-- submodule otherworlds.asteroids = {} -- Approximate realm limits. local XMIN = -33000 local XMAX = 33000 local ZMIN = -33000 local ZMAX = 33000 local ASCOT = 1.0 -- Large asteroid / comet nucleus noise threshold. local SASCOT = 1.0 -- Small asteroid / comet nucleus noise threshold. local STOT = 0.125 -- Asteroid stone threshold. local COBT = 0.05 -- Asteroid cobble threshold. local GRAT = 0.02 -- Asteroid gravel threshold. local ICET = 0.05 -- Comet ice threshold. local ATMOT = -0.2 -- Comet atmosphere threshold. local FISTS = 0.01 -- Fissure noise threshold at surface. Controls size of fissures and amount / size of fissure entrances. local FISEXP = 0.3 -- Fissure expansion rate under surface. local ORECHA = 3*3*3 -- Ore 1/x chance per stone node. local CPCHU = 0 -- Maximum craters per chunk. local CRMIN = 5 -- Crater radius minimum, radius includes dust and obsidian layers. local CRRAN = 8 -- Crater radius range. -- Note: for fewer large objects: increase the 'spread' numbers in 'np_large' noise parameters. For fewer small objects do the same in 'np_small'. Then tune size with 'ASCOT'. -- 3D Perlin noise 1 for large structures local np_large = { offset = 0, scale = 1, spread = {x=256, y=128, z=256}, seed = -83928935, octaves = 5, persist = 0.6 } -- 3D Perlin noise 3 for fissures local np_fissure = { offset = 0, scale = 1, spread = {x=64, y=64, z=64}, seed = -188881, octaves = 4, persist = 0.5 } -- 3D Perlin noise 4 for small structures local np_small = { offset = 0, scale = 1, spread = {x=128, y=64, z=128}, seed = 1000760700090, octaves = 4, persist = 0.6 } -- 3D Perlin noise 5 for ore selection local np_ores = { offset = 0, scale = 1, spread = {x=128, y=128, z=128}, seed = -70242, octaves = 1, persist = 0.5 } -- 3D Perlin noise 6 for comet atmosphere local np_latmos = { offset = 0, scale = 1, spread = {x=256, y=128, z=256}, seed = -83928935, octaves = 3, persist = 0.6 } -- 3D Perlin noise 7 for small comet atmosphere local np_satmos = { offset = 0, scale = 1, spread = {x=128, y=64, z=128}, seed = 1000760700090, octaves = 2, persist = 0.6 } -- On dignode function. Atmosphere flows into a dug hole. minetest.register_on_dignode(function(pos, oldnode, digger) if minetest.find_node_near(pos, 1, {"asteroid:atmos"}) then minetest.set_node(pos, {name = "asteroid:atmos"}) end end) -- Generate on_generated function based on parameters function otherworlds.asteroids.create_on_generated(ymin, ymax, content_ids) local YMIN = ymin local YMAX = ymax local c_air = content_ids.c_air local c_stone = content_ids.c_stone local c_cobble = content_ids.c_cobble local c_gravel = content_ids.c_gravel local c_dust = content_ids.c_dust local c_ironore = content_ids.c_ironore local c_copperore = content_ids.c_copperore local c_goldore = content_ids.c_goldore local c_diamondore = content_ids.c_diamondore local c_meseore = content_ids.c_meseore local c_waterice = content_ids.c_waterice local c_atmos = content_ids.c_atmos local c_snowblock = content_ids.c_snowblock local c_obsidian = content_ids.c_obsidian -- return the function closed over the upvalues we want return function(minp, maxp, seed) 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 --print ("[asteroid] chunk ("..x0.." "..y0.." "..z0..")") local sidelen = x1 - x0 + 1 -- chunk side length --local vplanarea = sidelen ^ 2 -- vertical plane area, used if calculating noise index from x y z local chulens = {x=sidelen, y=sidelen, z=sidelen} local minpos = {x=x0, y=y0, z=z0} local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} local data = vm:get_data() local nvals1 = minetest.get_perlin_map(np_large, chulens):get3dMap_flat(minpos) local nvals3 = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minpos) local nvals4 = minetest.get_perlin_map(np_small, chulens):get3dMap_flat(minpos) local nvals5 = minetest.get_perlin_map(np_ores, chulens):get3dMap_flat(minpos) local nvals6 = minetest.get_perlin_map(np_latmos, chulens):get3dMap_flat(minpos) local nvals7 = minetest.get_perlin_map(np_satmos, chulens):get3dMap_flat(minpos) local ni = 1 for z = z0, z1 do -- for each vertical plane do for y = y0, y1 do -- for each horizontal row do local vi = area:index(x0, y, z) -- LVM index for first node in x row for x = x0, x1 do -- for each node do local noise1abs = math.abs(nvals1[ni]) local noise4abs = math.abs(nvals4[ni]) local comet = false if nvals6[ni] < -(ASCOT + ATMOT) or (nvals7[ni] < -(SASCOT + ATMOT) and nvals1[ni] < ASCOT) then comet = true -- comet biome end if noise1abs > ASCOT or noise4abs > SASCOT then -- if below surface then local noise1dep = noise1abs - ASCOT -- noise1dep zero at surface, positive beneath if math.abs(nvals3[ni]) > FISTS + noise1dep * FISEXP then -- if no fissure then local noise4dep = noise4abs - SASCOT -- noise4dep zero at surface, positive beneath if not comet or (comet and (noise1dep > math.random() + ICET or noise4dep > math.random() + ICET)) then -- asteroid or asteroid materials in comet if noise1dep >= STOT or noise4dep >= STOT then -- stone/ores if math.random(ORECHA) == 2 then if nvals5[ni] > 0.6 then data[vi] = c_goldore elseif nvals5[ni] < -0.6 then data[vi] = c_diamondore elseif nvals5[ni] > 0.2 then data[vi] = c_meseore elseif nvals5[ni] < -0.2 then data[vi] = c_copperore else data[vi] = c_ironore end else data[vi] = c_stone end elseif noise1dep >= COBT or noise4dep >= COBT then data[vi] = c_cobble elseif noise1dep >= GRAT or noise4dep >= GRAT then data[vi] = c_gravel else data[vi] = c_dust end else -- comet materials if noise1dep >= ICET or noise4dep >= ICET then data[vi] = c_waterice else data[vi] = c_snowblock end end elseif comet then -- fissures, if comet then add comet atmosphere data[vi] = c_atmos end elseif comet then -- if comet atmosphere then data[vi] = c_atmos end ni = ni + 1 vi = vi + 1 end end end -- craters for ci = 1, CPCHU do -- iterate local cr = CRMIN + math.floor(math.random() ^ 2 * CRRAN) -- exponential radius local cx = math.random(minp.x + cr, maxp.x - cr) -- centre x local cz = math.random(minp.z + cr, maxp.z - cr) -- centre z local comet = false local surfy = false for y = y1, y0 + cr, -1 do local vi = area:index(cx, y, cz) -- LVM index for node local nodeid = data[vi] if nodeid == c_dust or nodeid == c_gravel or nodeid == c_cobble then surfy = y break elseif nodename == c_snowblock or nodename == c_waterice then comet = true surfy = y break end end if surfy and y1 - surfy > 8 then -- if surface found and 8 node space above impact node then for x = cx - cr, cx + cr do -- for each plane do for z = cz - cr, cz + cr do -- for each column do for y = surfy - cr, surfy + cr do -- for each node do local vi = area:index(x, y, z) -- LVM index for node local nr = ((x - cx) ^ 2 + (y - surfy) ^ 2 + (z - cz) ^ 2) ^ 0.5 if nr <= cr - 2 then if comet then data[vi] = c_atmos else data[vi] = c_air end elseif nr <= cr - 1 then local nodeid = data[vi] if nodeid == c_gravel or nodeid == c_cobble or nodeid == c_stone or nodeid == c_diamondore or nodeid == c_goldore or nodeid == c_meseore or nodeid == c_copperore or nodeid == c_ironore then data[vi] = c_dust end elseif nr <= cr then local nodeid = data[vi] if nodeid == c_cobble or nodeid == c_stone then data[vi] = c_obsidian -- obsidian buried under dust end end end end end end end 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 ("[asteroid] time "..chugent.." ms") data = nil end end