-- noisegrid 0.3.6 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- fix grid element indexes again -- tune noise params -- 2 paths with 512n scale -- Parameters local YFLAT = 7 -- Flat area elevation y local YSAND = 4 -- Top of beach y local TERSCA = 192 -- Vertical terrain scale in nodes local STODEP = 5 -- Stone depth below surface in nodes at sea level local TGRID = 0.18 -- Grid area width local TFLAT = 0.2 -- Flat coastal area width local TCITY = 0.3 -- City size. 0.3 = 1/3 of coastal land area, 0 = 1/2 of coastal land area local TFIS = 0.02 -- Fissure width local ORECHA = 1 / 5 ^ 3 -- Ore chance per stone node. 1 / n ^ 3 where n = average distance between ores local APPCHA = 1 / 4 ^ 2 -- Appletree maximum chance per grass node. 1 / n ^ 2 where n = minimum average distance between flora local FLOCHA = 1 / 13 ^ 2 -- Flowers maximum chance per grass node local GRACHA = 1 / 5 ^ 2 -- Grasses maximum chance per grass node -- 2D noise for base terrain local np_base = { offset = 0, scale = 1, spread = {x=2048, y=2048, z=2048}, seed = -9111, octaves = 6, persist = 0.6 } -- 2D noise for intercity roads local np_road = { offset = 0, scale = 1, spread = {x=2048, y=2048, z=2048}, seed = -9111, octaves = 4, persist = 0.5 } -- 2D noise for alt roads and tunnels local np_alt = { offset = 0, scale = 1, spread = {x=1024, y=1024, z=1024}, seed = 11, octaves = 3, persist = 0.4 } -- 2D noise for city areas local np_city = { offset = 0, scale = 1, spread = {x=1024, y=1024, z=1024}, seed = 3166616, octaves = 2, persist = 0.5 } -- 2D noise for paths local np_path = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 7000023, octaves = 4, persist = 0.4 } local np_path2 = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = -2315551, octaves = 4, persist = 0.4 } -- 2D noise for trees local np_tree = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = 133338, octaves = 3, persist = 0.5 } -- 2D noise for grasses local np_grass = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = 133, octaves = 2, persist = 0.5 } -- 2D noise for flowers local np_flower = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = -70008, octaves = 2, persist = 0.5 } -- 3D noise for fissures local np_fissure = { offset = 0, scale = 1, spread = {x=192, y=192, z=192}, seed = 2001, octaves = 4, persist = 0.5 } -- Stuff noisegrid = {} dofile(minetest.get_modpath("noisegrid").."/functions.lua") dofile(minetest.get_modpath("noisegrid").."/nodes.lua") -- On generated function minetest.register_on_generated(function(minp, maxp, seed) if minp.y > 208 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 ("[noisegrid] 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_grass = minetest.get_content_id("noisegrid:grass") local c_dirt = minetest.get_content_id("noisegrid:dirt") local c_stone = minetest.get_content_id("noisegrid:stone") local c_roadblack = minetest.get_content_id("noisegrid:roadblack") local c_roadwhite = minetest.get_content_id("noisegrid:roadwhite") local c_slab = minetest.get_content_id("noisegrid:slab") local c_path = minetest.get_content_id("noisegrid:path") local c_light = minetest.get_content_id("noisegrid:lightoff") local c_concrete = minetest.get_content_id("noisegrid:concrete") local c_water = minetest.get_content_id("default:water_source") local c_sand = minetest.get_content_id("default:sand") 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 chulensxyz = {x=sidelen+1, y=sidelen, z=sidelen+1} local minposxyz = {x=x0-1, y=y0, z=z0-1} local chulensxz = {x=sidelen+1, y=sidelen+1, z=sidelen} -- different because here x=x, y=z local minposxz = {x=x0-1, y=z0-1} local nvals_base = minetest.get_perlin_map(np_base, chulensxz):get2dMap_flat(minposxz) local nvals_road = minetest.get_perlin_map(np_road, chulensxz):get2dMap_flat(minposxz) local nvals_alt = minetest.get_perlin_map(np_alt, chulensxz):get2dMap_flat(minposxz) local nvals_city = minetest.get_perlin_map(np_city, chulensxz):get2dMap_flat(minposxz) local nvals_path = minetest.get_perlin_map(np_path, chulensxz):get2dMap_flat(minposxz) local nvals_path2 = minetest.get_perlin_map(np_path2, chulensxz):get2dMap_flat(minposxz) local nvals_tree = minetest.get_perlin_map(np_tree, chulensxz):get2dMap_flat(minposxz) local nvals_grass = minetest.get_perlin_map(np_grass, chulensxz):get2dMap_flat(minposxz) local nvals_flower = minetest.get_perlin_map(np_flower, chulensxz):get2dMap_flat(minposxz) local nvals_fissure = minetest.get_perlin_map(np_fissure, chulensxyz):get3dMap_flat(minposxyz) local cross = math.abs(nvals_base[3281]) < TGRID and nvals_city[3281] > TCITY -- grid elements enabled per chunk local nroad = math.abs(nvals_base[6521]) < TGRID and nvals_city[6521] > TCITY local eroad = math.abs(nvals_base[3321]) < TGRID and nvals_city[3321] > TCITY local sroad = math.abs(nvals_base[122]) < TGRID and nvals_city[122] > TCITY local wroad = math.abs(nvals_base[3242]) < TGRID and nvals_city[3242] > TCITY local nixz = 1 local nixyz = 1 local stable = {} for z = z0-1, z1 do for x = x0-1, x1 do local si = x - x0 + 2 stable[si] = 2 end for y = y0, y1 do local vi = area:index(x0-1, y, z) local via = area:index(x0-1, y+1, z) local n_xprepath = false local n_xprepath2 = false local n_xpreroad = false local n_xprealt = false for x = x0-1, x1 do local nodid = data[vi] local si = x - x0 + 2 local xr = x - x0 local zr = z - z0 local chunk = (x >= x0 and z >= z0) local sea = false local flat = false local ysurf local n_base = nvals_base[nixz] local n_absbase = math.abs(n_base) if n_base > TFLAT then ysurf = YFLAT + math.floor((n_base - TFLAT) * TERSCA) elseif n_base < -TFLAT then ysurf = YFLAT - math.floor((-TFLAT - n_base) * TERSCA) sea = true else ysurf = YFLAT flat = true end local n_fissure = nvals_fissure[nixyz] local nofis = math.abs(n_fissure) > TFIS local n_city = nvals_city[nixz] local city = n_city > TCITY local n_tree = math.min(math.max(nvals_tree[nixz], 0), 1) local n_grass = math.min(math.max(nvals_grass[nixz], 0), 1) local n_flower = math.min(math.max(nvals_flower[nixz], 0), 1) local n_path = nvals_path[nixz] local n_abspath = math.abs(n_path) local n_zprepath = nvals_path[(nixz - 81)] local n_path2 = nvals_path2[nixz] local n_abspath2 = math.abs(n_path2) local n_zprepath2 = nvals_path2[(nixz - 81)] local n_road = nvals_road[nixz] local n_absroad = math.abs(n_road) local n_zpreroad = nvals_road[(nixz - 81)] local n_alt = nvals_alt[nixz] local n_absalt = math.abs(n_alt) local n_zprealt = nvals_alt[(nixz - 81)] local stodep = math.max(STODEP * (TERSCA - y) / TERSCA, 1) if chunk then if y == YFLAT and n_base > -TGRID -- tunnel road and (((n_alt >= 0 and n_xprealt < 0) or (n_alt < 0 and n_xprealt >= 0)) or ((n_alt >= 0 and n_zprealt < 0) or (n_alt < 0 and n_zprealt >= 0))) then data[vi] = c_roadwhite for i = -3, 3 do for k = -3, 3 do if (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2 <= 13 then local vi = area:index(x+i, y, z+k) local via = area:index(x+i, y+1, z+k) local nodid = data[vi] if nodid ~= c_roadwhite then data[vi] = c_roadblack end data[via] = c_air end end end elseif y <= ysurf and y >= YFLAT + 1 and y <= YFLAT + 4 and n_absalt < 0.025 then -- tunnel air data[vi] = c_air stable[si] = 0 elseif y <= ysurf - 1 and y == YFLAT + 5 and n_absalt > 0.003 and n_absalt < 0.007 then -- tunnel lights data[vi] = c_light stable[si] = stable[si] + 1 elseif y <= ysurf and y >= YFLAT and y <= YFLAT + 6 -- tunnel concrete and n_absalt < 0.035 and n_base > TFLAT and nodid ~= c_roadblack then data[vi] = c_concrete stable[si] = stable[si] + 1 elseif y <= ysurf - stodep and (nofis or ((flat or sea) -- stone and y >= ysurf - 16)) and nodid ~= c_roadblack then if math.random() < ORECHA then 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 data[vi] = c_stocoal end else data[vi] = c_stone end stable[si] = stable[si] + 1 elseif y == ysurf and y > YSAND then -- surface layer if ((n_road >= 0 and n_xpreroad < 0) or (n_road < 0 and n_xpreroad >= 0)) -- intercity road or ((n_road >= 0 and n_zpreroad < 0) or (n_road < 0 and n_zpreroad >= 0)) then data[vi] = c_roadwhite for i = -3, 3 do for k = -3, 3 do if (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2 <= 13 then local vi = area:index(x+i, y, z+k) local via = area:index(x+i, y+1, z+k) local nodid = data[vi] if nodid ~= c_roadwhite then data[vi] = c_roadblack end data[via] = c_air end end end elseif xr >= 36 and xr <= 42 and zr >= 36 and zr <= 42 -- city grid and (nroad or eroad or sroad or wroad) and cross and nodid ~= c_roadblack then -- junction if xr == 39 and zr == 39 then data[vi] = c_roadwhite else data[vi] = c_roadblack end elseif xr >= 33 and xr <= 45 and zr >= 43 -- north road and nroad and cross and nodid ~= c_roadblack then if xr == 39 then data[vi] = c_roadwhite elseif xr >= 36 and xr <= 42 then data[vi] = c_roadblack else data[vi] = c_dirt data[via] = c_slab end elseif xr >= 43 and zr >= 33 and zr <= 45 -- east road and eroad and cross and nodid ~= c_roadblack then if zr == 39 then data[vi] = c_roadwhite elseif zr >= 36 and zr <= 42 then data[vi] = c_roadblack else data[vi] = c_dirt data[via] = c_slab end elseif xr >= 33 and xr <= 45 and zr <= 35 -- south road and sroad and cross and nodid ~= c_roadblack then if xr == 39 then data[vi] = c_roadwhite elseif xr >= 36 and xr <= 42 then data[vi] = c_roadblack else data[vi] = c_dirt data[via] = c_slab end elseif xr <= 35 and zr >= 33 and zr <= 45 -- west road and wroad and cross and nodid ~= c_roadblack then if zr == 39 then data[vi] = c_roadwhite elseif zr >= 36 and zr <= 42 then data[vi] = c_roadblack else data[vi] = c_dirt data[via] = c_slab end elseif xr >= 33 and xr <= 45 and zr >= 33 and zr <= 45 -- pavement in junction gaps and (nroad or eroad or sroad or wroad) and cross and nodid ~= c_roadblack then data[vi] = c_dirt data[via] = c_slab elseif (n_absroad < 0.01 or n_absalt < 0.02) and flat and city and nodid ~= c_roadblack then data[vi] = c_dirt -- pavement of intercity road and tunnel road in city data[via] = c_slab elseif ((n_path >= 0 and n_xprepath < 0) or (n_path < 0 and n_xprepath >= 0)) -- path or ((n_path >= 0 and n_zprepath < 0) or (n_path < 0 and n_zprepath >= 0)) then for i = -1, 1 do for k = -1, 1 do local vi = area:index(x+i, y, z+k) local nodid = data[vi] if nodid ~= c_roadwhite and nodid ~= c_roadblack then data[vi] = c_path end end end elseif ((n_path2 >= 0 and n_xprepath2 < 0) or (n_path2 < 0 and n_xprepath2 >= 0)) -- path 2 or ((n_path2 >= 0 and n_zprepath2 < 0) or (n_path2 < 0 and n_zprepath2 >= 0)) then for i = -1, 1 do for k = -1, 1 do local vi = area:index(x+i, y, z+k) local nodid = data[vi] if nodid ~= c_roadwhite and nodid ~= c_roadblack then data[vi] = c_path end end end elseif stable[si] >= 2 and nodid ~= c_roadblack and nodid ~= c_path then -- dirt with grass if math.random() < APPCHA * n_tree -- appletree and n_abspath > 0.015 and n_abspath2 > 0.015 and n_absroad > 0.02 and (n_absalt > 0.04 or y > YFLAT) then noisegrid_appletree(x, y+1, z, area, data) else data[vi] = c_grass if math.random() < FLOCHA * n_flower and n_absroad > 0.015 and n_absalt > 0.03 then -- flowers noisegrid_flower(data, via) elseif math.random() < GRACHA * n_grass and n_absroad > 0.015 and n_absalt > 0.03 then -- grasses noisegrid_grass(data, via) end end end elseif y <= ysurf and y >= ysurf - 16 and y <= YSAND and sea and stable[si] >= 2 then -- sand data[vi] = c_sand elseif y < ysurf and y > ysurf - stodep and (nofis or flat) and stable[si] >= 2 and nodid ~= c_roadblack then -- dirt data[vi] = c_dirt elseif y <= 1 and y > ysurf then -- water data[vi] = c_water stable[si] = 0 else -- air stable[si] = 0 end end n_xprepath = n_path n_xprepath2 = n_path2 n_xpreroad = n_road n_xprealt = n_alt nixz = nixz + 1 nixyz = nixyz + 1 vi = vi + 1 via = via + 1 end nixz = nixz - 81 end nixz = nixz + 81 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 ("[noisegrid] "..chugent.." ms") end)