325 lines
8.7 KiB
Lua
325 lines
8.7 KiB
Lua
-- fracture 0.2.0 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- 3D realm noise for xl scale web realm structure
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-- TODO
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-- vary tree, grass, flower density
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-- integrate water pools
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-- Parameters
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local YMIN = -32 -- Set to -33000 when using singlenode option
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local YMAX = 33000
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local TSTONE = 0.02 -- Stone density threshold, controls average depth of dirt
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local TVOID = 0.4 -- Central void threshold, controls size
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local TFIS = 0.02 -- Fissure threshold, controls width
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local ORECHA = 1 / 5 ^ 3 -- Ore chance per stone node
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local BLEND = 0.02 -- Controls biome blend distance
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local PINCHA = 1 / 13 ^ 2 -- Pine chance per surface node
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local APPCHA = 1 / 13 ^ 2 -- Appletree
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local CACCHA = 1 / 61 ^ 2 -- Cactus
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local FLOCHA = 1 / 23 ^ 2 -- Random flower
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local GRACHA = 1 / 6 ^ 2 -- Grass_5
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local DRYCHA = 1 / 47 ^ 2 -- Dry shrub
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-- 3D noise for realm
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local np_realm = {
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offset = 0,
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scale = 1,
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spread = {x=4096, y=4096, z=4096},
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seed = 98320,
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octaves = 3,
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persist = 0.4
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}
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-- 3D noise for terrain
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local np_terrain = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=128, z=384},
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seed = 593,
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octaves = 5,
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persist = 0.67
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}
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-- 3D noise for alt terrain in golden ratio
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local np_terralt = {
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offset = 0,
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scale = 1,
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spread = {x=621, y=207, z=621},
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seed = 593,
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octaves = 5,
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persist = 0.67
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x=192, y=192, z=192},
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seed = 2001,
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octaves = 4,
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persist = 0.5
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}
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-- 3D noise for biomes
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local np_biome = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = -188900,
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octaves = 2,
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persist = 0.5
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}
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-- 3D noise for cloud noise
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local np_cloud = {
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offset = 0,
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scale = 1,
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spread = {x=414, y=414, z=414},
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seed = 1313131313,
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octaves = 4,
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persist = 0.8
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}
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-- Stuff
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fracture = {}
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dofile(minetest.get_modpath("fracture").."/functions.lua")
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dofile(minetest.get_modpath("fracture").."/nodes.lua")
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y < YMIN or maxp.y > YMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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local chuy = math.floor((y0 + 32) / 80)
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print ("[fracture] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_stone = minetest.get_content_id("fracture:stone")
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local c_destone = minetest.get_content_id("fracture:desertstone")
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local c_cloud = minetest.get_content_id("fracture:cloud")
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local c_dirt = minetest.get_content_id("fracture:dirt")
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local c_grass = minetest.get_content_id("fracture:grass")
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local c_dirtsnow = minetest.get_content_id("fracture:dirtsnow")
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local c_desand = minetest.get_content_id("default:desert_sand")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
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local c_stomese = minetest.get_content_id("default:stone_with_mese")
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local c_stogold = minetest.get_content_id("default:stone_with_gold")
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local c_stocopp = minetest.get_content_id("default:stone_with_copper")
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local c_stoiron = minetest.get_content_id("default:stone_with_iron")
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local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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local c_grass5 = minetest.get_content_id("default:grass_5")
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local c_dryshrub = minetest.get_content_id("default:dry_shrub")
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local sidelen = x1 - x0 + 1 -- mapchunk side length
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local facearea = sidelen ^ 2 -- mapchunk face area
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local chulens = {x=sidelen, y=sidelen+2, z=sidelen}
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local minposxyz = {x=x0, y=y0-1, z=z0}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz)
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local nvals_terralt = minetest.get_perlin_map(np_terralt, chulens):get3dMap_flat(minposxyz)
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local nvals_realm = minetest.get_perlin_map(np_realm, chulens):get3dMap_flat(minposxyz)
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local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz)
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local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get3dMap_flat(minposxyz)
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local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get3dMap_flat(minposxyz)
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local viu = area:index(x0, y0-1, z0) -- ungenerated chunk below?
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local ungen = data[viu] == c_ignore
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local nixyz = 1
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local stable = {}
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local under = {}
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local soil = {}
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for z = z0, z1 do
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for y = y0 - 1, y1 + 1 do
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local vi = area:index(x0, y, z)
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local viu = area:index(x0, y-1, z)
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for x = x0, x1 do
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local si = x - x0 + 1
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local n_terrain = nvals_terrain[nixyz]
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local n_terralt = nvals_terralt[nixyz]
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local n_realm = nvals_realm[nixyz]
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local density = (n_terrain + n_terralt) * 0.5 - math.abs(n_realm) * 3
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local n_biome = nvals_biome[nixyz]
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local biome = false
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if n_biome > 0.4 + (math.random() - 0.5) * BLEND then
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biome = 3 -- desert
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elseif n_biome < -0.4 + (math.random() - 0.5) * BLEND then
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biome = 1 -- taiga
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else
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biome = 2 -- forest / grassland
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end
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local n_fissure = nvals_fissure[nixyz]
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local nofis = false
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if math.abs(n_fissure) > TFIS and density < TVOID then
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nofis = true
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end
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if y == y0 - 1 then -- overgeneration, initialise tables
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under[si] = 0
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soil[si] = 0
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if ungen then
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if density >= 0 then
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stable[si] = 2
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else
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stable[si] = 0
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end
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else
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local nodid = data[vi]
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if nodid == c_stone
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or nodid == c_destone
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or nodid == c_dirt
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or nodid == c_grass
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or nodid == c_dirtsnow
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or nodid == c_snowblock
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or nodid == c_desand
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or nodid == c_stodiam
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or nodid == c_stomese
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or nodid == c_stogold
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or nodid == c_stocopp
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or nodid == c_stoiron
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or nodid == c_stocoal then
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stable[si] = 2
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else
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stable[si] = 0
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end
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end
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elseif y >= y0 and y <= y1 then
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if nofis and density >= TSTONE then -- stone, ores
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if biome == 3 then
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data[vi] = c_destone
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elseif math.random() < ORECHA then
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local osel = math.random(24)
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if osel == 24 then
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data[vi] = c_stodiam
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elseif osel == 23 then
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data[vi] = c_stomese
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elseif osel == 22 then
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data[vi] = c_stogold
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elseif osel >= 19 then
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data[vi] = c_stocopp
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elseif osel >= 10 then
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data[vi] = c_stoiron
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else
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data[vi] = c_stocoal
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end
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else
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data[vi] = c_stone
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end
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stable[si] = stable[si] + 1
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under[si] = 0
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soil[si] = 0
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elseif density >= 0 and density < TSTONE and stable[si] >= 2 then -- fine materials
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if biome == 3 then
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data[vi] = c_desand
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under[si] = 3
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soil[si] = 0
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elseif biome == 1 then
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data[vi] = c_dirt
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under[si] = 1
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soil[si] = soil[si] + 1
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else
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data[vi] = c_dirt
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under[si] = 2
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soil[si] = soil[si] + 1
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end
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elseif density < 0 and under[si] ~= 0 then -- air above surface node
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if under[si] == 1 then
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if math.random() < PINCHA and soil[si] >= 2 then
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fracture_snowypine(x, y, z, area, data)
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else
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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end
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elseif under[si] == 2 then
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if math.random() < APPCHA and soil[si] >= 2 then
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fracture_appletree(x, y, z, area, data)
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else
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data[viu] = c_grass
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if math.random() < FLOCHA then
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fracture_flower(data, vi)
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elseif math.random() < GRACHA then
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data[vi] = c_grass5
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end
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end
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elseif under[si] == 3 then
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if math.random() < CACCHA then
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fracture_cactus(x, y, z, area, data)
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elseif math.random() < DRYCHA then
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data[vi] = c_dryshrub
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end
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end
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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elseif density < TSTONE and y - y0 == 40
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and biome ~= 3 and math.abs(y) > 1024 then -- clouds
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local xrq = 16 * math.floor((x - x0) / 16)
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local zrq = 16 * math.floor((z - z0) / 16)
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local yrq = 40
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local qixyz = zrq * facearea + yrq * sidelen + xrq + 1
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if math.abs(nvals_cloud[qixyz]) < 0.05 then
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data[vi] = c_cloud
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end
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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else -- air
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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end
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elseif y == y1 + 1 then -- overgeneration, detect surface, add surface nodes
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if density < 0 and under[si] ~= 0 then
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if under[si] == 1 then
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock -- added in chunk above
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elseif under[si] == 2 then
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data[viu] = c_grass
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end
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end
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end
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nixyz = nixyz + 1
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vi = vi + 1
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viu = viu + 1
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end
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end
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[fracture] "..chugent.." ms")
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end)
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