noisegrid/init.lua

677 lines
19 KiB
Lua

-- 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)