overgen/init.lua

135 lines
3.9 KiB
Lua

-- overgen 0.1.1 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- 0.1.1 overgen:stone to prevent grass/trees, no surface node underwater,
-- Parameters
local YMIN = 6000 -- Approximate realm base, atmosphere top
local YMAX = 8000
local TCEN = 7024 -- Terrain centre, average solid surface level
local WATY = 7024 -- Water surface y
local TSCA = 128 -- Terrain scale, approximate average height of hills
local STOT = 0.04 -- Stone threshold, controls epth of stone below surface
local STABLE = 2 -- Minimum number of stacked stone nodes in column required to support sand
-- 3D noise for terrain
local np_terrain = {
offset = 0,
scale = 1,
spread = {x=256, y=192, z=256}, -- largest scale in nodes
seed = 5900033,
octaves = 5, -- number of levels of detail
persist = 0.67 -- roughness / crazyness
}
-- Stuff
overgen = {}
-- Nodes
minetest.register_node("overgen:stone", {
description = "OVG Stone",
tiles = {"default_stone.png"},
groups = {cracky=3},
drop = "default:stone",
sounds = default.node_sound_stone_defaults(),
})
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y < YMIN or maxp.y > YMAX 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 ("[overgen] 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_sand = minetest.get_content_id("default:sand")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_water = minetest.get_content_id("default:water_source")
local c_ovgstone = minetest.get_content_id("overgen:stone")
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen+3, z=sidelen}
local minpos = {x=x0, y=y0-2, z=z0}
local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos)
local ni = 1
local stable = {}
local under = {}
for z = z0, z1 do
for y = y0 - 2, y1 + 1 do
local vi = area:index(x0, y, z)
for x = x0, x1 do
local si = x - x0 + 1
local grad = (TCEN - y) / TSCA
local density = nvals_terrain[ni] + grad
if y == y0 - 2 then -- node layer 2 nodes below chunk, set initial stability table values
if density >= 0 then -- if node solid
stable[si] = 1
else
stable[si] = 0
end
elseif y == y0 - 1 then -- node layer below chunk
if density >= 0 then -- if node solid
stable[si] = stable[si] + 1
end
elseif y >= y0 and y <= y1 then
if density >= STOT then
data[vi] = c_ovgstone
stable[si] = stable[si] + 1
under[si] = 0
elseif density >= 0 and density < STOT and stable[si] >= STABLE then
data[vi] = c_sand
under[si] = 1
elseif y <= WATY then
data[vi] = c_water
stable[si] = 0
under[si] = 0
else -- air, possible above surface node
data[vi] = c_air
if under[si] == 1 then -- if air above surface node
local viu = area:index(x, y-1, z) -- index of 'under' node
data[viu] = c_desand -- replace node below with surface node
end
stable[si] = 0
under[si] = 0
end
elseif y == y1 + 1 then -- plane of nodes above chunk
if density < 0 and under[si] == 1 and y >= WATY + 1 then -- if air above surface
local viu = area:index(x, y-1, z)
data[viu] = c_desand -- replace node below with surface node
end
end
ni = ni + 1 -- increment perlinmap noise index
vi = vi + 1 -- increment voxel index along x row
end
end
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 ("[overgen] "..chugent.." ms")
end)