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authoredJul 25, 2019
Mgfractal: Make non-fractal terrain optional (#8702)
Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements.
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Diff for: ‎builtin/settingtypes.txt

+5
Original file line numberDiff line numberDiff line change
@@ -1732,6 +1732,11 @@ mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0,
17321732

17331733
[*Mapgen Fractal]
17341734

1735+
# Map generation attributes specific to Mapgen flat.
1736+
# 'terrain' enables the generation of non-fractal terrain:
1737+
# ocean, islands and underground.
1738+
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
1739+
17351740
# Controls width of tunnels, a smaller value creates wider tunnels.
17361741
mgfractal_cave_width (Cave width) float 0.09
17371742

Diff for: ‎src/mapgen/mapgen_fractal.cpp

+60-43
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
/*
22
Minetest
3-
Copyright (C) 2015-2018 paramat
4-
Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
3+
Copyright (C) 2015-2019 paramat
4+
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
55
66
This program is free software; you can redistribute it and/or modify
77
it under the terms of the GNU Lesser General Public License as published by
@@ -41,7 +41,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
4141

4242

4343
FlagDesc flagdesc_mapgen_fractal[] = {
44-
{NULL, 0}
44+
{"terrain", MGFRACTAL_TERRAIN},
45+
{NULL, 0}
4546
};
4647

4748
///////////////////////////////////////////////////////////////////////////////////////
@@ -66,13 +67,17 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
6667
julia_z = params->julia_z;
6768
julia_w = params->julia_w;
6869

69-
//// 2D terrain noise
70-
noise_seabed = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
70+
//// 2D noise
71+
if (spflags & MGFRACTAL_TERRAIN)
72+
noise_seabed = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
73+
7174
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
7275

76+
//// 3D noise
77+
MapgenBasic::np_dungeons = params->np_dungeons;
78+
// Overgeneration to node_min.Y - 1
7379
MapgenBasic::np_cave1 = params->np_cave1;
7480
MapgenBasic::np_cave2 = params->np_cave2;
75-
MapgenBasic::np_dungeons = params->np_dungeons;
7681

7782
formula = fractal / 2 + fractal % 2;
7883
julia = fractal % 2 == 0;
@@ -81,7 +86,9 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
8186

8287
MapgenFractal::~MapgenFractal()
8388
{
84-
delete noise_seabed;
89+
if (noise_seabed)
90+
delete noise_seabed;
91+
8592
delete noise_filler_depth;
8693
}
8794

@@ -153,21 +160,25 @@ void MapgenFractalParams::writeParams(Settings *settings) const
153160

154161
int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
155162
{
156-
bool solid_below = false; // Dry solid node is present below to spawn on
157-
u8 air_count = 0; // Consecutive air nodes above the dry solid node
158-
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
159-
// Seabed can rise above water_level or might be raised to create dry land
160-
s16 search_start = MYMAX(seabed_level, water_level + 1);
161-
if (seabed_level > water_level)
162-
solid_below = true;
163-
164-
for (s16 y = search_start; y <= search_start + 128; y++) {
165-
if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
163+
bool solid_below = false; // Fractal node is present below to spawn on
164+
u8 air_count = 0; // Consecutive air nodes above a fractal node
165+
s16 search_start = 0; // No terrain search start
166+
167+
// If terrain present, don't start search below terrain or water level
168+
if (noise_seabed) {
169+
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
170+
search_start = MYMAX(search_start, MYMAX(seabed_level, water_level));
171+
}
172+
173+
for (s16 y = search_start; y <= search_start + 4096; y++) {
174+
if (getFractalAtPoint(p.X, y, p.Y)) {
175+
// Fractal node
166176
solid_below = true;
167177
air_count = 0;
168-
} else if (solid_below) { // Air above solid node
178+
} else if (solid_below) {
179+
// Air above fractal node
169180
air_count++;
170-
// 3 to account for snowblock dust
181+
// 3 and -2 to account for biome dust nodes
171182
if (air_count == 3)
172183
return y - 2;
173184
}
@@ -189,10 +200,11 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
189200
data->blockpos_requested.Y <= data->blockpos_max.Y &&
190201
data->blockpos_requested.Z <= data->blockpos_max.Z);
191202

203+
//TimeTaker t("makeChunk");
204+
192205
this->generating = true;
193-
this->vm = data->vmanip;
206+
this->vm = data->vmanip;
194207
this->ndef = data->nodedef;
195-
//TimeTaker t("makeChunk");
196208

197209
v3s16 blockpos_min = data->blockpos_min;
198210
v3s16 blockpos_max = data->blockpos_max;
@@ -203,7 +215,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
203215

204216
blockseed = getBlockSeed2(full_node_min, seed);
205217

206-
// Generate base terrain, mountains, and ridges with initial heightmaps
218+
// Generate fractal and optional terrain
207219
s16 stone_surface_max_y = generateTerrain();
208220

209221
// Create heightmap
@@ -215,16 +227,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
215227
generateBiomes();
216228
}
217229

230+
// Generate tunnels and randomwalk caves
218231
if (flags & MG_CAVES) {
219-
// Generate tunnels
220232
generateCavesNoiseIntersection(stone_surface_max_y);
221-
// Generate large randomwalk caves
222233
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
223234
}
224235

225236
// Generate the registered ores
226237
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
227238

239+
// Generate dungeons
228240
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
229241
full_node_max.Y <= dungeon_ymax)
230242
generateDungeons(stone_surface_max_y);
@@ -237,18 +249,18 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
237249
if (flags & MG_BIOMES)
238250
dustTopNodes();
239251

240-
//printf("makeChunk: %dms\n", t.stop());
241-
242-
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
252+
// Update liquids
253+
if (spflags & MGFRACTAL_TERRAIN)
254+
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
243255

256+
// Calculate lighting
244257
if (flags & MG_LIGHT)
245258
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
246259
full_node_min, full_node_max);
247260

248-
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
249-
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
250-
251261
this->generating = false;
262+
263+
//printf("makeChunk: %lums\n", t.stop());
252264
}
253265

254266

@@ -391,24 +403,29 @@ s16 MapgenFractal::generateTerrain()
391403
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
392404
u32 index2d = 0;
393405

394-
noise_seabed->perlinMap2D(node_min.X, node_min.Z);
406+
if (noise_seabed)
407+
noise_seabed->perlinMap2D(node_min.X, node_min.Z);
395408

396409
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
397410
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
398411
u32 vi = vm->m_area.index(node_min.X, y, z);
399412
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
400-
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
401-
s16 seabed_height = noise_seabed->result[index2d];
402-
403-
if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
404-
vm->m_data[vi] = n_stone;
405-
if (y > stone_surface_max_y)
406-
stone_surface_max_y = y;
407-
} else if (y <= water_level) {
408-
vm->m_data[vi] = n_water;
409-
} else {
410-
vm->m_data[vi] = n_air;
411-
}
413+
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
414+
continue;
415+
416+
s16 seabed_height;
417+
if (noise_seabed)
418+
seabed_height = noise_seabed->result[index2d];
419+
420+
if (((spflags & MGFRACTAL_TERRAIN) && y <= seabed_height) ||
421+
getFractalAtPoint(x, y, z)) {
422+
vm->m_data[vi] = n_stone;
423+
if (y > stone_surface_max_y)
424+
stone_surface_max_y = y;
425+
} else if ((spflags & MGFRACTAL_TERRAIN) && y <= water_level) {
426+
vm->m_data[vi] = n_water;
427+
} else {
428+
vm->m_data[vi] = n_air;
412429
}
413430
}
414431
index2d -= ystride;

Diff for: ‎src/mapgen/mapgen_fractal.h

+9-4
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
/*
22
Minetest
3-
Copyright (C) 2015-2018 paramat
4-
Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
3+
Copyright (C) 2015-2019 paramat
4+
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
55
66
Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
77
by Paul Nylander, and from http://www.fractalforums.com, thank you.
@@ -25,13 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
2525

2626
#include "mapgen.h"
2727

28+
///////////// Mapgen Fractal flags
29+
#define MGFRACTAL_TERRAIN 0x01
30+
2831
class BiomeManager;
2932

3033
extern FlagDesc flagdesc_mapgen_fractal[];
3134

35+
3236
struct MapgenFractalParams : public MapgenParams
3337
{
34-
u32 spflags = 0;
38+
u32 spflags = MGFRACTAL_TERRAIN;
3539
float cave_width = 0.09f;
3640
s16 large_cave_depth = -33;
3741
s16 lava_depth = -256;
@@ -60,6 +64,7 @@ struct MapgenFractalParams : public MapgenParams
6064
void writeParams(Settings *settings) const;
6165
};
6266

67+
6368
class MapgenFractal : public MapgenBasic
6469
{
6570
public:
@@ -89,5 +94,5 @@ class MapgenFractal : public MapgenBasic
8994
float julia_y;
9095
float julia_z;
9196
float julia_w;
92-
Noise *noise_seabed;
97+
Noise *noise_seabed = nullptr;
9398
};

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