-- noisegrid 0.2.5 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- Fix spawnplayer: player scatter parameter, default 16 = 1280n, 128 tries -- Parameters local YFLAT = 7 -- Flat area elevation local YSAND = 4 -- Top of beach local TERSCA = 192 -- Vertical terrain scale local TROAD = 0.18 -- road grid area width local TFLAT = 0.2 -- Flat area width local TFIS = 0.02 -- Fissure threshold, controls width local ORECHA = 1 / 4 ^ 3 -- Ore chance per stone node local APPCHA = 1 / 4 ^ 2 -- Appletree maximum chance per grass node local FLOCHA = 1 / 13 ^ 2 -- Flowers 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 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=128, y=128, z=128}, seed = 133, octaves = 2, persist = 0.5 } -- 2D noise for paths local np_path = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = 7000023, octaves = 4, persist = 0.4 } -- 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_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_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 chulens = {x=sidelen, y=sidelen, z=sidelen} local minposxyz = {x=x0, y=y0, z=z0} local minposxz = {x=x0, y=z0} local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz) local nvals_tree = minetest.get_perlin_map(np_tree, chulens):get2dMap_flat(minposxz) local nvals_grass = minetest.get_perlin_map(np_grass, chulens):get2dMap_flat(minposxz) local nvals_path = minetest.get_perlin_map(np_path, chulens):get2dMap_flat(minposxz) local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz) local cross = false local nroad = false local eroad = false local sroad = false local wroad = false if math.abs(nvals_base[6359]) < TROAD then nroad = true end if math.abs(nvals_base[3121]) < TROAD then wroad = true end if math.abs(nvals_base[3160]) < TROAD then cross = true end if math.abs(nvals_base[3200]) < TROAD then eroad = true end if math.abs(nvals_base[39]) < TROAD then sroad = true end local nixz = 1 local nixyz = 1 local stable = {} for z = z0, z1 do for x = x0, x1 do local si = x - x0 + 1 stable[si] = 2 end for y = y0, y1 do local vi = area:index(x0, y, z) local via = area:index(x0, y+1, z) local n_xprepath = false for x = x0, x1 do local si = x - x0 + 1 local xr = x - x0 local zr = 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 = false if math.abs(n_fissure) > TFIS then nofis = true end 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_path = nvals_path[nixz] local n_zprepath = nvals_path[(nixz - 80)] if y == ysurf and y > YSAND then if xr >= 36 and xr <= 42 and zr >= 36 and zr <= 42 -- centre and (nroad or eroad or sroad or wroad) and cross then 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 and nroad and cross 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 and eroad and cross 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 and sroad and cross 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 and wroad and cross 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 and cross then data[vi] = c_dirt data[via] = c_slab elseif x > x0 and z > z0 and (((n_path >= 0 and n_xprepath < 0) -- paths or (n_path < 0 and n_xprepath >= 0)) 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 stable[si] >= 2 then -- dirt with grass if math.random() < APPCHA * n_tree -- appletree and math.abs(n_path) > 0.03 then noisegrid_appletree(x, y+1, z, area, data) else data[vi] = c_grass if math.random() < FLOCHA then -- flowers noisegrid_flower(data, via) elseif math.random() < GRACHA * n_grass then -- grasses noisegrid_grass(data, via) end end end elseif y <= ysurf - 4 and (nofis or ((flat or sea) and y >= ysurf - 8)) 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 >= ysurf - 7 and y <= YSAND and sea and stable[si] >= 2 then data[vi] = c_sand elseif y < ysurf and y >= ysurf - 3 and (nofis or flat) and stable[si] >= 2 then data[vi] = c_dirt elseif y <= 1 and y > ysurf then data[vi] = c_water stable[si] = 0 else -- air stable[si] = 0 end n_xprepath = n_path nixz = nixz + 1 nixyz = nixyz + 1 vi = vi + 1 via = via + 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 ("[noisegrid] "..chugent.." ms") end)