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Mgv5: Remove blobgen. Remove crumble and wetness noises

Add large pseudorandom caves below -256
De-link terrain level from water_level
Cavegen: Mgv5 large cave code
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paramat committed Jan 21, 2015
1 parent 109f0ff commit 38e62805527b774e478617d9781bde72ce2bdcb9
Showing with 322 additions and 73 deletions.
  1. +260 −2 src/cavegen.cpp
  2. +46 −0 src/cavegen.h
  3. +12 −64 src/mapgen_v5.cpp
  4. +4 −7 src/mapgen_v5.h
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "cavegen.h"
@@ -279,6 +280,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {

///////////////////////////////////////// Caves V7


CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
this->mg = mg;
this->vm = mg->vm;
@@ -431,7 +433,7 @@ void CaveV7::makeTunnel(bool dirswitch) {

p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
@@ -442,7 +444,7 @@ void CaveV7::makeTunnel(bool dirswitch) {

p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
@@ -581,3 +583,259 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
}
}
}


///////////////////////////////////////// Caves V5


CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
this->c_ice = mg->c_ice;
this->np_caveliquids = &nparams_caveliquids;

dswitchint = ps->range(1, 14);
flooded = ps->range(1, 2) == 2;

part_max_length_rs = ps->range(2, 4);
tunnel_routepoints = ps->range(5, ps->range(15, 30));
min_tunnel_diameter = 5;
max_tunnel_diameter = ps->range(7, ps->range(8, 24));

large_cave_is_flat = (ps->range(0, 1) == 0);
}


void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
node_min = nmin;
node_max = nmax;
main_direction = v3f(0, 0, 0);

// Allowed route area size in nodes
ar = node_max - node_min + v3s16(1, 1, 1);
// Area starting point in nodes
of = node_min;

// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 10;
s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;

route_y_min = 0;
// Allow half a diameter + 7 over stone surface
route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;

// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);

s16 min = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
min = water_level - max_tunnel_diameter/3 - of.Y;
route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
}
route_y_min = ps->range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);

s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;

route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);

// Randomize starting position
orp = v3f(
(float)(ps->next() % ar.X) + 0.5,
(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
(float)(ps->next() % ar.Z) + 0.5
);

// Add generation notify begin event
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
mg->gennotify.addEvent(notifytype, abs_pos);

// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);

// Add generation notify end event
abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
notifytype = GENNOTIFY_LARGECAVE_END;
mg->gennotify.addEvent(notifytype, abs_pos);
}


void CaveV5::makeTunnel(bool dirswitch) {

// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);

v3s16 maxlen;
maxlen = v3s16(
rs * part_max_length_rs,
rs * part_max_length_rs / 2,
rs * part_max_length_rs
);

v3f vec;
// Jump downward sometimes
vec = v3f(
(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
);

// Do not make large caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
v3s16 p;

p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return; // If it's not in our heightmap, use a simple heuristic
}

p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return;
}

vec += main_direction;

v3f rp = orp + vec;
if (rp.X < 0)
rp.X = 0;
else if (rp.X >= ar.X)
rp.X = ar.X - 1;

if (rp.Y < route_y_min)
rp.Y = route_y_min;
else if (rp.Y >= route_y_max)
rp.Y = route_y_max - 1;

if (rp.Z < 0)
rp.Z = 0;
else if (rp.Z >= ar.Z)
rp.Z = ar.Z - 1;

vec = rp - orp;

float veclen = vec.getLength();
if (veclen < 0.05)
veclen = 1.0;

// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);

// Make a ravine every once in a while if it's long enough
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
//disable ravines for now
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);

// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
carveRoute(vec, f, randomize_xz, is_ravine);

orp = rp;
}


void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);

v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;

float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, mg->seed);
MapNode liquidnode = nval < 0.40 ? lavanode : waternode;

v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
fp.Z += 0.1 * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);

s16 d0 = -rs/2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}

bool should_make_cave_hole = ps->range(1, 10) == 1;

for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));

s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);

for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
continue;
}

v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;

if (!is_ravine && mg->heightmap && should_make_cave_hole &&
p.X <= node_max.X && p.Z <= node_max.Z) {
int maplen = node_max.X - node_min.X + 1;
int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
if (p.Y >= mg->heightmap[idx] - 2)
continue;
}

if (vm->m_area.contains(p) == false)
continue;

u32 i = vm->m_area.index(p);

// Don't replace air, water, lava, or ice
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
c == c_water_source || c == c_lava_source || c == c_ice)
continue;

int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;

if (flooded && full_ymin < water_level && full_ymax > water_level)
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
else if (flooded && full_ymax < water_level)
vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
else
vm->m_data[i] = airnode;
}
}
}
}

@@ -22,9 +22,55 @@ with this program; if not, write to the Free Software Foundation, Inc.,

#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1

class MapgenV5;
class MapgenV6;
class MapgenV7;

class CaveV5 {
public:
MapgenV5 *mg;
MMVManip *vm;
INodeDefManager *ndef;

NoiseParams *np_caveliquids;

s16 min_tunnel_diameter;
s16 max_tunnel_diameter;
u16 tunnel_routepoints;
int dswitchint;
int part_max_length_rs;

bool large_cave_is_flat;
bool flooded;

s16 max_stone_y;
v3s16 node_min;
v3s16 node_max;

v3f orp; // starting point, relative to caved space
v3s16 of; // absolute coordinates of caved space
v3s16 ar; // allowed route area
s16 rs; // tunnel radius size
v3f main_direction;

s16 route_y_min;
s16 route_y_max;

PseudoRandom *ps;

content_t c_water_source;
content_t c_lava_source;
content_t c_ice;

int water_level;

CaveV5() {}
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
};

class CaveV6 {
public:
MapgenV6 *mg;

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