = std::fmax((float)(y - 1), mount);
break;
}
}
return mount;
}
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
{
// Check if in a river
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
if (std::fabs(rivers) < river_size_factor)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
if (level_at_point <= water_level ||
level_at_point > water_level + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
return level_at_point;
}
float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
{
TerrainNoise tn;
float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
float inter_valley_slope =
NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
tn.x = x;
tn.z = z;
tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
tn.rivers = &rivers;
tn.valley = &valley;
tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
tn.slope = &inter_valley_slope;
tn.inter_valley_fill = 0.0f;
return adjustedTerrainLevelFromNoise(&tn);
}
int MapgenValleys::generateTerrain()
{
// Raising this reduces the rate of evaporation
static const float evaporation = 300.0f;
static const float humidity_dropoff = 4.0f;
// Constant to convert altitude chill to heat
static const float alt_to_heat = 20.0f;
// Humidity reduction by altitude
static const float alt_to_humid = 10.0f;
MapNode n_air(CONTENT_AIR);
MapNode n_river_water(c_river_water_source);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
const v3s16 &em = vm->m_area.getExtent();
s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index_2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
float river_y = noise_rivers->result[index_2d];
float surface_y = noise_terrain_height->result[index_2d];
float slope = noise_inter_valley_slope->result[index_2d];
float t_heat = m_bgen->heatmap[index_2d];
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
if (surface_y > surface_max_y)
surface_max_y = std::ceil(surface_y);
// Optionally vary river depth according to heat and humidity
if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) {
float heat = ((spflags & MGVALLEYS_ALT_CHILL) &&
(surface_y > 0.0f || river_y > 0.0f)) ?
t_heat - alt_to_heat *
std::fmax(surface_y, river_y) / altitude_chill :
t_heat;
float delta = m_bgen->humidmap[index_2d] - 50.0f;
if (delta < 0.0f) {
float t_evap = (heat - 32.0f) / evaporation;
river_y += delta * std::fmax(t_evap, 0.08f);
}
}
u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 index_data = 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[index_data].getContent() == CONTENT_IGNORE) {
float fill = noise_inter_valley_fill->result[index_3d];
float surface_delta = (float)y - surface_y;
bool river = y < river_y - 1;
if (slope * fill > surface_delta) {
vm->m_data[index_data] = n_stone; // Stone
if (y > heightmap[index_2d])
heightmap[index_2d] = y;
if (y > surface_max_y)
surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[index_data] = n_water; // Water
} else if (river) {
vm->m_data[index_data] = n_river_water; // River water
} else {
vm->m_data[index_data] = n_air; // Air
}
}
VoxelArea::add_y(em, index_data, 1);
index_3d += ystride;
}
if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
s16 surface_y_int = myround(surface_y);
if (surface_y_int > node_max.Y + 1 ||
surface_y_int < node_min.Y - 1) {
// If surface_y is outside the chunk, it's good enough
heightmap[index_2d] = surface_y_int;
} else {
// If the ground is outside of this chunk, but surface_y is
// within the chunk, give a value outside.
heightmap[index_2d] = node_min.Y - 2;
}
}
// Optionally increase humidity around rivers
if (spflags & MGVALLEYS_HUMID_RIVERS) {
// Ground height ignoring riverbeds
float t_alt = std::fmax(noise_rivers->result[index_2d],
(float)heightmap[index_2d]);
float water_depth = (t_alt - river_y) / humidity_dropoff;
m_bgen->humidmap[index_2d] *=
1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
}
// Optionally decrease humidity with altitude
if (spflags & MGVALLEYS_ALT_DRY) {
// Ground height ignoring riverbeds
float t_alt = std::fmax(noise_rivers->result[index_2d],
(float)heightmap[index_2d]);
if (t_alt > 0.0f)
m_bgen->humidmap[index_2d] -=
alt_to_humid * t_alt / altitude_chill;
}
// Optionally decrease heat with altitude
if (spflags & MGVALLEYS_ALT_CHILL) {
// Ground height ignoring riverbeds
float t_alt = std::fmax(noise_rivers->result[index_2d],
(float)heightmap[index_2d]);
if (t_alt > 0.0f)
m_bgen->heatmap[index_2d] -=
alt_to_heat * t_alt / altitude_chill;
}
}
return surface_max_y;
}