0_4_11 Rewrite derived from levels mapgen

master
paramat 2015-02-14 09:24:04 +00:00
parent 78c5524941
commit f57177ace9
3 changed files with 141 additions and 122 deletions

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@ -1,6 +1,4 @@
noise23 0.1.1 by paramat
For latest stable Minetest back to 0.4.8
noise23 0.2.0 by paramat
For Minetest 0.4.11 and later
Depends default
Licenses: code WTFPL
Enable fly, teleport to y = 7000 then fly up or down to find the surface.
License: code WTFPL

255
init.lua
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@ -1,79 +1,57 @@
-- noise23 0.1.1 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- Parameters
local YMIN = 6000
local YMAX = 8000
local TERCEN = 7000 -- Terrain centre. Average terrain level
local YWATER = 7000 -- Approximate water surface y, is rounded down to near base of chunk
local TERSCA = 128 -- Terrain scale in nodes, typical height of mountains
local TSTONE = 0.04 -- Density threshold for stone, depth of stone below surface
local STABLE = 2 -- Minimum number of stacked stone nodes in column required to support sand
local YZERO = 0 -- Average world surface level
local TERSCA = 96 -- Vertical terrain scale
local YWATER = 1
local STABLE = 2 -- Number of stone nodes required to support biome above
local TSTONE = 0.03 -- Controls depth of stone below surface
local YSAND = 4 -- Y of beach top
local TTUN = -0.4 -- Biome noise threshold for tundra
local TDES = 0.4 -- Biome noise threshold for desert
-- 3D noise for terrain
-- Noise parameters
-- 3D noise
local np_terrain = {
offset = 0,
scale = 1,
spread = {x=512, y=256, z=512}, -- squashed perlin noise, y spread is half
spread = {x=384, y=256, z=384},
seed = 5900033,
octaves = 6,
persist = 0.67
octaves = 5,
persist = 0.63,
lacunarity = 2.0,
--flags = ""
}
-- 2D noise for biomes
-- 2D noise
local np_biome = {
offset = 0,
scale = 1,
spread = {x=512, y=512, z=512}, -- spread is still stated with xyz values
spread = {x=768, y=768, z=768},
seed = -188900,
octaves = 4,
persist = 0.5
octaves = 3,
persist = 0.4,
lacunarity = 2.0,
--flags = ""
}
-- Stuff
-- Set mapgen parameters
noise23 = {}
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
end)
ywater = (80 * math.floor((YWATER + 32) / 80)) - 32 + 15 -- sets water surface to 16 nodes above chunk base
-- Initialize noise objects to nil
-- Nodes
minetest.register_node("noise23:flosand", {
description = "Turquoise Float Sand",
tiles = {"noise23_flosand.png"},
groups = {crumbly=3, falling_node=1},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("noise23:stone", {
description = "N23 Stone",
tiles = {"default_stone.png"},
groups = {cracky=3},
drop = "default:stone",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("noise23:desertstone", {
description = "N23 Desert Stone",
tiles = {"default_desert_stone.png"},
groups = {cracky=3},
drop = "default:desert_stone",
sounds = default.node_sound_stone_defaults(),
})
local nobj_terrain = nil
local nobj_biome = nil
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y < YMIN or maxp.y > YMAX then
return
end
local t1 = os.clock()
local t0 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
@ -81,92 +59,135 @@ minetest.register_on_generated(function(minp, maxp, seed)
local y0 = minp.y
local z0 = minp.z
print ("[noise23] 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_n23stone = minetest.get_content_id("noise23:stone")
local c_n23destone = minetest.get_content_id("noise23:desertstone")
local c_sand = minetest.get_content_id("default:sand")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_flosand = minetest.get_content_id("noise23:flosand")
local c_water = minetest.get_content_id("default:water_source")
local c_stone = minetest.get_content_id("default:stone")
local c_sand = minetest.get_content_id("default:sand")
local c_water = minetest.get_content_id("default:water_source")
local c_lava = minetest.get_content_id("default:lava_source")
local c_grass = minetest.get_content_id("default:dirt_with_grass")
local c_dirt = minetest.get_content_id("default:dirt")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_destone = minetest.get_content_id("default:desert_stone")
local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local ystridevm = sidelen + 32
--local zstridevm = ystride ^ 2
local chulens3d = {x=sidelen, y=sidelen+17, z=sidelen}
local chulens2d = {x=sidelen, y=sidelen, z=1}
local minpos3d = {x=x0, y=y0-16, z=z0}
local minpos2d = {x=x0, y=z0}
local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz)
local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat(minposxz)
nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulens3d)
nobj_biome = nobj_biome or minetest.get_perlin_map(np_biome, chulens2d)
local nixyz = 1 -- 3D noise index
local nixz = 1 -- 2D noise index
local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d)
local nvals_biome = nobj_biome:get2dMap_flat(minpos2d)
local ni3d = 1
local ni2d = 1
local stable = {}
for z = z0, z1 do -- for each xy plane progressing northwards
local under = {}
for z = z0, z1 do
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
stable[si] = STABLE
end
stable[si] = 0
end
for y = y0, y1 do -- for each x row progressing upwards
for y = y0 - 16, y1 + 1 do
local vi = area:index(x0, y, z)
for x = x0, x1 do -- for each node do
for x = x0, x1 do
local si = x - x0 + 1
local grad = (TERCEN - y) / TERSCA
local density = nvals_terrain[nixyz] + grad
local n_biome = nvals_biome[nixz] -- biome noise for node
local biome = false -- set biome id to undefined
if n_biome > 0.46 + math.random() * 0.04 then -- set biome id
biome = 3
elseif n_biome < -0.5 + math.random() * 0.04 then
biome = 1
else
biome = 2
end
if density >= TSTONE then
if biome == 3 then
data[vi] = c_n23destone
else -- biomes 1 and 2
data[vi] = c_n23stone
local viu = vi - ystridevm
local n_biome = nvals_biome[ni2d]
local n_terrain = nvals_terrain[ni3d]
local grad = (YZERO - y) / TERSCA
local density = n_terrain + grad
if y < y0 then
if density >= TSTONE then
stable[si] = stable[si] + 1
elseif density <= 0 then
stable[si] = 0
end
stable[si] = stable[si] + 1
elseif density >= 0 and density < TSTONE and stable[si] >= 2 then
if biome == 3 then
data[vi] = c_desand
elseif biome == 1 then
data[vi] = c_flosand
else -- biome = 2
data[vi] = c_sand
if y == y0 - 1 then
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sand
or nodid == c_desand
or nodid == c_grass
or nodid == c_dirt then
stable[si] = STABLE
end
end
elseif y >= y0 and y <= y1 then
if density >= TSTONE then
if n_biome > TDES then
data[vi] = c_destone
else
data[vi] = c_stone
end
stable[si] = stable[si] + 1
under[si] = 0
elseif density > 0 and density < TSTONE
and stable[si] >= STABLE then
if y <= YSAND then
data[vi] = c_sand
under[si] = 1 -- beach
elseif n_biome < TTUN then
data[vi] = c_dirt
under[si] = 4 -- tundra
elseif n_biome > TDES then
data[vi] = c_desand
under[si] = 3 -- desert
else
data[vi] = c_dirt
under[si] = 2 -- grassland
end
elseif y <= YWATER then
data[vi] = c_water
stable[si] = 0
under[si] = 0
else -- air, possibly just above surface
if under[si] == 2 then
data[viu] = c_grass
elseif under[si] == 4 then
data[viu] = c_dirtsnow
end
stable[si] = 0
under[si] = 0
end
elseif y == y1 + 1 then
if density <= 0 and y > YWATER then -- air, possibly just above surface
if under[si] == 2 then
data[viu] = c_grass
elseif under[si] == 4 then
data[viu] = c_dirtsnow
end
stable[si] = 0
under[si] = 0
end
elseif y <= ywater then
data[vi] = c_water
stable[si] = 0
else
data[vi] = c_air
stable[si] = 0
end
nixyz = nixyz + 1 -- increment 3D noise index
nixz = nixz + 1 -- increment 2D noise index
ni3d = ni3d + 1
ni2d = ni2d + 1
vi = vi + 1
end
nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above
ni2d = ni2d - sidelen
end
nixz = nixz + 80 -- fast-forward 2D noise index by 80 nodes for next northward xy plane
ni2d = ni2d + sidelen
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 ("[noise23] "..chugent.." ms")
end)
vm:update_liquids()
local chugent = math.ceil((os.clock() - t0) * 1000)
print ("[noise23] "..chugent.." ms minp ("..x0.." "..y0.." "..z0..")")
end)

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