135 lines
3.9 KiB
Lua
135 lines
3.9 KiB
Lua
-- overgen 0.1.1 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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-- 0.1.1 overgen:stone to prevent grass/trees, no surface node underwater,
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-- Parameters
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local YMIN = 6000 -- Approximate realm base, atmosphere top
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local YMAX = 8000
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local TCEN = 7024 -- Terrain centre, average solid surface level
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local WATY = 7024 -- Water surface y
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local TSCA = 128 -- Terrain scale, approximate average height of hills
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local STOT = 0.04 -- Stone threshold, controls epth of stone below surface
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local STABLE = 2 -- Minimum number of stacked stone nodes in column required to support sand
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-- 3D noise for terrain
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local np_terrain = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=192, z=256}, -- largest scale in nodes
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seed = 5900033,
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octaves = 5, -- number of levels of detail
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persist = 0.67 -- roughness / crazyness
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}
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-- Stuff
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overgen = {}
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-- Nodes
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minetest.register_node("overgen:stone", {
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description = "OVG Stone",
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tiles = {"default_stone.png"},
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groups = {cracky=3},
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drop = "default:stone",
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sounds = default.node_sound_stone_defaults(),
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})
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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 < YMIN or maxp.y > YMAX 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 ("[overgen] 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_sand = minetest.get_content_id("default:sand")
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local c_desand = minetest.get_content_id("default:desert_sand")
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local c_water = minetest.get_content_id("default:water_source")
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local c_ovgstone = minetest.get_content_id("overgen:stone")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen+3, z=sidelen}
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local minpos = {x=x0, y=y0-2, z=z0}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos)
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local ni = 1
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local stable = {}
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local under = {}
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for z = z0, z1 do
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for y = y0 - 2, y1 + 1 do
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local vi = area:index(x0, y, z)
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for x = x0, x1 do
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local si = x - x0 + 1
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local grad = (TCEN - y) / TSCA
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local density = nvals_terrain[ni] + grad
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if y == y0 - 2 then -- node layer 2 nodes below chunk, set initial stability table values
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if density >= 0 then -- if node solid
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stable[si] = 1
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else
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stable[si] = 0
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end
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elseif y == y0 - 1 then -- node layer below chunk
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if density >= 0 then -- if node solid
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stable[si] = stable[si] + 1
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end
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elseif y >= y0 and y <= y1 then
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if density >= STOT then
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data[vi] = c_ovgstone
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stable[si] = stable[si] + 1
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under[si] = 0
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elseif density >= 0 and density < STOT and stable[si] >= STABLE then
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data[vi] = c_sand
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under[si] = 1
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elseif y <= WATY then
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data[vi] = c_water
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stable[si] = 0
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under[si] = 0
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else -- air, possible above surface node
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data[vi] = c_air
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if under[si] == 1 then -- if air above surface node
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local viu = area:index(x, y-1, z) -- index of 'under' node
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data[viu] = c_desand -- replace node below with surface node
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end
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stable[si] = 0
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under[si] = 0
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end
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elseif y == y1 + 1 then -- plane of nodes above chunk
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if density < 0 and under[si] == 1 and y >= WATY + 1 then -- if air above surface
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local viu = area:index(x, y-1, z)
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data[viu] = c_desand -- replace node below with surface node
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end
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end
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ni = ni + 1 -- increment perlinmap noise index
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vi = vi + 1 -- increment voxel index along x row
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end
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end
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[overgen] "..chugent.." ms")
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end) |