skylands-master/init.lua

688 lines
20 KiB
Lua

-- skylands 4.2 by HeroOfTheWinds, based on floatindev 0.2.0 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default, fire, stairs, moreblocks?, moreores?, mesecons?, technic?
-- License: code WTFPL
-- Parameters
local YMIN = 700 -- Approximate realm limits.
local YMAX = 33000
local XMIN = -33000
local XMAX = 33000
local ZMIN = -33000
local ZMAX = 33000
local CHUINT = 4 -- Chunk interval for floatland layers
local WAVAMP = 24 --16 -- Structure wave amplitude
local HISCAL = 128 --24 -- Upper structure vertical scale
local LOSCAL = 128 --24 -- Lower structure vertical scale
local HIEXP = 0.33 -- Upper structure density gradient exponent
local LOEXP = 0.33 -- Lower structure density gradient exponent
local CLUSAV = -0.4 -- Large scale variation average
local CLUSAM = 0.5 -- Large scale variation amplitude
local DIRTHR = 0.04 -- Dirt density threshold
local SANTHR = 0.05 -- Sandstone density threshold
local STOTHR = 0.08 -- Stone density threshold
local STABLE = 2 -- Minimum number of stacked stone nodes in column for dirt / sand on top
local APPCHA = 0.035 -- Appletree chance
local PINCHA = 0.015 -- Pine tree chance
local SPINCHA = 0.01 -- Pine tree chance for snow plains
local ACACHA = 0.01 -- Acacia tree chance
local JUNTCHA = 0.04 -- Jungle tree chance
local FLOCHA = 0.02 -- Flower chance
local GRACHA = 0.11 -- Grass chance
local CACCHA = 0.02 -- Cactus chance
local JUNGCHA = 0.2 -- Junglegrass chance
local FIRCHA = 0.03 -- Fire chance
local LAKCHA = 0.002
local ORECHA = 1 / (6 * 6 * 6)
local PILCHA = 0.002
local PARCHA = 0.0001
local VEINTHR = 0.25 -- threshold for veins of marble and granite. - higher = wider and more common
local HEAVEN = 8000 --altitude at which "heaven" islands begin appearing
local HEAVINT = 800 --interval between "heaven" layers; also determines layer width
-- 3D noise for floatlands
local np_float = {
offset = 0,
scale = 1,
spread = {x=384, y=256, z=384},
seed = 277777979,
octaves = 6,
persist = 0.67--6
}
-- 3D noise for caves
local np_caves = {
offset = 0,
scale = 1,
spread = {x=16, y=16, z=16},
seed = -89000,
octaves = 2,--2
persist = 0.5--0.5
}
-- 3D noise for large scale floatland size/density variation
local np_cluster = {
offset = 0,
scale = 1,
spread = {x=2048, y=2048, z=2048},
seed = 23,
octaves = 1,
persist = 0.5
}
-- 2D noise for wave
local np_wave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.5
}
-- 2D noise for biome
local np_biome = {
offset = 0,
scale = 1,
spread = {x=250, y=250, z=250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- 3D noise for temperature
local np_temp = {
offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- 3D noise for humidity
local np_humid = {
offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = -55500,
octaves = 3,
persist = 0.5
}
-- 3D noise for marble generation
local np_marble = {
offset = 0,
scale = 15,
spread = {x=130, y=130, z=130},
seed = 23,
octaves = 3,
persist = 0.70
}
-- 3D noise for granite generation
local np_granite = {
offset = 0,
scale = 15,
spread = {x=130, y=130, z=130},
seed = 24,
octaves = 3,
persist = 0.70
}
-- Stuff
skylands = {}
dofile(minetest.get_modpath("skylands").."/nodes.lua")
dofile(minetest.get_modpath("skylands").."/stairs.lua")
dofile(minetest.get_modpath("skylands").."/wheat.lua")
dofile(minetest.get_modpath("skylands").."/abms.lua")
dofile(minetest.get_modpath("skylands").."/functions.lua")
dofile(minetest.get_modpath("skylands").."/tools.lua")
dofile(minetest.get_modpath("skylands").."/pools.lua")
--vars for if mesecons, moreblocks, technic and moreores are installed
local mblocks = false
local mores = false
local mcons = false
local tech = false
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
mblocks = minetest.get_modpath("moreblocks")
mores = minetest.get_modpath("moreores")
mcons = minetest.get_modpath("mesecons")
tech = minetest.get_modpath("technic")
if minp.x < XMIN or maxp.x > XMAX
or minp.y < YMIN or maxp.y > YMAX
or minp.z < ZMIN or maxp.z > ZMAX then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local sidelen = (x1 - x0 + 1)
local chulay = math.floor((minp.y + 32) / sidelen) -- chunk layer number, 0 = surface chunk
local tercen = (math.floor(chulay / CHUINT) * CHUINT + CHUINT / 2) * sidelen - 32 -- terrain centre of this layer
print ("[skylands] chunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local c_air = minetest.get_content_id("air")
local c_stodiam = minetest.get_content_id("skylands:stone_with_diamond")
local c_stomese = minetest.get_content_id("skylands:stone_with_mese")
local c_stogold = minetest.get_content_id("skylands:stone_with_gold")
local c_stocopp = minetest.get_content_id("skylands:stone_with_copper")
local c_stoiron = minetest.get_content_id("skylands:stone_with_iron")
local c_stocoal = minetest.get_content_id("skylands:stone_with_coal")
local c_grass = minetest.get_content_id("default:dirt_with_grass")
local c_golgrass = minetest.get_content_id("skylands:goldengrass")
local c_jungrass = minetest.get_content_id("default:junglegrass")
local c_dryshrub = minetest.get_content_id("default:dry_shrub")
local c_dirt = minetest.get_content_id("default:dirt")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_sand = minetest.get_content_id("default:sand")
local c_stosand = minetest.get_content_id("default:sandstone")
--Newly added
local c_snow = minetest.get_content_id("default:dirt_with_snow")
local c_fliobsidian = minetest.get_content_id("skylands:obsidian")
local c_mese = minetest.get_content_id("default:mese")
local c_gravel = minetest.get_content_id("default:gravel")
local c_cinder = minetest.get_content_id("skylands:cinder")
local c_cindblock = minetest.get_content_id("skylands:cinder_block")
local c_fire = minetest.get_content_id("skylands:constant_flame")
--moreblocks
local c_coalstone = minetest.get_content_id("skylands:coal_stone")
local c_ironstone = minetest.get_content_id("skylands:iron_stone")
--moreores
local c_stotin = minetest.get_content_id("skylands:mineral_tin")
local c_stomithril = minetest.get_content_id("skylands:mineral_mithril")
local c_stosilver = minetest.get_content_id("skylands:mineral_silver")
--technic
local c_stouranium = minetest.get_content_id("skylands:mineral_uranium")
local c_stozinc = minetest.get_content_id("skylands:mineral_zinc")
local c_stochrom = minetest.get_content_id("skylands:mineral_chromium")
local c_marble = minetest.get_content_id("technic:marble")
local c_granite = minetest.get_content_id("technic:granite")
local c_flistone = minetest.get_content_id("skylands:stone")
local c_flidestone = minetest.get_content_id("skylands:desertstone")
local c_stocav = minetest.get_content_id("skylands:sky_cavorite")
local c_stosil = minetest.get_content_id("skylands:sky_silicon")
--watershed nodes for more biomes
local c_icydirt = minetest.get_content_id("skylands:icydirt")
local c_drygrass = minetest.get_content_id("skylands:drygrass")
local c_permafrost = minetest.get_content_id("skylands:permafrost")
--Heaven biome nodes
local c_stowhite = minetest.get_content_id("skylands:white_stone")
local c_richdirt = minetest.get_content_id("skylands:rich_dirt")
local c_hvngrass = minetest.get_content_id("skylands:heaven_grass")
local c_pillar = minetest.get_content_id("skylands:s_pillar")
local c_parthenon = minetest.get_content_id("skylands:s_parthenon")
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz)
local nvals_caves = minetest.get_perlin_map(np_caves, chulens):get3dMap_flat(minposxyz)
local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz)
local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get2dMap_flat(minposxz)
local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat({x=x0+150, y=z0+50})
local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz)
local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz)
local nvals_granite = minetest.get_perlin_map(np_granite, chulens):get3dMap_flat(minposxyz)
local nvals_marble = minetest.get_perlin_map(np_marble, chulens):get3dMap_flat(minposxyz)
local lakepoints = {} --table to store points to scan for lake generation
local li = 1 --index for lakepoints
local nixyz = 1
local nixz = 1
local stable = {}
local dirt = {}
local chumid = y0 + sidelen / 2
for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do
local si = x - x0 + 1
dirt[si] = 0
local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air"
or nodename == "default:water_source"
or nodename == "default:lava_source" then
stable[si] = 0
else -- all else including ignore in ungenerated chunks
stable[si] = STABLE
end
end
for y = y0, y1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z)
for x = x0, x1 do -- for each node do
local si = x - x0 + 1
local flomid = tercen + nvals_wave[nixz] * WAVAMP -- y of floatland middle
local grad
if y > flomid then
grad = ((y - flomid) / HISCAL) ^ HIEXP
else
grad = ((flomid - y) / LOSCAL) ^ LOEXP
end
local density = nvals_float[nixyz] - grad + CLUSAV + nvals_cluster[nixyz] * CLUSAM
if density > 0 and density < 0.7 then -- if floatland shell
if nvals_caves[nixyz] - density > -0.7 then -- if no cave
n_temp = nvals_temp[nixyz]
n_humid = nvals_humid[nixyz]
local biome = false
if n_temp < -0.35 then
if n_humid < -0.35 then
biome = 1 -- tundra
elseif n_humid > 0.35 then
biome = 3 -- taiga
else
biome = 2 -- snowy plains
end
elseif n_temp > 0.35 then
if n_humid < -0.35 then
if n_humid < -0.50 then
biome = 7 -- desert
else
biome = 11 --sand(stone) borderland
end
elseif n_humid > 0.35 then
biome = 9 -- rainforest
else
biome = 8 -- savanna
end
else
if n_humid < -0.35 then
biome = 4 -- dry grassland
elseif n_humid > 0.35 then
if n_humid > 0.55 and n_humid < 0.75 then
biome = 10 -- wheat field
else
biome = 6 -- deciduous forest
end
else
biome = 5 -- grassland
end
end
--NOT FULLY IMPLEMENTED, UNCOMMENT ONLY IF YOU WANT A SHODDY PREVIEW!
if y >= HEAVEN then
--print((math.floor((y-HEAVEN)/1000) * 1000 / HEAVINT))
if math.fmod((math.floor((y-HEAVEN)/1000) * 1000 / HEAVINT), 2) == 0 then --can you math?
biome = 12 --heaven
end
end
if y > flomid and density < STOTHR and stable[si] >= STABLE then
if biome == 7 then
data[vi] = c_desand
dirt[si] = dirt[si] + 1
elseif biome == 11 then --sand border
if density < SANTHR then
data[vi] = c_sand --make sand
else
data[vi] = c_stosand --or sandstone
end
dirt[si] = dirt[si] + 1
elseif biome == 4 or biome == 8 then --dry grassland or savanna
if density < DIRTHR then
data[vi] = c_drygrass
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
--snow biome
elseif biome == 2 then
if density < DIRTHR then
data[vi] = c_snow
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
elseif biome == 1 then --tundra
if density < DIRTHR then
data[vi] = c_permafrost
else
data[vi] = c_permafrost
end
dirt[si] = dirt[si] + 1
elseif biome == 3 then --taiga
if density < DIRTHR then
data[vi] = c_icydirt
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
--volcano biome
elseif nvals_biome[nixz] > 0.65 then
if density < DIRTHR then
if nvals_biome[nixz] > 0.80 then
data[vi] = c_cinder
else
data[vi] = c_gravel
end
else
if nvals_biome[nixz] > 0.80 then
data[vi] = c_cindblock
else
if mblocks == true then
data[vi] = c_coalstone
else
data[vi] = c_flistone
end
end
end
dirt[si] = dirt[si] + 1
elseif biome == 12 then
if density < DIRTHR then
data[vi] = c_hvngrass
else
data[vi] = c_richdirt
end
dirt[si] = dirt[si] + 1
else
if density < DIRTHR then
data[vi] = c_grass
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
end
else
if biome == 7 then -- stone
data[vi] = c_flidestone
elseif nvals_biome[nixz] > 0.65 then
if nvals_biome[nixz] > 0.80 then
data[vi] = c_fliobsidian
else
if mblocks then
data[vi] = c_coalstone
else
data[vi] = c_fliobsidian
end
end
elseif biome == 12 then
data[vi] = c_stowhite
elseif biome == 2 then
if mblocks then
data[vi] = c_ironstone
else
data[vi] = c_flistone
end
elseif math.random() < ORECHA then
local osel = math.random(46)
if osel >= 44 then
if tech then
data[vi] = c_stozinc
else
data[vi] = c_stocopp
end
elseif osel >= 42 then --life the universe and everything
if tech then
data[vi] = c_stouranium --or not.
else
data[vi] = c_stodiam
end
elseif osel >= 40 then
if tech then
data[vi] = c_stochrom
else
data[vi] = c_stocav
end
elseif osel >= 38 then
if mcons then
data[vi] = c_stosil
else
data[vi] = c_stoiron
end
elseif osel >= 36 then
data[vi] = c_stocav
elseif osel >= 34 then
if mores then
if osel == 35 then
data[vi] = c_mese
else
data[vi] = c_stodiam
end
else
data[vi] = c_stodiam
end
elseif osel >= 31 then
data[vi] = c_stomese
elseif osel >= 28 then
if mores then
if osel == 30 then
data[vi] = c_stomithril
else
data[vi] = c_stogold
end
else
data[vi] = c_stogold
end
elseif osel >= 19 then
data[vi] = c_stocopp
elseif osel >= 10 then
if mores then
if osel >= 16 then
data[vi] = c_stotin
else
data[vi] = c_stoiron
end
else
data[vi] = c_stoiron
end
else
data[vi] = c_stocoal
end
else
data[vi] = c_flistone
end
if nvals_marble[nixyz] >= -VEINTHR and nvals_marble[nixyz] <= VEINTHR then
data[vi] = c_marble
end
if nvals_granite[nixyz] >= -VEINTHR and nvals_granite[nixyz] <= VEINTHR then
data[vi] = c_granite
end
stable[si] = stable[si] + 1
end
else -- cave
stable[si] = 0
end
elseif y > flomid and density < 0 and dirt[si] >= 1 then -- node above surface dirt
n_temp = nvals_temp[nixyz]
n_humid = nvals_humid[nixyz]
local biome = false
if n_temp < -0.35 then
if n_humid < -0.35 then
biome = 1 -- tundra
elseif n_humid > 0.35 then
biome = 3 -- taiga
else
biome = 2 -- snowy plains
end
elseif n_temp > 0.35 then
if n_humid < -0.35 then
if n_humid < -0.50 then
biome = 7 -- desert
else
biome = 11 --sand(stone) borderland
end
elseif n_humid > 0.35 then
biome = 9 -- rainforest
else
biome = 8 -- savanna
end
else
if n_humid < -0.35 then
biome = 4 -- dry grassland
elseif n_humid > 0.35 then
if n_humid > 0.55 and n_humid < 0.75 then
biome = 10 --wheat field
else
biome = 6 -- deciduous forest
end
else
biome = 5 -- grassland
end
end
--NOT FULLY IMPLEMENTED, UNCOMMENT ONLY IF YOU WANT A SHODDY PREVIEW!
if y >= HEAVEN then
if math.fmod((math.floor((y-HEAVEN)/1000) * 1000 / HEAVINT), 2) == 0 then --can you math?
biome = 12 --heaven
end
end
if nvals_biome[nixz] <= 0.65 then --not volcano
if biome == 7 or biome == 11 then --desert
if dirt[si] >= 2 and math.random() < CACCHA then
skylands:desertplant(data, vi)
end
dirt[si] = 0
elseif biome == 5 then --grassland
lakepoints[li] = {x=x,y=y,z=z}
li = li + 1
if dirt[si] >= 2 and math.random() < (APPCHA * 0.5) then
skylands:appletree(x, y, z, area, data)
elseif math.random() < FLOCHA then
skylands:flower(data, vi)
elseif math.random() < GRACHA then
skylands:grass(data, vi)
end
dirt[si] = 0
elseif biome == 12 then --heaven
ppos = {x=x,y=y,z=z}
lakepoints[li] = {x=x,y=y,z=z}
li = li + 1
if dirt[si] >= 2 and math.random() < (APPCHA * 0.7) then
skylands:goldentree(x, y, z, area, data)
elseif math.random() < FLOCHA then
skylands:flower(data, vi)
elseif math.random() < GRACHA then
skylands:grass(data, vi)
elseif math.random() < PILCHA then
data[vi] = c_pillar
elseif math.random() < PARCHA then
data[vi] = c_parthenon
end
dirt[si] = 0
elseif biome == 10 then --wheat field
skylands:wheat(data, vi)
dirt[si] = 0
elseif biome == 6 then --deciduous forest
lakepoints[li] = {x=x,y=y,z=z}
li = li + 1
if dirt[si] >= 2 and math.random() < APPCHA then
skylands:appletree(x, y, z, area, data)
end
dirt[si] = 0
elseif biome == 4 then -- drylands
if dirt[si] >= 2 and math.random() < GRACHA then
data[vi] = c_dryshrub
end
dirt[si] = 0
elseif biome == 3 then --taiga
if dirt[si] >= 2 and math.random() < PINCHA then
skylands:pinetree(x, y, z, area, data)
end
dirt[si] = 0
elseif biome == 2 then --snowy plains
lakepoints[li] = {x=x,y=y,z=z}
li = li + 1
if dirt[si] >= 2 and math.random() < SPINCHA then
skylands:pinetree(x, y, z, area, data)
end
dirt[si] = 0
elseif biome == 8 then --savanna
if dirt[si] >= 2 and math.random() < ACACHA then
skylands:acaciatree(x, y, z, area, data)
elseif dirt[si] >= 2 and math.random() < GRACHA then
data[vi] = c_golgrass
end
dirt[si] = 0
elseif biome == 9 then --rainforest
lakepoints[li] = {x=x,y=y,z=z}
li = li + 1
if dirt[si] >= 2 and math.random() < JUNTCHA then
skylands:jungletree(x, y, z, area, data)
elseif math.random() < JUNGCHA then
data[vi] = c_jungrass
end
dirt[si] = 0
end
else --volcano
--skylands:remtree(x, y, z, area, data)
--data[vi] = c_air
lakepoints[li] = {x=x,y=y,z=z}
li = li + 1
if math.random() < FIRCHA then
data[vi] = c_fire
end
dirt[si] = 0
end
else -- atmosphere
stable[si] = 0
end
nixyz = nixyz + 1
nixz = nixz + 1
vi = vi + 1
end
nixz = nixz - sidelen
end
nixz = nixz + sidelen
end
skylands:gen_pool(lakepoints, area, data, x0, z0, x1, z1)
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[skylands] "..chugent.." ms")
end)