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Remove Mapgen V7 floatlands in preparation for new implementation (#9238

)

Preserve the floatland flag of existing worlds, to be used again
when the new implementation is added.
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paramat committed Jan 4, 2020
1 parent 4445889 commit c162340973463580cc5013d8b53ea87975637bf2
Showing with 64 additions and 210 deletions.
  1. +0 −23 builtin/settingtypes.txt
  2. +64 −171 src/mapgen/mapgen_v7.cpp
  3. +0 −16 src/mapgen/mapgen_v7.h
@@ -1623,22 +1623,6 @@ mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0

# Controls the density of mountain-type floatlands.
# Is a noise offset added to the 'mgv7_np_mountain' noise value.
mgv7_float_mount_density (Floatland mountain density) float 0.6

# Typical maximum height, above and below midpoint, of floatland mountains.
mgv7_float_mount_height (Floatland mountain height) float 128.0

# Alters how mountain-type floatlands taper above and below midpoint.
mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75

# Y-level of floatland midpoint and lake surface.
mgv7_floatland_level (Floatland level) int 1280

# Y-level to which floatland shadows extend.
mgv7_shadow_limit (Shadow limit) int 1024

# Y-level of cavern upper limit.
mgv7_cavern_limit (Cavern limit) int -256

@@ -1678,13 +1662,6 @@ mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 10
# Defines large-scale river channel structure.
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased

# Defines areas of floatland smooth terrain.
# Smooth floatlands occur when noise > 0.
mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased

# Variation of hill height and lake depth on floatland smooth terrain.
mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased

# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
@@ -1,7 +1,7 @@
/*
Minetest
Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2014-2018 paramat
Copyright (C) 2013-2019 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2014-2019 paramat
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
@@ -55,12 +55,8 @@ FlagDesc flagdesc_mapgen_v7[] = {
MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(MAPGEN_V7, params, emerge)
{
spflags = params->spflags;
mount_zero_level = params->mount_zero_level;
float_mount_density = params->float_mount_density;
float_mount_exponent = params->float_mount_exponent;
floatland_level = params->floatland_level;
shadow_limit = params->shadow_limit;
spflags = params->spflags;
mount_zero_level = params->mount_zero_level;

cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
@@ -75,11 +71,6 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;

// This is to avoid a divide-by-zero.
// Parameter will be saved to map_meta.txt in limited form.
params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
float_mount_height = params->float_mount_height;

// 2D noise
noise_terrain_base =
new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
@@ -92,34 +83,29 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
noise_filler_depth =
new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);

if (spflags & MGV7_MOUNTAINS)
if (spflags & MGV7_MOUNTAINS) {
// 2D noise
noise_mount_height =
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);

if (spflags & MGV7_FLOATLANDS) {
noise_floatland_base =
new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
noise_float_base_height =
new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
noise_mountain =
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
}

if (spflags & MGV7_RIDGES) {
// 2D noise
noise_ridge_uwater =
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
noise_ridge =
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}

// 3D noise, 1 up, 1 down overgeneration
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
noise_mountain =
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);

// 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
// 3D noise
MapgenBasic::np_dungeons = params->np_dungeons;
}

@@ -132,21 +118,15 @@ MapgenV7::~MapgenV7()
delete noise_height_select;
delete noise_filler_depth;

if (spflags & MGV7_MOUNTAINS)
if (spflags & MGV7_MOUNTAINS) {
delete noise_mount_height;

if (spflags & MGV7_FLOATLANDS) {
delete noise_floatland_base;
delete noise_float_base_height;
delete noise_mountain;
}

if (spflags & MGV7_RIDGES) {
delete noise_ridge_uwater;
delete noise_ridge;
}

if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
delete noise_mountain;
}


@@ -158,8 +138,6 @@ MapgenV7Params::MapgenV7Params():
np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
@@ -181,72 +159,58 @@ void MapgenV7Params::readParams(const Settings *settings)
settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
settings->getS16NoEx("mgv7_floatland_level", floatland_level);
settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);

settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
}


void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
settings->setFloat("mgv7_cave_width", cave_width);
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
settings->setFloat("mgv7_float_mount_density", float_mount_density);
settings->setFloat("mgv7_float_mount_height", float_mount_height);
settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
settings->setS16("mgv7_floatland_level", floatland_level);
settings->setS16("mgv7_shadow_limit", shadow_limit);
settings->setS16("mgv7_cavern_limit", cavern_limit);
settings->setS16("mgv7_cavern_taper", cavern_taper);
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);

settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
settings->setFloat("mgv7_cave_width", cave_width);
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
settings->setS16("mgv7_cavern_limit", cavern_limit);
settings->setS16("mgv7_cavern_taper", cavern_taper);
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);

settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
}


@@ -386,10 +350,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

// Calculate lighting.
// Limit floatland shadow.
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
// Calculate lighting
// TODO disable in and just below floatlands
bool propagate_shadow = true;

if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
@@ -458,53 +421,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
}


bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
-std::pow((float)(y - floatland_level) / float_mount_height,
float_mount_exponent) :
-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
float_mount_exponent);

float floatn = noise_mountain->result[idx_xyz] + float_mount_density;

return floatn + density_gradient >= 0.0f;
}


void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
int idx_xz)
{
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
s16 base_max = MAX_MAP_GENERATION_LIMIT;

float n_base = noise_floatland_base->result[idx_xz];
if (n_base > 0.0f) {
float n_base_height =
std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
float amp = n_base * n_base_height;
float ridge = n_base_height / 3.0f;
base_min = floatland_level - amp / 1.5f;

if (amp > ridge * 2.0f) {
// Lake bed
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
} else {
// Hills and ridges
float diff = std::fabs(amp - ridge) / ridge;
// Smooth ridges using the 'smoothstep function'
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
base_max = floatland_level + ridge - smooth_diff * ridge;
}
}

*float_base_min = base_min;
*float_base_max = base_max;
}


int MapgenV7::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
@@ -519,17 +435,9 @@ int MapgenV7::generateTerrain()
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);

if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}

if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
}

if (spflags & MGV7_FLOATLANDS) {
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}

//// Place nodes
@@ -543,13 +451,6 @@ int MapgenV7::generateTerrain()
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;

// Get extent of floatland base terrain
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
if (spflags & MGV7_FLOATLANDS)
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);

u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);

@@ -567,16 +468,8 @@ int MapgenV7::generateTerrain()
vm->m_data[vi] = n_stone; // Mountain terrain
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if ((spflags & MGV7_FLOATLANDS) &&
((y >= float_base_min && y <= float_base_max) ||
getFloatlandMountainFromMap(index3d, index2d, y))) {
vm->m_data[vi] = n_stone; // Floatland terrain
stone_surface_max_y = node_max.Y;
} else if (y <= water_level) {
vm->m_data[vi] = n_water; // Ground level water
} else if ((spflags & MGV7_FLOATLANDS) &&
(y >= float_base_max && y <= floatland_level)) {
vm->m_data[vi] = n_water; // Floatland water
vm->m_data[vi] = n_water;
} else {
vm->m_data[vi] = n_air;
}
@@ -589,8 +482,8 @@ int MapgenV7::generateTerrain()

void MapgenV7::generateRidgeTerrain()
{
if (node_max.Y < water_level - 16 ||
((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
// TODO disable river canyons in floatlands
if (node_max.Y < water_level - 16)
return;

noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);

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