-- Parameters local WALK = true -- Walkable paths local YMAXMINP = 48 -- Maximum minp.y of generated chunks -- (-32 for default mapgen v6. 48, 128, 208 for higher) local HSAMP = 0.85 -- Height select amplitude. Maximum steepness of paths local HSOFF = -0.2 -- Height select noise offset. -- Bias paths towards base (-) or higher (+) terrain local TCOL = 0.3 -- Column noise threshold. Bridge column density -- Mapgen v6 parameters -- 2D noise for base terrain local np_base = { offset = -4, scale = 20, spread = {x = 250, y = 250, z = 250}, seed = 82341, octaves = 5, persist = 0.6 } -- 2D noise for higher terrain local np_higher = { offset = 20, scale = 16, spread = {x = 500, y = 500, z = 500}, seed = 85039, octaves = 5, persist = 0.6 } -- 2D noise for height select local np_hselect = { offset = 0.5, scale = 1, spread = {x = 250, y = 250, z = 250}, seed = 4213, octaves = 5, persist = 0.4 -- default = 0.69 } -- 2D noise for mud local np_mud = { offset = 4, scale = 2, spread = {x = 200, y = 200, z = 200}, seed = 91013, octaves = 3, persist = 0.55 } -- Mod path parameters -- 2D noise for patha local np_patha = { offset = 0, scale = 1, spread = {x = 1024, y = 1024, z = 1024}, seed = 11711, octaves = 3, persist = 0.4 } -- 2D noise for pathb local np_pathb = { offset = 0, scale = 1, spread = {x = 2048, y = 2048, z = 2048}, seed = -8017, octaves = 4, persist = 0.4 } -- 2D noise for pathc local np_pathc = { offset = 0, scale = 1, spread = {x = 4096, y = 4096, z = 4096}, seed = 300707, octaves = 5, persist = 0.4 } -- 2D noise for pathd local np_pathd = { offset = 0, scale = 1, spread = {x = 8192, y = 8192, z = 8192}, seed = -80033, octaves = 6, persist = 0.4 } -- 2D noise for columns local np_column = { offset = 0, scale = 1, spread = {x = 8, y = 8, z = 8}, seed = 1728833, octaves = 3, persist = 2 } -- Do files dofile(minetest.get_modpath("pathv6alt") .. "/nodes.lua") -- Initialize noise objects to nil local nobj_base = nil local nobj_higher = nil local nobj_hselect = nil local nobj_mud = nil local nobj_patha = nil local nobj_pathb = nil local nobj_pathc = nil local nobj_pathd = nil local nobj_column = nil -- On generated function minetest.register_on_generated(function(minp, maxp, seed) if minp.y < -32 or minp.y > YMAXMINP 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 local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_tree = minetest.get_content_id("default:tree") local c_sand = minetest.get_content_id("default:sand") local c_dirt = minetest.get_content_id("default:dirt") local c_grass = minetest.get_content_id("default:dirt_with_grass") local c_desand = minetest.get_content_id("default:desert_sand") local c_stone = minetest.get_content_id("default:stone") local c_destone = minetest.get_content_id("default:desert_stone") local c_wood = minetest.get_content_id("pathv6alt:junglewood") local c_path = minetest.get_content_id("pathv6alt:path") local c_column = minetest.get_content_id("pathv6alt:bridgewood") local c_stairn = minetest.get_content_id("pathv6alt:stairn") local c_stairs = minetest.get_content_id("pathv6alt:stairs") local c_staire = minetest.get_content_id("pathv6alt:staire") local c_stairw = minetest.get_content_id("pathv6alt:stairw") local c_stairne = minetest.get_content_id("pathv6alt:stairne") local c_stairnw = minetest.get_content_id("pathv6alt:stairnw") local c_stairse = minetest.get_content_id("pathv6alt:stairse") local c_stairsw = minetest.get_content_id("pathv6alt:stairsw") local c_pstairn = minetest.get_content_id("pathv6alt:pstairn") local c_pstairs = minetest.get_content_id("pathv6alt:pstairs") local c_pstaire = minetest.get_content_id("pathv6alt:pstaire") local c_pstairw = minetest.get_content_id("pathv6alt:pstairw") local c_pstairne = minetest.get_content_id("pathv6alt:pstairne") local c_pstairnw = minetest.get_content_id("pathv6alt:pstairnw") local c_pstairse = minetest.get_content_id("pathv6alt:pstairse") local c_pstairsw = minetest.get_content_id("pathv6alt:pstairsw") local sidelen = x1 - x0 + 1 local overlen = sidelen + 5 -- noisemap x, z from minp-3 to maxp+2 local chulens = {x = overlen, y = overlen, z = 1} local minpos = {x = x0 - 3, y = z0 - 3} nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulens) nobj_higher = nobj_higher or minetest.get_perlin_map(np_higher, chulens) nobj_hselect = nobj_hselect or minetest.get_perlin_map(np_hselect, chulens) nobj_mud = nobj_mud or minetest.get_perlin_map(np_mud, chulens) nobj_patha = nobj_patha or minetest.get_perlin_map(np_patha, chulens) nobj_pathb = nobj_pathb or minetest.get_perlin_map(np_pathb, chulens) nobj_pathc = nobj_pathc or minetest.get_perlin_map(np_pathc, chulens) nobj_pathd = nobj_pathd or minetest.get_perlin_map(np_pathd, chulens) nobj_column = nobj_column or minetest.get_perlin_map(np_column, chulens) -- these 4 minpos are mgv6 noise offsets - 3 local nvals_base = nobj_base:get2dMap_flat({x = x0 + 122, y = z0 + 122}) local nvals_higher = nobj_higher:get2dMap_flat({x = x0 + 247, y = z0 + 247}) local nvals_hselect = nobj_hselect:get2dMap_flat({x = x0 + 122, y = z0 + 122}) local nvals_mud = nobj_mud:get2dMap_flat({x = x0 + 97, y = z0 + 97}) local nvals_patha = nobj_patha:get2dMap_flat(minpos) local nvals_pathb = nobj_pathb:get2dMap_flat(minpos) local nvals_pathc = nobj_pathc:get2dMap_flat(minpos) local nvals_pathd = nobj_pathd:get2dMap_flat(minpos) local nvals_column = nobj_column:get2dMap_flat(minpos) local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() local emerlen = sidelen + 32 local ni = 1 local stable = {} for z = z0 - 3, z1 + 2 do local n_xprepatha = false local n_xprepathb = false local n_xprepathc = false local n_xprepathd = false -- x0-3, z0-3 is to setup initial values of 'xprepath_', 'zprepath_' for x = x0 - 3, x1 + 2 do local n_patha = nvals_patha[ni] local n_zprepatha = nvals_patha[(ni - overlen)] local n_pathb = nvals_pathb[ni] local n_zprepathb = nvals_pathb[(ni - overlen)] local n_pathc = nvals_pathc[ni] local n_zprepathc = nvals_pathc[(ni - overlen)] local n_pathd = nvals_pathd[ni] local n_zprepathd = nvals_pathd[(ni - overlen)] -- paths overgenerate by 2 nodes to erase mudflow griefing if x >= x0 - 2 and z >= z0 - 2 then local abscol = math.abs(nvals_column[ni]) local base = nvals_base[ni] local higher = nvals_higher[ni] local hselect = nvals_hselect[ni] local mudadd = nvals_mud[ni] / 2 + 0.5 if higher < base then higher = base end local tblend = 0.5 + HSAMP * (hselect + HSOFF) tblend = math.min(math.max(tblend, 0), 1) local tlevel = base * (1 - tblend) + higher * tblend + mudadd local pathy = math.floor(math.max(tlevel, 6)) -- paths a and b if (n_patha >= 0 and n_xprepatha < 0) or (n_patha < 0 and n_xprepatha >= 0) or (n_patha >= 0 and n_zprepatha < 0) or (n_patha < 0 and n_zprepatha >= 0) or (n_pathb >= 0 and n_xprepathb < 0) or (n_pathb < 0 and n_xprepathb >= 0) or (n_pathb >= 0 and n_zprepathb < 0) or (n_pathb < 0 and n_zprepathb >= 0) then if pathy > y1 then -- build columns through this chunk if abscol < TCOL then local vi = area:index(x, y1, z) for y = 1, sidelen do local nodid = data[vi] if nodid == c_stone or nodid == c_destone then break else data[vi] = c_column end vi = vi - emerlen end end elseif pathy >= y0 then -- path in chunk, place path node brush local wood = true -- scan disk at path level for ground for k = -1, 1 do local vi = area:index(x - 1, pathy, z + k) for i = -1, 1 do local nodid = data[vi] if nodid == c_sand or nodid == c_desand or nodid == c_dirt or nodid == c_grass or nodid == c_stone or nodid == c_destone then wood = false -- use dirt path node end vi = vi + 1 end end local tunnel = false -- scan disk above path for stone local excatop for k = -1, 1 do local vi = area:index(x - 1, pathy + 5, z + k) for i = -1, 1 do local nodid = data[vi] if nodid == c_stone or nodid == c_destone then tunnel = true end vi = vi + 1 end end if tunnel then excatop = pathy + 5 -- tunnel else excatop = y1 -- excavate to chunk top end if WALK then if wood then local vi = area:index(x - 1, pathy, z - 1) if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairne end vi = vi + 1 if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairn end vi = vi + 1 if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairnw end local vi = area:index(x - 1, pathy, z) if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_staire end vi = vi + 1 data[vi] = c_wood vi = vi + 1 if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairw end local vi = area:index(x - 1, pathy, z + 1) if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairse end vi = vi + 1 if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairs end vi = vi + 1 if data[vi] ~= c_wood and data[vi] ~= c_path then data[vi] = c_stairsw end else local vi = area:index(x - 1, pathy, z - 1) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairne end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairn end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairnw end local vi = area:index(x - 1, pathy, z) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstaire end vi = vi + 1 data[vi] = c_path vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairw end local vi = area:index(x - 1, pathy, z + 1) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairse end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairs end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairsw end end for y = pathy + 1, excatop do for k = -1, 1 do local vi = area:index(x - 1, y, z + k) for i = -1, 1 do local nodid = data[vi] if y == excatop then if nodid == c_dirt or nodid == c_grass then data[vi] = c_stone elseif nodid == c_desand then data[vi] = c_destone end else if nodid ~= c_wood and nodid ~= c_path and nodid ~= c_stairn and nodid ~= c_stairs and nodid ~= c_staire and nodid ~= c_stairw and nodid ~= c_stairne and nodid ~= c_stairnw and nodid ~= c_stairse and nodid ~= c_stairsw and nodid ~= c_pstairn and nodid ~= c_pstairs and nodid ~= c_pstaire and nodid ~= c_pstairw and nodid ~= c_pstairne and nodid ~= c_pstairnw and nodid ~= c_pstairse and nodid ~= c_pstairsw then data[vi] = c_air end end vi = vi + 1 end end end else -- non walkable option for y = pathy, excatop do for k = -1, 1 do local vi = area:index(x - 1, y, z + k) for i = -1, 1 do local nodid = data[vi] if y == pathy then if wood then data[vi] = c_wood else data[vi] = c_path end elseif nodid ~= c_wood and nodid ~= c_path then data[vi] = c_air end vi = vi + 1 end end end end if wood then local vi = area:index(x, pathy - 1, z) -- bridge structure data[vi] = c_column vi = vi - emerlen data[vi] = c_column if abscol < TCOL then -- columns local vi = area:index(x, pathy - 3, z) for y = pathy - 3, y0, -1 do local nodid = data[vi] if nodid == c_stone or nodid == c_destone then break else data[vi] = c_column end vi = vi - emerlen end end end end -- paths c and d elseif (n_pathc >= 0 and n_xprepathc < 0) or (n_pathc < 0 and n_xprepathc >= 0) or (n_pathc >= 0 and n_zprepathc < 0) or (n_pathc < 0 and n_zprepathc >= 0) or (n_pathd >= 0 and n_xprepathd < 0) or (n_pathd < 0 and n_xprepathd >= 0) or (n_pathd >= 0 and n_zprepathd < 0) or (n_pathd < 0 and n_zprepathd >= 0) then if pathy > y1 then -- build columns through this chunk if abscol < TCOL then for i = -1, 1, 2 do for k = -1, 1, 2 do local vi = area:index(x + i, y1, z + k) for y = 1, sidelen do local nodid = data[vi] if nodid == c_stone or nodid == c_destone then break else data[vi] = c_column end vi = vi - emerlen end end end end elseif pathy >= y0 then -- path in chunk, place path node brush local wood = true -- scan disk at path level for ground for k = -2, 2 do local vi = area:index(x - 2, pathy, z + k) for i = -2, 2 do local nodid = data[vi] if nodid == c_sand or nodid == c_desand or nodid == c_dirt or nodid == c_grass or nodid == c_stone or nodid == c_destone then wood = false end vi = vi + 1 end end local tunnel = false -- scan disk above path for stone local excatop for k = -2, 2 do local vi = area:index(x - 2, pathy + 5, z + k) for i = -2, 2 do local nodid = data[vi] if nodid == c_stone or nodid == c_destone then tunnel = true end vi = vi + 1 end end if tunnel then excatop = pathy + 5 -- tunnel else excatop = y1 -- excavate to chunk top end if WALK then if wood then local vi = area:index(x - 2, pathy, z - 2) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairne end for iter = 1, 3 do vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairn end end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairnw end for k = -1, 1 do local vi = area:index(x - 2, pathy, z + k) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_staire end for iter = 1, 3 do vi = vi + 1 data[vi] = c_wood end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairw end end local vi = area:index(x - 2, pathy, z + 2) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairse end for iter = 1, 3 do vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairs end end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_stairsw end else local vi = area:index(x - 2, pathy, z - 2) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairne end for iter = 1, 3 do vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairn end end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairnw end for k = -1, 1 do local vi = area:index(x - 2, pathy, z + k) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstaire end for iter = 1, 3 do vi = vi + 1 data[vi] = c_path end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairw end end local vi = area:index(x - 2, pathy, z + 2) if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairse end for iter = 1, 3 do vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairs end end vi = vi + 1 if data[vi] ~= c_path and data[vi] ~= c_wood then data[vi] = c_pstairsw end end for y = pathy + 1, excatop do for k = -2, 2 do local vi = area:index(x - 2, y, z + k) for i = -2, 2 do local nodid = data[vi] if y == excatop then if nodid == c_dirt or nodid == c_grass then data[vi] = c_stone elseif nodid == c_desand then data[vi] = c_destone end else if nodid ~= c_wood and nodid ~= c_path and nodid ~= c_stairn and nodid ~= c_stairs and nodid ~= c_staire and nodid ~= c_stairw and nodid ~= c_stairne and nodid ~= c_stairnw and nodid ~= c_stairse and nodid ~= c_stairsw and nodid ~= c_pstairn and nodid ~= c_pstairs and nodid ~= c_pstaire and nodid ~= c_pstairw and nodid ~= c_pstairne and nodid ~= c_pstairnw and nodid ~= c_pstairse and nodid ~= c_pstairsw then data[vi] = c_air end end vi = vi + 1 end end end else -- non walkable option for y = pathy, excatop do for k = -2, 2 do local vi = area:index(x - 2, y, z + k) for i = -2, 2 do if math.abs(k) + math.abs(i) <= 3 then local nodid = data[vi] if y == pathy then if wood then data[vi] = c_wood else data[vi] = c_path end elseif nodid ~= c_wood and nodid ~= c_path then data[vi] = c_air end end vi = vi + 1 end end end end if wood then for i = -1, 1 do -- bridge structure for k = -1, 1 do if not (i == 0 and k == 0) then local vi = area:index(x + i, pathy - 1, z + k) for y = 1, 2 do data[vi] = c_column vi = vi - emerlen end end end end if abscol < TCOL then -- columns for i = -1, 1, 2 do for k = -1, 1, 2 do local vi = area:index(x + i, pathy - 3, z + k) for y = pathy - 3, y0, -1 do local nodid = data[vi] if nodid == c_stone or nodid == c_destone then break else data[vi] = c_column end vi = vi - emerlen end end end end end end end end n_xprepatha = n_patha n_xprepathb = n_pathb n_xprepathc = n_pathc n_xprepathd = n_pathd ni = ni + 1 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 ("[pathv6alt] " .. chugent .. " ms") end)