#include "mapgen_indev.h"
#include "constants.h"
+#include "map.h"
+#include "main.h"
#include "log.h"
-/////////////////// Mapgen Indev perlin noise default values
+/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
-NoiseIndevParams nparams_indev_def_terrain_base
- (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_terrain_higher
- (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_steepness
- (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
-NoiseIndevParams nparams_indev_def_mud
- (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
+NoiseIndevParams nparams_indev_def;
+
+/*
+NoiseIndevParams nparams_indev_def_terrain_base;
+// (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
+NoiseIndevParams nparams_indev_def_terrain_higher;
+// (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
+NoiseIndevParams nparams_indev_def_steepness;
+// (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
+NoiseIndevParams nparams_indev_def_mud;
+// (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
+NoiseIndevParams nparams_indev_def_float_islands;
+// (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
+NoiseIndevParams nparams_indev_def_biome;
+*/
///////////////////////////////////////////////////////////////////////////////
this->npindev = np;
}
-
NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
init(np, seed, sx, sy, 1);
}
-
NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
init(np, seed, sx, sy, sz);
}
+float farscale(float scale, float z) {
+ return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
+}
+
+float farscale(float scale, float x, float z) {
+ return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
+}
float farscale(float scale, float x, float y, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
}
void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
- // more correct use distantion from 0,0,0 via pow, but + is faster
- //float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) );
- // dstream << "TNM rs=" << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl;
int i = 0;
for (int z = 0; z != sz; z++) {
for (int y = 0; y != sy; y++) {
for (int x = 0; x != sx; x++) {
- //result[i] = result[i] * npindev->scale * farscale + npindev->offset;
- result[i] = result[i] * npindev->scale * farscale(npindev->farscale,xx,yy,zz) + npindev->offset;
+ result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
i++;
}
}
}
MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
- noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Y);
- noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y);
- noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Y);
+ noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z);
+ noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
+ noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z);
// noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
// noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
- noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Y);
+ noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z);
// noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
-// noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y);
+ noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
+ noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
+ noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z);
+ noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z);
}
MapgenIndev::~MapgenIndev() {
//delete noise_trees;
delete noiseindev_mud;
//delete noise_beach;
- //delete noise_biome;
+ delete noiseindev_float_islands1;
+ delete noiseindev_float_islands2;
+ delete noiseindev_float_islands3;
+ delete noiseindev_biome;
}
-
void MapgenIndev::calculateNoise() {
int x = node_min.X;
int y = node_min.Y;
// Need to adjust for the original implementation's +.5 offset...
if (!(flags & MG_FLAT)) {
noiseindev_terrain_base->perlinMap2D(
- x + 0.5 * noiseindev_terrain_base->npindev->spread.X,
- z + 0.5 * noiseindev_terrain_base->npindev->spread.Z);
+ x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
+ z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
- //noise_terrain_base->transformNoiseMap();
noiseindev_terrain_higher->perlinMap2D(
- x + 0.5 * noiseindev_terrain_higher->npindev->spread.X,
- z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z);
+ x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
+ z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
- //noise_terrain_higher->transformNoiseMap();
noiseindev_steepness->perlinMap2D(
- x + 0.5 * noiseindev_steepness->npindev->spread.X,
- z + 0.5 * noiseindev_steepness->npindev->spread.Z);
+ x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
+ z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
noise_height_select->perlinMap2D(
x + 0.5 * noise_height_select->np->spread.X,
z + 0.5 * noise_height_select->np->spread.Z);
+
+ noiseindev_float_islands1->perlinMap3D(
+ x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
+ y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
+ z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
+ );
+ noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
+
+ noiseindev_float_islands2->perlinMap3D(
+ x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
+ y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
+ z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
+ );
+ noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
+
+ noiseindev_float_islands3->perlinMap2D(
+ x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
+ z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
+ noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
+
}
if (!(flags & MG_FLAT)) {
noiseindev_mud->perlinMap2D(
- x + 0.5 * noiseindev_mud->npindev->spread.X,
- z + 0.5 * noiseindev_mud->npindev->spread.Z);
+ x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
+ z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
noiseindev_mud->transformNoiseMapFarScale(x, y, z);
}
noise_beach->perlinMap2D(
z + 0.7 * noise_beach->np->spread.Z);
noise_biome->perlinMap2D(
- x + 0.6 * noise_biome->np->spread.X,
- z + 0.2 * noise_biome->np->spread.Z);
+ x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
+ z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
}
bool MapgenIndevParams::readParams(Settings *settings) {
np_trees = settings->getNoiseParams("mgv6_np_trees");
npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud");
np_beach = settings->getNoiseParams("mgv6_np_beach");
- np_biome = settings->getNoiseParams("mgv6_np_biome");
+ npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome");
np_cave = settings->getNoiseParams("mgv6_np_cave");
+ npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1");
+ npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2");
+ npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3");
bool success =
npindev_terrain_base && npindev_terrain_higher && npindev_steepness &&
np_height_select && np_trees && npindev_mud &&
- np_beach && np_biome && np_cave;
+ np_beach && np_biome && np_cave &&
+ npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
return success;
}
-
void MapgenIndevParams::writeParams(Settings *settings) {
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
settings->setNoiseParams("mgv6_np_trees", np_trees);
settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
settings->setNoiseParams("mgv6_np_beach", np_beach);
- settings->setNoiseParams("mgv6_np_biome", np_biome);
+ settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
settings->setNoiseParams("mgv6_np_cave", np_cave);
+ settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
+ settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
+ settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
}
steepness, height_select);
}
-
float MapgenIndev::baseTerrainLevelFromMap(int index) {
if (flags & MG_FLAT)
return water_level;
steepness, height_select);
}
-
-float MapgenIndev::getMudAmount(int index)
-{
+float MapgenIndev::getMudAmount(int index) {
if (flags & MG_FLAT)
return AVERAGE_MUD_AMOUNT;
return noiseindev_mud->result[index];
}
-
void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
cave.min_tunnel_diameter = 2;
cave.max_tunnel_diameter = ps.range(2,6);
cave.dswitchint = ps.range(1,14);
- //cave.tunnel_routepoints = 0;
- //cave.part_max_length_rs = 0;
cave.flooded = large_cave && ps.range(0,4);
if(large_cave){
cave.part_max_length_rs = ps.range(2,4);
-//dstream<<"try:"<<farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30<<std::endl;
- if (node_min.Y < -500 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
- cave.flooded = ps.range(0, 1);
-//dstream<<"HUGE:"<<cave.flooded<<std::endl;
- cave.tunnel_routepoints = ps.range(5, 1522);
+ if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
+ cave.flooded = !ps.range(0, 3);
+ cave.tunnel_routepoints = ps.range(5, 20);
cave.min_tunnel_diameter = 30;
- cave.max_tunnel_diameter = ps.range(30, ps.range(80,120));
+ cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
} else {
-//dstream<<"large:"<<cave.flooded<<std::endl;
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
cave.min_tunnel_diameter = 5;
cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
}
cave.large_cave_is_flat = (ps.range(0,1) == 0);
}
+
+/*
+// version with one perlin3d. use with good params like
+settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5");
+void MapgenIndev::generateFloatIslands(int min_y) {
+ if (node_min.Y < min_y) return;
+ v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+ MapNode n1(c_stone), n2(c_desert_stone);
+ int xl = node_max.X - node_min.X;
+ int yl = node_max.Y - node_min.Y;
+ int zl = node_max.Z - node_min.Z;
+ u32 index = 0;
+ for (int x1 = 0; x1 <= xl; x1++)
+ {
+ //int x = x1 + node_min.Y;
+ for (int z1 = 0; z1 <= zl; z1++)
+ {
+ //int z = z1 + node_min.Z;
+ for (int y1 = 0; y1 <= yl; y1++, index++)
+ {
+ //int y = y1 + node_min.Y;
+ float noise = noiseindev_float_islands1->result[index];
+ //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
+ if (noise > 0 ) {
+ v3s16 p = p0 + v3s16(x1, y1, z1);
+ u32 i = vm->m_area.index(p);
+ if (!vm->m_area.contains(i))
+ continue;
+ // Cancel if not air
+ if (vm->m_data[i].getContent() != CONTENT_AIR)
+ continue;
+ vm->m_data[i] = noise > 1 ? n1 : n2;
+ }
+ }
+ }
+ }
+}
+*/
+
+void MapgenIndev::generateFloatIslands(int min_y) {
+ if (node_min.Y < min_y) return;
+ PseudoRandom pr(blockseed + 985);
+ // originally from http://forum.minetest.net/viewtopic.php?id=4776
+ float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
+ float AMPY = 24; // 24; // Amplitude of island centre y variation.
+ float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
+ float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
+
+ v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+ MapNode n1(c_stone);
+
+ float xl = node_max.X - node_min.X;
+ float yl = node_max.Y - node_min.Y;
+ float zl = node_max.Z - node_min.Z;
+ float midy = node_min.Y + yl * 0.5;
+ u32 index = 0, index2d = 0;
+ for (int x1 = 0; x1 <= xl; ++x1)
+ {
+ for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
+ {
+ float noise3 = noiseindev_float_islands3->result[index2d];
+ float pmidy = midy + noise3 / 1.5 * AMPY;
+ for (int y1 = 0; y1 <= yl; ++y1, ++index)
+ {
+ int y = y1 + node_min.Y;
+ float noise1 = noiseindev_float_islands1->result[index];
+ float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+ float noise1off = noise1 - offset - RAR;
+ if (noise1off > 0 && noise1off < 0.7) {
+ float noise2 = noiseindev_float_islands2->result[index];
+ if (noise2 - noise1off > -0.7){
+ v3s16 p = p0 + v3s16(x1, y1, z1);
+ u32 i = vm->m_area.index(p);
+ if (!vm->m_area.contains(i))
+ continue;
+ // Cancel if not air
+ if (vm->m_data[i].getContent() != CONTENT_AIR)
+ continue;
+ vm->m_data[i] = n1;
+ }
+ }
+ }
+ }
+ }
+}
+
+void MapgenIndev::generateSomething() {
+ int float_islands = g_settings->getS16("mgindev_float_islands");
+ if(float_islands) generateFloatIslands(float_islands);
+}
#include "mapgen.h"
#include "mapgen_v6.h"
+float farscale(float scale, float z);
+float farscale(float scale, float x, float z);
float farscale(float scale, float x, float y, float z);
struct NoiseIndevParams : public NoiseParams {
float farscale;
+ float farspread;
NoiseIndevParams(){}
- NoiseIndevParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_, float farscale_)
- //:NoiseParams(offset_, scale_, spread_, seed_, octaves_, persist_)
+ NoiseIndevParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_, float farscale_ = 1, float farspread_ = 1)
{
- //NoiseParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_) {
offset = offset_;
scale = scale_;
spread = spread_;
seed = seed_;
octaves = octaves_;
persist = persist_;
- //}
+
farscale = farscale_;
+ farspread = farspread_;
}
};
-#define getNoiseIndevParams(x) getStruct<NoiseIndevParams>((x), "f,f,v3,s32,s32,f,f")
-#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f", (y))
+#define getNoiseIndevParams(x) getStruct<NoiseIndevParams>((x), "f,f,v3,s32,s32,f,f,f")
+#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f,f", (y))
class NoiseIndev : public Noise {
public:
void transformNoiseMapFarScale(float xx = 0, float yy = 0, float zz = 0);
};
+extern NoiseIndevParams nparams_indev_def;
+/*
extern NoiseIndevParams nparams_indev_def_terrain_base;
extern NoiseIndevParams nparams_indev_def_terrain_higher;
extern NoiseIndevParams nparams_indev_def_steepness;
//extern NoiseIndevParams nparams_indev_def_trees;
extern NoiseIndevParams nparams_indev_def_mud;
//extern NoiseIndevParams nparams_indev_def_beach;
-//extern NoiseIndevParams nparams_indev_def_biome;
+extern NoiseIndevParams nparams_indev_def_biome;
//extern NoiseIndevParams nparams_indev_def_cave;
-
+extern NoiseIndevParams nparams_indev_def_float_islands;
+*/
struct MapgenIndevParams : public MapgenV6Params {
NoiseIndevParams *npindev_terrain_base;
//NoiseParams *np_trees;
NoiseIndevParams *npindev_mud;
//NoiseParams *np_beach;
- //NoiseParams *np_biome;
+ NoiseIndevParams *npindev_biome;
//NoiseParams *np_cave;
+ NoiseIndevParams *npindev_float_islands1;
+ NoiseIndevParams *npindev_float_islands2;
+ NoiseIndevParams *npindev_float_islands3;
MapgenIndevParams() {
//freq_desert = 0.45;
//freq_beach = 0.15;
- npindev_terrain_base = &nparams_indev_def_terrain_base;
- npindev_terrain_higher = &nparams_indev_def_terrain_higher;
- npindev_steepness = &nparams_indev_def_steepness;
+ npindev_terrain_base = &nparams_indev_def; //&nparams_indev_def_terrain_base;
+ npindev_terrain_higher = &nparams_indev_def; //&nparams_indev_def_terrain_higher;
+ npindev_steepness = &nparams_indev_def; //&nparams_indev_def_steepness;
//np_height_select = &nparams_v6_def_height_select;
//np_trees = &nparams_v6_def_trees;
- npindev_mud = &nparams_indev_def_mud;
+ npindev_mud = &nparams_indev_def; //&nparams_indev_def_mud;
//np_beach = &nparams_v6_def_beach;
- //np_biome = &nparams_v6_def_biome;
+ npindev_biome = &nparams_indev_def; //&nparams_indev_def_biome;
//np_cave = &nparams_v6_def_cave;
+ npindev_float_islands1 = &nparams_indev_def; //&nparams_indev_def_float_islands;
+ npindev_float_islands2 = &nparams_indev_def; //&nparams_indev_def_float_islands;
+ npindev_float_islands3 = &nparams_indev_def; //&nparams_indev_def_float_islands;
+
}
bool readParams(Settings *settings);
//NoiseIndev *noise_trees;
NoiseIndev *noiseindev_mud;
//NoiseIndev *noise_beach;
- //NoiseIndev *noise_biome;
+ NoiseIndev *noiseindev_biome;
//NoiseIndevParams *np_cave;
+ NoiseIndev *noiseindev_float_islands1;
+ NoiseIndev *noiseindev_float_islands2;
+ NoiseIndev *noiseindev_float_islands3;
MapgenIndev(int mapgenid, MapgenIndevParams *params);
~MapgenIndev();
float baseTerrainLevelFromMap(int index);
float getMudAmount(int index);
void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
+ void generateSomething();
+
+ void generateFloatIslands(int min_y);
};
struct MapgenFactoryIndev : public MapgenFactoryV6 {
};
};
-
#endif