Added caves

This commit is contained in:
Gael-de-Sailly 2015-03-08 10:40:37 +01:00
parent bbee8f5598
commit 1d6ebf572a
3 changed files with 201 additions and 22 deletions

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@ -1,5 +1,5 @@
-- Mapgen 1.0
-- Friday March 6, 2015
-- Mapgen 1.1
-- Sunday March 8, 2015
vmg.noises = {
@ -24,10 +24,21 @@ vmg.noises = {
-- Noise 7 : Dirt thickness 2D
{offset = 1.75, scale = 3.25, seed = 1605, spread = {x = 256, y = 256, z = 256}, octaves = 1, persist = 1},
-- Noise 8 : Caves I
{offset = 0, scale = 1, seed = -4640, spread = {x = 32, y = 32, z = 32}, octaves = 4, persist = 0.5},
-- Noise 9 : Caves II
{offset = 0, scale = 1, seed = 8804, spread = {x = 32, y = 32, z = 32}, octaves = 4, persist = 0.5},
-- Noise 10 : Caves III
{offset = 0, scale = 1, seed = -4780, spread = {x = 32, y = 32, z = 32}, octaves = 4, persist = 0.5},
-- Noise 11 : Caves IV
{offset = 0, scale = 1, seed = -9969, spread = {x = 32, y = 32, z = 32}, octaves = 4, persist = 0.5},
}
function vmg.generate(minp, maxp, seed)
print("Generating map ...")
local c_dirt = minetest.get_content_id("default:dirt")
local c_stone = minetest.get_content_id("default:stone")
local c_lawn = minetest.get_content_id("default:dirt_with_grass")
@ -49,9 +60,14 @@ function vmg.generate(minp, maxp, seed)
local n5 = minetest.get_perlin_map(vmg.noises[5], chulens):get2dMap_flat(minp2d)
local n6 = minetest.get_perlin_map(vmg.noises[6], chulens_sup):get3dMap_flat(minp)
local n7 = minetest.get_perlin_map(vmg.noises[7], chulens):get2dMap_flat(minp2d)
local n8 = minetest.get_perlin_map(vmg.noises[8], chulens):get3dMap_flat(minp)
local n9 = minetest.get_perlin_map(vmg.noises[9], chulens):get3dMap_flat(minp)
local n10 = minetest.get_perlin_map(vmg.noises[10], chulens):get3dMap_flat(minp)
local n11 = minetest.get_perlin_map(vmg.noises[11], chulens):get3dMap_flat(minp)
local i2d = 1 -- index for 2D noises
local i3d = 1 -- index for 3D noises
local i3d_a = 1 -- index for noise 6 which has a special size
local i3d_b = 1 -- index for 3D noises
for x = minp.x, maxp.x do -- for each east-west and bottom-top plane
for z = minp.z, maxp.z do -- for each vertical row in this plane
local v1, v2, v3, v4, v5, v7 = n1[i2d], n2[i2d], n3[i2d], n4[i2d], n5[i2d], n7[i2d] -- n for noise, v for value
@ -67,36 +83,42 @@ function vmg.generate(minp, maxp, seed)
end
for y = minp.y, maxp.y do -- for each node in vertical row
local ivm = a:index(x, y, z)
local v6 = n6[i3d]
local v6, v8, v9, v10, v11 = n6[i3d_a], n8[i3d_b], n9[i3d_b], n10[i3d_b], n11[i3d_b]
local is_cave = v8 ^ 2 + v9 ^ 2 + v10 ^ 2 + v11 ^ 2 < 0.07
if v6 * slopes > y - mountain_ground then -- if pos is in the ground
local above = math.ceil(v7 + math.random())
if above <= 0 then
data[ivm] = c_stone
elseif y > 0 and n6[i3d+80] * slopes <= y + 1 - mountain_ground and not river then
data[ivm] = c_lawn -- if node above is not in the ground, place lawn
elseif n6[i3d+above*80] * slopes <= y + above - mountain_ground then
data[ivm] = c_dirt
else
data[ivm] = c_stone
if not is_cave then
local above = math.ceil(v7 + math.random())
if above <= 0 then
data[ivm] = c_stone
elseif y > 0 and n6[i3d_a+80] * slopes <= y + 1 - mountain_ground and not river then
data[ivm] = c_lawn -- if node above is not in the ground, place lawn
elseif n6[i3d_a+above*80] * slopes <= y + above - mountain_ground then
data[ivm] = c_dirt
else
data[ivm] = c_stone
end
end
elseif y <= 1 or river and y - 2 <= mountain_ground then
data[ivm] = c_water
end
i3d = i3d + 80 -- increase i3d by one row
i3d_a = i3d_a + 80 -- increase i3d_a by one row
i3d_b = i3d_b + 80 -- increase i3d_b by one row
end
i2d = i2d + 80 -- increase i2d by one row
i3d = i3d + 480 -- avoid the 6 supplemental lines
i3d_a = i3d_a + 480 -- avoid the 6 supplemental lines
end
i2d = i2d - 6399 -- i2d = 6401 after the first execution of this loop, it must be 2 before the second.
i3d = i3d - 550399 -- i3d = 550401 after the first execution of this loop, it must be 2 before the second.
i3d_a = i3d_a - 550399 -- i3d_a = 550401 after the first execution of this loop, it must be 2 before the second.
i3d_b = i3d_b - 511999 -- i3d_b = 512001 after the first execution of this loop, it must be 2 before the second.
end
-- execute voxelmanip boring stuff to write to the map
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
minetest.generate_ores(vm) -- Thank you kwolekr ! I can generate the ores in 1 line ! And so it's compatible with moreores and other mods which add ores.
minetest.generate_ores(vm, minp, maxp) -- Thank you kwolekr ! I can generate the ores in 1 line ! And so it's compatible with moreores and other mods which add ores.
vm:write_to_map()
end

161
old_mapgens/1.0.lua Normal file
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@ -0,0 +1,161 @@
-- Mapgen 1.0
-- Friday March 6, 2015
vmg.noises = {
-- Noise 1 : Base Ground Height 2D
{offset = -10, scale = 50, seed = 5202, spread = {x = 1024, y = 1024, z = 1024}, octaves = 6, persist = 0.4},
-- Noise 2 : Valleys (River where around zero) 2D
{offset = 0, scale = 1, seed = -6050, spread = {x = 256, y = 256, z = 256}, octaves = 5, persist = 0.6},
-- Noise 3 : Valleys Depth 2D
{offset = 5, scale = 4, seed = -1914, spread = {x = 512, y = 512, z = 512}, octaves = 1, persist = 1},
-- Noise 4 : Valleys Profile (Higher values = Larger valleys) 2D
{offset = 0.5, scale = 0.5, seed = 777, spread = {x = 512, y = 512, z = 512}, octaves = 1, persist = 1},
-- Noise 5 : Inter-valleys slopes 2D
{offset = 0.5, scale = 0.5, seed = 746, spread = {x = 128, y = 128, z = 128}, octaves = 1, persist = 1},
-- Noise 6 : Inter-valleys filling 3D
{offset = 0, scale = 1, seed = 1993, spread = {x = 256, y = 512, z = 256}, octaves = 6, persist = 0.8},
-- Noise 7 : Dirt thickness 2D
{offset = 1.75, scale = 3.25, seed = 1605, spread = {x = 256, y = 256, z = 256}, octaves = 1, persist = 1},
}
function vmg.generate(minp, maxp, seed)
print("Generating map ...")
local c_dirt = minetest.get_content_id("default:dirt")
local c_stone = minetest.get_content_id("default:stone")
local c_lawn = minetest.get_content_id("default:dirt_with_grass")
local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data()
local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local chulens = vector.add(vector.subtract(maxp, minp), 1)
local chulens_sup = {x = chulens.x, y = chulens.y + 6, z = chulens.z}
local minp2d = pos2d(minp)
local n1 = minetest.get_perlin_map(vmg.noises[1], chulens):get2dMap_flat(minp2d)
local n2 = minetest.get_perlin_map(vmg.noises[2], chulens):get2dMap_flat(minp2d)
local n3 = minetest.get_perlin_map(vmg.noises[3], chulens):get2dMap_flat(minp2d)
local n4 = minetest.get_perlin_map(vmg.noises[4], chulens):get2dMap_flat(minp2d)
local n5 = minetest.get_perlin_map(vmg.noises[5], chulens):get2dMap_flat(minp2d)
local n6 = minetest.get_perlin_map(vmg.noises[6], chulens_sup):get3dMap_flat(minp)
local n7 = minetest.get_perlin_map(vmg.noises[7], chulens):get2dMap_flat(minp2d)
local i2d = 1 -- index for 2D noises
local i3d = 1 -- index for 3D noises
for x = minp.x, maxp.x do -- for each east-west and bottom-top plane
for z = minp.z, maxp.z do -- for each vertical row in this plane
local v1, v2, v3, v4, v5, v7 = n1[i2d], n2[i2d], n3[i2d], n4[i2d], n5[i2d], n7[i2d] -- n for noise, v for value
v3 = v3 ^ 2 -- v3 must be > 0 and by the square there are high mountains but the median valleys depth is small.
local base_ground = v1 + v3 -- v3 is here because terrain is generally higher when valleys are deep (mountains)
local river = math.abs(v2) < 0.05
local valleys = v3 * (1 - math.exp(- (v2 / v4) ^ 2)) -- use the curve of the function 1exp((x/a)²) to modelise valleys. Making "a" varying 0 < a ≤ 1 will change the shape of the valleys. v2 = x and v4 = a.
local mountain_ground = base_ground + valleys
local slopes = v5 * valleys
if river then
mountain_ground = math.min(math.max(base_ground - 3, -5), mountain_ground)
slopes = 0
end
for y = minp.y, maxp.y do -- for each node in vertical row
local ivm = a:index(x, y, z)
local v6 = n6[i3d]
if v6 * slopes > y - mountain_ground then -- if pos is in the ground
local above = math.ceil(v7 + math.random())
if above <= 0 then
data[ivm] = c_stone
elseif y > 0 and n6[i3d+80] * slopes <= y + 1 - mountain_ground and not river then
data[ivm] = c_lawn -- if node above is not in the ground, place lawn
elseif n6[i3d+above*80] * slopes <= y + above - mountain_ground then
data[ivm] = c_dirt
else
data[ivm] = c_stone
end
elseif y <= 1 or river and y - 2 <= mountain_ground then
data[ivm] = c_water
end
i3d = i3d + 80 -- increase i3d by one row
end
i2d = i2d + 80 -- increase i2d by one row
i3d = i3d + 480 -- avoid the 6 supplemental lines
end
i2d = i2d - 6399 -- i2d = 6401 after the first execution of this loop, it must be 2 before the second.
i3d = i3d - 550399 -- i3d = 550401 after the first execution of this loop, it must be 2 before the second.
end
-- execute voxelmanip boring stuff to write to the map
vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
minetest.generate_ores(vm) -- Thank you kwolekr ! I can generate the ores in 1 line ! And so it's compatible with moreores and other mods which add ores.
vm:write_to_map()
end
vmg.noises_obj = {}
for i, n in ipairs(vmg.noises) do
vmg.noises_obj[i] = minetest.get_perlin(n.seed, n.octaves, n.persist, 1)
end
function vmg.get_noise(pos, i)
local n = vmg.noises[i]
local noise = minetest.get_perlin(n.seed, n.octaves, n.persist, 1)
if not pos.z then
return noise:get2d({x = pos.x / n.spread.x, y = pos.y / n.spread.y}) * n.scale + n.offset
else
return noise:get3d({x = pos.x / n.spread.x, y = pos.y / n.spread.y, z = pos.z / n.spread.z}) * n.scale + n.offset
end
end
local function round(n)
return math.floor(n + 0.5)
end
function vmg.get_elevation(pos)
local v1 = vmg.get_noise(pos, 1)
local v2 = vmg.get_noise(pos, 2)
local v3 = vmg.get_noise(pos, 3) ^ 2
local v4 = vmg.get_noise(pos, 4)
local v5 = vmg.get_noise(pos, 5)
local base_ground = v1 + v3
local valleys = v3 * (1 - math.exp(- (v2 / v4) ^ 2))
local mountain_ground = base_ground + valleys
local pos = pos3d(pos, round(mountain_ground))
local slopes = v5 * valleys
if vmg.get_noise(pos, 6) * slopes > pos.y - mountain_ground then
pos.y = pos.y + 1
while vmg.get_noise(pos, 6) * slopes > pos.y - mountain_ground do
pos.y = pos.y + 1
end
return pos.y
else
pos.y = pos.y - 1
while vmg.get_noise(pos, 6) * slopes <= pos.y - mountain_ground do
pos.y = pos.y - 1
end
return pos.y
end
end
function vmg.spawnplayer(player)
local pos = {x = 0, y = 0}
local angle = math.random() * math.pi * 2
local p_angle = {x = math.cos(angle), y = math.sin(angle)}
local elevation = vmg.get_elevation(pos)
while elevation < 2 do
pos.x = pos.x + p_angle.x
pos.y = pos.y + p_angle.y
elevation = vmg.get_elevation({x = round(pos.x), y = round(pos.y)})
end
pos = {x = round(pos.x), y = round(elevation + 1), z = round(pos.y)}
player:setpos(pos)
end

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@ -1,4 +0,0 @@
This is the first version of Valleys Mapgen.
In next versions there will be the old mapgen.lua files here,
So if you have this mod, you create a new world, and you update the mod, the mapgen will not change for this world.
Otherwise you will see huge cliffs in your world if the mapgen changes.