Singlenode option. ores. fissures. cloud every 160n. mod dirt/grass nodes. harmonic noise

This commit is contained in:
paramat 2014-04-27 11:44:36 +01:00
parent 6dc945dadc
commit c35ddd8d8c
3 changed files with 225 additions and 131 deletions

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@ -1,4 +1,4 @@
fracture 0.1.1 by paramat fracture 0.1.2 by paramat
For latest stable Minetest back to 0.4.8 For latest stable Minetest back to 0.4.8
Depends default Depends default
Licenses: code WTFPL Licenses: code WTFPL

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@ -97,3 +97,13 @@ function fracture_cactus(x, y, z, area, data)
end end
end end
end end
-- Singlenode option
local SINGLENODE = false
if SINGLENODE then
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", water_level=-32000})
end)
end

342
init.lua
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@ -1,47 +1,73 @@
-- fracture 0.1.1 by paramat -- fracture 0.1.2 by paramat
-- For latest stable Minetest and back to 0.4.8 -- For latest stable Minetest and back to 0.4.8
-- Depends default -- Depends default
-- License: code WTFPL -- License: code WTFPL
-- 0.1.1 -- 0.1.2
-- tune parameters -- singlenode option
-- vertical overgeneration -- ores
-- 16x16 clouds -- fissures
-- cloud in odd chunk layers
-- noise squash of 128:256
-- mod dirt nodes
-- Parameters -- Parameters
local YMIN = -33000 local YMIN = 208
local YMAX = 33000 local YMAX = 33000
local DENOFF = -0.4 -- Density offset, -2 to 2, 0 = equal volumes of air and floatland local DENOFF = -0.4 -- Density offset, -2 to 2, 0 = equal volumes of air and floatland
local TSTONE = 0.05 -- Stone density threshold, controls average depth of stone below surface local TSTONE = 0.03 -- Stone density threshold, controls average depth of stone below surface
local STABLE = 2 -- Minimum number of stacked stone nodes in column required to support dirt/sand local TFIS = 0.02 -- Fissure threshold, controls width
local ORECHA = 1 / (5 * 5 * 5) -- Ore chance per stone node
local BLEND = 0.03 -- Controls biome blend distance local BLEND = 0.03 -- Controls biome blend distance
local PINCHA = 36 -- Pine chance 1/x chance local PINCHA = 17 * 17 -- Pine chance 1/x chance per surface node
local APPCHA = 36 -- Appletree 1/x chance local APPCHA = 13 * 13 -- Appletree
local CACCHA = 841 -- Cactus 1/x chance local CACCHA = 31 * 31 -- Cactus
local TCAC = 0.2 -- Cactus threshold, width of cactus areas local TCAC = 0.1 -- Cactus threshold, width of cactus areas
local TFOR = 0.2 -- Forest threshold, width of forest paths/clearings local TFOR = 0.1 -- Forest threshold, width of forest paths/clearings
-- 3D noise for terrain -- 3D noise for terrain
local np_terrain = { local np_terrain = {
offset = 0, offset = 0,
scale = 1, scale = 1,
spread = {x=512, y=171, z=512}, spread = {x=256, y=128, z=256},
seed = 5900033, seed = 593,
octaves = 6, octaves = 5,
persist = 0.67 persist = 0.67
} }
-- 3D noise for alt terrain
local np_terralt = {
offset = 0,
scale = 1,
spread = {x=207, y=104, z=207},
seed = 593,
octaves = 5,
persist = 0.67
}
-- 3D noise for fissures
local np_fissure = {
offset = 0,
scale = 1,
spread = {x=128, y=256, z=128},
seed = 593,
octaves = 4,
persist = 0.5
}
-- 3D noise for biomes -- 3D noise for biomes
local np_biome = { local np_biome = {
offset = 0, offset = 0,
scale = 1, scale = 1,
spread = {x=512, y=171, z=512}, spread = {x=512, y=256, z=512},
seed = -188900, seed = -188900,
octaves = 3, octaves = 2,
persist = 0.33 persist = 0.33
} }
@ -52,8 +78,8 @@ local np_flora = {
scale = 1, scale = 1,
spread = {x=256, y=256, z=256}, spread = {x=256, y=256, z=256},
seed = 188, seed = 188,
octaves = 4, octaves = 2,
persist = 0.67 persist = 0.5
} }
-- 3D noise for cloud noise -- 3D noise for cloud noise
@ -61,10 +87,10 @@ local np_flora = {
local np_cloud = { local np_cloud = {
offset = 0, offset = 0,
scale = 1, scale = 1,
spread = {x=52, y=52, z=52}, spread = {x=26, y=26, z=26},
seed = -144111, seed = 593,
octaves = 2, octaves = 2,
persist = 1 persist = 0.67
} }
-- Stuff -- Stuff
@ -91,6 +117,37 @@ minetest.register_node("fracture:desertstone", {
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
}) })
minetest.register_node("fracture:dirt", {
description = "Dirt",
tiles = {"default_dirt.png"},
is_ground_content = false,
groups = {crumbly=3,soil=1},
drop = "default:dirt",
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("fracture:dirtsnow", {
description = "Dirt with Snow",
tiles = {"default_snow.png", "default_dirt.png", "default_snow.png"},
is_ground_content = true,
groups = {crumbly=3},
drop = "default:dirt",
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
}),
})
minetest.register_node("fracture:grass", {
description = "Grass",
tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"},
is_ground_content = false,
groups = {crumbly=3,soil=1},
drop = "default:dirt",
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
}),
})
minetest.register_node("fracture:appleleaf", { minetest.register_node("fracture:appleleaf", {
description = "Appletree Leaves", description = "Appletree Leaves",
drawtype = "allfaces_optional", drawtype = "allfaces_optional",
@ -138,12 +195,6 @@ minetest.register_node("fracture:cloud", {
post_effect_color = {a=63, r=241, g=248, b=255}, post_effect_color = {a=63, r=241, g=248, b=255},
}) })
-- Set mapgen parameters
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", water_level=-32000})
end)
-- On generated function -- On generated function
minetest.register_on_generated(function(minp, maxp, seed) minetest.register_on_generated(function(minp, maxp, seed)
@ -158,28 +209,36 @@ minetest.register_on_generated(function(minp, maxp, seed)
local x0 = minp.x local x0 = minp.x
local y0 = minp.y local y0 = minp.y
local z0 = minp.z local z0 = minp.z
local chuy = math.floor((y0 + 32) / 80)
print ("[fracture] chunk minp ("..x0.." "..y0.." "..z0..")") print ("[fracture] chunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data() local data = vm:get_data()
local c_air = minetest.get_content_id("air")
local c_stone = minetest.get_content_id("fracture:stone") local c_stone = minetest.get_content_id("fracture:stone")
local c_destone = minetest.get_content_id("fracture:desertstone") local c_destone = minetest.get_content_id("fracture:desertstone")
local c_cloud = minetest.get_content_id("fracture:cloud") local c_cloud = minetest.get_content_id("fracture:cloud")
local c_dirt = minetest.get_content_id("fracture:dirt")
local c_grass = minetest.get_content_id("fracture:grass")
local c_dirtsnow = minetest.get_content_id("fracture:dirtsnow")
local c_desand = minetest.get_content_id("default:desert_sand") local c_desand = minetest.get_content_id("default:desert_sand")
local c_dirt = minetest.get_content_id("default:dirt")
local c_grass = minetest.get_content_id("default:dirt_with_grass")
local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
local c_snowblock = minetest.get_content_id("default:snowblock") local c_snowblock = minetest.get_content_id("default:snowblock")
local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
local c_stomese = minetest.get_content_id("default:stone_with_mese")
local c_stogold = minetest.get_content_id("default:stone_with_gold")
local c_stocopp = minetest.get_content_id("default:stone_with_copper")
local c_stoiron = minetest.get_content_id("default:stone_with_iron")
local c_stocoal = minetest.get_content_id("default:stone_with_coal")
local sidelen = x1 - x0 + 1 local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen+2, z=sidelen} local chulens = {x=sidelen, y=sidelen+2, z=sidelen}
local minposxyz = {x=x0, y=y0-1, z=z0} local minposxyz = {x=x0, y=y0-1, z=z0}
local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz) local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz)
local nvals_terralt = minetest.get_perlin_map(np_terralt, chulens):get3dMap_flat(minposxyz)
local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz)
local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get3dMap_flat(minposxyz) local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get3dMap_flat(minposxyz)
local nvals_flora = minetest.get_perlin_map(np_flora, chulens):get3dMap_flat(minposxyz) local nvals_flora = minetest.get_perlin_map(np_flora, chulens):get3dMap_flat(minposxyz)
local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get3dMap_flat(minposxyz) local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get3dMap_flat(minposxyz)
@ -193,118 +252,143 @@ minetest.register_on_generated(function(minp, maxp, seed)
local stable = {} local stable = {}
local under = {} local under = {}
for z = z0, z1 do for z = z0, z1 do
for y = y0 - 1, y1 + 1 do for y = y0 - 1, y1 + 1 do
local vi = area:index(x0, y, z) local vi = area:index(x0, y, z)
local viu = area:index(x0, y-1, z) local viu = area:index(x0, y-1, z)
for x = x0, x1 do for x = x0, x1 do
local si = x - x0 + 1 local si = x - x0 + 1
local density = nvals_terrain[nixyz] + DENOFF local n_flora = math.abs(nvals_flora[nixyz])
local n_biome = nvals_biome[nixyz]
local n_flora = math.abs(nvals_flora[nixyz])
local biome = false local n_terrain = nvals_terrain[nixyz]
if n_biome > 0.4 + (math.random() - 0.5) * BLEND then local n_terralt = nvals_terralt[nixyz]
biome = 3 local density = (n_terrain + n_terralt) * 0.5 + DENOFF
elseif n_biome < -0.4 + (math.random() - 0.5) * BLEND then
biome = 1 local n_biome = nvals_biome[nixyz]
local biome = false
if n_biome > 0.4 + (math.random() - 0.5) * BLEND then
biome = 3
elseif n_biome < -0.4 + (math.random() - 0.5) * BLEND then
biome = 1
else
biome = 2
end
local n_fissure = nvals_fissure[nixyz]
local nofis = false
if math.abs(n_fissure) > TFIS then
nofis = true
end
if y == y0 - 1 then -- overgeneration, initialise tables
under[si] = 0
if ungen then
if density >= 0 then
stable[si] = 2
else
stable[si] = 0
end
else else
biome = 2 local nodename = minetest.get_node({x=x,y=y,z=z}).name
if nodename == "fracture:stone"
or nodename == "fracture:redstone"
or nodename == "default:dirt"
or nodename == "default:dirt_with_grass"
or nodename == "default:dirt_with_snow"
or nodename == "default:snowblock"
or nodename == "default:desert_sand" then
stable[si] = 2
else
stable[si] = 0
end
end end
elseif y >= y0 and y <= y1 then -- stone, ores
if y == y0 - 1 then if nofis and density >= TSTONE then
under[si] = 0 if biome == 3 then
if ungen then data[vi] = c_destone
if density >= 0 then elseif math.random() < ORECHA then
stable[si] = 2 local osel = math.random(24)
if osel == 24 then
data[vi] = c_stodiam
elseif osel == 23 then
data[vi] = c_stomese
elseif osel == 22 then
data[vi] = c_stogold
elseif osel >= 19 then
data[vi] = c_stocopp
elseif osel >= 10 then
data[vi] = c_stoiron
else else
stable[si] = 0 data[vi] = c_stocoal
end end
else else
local nodename = minetest.get_node({x=x,y=y,z=z}).name data[vi] = c_stone
if nodename == "fracture:stone"
or nodename == "fracture:redstone"
or nodename == "default:dirt"
or nodename == "default:dirt_with_grass"
or nodename == "default:dirt_with_snow"
or nodename == "default:snowblock"
or nodename == "default:desert_sand" then
stable[si] = 2
else
stable[si] = 0
end
end end
elseif y >= y0 and y <= y1 then stable[si] = stable[si] + 1
if density >= TSTONE then under[si] = 0
if biome == 3 then elseif density >= 0 and density < TSTONE and stable[si] >= 2 then -- fine materials
data[vi] = c_destone if biome == 3 then
else data[vi] = c_desand
data[vi] = c_stone under[si] = 3
end elseif biome == 1 then
stable[si] = stable[si] + 1 data[vi] = c_dirt
under[si] = 0 under[si] = 1
elseif density >= 0 and density < TSTONE and stable[si] >= 2 then else
if biome == 3 then data[vi] = c_dirt
data[vi] = c_desand under[si] = 2
under[si] = 3
elseif biome == 1 then
data[vi] = c_dirt
under[si] = 1
else
data[vi] = c_dirt
under[si] = 2
end
elseif density < 0 and under[si] ~= 0 then
if under[si] == 1 then
if math.random(PINCHA) == 2 and n_flora > TFOR then
fracture_snowypine(x, y, z, area, data)
else
data[viu] = c_dirtsnow
data[vi] = c_snowblock
end
elseif under[si] == 2 then
if math.random(APPCHA) == 2 and n_flora > TFOR then
fracture_appletree(x, y, z, area, data)
else
data[viu] = c_grass
end
elseif under[si] == 3 then
if math.random(CACCHA) == 2 and n_flora < TCAC then
fracture_cactus(x, y, z, area, data)
end
end
stable[si] = 0
under[si] = 0
elseif y == y0 + 1 then
local xrq = 16 * math.floor((x - x0) / 16)
local zrq = 16 * math.floor((z - z0) / 16)
local yrq = 79
local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
if math.abs(nvals_flora[qixyz]) < 0.2
and nvals_cloud[qixyz] >= 0 then
data[vi] = c_cloud
end
stable[si] = 0
under[si] = 0
else -- air
stable[si] = 0
under[si] = 0
end end
elseif y == y1 + 1 then elseif density < 0 and under[si] ~= 0 then -- air above surface node
if density < 0 and under[si] ~= 0 then if under[si] == 1 then
if under[si] == 1 then if math.random(PINCHA) == 2 and n_flora > TFOR then
fracture_snowypine(x, y, z, area, data)
else
data[viu] = c_dirtsnow data[viu] = c_dirtsnow
data[vi] = c_snowblock data[vi] = c_snowblock
elseif under[si] == 2 then end
elseif under[si] == 2 then
if math.random(APPCHA) == 2 and n_flora > TFOR then
fracture_appletree(x, y, z, area, data)
else
data[viu] = c_grass data[viu] = c_grass
end end
elseif under[si] == 3 then
if math.random(CACCHA) == 2 and n_flora < TCAC then
fracture_cactus(x, y, z, area, data)
end
end
stable[si] = 0
under[si] = 0
elseif density < 0 and y == y1 - 1 and chuy ~= 1 -- clouds, not underground, not at y = 126
and chuy / 2 ~= math.floor(chuy / 2) then -- every odd chunk layer
local xrq = 16 * math.floor((x - x0) / 16)
local zrq = 16 * math.floor((z - z0) / 16)
local yrq = 79
local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
if math.abs(nvals_flora[qixyz]) < 0.2
and nvals_cloud[qixyz] >= 0 then
data[vi] = c_cloud
end
stable[si] = 0
under[si] = 0
else -- air
stable[si] = 0
under[si] = 0
end
elseif y == y1 + 1 then -- overgeneration, detect surface, add surface nodes
if density < 0 and under[si] ~= 0 then
if under[si] == 1 then
data[viu] = c_dirtsnow
data[vi] = c_snowblock -- added in chunk above
elseif under[si] == 2 then
data[viu] = c_grass
end end
end end
nixyz = nixyz + 1
vi = vi + 1
viu = viu + 1
end end
nixyz = nixyz + 1
vi = vi + 1
viu = viu + 1
end end
end end
end
vm:set_data(data) vm:set_data(data)
vm:set_lighting({day=0, night=0}) vm:set_lighting({day=0, night=0})