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