-- floatindev 0.3.0 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- Parameters local YMIN = 1 -- Approximate realm limits. local YMAX = 33000 local XMIN = -33000 local XMAX = 33000 local ZMIN = -33000 local ZMAX = 33000 local CHUINT = 8 -- Chunk interval for floatland layers local WAVAMP = 48 -- Structure wave amplitude local HISCAL = 96 -- Upper structure vertical scale local LOSCAL = 96 -- 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 -- Large scale variation average local CLUSAM = 0 -- Large scale variation amplitude local TSTONE = 0.1 -- Stone density threshold local TTUN = 0.03 -- Tunnel width local TVOID = 0.6 -- Void threshold local FLOCHA = 1 / 17 ^ 3 -- Floc chance per stone node -- 3D noise for floatlands local np_float = { offset = 0, scale = 1, spread = {x=384, y=192, z=384}, seed = 277777979, octaves = 5, persist = 0.67 } -- 3D noises for tunnels local np_weba = { offset = 0, scale = 1, spread = {x=128, y=128, z=128}, seed = -89000, octaves = 3, persist = 0.5 } local np_webb = { offset = 0, scale = 1, spread = {x=127, y=127, z=127}, seed = 85911, octaves = 3, persist = 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 } -- 3D noise for wave local np_wave = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = -4000000089, octaves = 3, persist = 0.4 } -- Stuff floatindev = {} -- Nodes minetest.register_node("floatindev:floatstone", { description = "Floatstone", tiles = {"floatindev_floatstone.png"}, is_ground_content = false, -- stops cavegen removing this node groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("floatindev:floatsand", { description = "Floatsand", tiles = {"floatindev_floatsand.png"}, is_ground_content = false, groups = {crumbly=3, falling_node=1, sand=1}, sounds = default.node_sound_sand_defaults(), }) minetest.register_node("floatindev:floc", { description = "Float crystal block", tiles = {"floatindev_floc.png"}, is_ground_content = false, groups = {cracky=1}, sounds = default.node_sound_stone_defaults(), }) -- On generated function minetest.register_on_generated(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 ("[floatindev] 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_floatstone = minetest.get_content_id("floatindev:floatstone") local c_floatsand = minetest.get_content_id("floatindev:floatsand") local c_floc = minetest.get_content_id("floatindev:floc") local sidelen = x1 - x0 + 1 local chulens = {x=sidelen, y=sidelen, z=sidelen} local minposxyz = {x=x0, y=y0, z=z0} local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz) local nvals_weba = minetest.get_perlin_map(np_weba, chulens):get3dMap_flat(minposxyz) local nvals_webb = minetest.get_perlin_map(np_webb, 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):get3dMap_flat(minposxyz) local chulay = math.floor((minp.y + 32) / 80) -- chunk layer number, 0 = surface chunk local tercen = (math.floor(chulay / CHUINT) * CHUINT + CHUINT / 2) * 80 - 32 -- terrain centre of this layer local nixyz = 1 local nixz = 1 local stable = {} for z = z0, z1 do -- for each xy plane progressing northwards for x = x0, x1 do local si = x - x0 + 1 local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name if nodename == "air" or nodename == "default:water_source" then stable[si] = 0 else -- all else including ignore in ungenerated chunks stable[si] = 2 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[nixyz] * WAVAMP -- y of floatland middle local grad -- density for node 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 local weba = math.abs(nvals_weba[nixyz]) < TTUN -- check for tunnel local webb = math.abs(nvals_webb[nixyz]) < TTUN local notun = not (weba and webb) if density > 0 and density < TVOID and notun then -- if floatland shell if y > flomid and density < TSTONE and stable[si] >= 2 then data[vi] = c_floatsand -- sand else if math.random() < FLOCHA then data[vi] = c_floc -- floc else data[vi] = c_floatstone -- stone end stable[si] = stable[si] + 1 end else -- air stable[si] = 0 end nixyz = nixyz + 1 nixz = nixz + 1 vi = vi + 1 end nixz = nixz - 80 end nixz = nixz + 80 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 ("[floatindev] "..chugent.." ms") end)