-- 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 -- City grid area width local TFLAT = 0.2 -- Flat coastal area width local TCITY = 0 -- City size. -- 0.3 = 1/3 of coastal land area, 0 = 1/2 of coastal land area. local TFIS = 0.01 -- Fissure width local TTUN = 0.02 -- Tunnel width local LUXCHA = 1 / 9 ^ 3 -- Luxore chance per stone node. 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 local PSCA = 16 -- Player scatter. Maximum distance in chunks (80 nodes) -- of player spawn points from (0, 0, 0). -- 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, -- same seed as above for similar structre but smoother octaves = 5, 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 = 1, persist = 0.5 } -- 3D noise for fissures local np_fissure = { offset = 0, scale = 1, spread = {x = 384, y = 384, z = 384}, seed = 2001, octaves = 4, persist = 0.5 } -- 3D noise for web a local np_weba = { offset = 0, scale = 1, spread = {x = 192, y = 192, z = 192}, seed = 5900033, octaves = 3, persist = 0.5 } -- 3D noise for web b local np_webb = { offset = 0, scale = 1, spread = {x = 191, y = 191, z = 191}, seed = 33, octaves = 3, persist = 0.5 } -- 3D noise for web c local np_webc = { offset = 0, scale = 1, spread = {x = 190, y = 190, z = 190}, seed = -18000001, octaves = 3, persist = 0.5 } -- Do files dofile(minetest.get_modpath("noisegrid") .. "/functions.lua") dofile(minetest.get_modpath("noisegrid") .. "/nodes.lua") -- Set mapgen parameters minetest.register_on_mapgen_init(function(mgparams) minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"}) end) -- Initialize noise objects to nil local nobj_base = nil local nobj_road = nil local nobj_alt = nil local nobj_city = nil local nobj_path = nil local nobj_path2 = nil local nobj_tree = nil local nobj_grass = nil local nobj_flower = nil local nobj_fissure = nil local nobj_weba = nil local nobj_webb = nil local nobj_webc = nil -- On generated function minetest.register_on_generated(function(minp, maxp, seed) 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 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_concrete = minetest.get_content_id("noisegrid:concrete") local c_light = minetest.get_content_id("noisegrid:light") local c_luxore = minetest.get_content_id("noisegrid:luxore") local c_water = minetest.get_content_id("default:water_source") local c_sand = minetest.get_content_id("default:sand") local c_wood = minetest.get_content_id("default:wood") 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 overlen = sidelen + 1 local chulensxyz = {x = overlen, y = sidelen, z = overlen} local minposxyz = {x = x0 - 1, y = y0, z = z0 - 1} local chulensxz = {x = overlen, y = overlen, z = 1} -- different because here x=x, y=z local minposxz = {x = x0 - 1, y = z0 - 1} nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulensxz) nobj_road = nobj_road or minetest.get_perlin_map(np_road, chulensxz) nobj_alt = nobj_alt or minetest.get_perlin_map(np_alt, chulensxz) nobj_city = nobj_city or minetest.get_perlin_map(np_city, chulensxz) nobj_path = nobj_path or minetest.get_perlin_map(np_path, chulensxz) nobj_path2 = nobj_path2 or minetest.get_perlin_map(np_path2, chulensxz) nobj_tree = nobj_tree or minetest.get_perlin_map(np_tree, chulensxz) nobj_grass = nobj_grass or minetest.get_perlin_map(np_grass, chulensxz) nobj_flower = nobj_flower or minetest.get_perlin_map(np_flower, chulensxz) nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulensxyz) nobj_weba = nobj_weba or minetest.get_perlin_map(np_weba, chulensxyz) nobj_webb = nobj_webb or minetest.get_perlin_map(np_webb, chulensxyz) nobj_webc = nobj_webc or minetest.get_perlin_map(np_webc, chulensxyz) local nvals_base = nobj_base :get2dMap_flat(minposxz) local nvals_road = nobj_road :get2dMap_flat(minposxz) local nvals_alt = nobj_alt :get2dMap_flat(minposxz) local nvals_city = nobj_city :get2dMap_flat(minposxz) local nvals_path = nobj_path :get2dMap_flat(minposxz) local nvals_path2 = nobj_path2 :get2dMap_flat(minposxz) local nvals_tree = nobj_tree :get2dMap_flat(minposxz) local nvals_grass = nobj_grass :get2dMap_flat(minposxz) local nvals_flower = nobj_flower:get2dMap_flat(minposxz) local nvals_fissure = nobj_fissure:get3dMap_flat(minposxyz) local nvals_weba = nobj_weba :get3dMap_flat(minposxyz) local nvals_webb = nobj_webb :get3dMap_flat(minposxyz) local nvals_webc = nobj_webc :get3dMap_flat(minposxyz) local cross = math.abs(nvals_base[3281]) < TGRID and nvals_city[3281] > TCITY -- grid elements local nroad = math.abs(nvals_base[6521]) < TGRID and nvals_city[6521] > TCITY -- enabled per chunk, local eroad = math.abs(nvals_base[3321]) < TGRID and nvals_city[3321] > TCITY -- dependant on local sroad = math.abs(nvals_base[122]) < TGRID and nvals_city[122] > TCITY -- chunksize = 5. 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 -- +2 because overgeneration 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 xr = x - x0 local zr = z - z0 local si = xr + 2 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 weba = math.abs(nvals_weba[nixyz]) < TTUN local webb = math.abs(nvals_webb[nixyz]) < TTUN local webc = math.abs(nvals_webc[nixyz]) < TTUN local n_fissure = nvals_fissure[nixyz] local n_absfissure = math.abs(n_fissure) local nofis = n_absfissure > TFIS and not (weba and webb) and not (weba and webc) local wood = n_absfissure < TFIS * 2 and not flat 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 - overlen)] local n_path2 = nvals_path2[nixz] local n_abspath2 = math.abs(n_path2) local n_zprepath2 = nvals_path2[(nixz - overlen)] local n_road = nvals_road[nixz] local n_absroad = math.abs(n_road) local n_zpreroad = nvals_road[(nixz - overlen)] local n_alt = nvals_alt[nixz] local n_absalt = math.abs(n_alt) local n_zprealt = nvals_alt[(nixz - overlen)] local stodep = math.max(STODEP * (TERSCA - y) / TERSCA, 1) if chunk then -- tunnel road if y == YFLAT and n_base > -TGRID 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 -- to remove pavements end end end -- tunnel air elseif y <= ysurf and y >= YFLAT + 1 and y <= YFLAT + 4 and n_absalt < 0.025 then data[vi] = c_air stable[si] = 0 -- tunnel lights elseif y <= ysurf - 1 and y == YFLAT + 5 and n_absalt > 0.003 and n_absalt < 0.007 then data[vi] = c_light stable[si] = stable[si] + 1 -- tunnel concrete elseif y <= ysurf and y >= YFLAT and y <= YFLAT + 6 and n_absalt < 0.035 and n_base > TFLAT and nodid ~= c_roadblack then data[vi] = c_concrete stable[si] = stable[si] + 1 -- stone and ores elseif y <= ysurf - stodep and nodid ~= c_roadblack and (nofis or ((flat or sea) and y >= ysurf - 16)) then if math.random() < LUXCHA then data[vi] = c_luxore elseif 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 -- surface layer elseif y == ysurf and y > YSAND then -- intercity road if ((n_road >= 0 and n_xpreroad < 0) or (n_road < 0 and n_xpreroad >= 0)) 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 -- city grid -- junction elseif xr >= 36 and xr <= 42 and zr >= 36 and zr <= 42 and (nroad or eroad or sroad or wroad) and cross and nodid ~= c_roadblack then if xr == 39 and zr == 39 then data[vi] = c_roadwhite else data[vi] = c_roadblack end -- north road elseif xr >= 33 and xr <= 45 and zr >= 43 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 -- east road elseif xr >= 43 and zr >= 33 and zr <= 45 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 -- south road elseif xr >= 33 and xr <= 45 and zr <= 35 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 -- west road elseif xr <= 35 and zr >= 33 and zr <= 45 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 -- pavement in junction gaps elseif xr >= 33 and xr <= 45 and zr >= 33 and zr <= 45 and (nroad or eroad or sroad or wroad) and cross and nodid ~= c_roadblack then data[vi] = c_dirt data[via] = c_slab -- path 1 elseif ((n_path >= 0 and n_xprepath < 0) 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 if wood then local viu = area:index(x, y - 1, z) local viuu = area:index(x, y - 2, z) data[viu] = c_wood data[viuu] = c_wood end 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 if wood then data[vi] = c_wood else data[vi] = c_path end end end end -- path 2 elseif ((n_path2 >= 0 and n_xprepath2 < 0) or (n_path2 < 0 and n_xprepath2 >= 0)) or ((n_path2 >= 0 and n_zprepath2 < 0) or (n_path2 < 0 and n_zprepath2 >= 0)) then if wood then local viu = area:index(x, y - 1, z) local viuu = area:index(x, y - 2, z) data[viu] = c_wood data[viuu] = c_wood end 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 if wood then data[vi] = c_wood else data[vi] = c_path end end end end -- stable dirt with grass elseif stable[si] >= 2 and nodid ~= c_roadblack and nodid ~= c_path then -- appletrees if math.random() < APPCHA * n_tree 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 -- flowers if math.random() < FLOCHA * n_flower and n_absroad > 0.015 and n_absalt > 0.03 then noisegrid_flower(data, via) -- grasses elseif math.random() < GRACHA * n_grass and n_absroad > 0.015 and n_absalt > 0.03 then noisegrid_grass(data, via) end end end -- sand elseif y <= ysurf and y >= ysurf - 16 and y <= YSAND then data[vi] = c_sand -- stable dirt elseif y < ysurf and y > ysurf - stodep and stable[si] >= 2 and nodid ~= c_roadblack then data[vi] = c_dirt -- water elseif y <= 1 and y > ysurf then data[vi] = c_water stable[si] = 0 -- air else 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 - overlen end nixz = nixz + overlen end vm:set_data(data) vm:calc_lighting() vm:write_to_map(data) vm:update_liquids() local chugent = math.ceil((os.clock() - t1) * 1000) print ("[noisegrid] " .. chugent .. " ms") end) -- Spawn player function local function noisegrid_spawnplayer(player) local xsp local ysp local zsp local nobj_base = nil for chunk = 1, 128 do print ("[noisegrid] searching for spawn " .. chunk) local x0 = 80 * math.random(-PSCA, PSCA) - 32 local z0 = 80 * math.random(-PSCA, PSCA) - 32 local y0 = -32 local x1 = x0 + 79 local z1 = z0 + 79 local y1 = 47 local sidelen = 80 local chulens = {x = sidelen, y = sidelen, z = 1} local minposxz = {x = x0, y = z0} nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulens) local nvals_base = nobj_base:get2dMap_flat(minposxz) local nixz = 1 for z = z0, z1 do for x = x0, x1 do 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) else ysurf = YFLAT end if ysurf >= 1 then ysp = ysurf + 1 xsp = x zsp = z break end nixz = nixz + 1 end if ysp then break end end if ysp then break end end if ysp then print ("[noisegrid] spawn player (" .. xsp .. " " .. ysp .. " " .. zsp .. ")") player:setpos({x = xsp, y = ysp, z = zsp}) else print ("[noisegrid] no suitable spawn found") player:setpos({x = 0, y = 2, z = 0}) end end minetest.register_on_newplayer(function(player) noisegrid_spawnplayer(player) end) minetest.register_on_respawnplayer(function(player) noisegrid_spawnplayer(player) return true end)