524 lines
15 KiB
Lua
524 lines
15 KiB
Lua
-- riverdev 0.5.4 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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-- fixed unknown pine sapling
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-- icy paths in cold biomes
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-- generate as normal to y==y1+1
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-- expand tunnels into fissures, caves using magma noises
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-- TODO
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-- regeneration command: use of mapgen loop function
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-- new pinetree with sloping branches
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-- Parameters
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local YMIN = -33000
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local YMAX = 1024
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local YWATER = 1
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local YSAND = 4 -- Top of beach y
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local YTER = -64 -- Deepest seabed y
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local YPINE = 47 -- Pines above this y
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local TERSCA = 512 -- Terrain vertical scale in nodes
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local BASAMP = 0.3 -- Base amplitude relative to 3D noise amplitude. Ridge network structure
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local MIDAMP = 0.05 -- Mid amplitude relative to 3D noise amplitude. River valley structure
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local TSTONE = 0.02
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local TRIVER = -0.018
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local TRSAND = -0.02
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local TPFLO = 0.02 -- Width of flora clearing around paths
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local TTUN = 0.02 -- Tunnel/fissure width
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local TMAG = 0.01 -- Magma tunnel width
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local TOBS = 0.02 -- Obsidian tube 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 BOLCHA = 1 / 127 ^ 2 -- Boulder maximum chance per grass node. 1 / n ^ 2 where n = average minimum distance between flora
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local APPCHA = 1 / 5 ^ 2 -- Appletree maximum chance per grass node
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local PINCHA = 1 / 6 ^ 2 -- Pinetree maximum chance per grass node
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local JUNCHA = 1 / 4 ^ 2 -- Jungletree maximum chance per grass node
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local GRACHA = 1 / 5 ^ 2 -- Grasses maximum chance per grass node
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local FLOCHA = 1 / 61 ^ 2 -- Flower chance per grass node
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local LOTET = -0.4
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local HITET = 0.4
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-- 3D noise for highland 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=192, y=192, z=192},
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seed = 5900033,
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octaves = 4,
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persist = 0.67
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}
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-- 2D noise for mid terrain / river
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local np_mid = {
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offset = 0,
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scale = 1,
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spread = {x=1536, y=1536, z=1536},
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seed = 85546,
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octaves = 5,
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persist = 0.4
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}
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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=3072, y=3072, z=3072},
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seed = -990054,
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octaves = 2,
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persist = 0.4
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}
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-- 2D noises for patha / top terrain
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local np_patha = {
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offset = 0,
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scale = 1,
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spread = {x=768, y=768, z=768},
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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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-- 2D noises for pathb / top terrain
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local np_pathb = {
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offset = 0,
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scale = 1,
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spread = {x=768, y=768, z=768},
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seed = 23,
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octaves = 4,
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persist = 0.4
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}
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-- 2D noise for temperature
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local np_temp = {
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offset = 0,
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scale = 1,
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spread = {x=3072, y=3072, z=3072},
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seed = 18882,
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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=384, y=384, z=384},
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seed = 133338,
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octaves = 4,
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persist = 0.6
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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=384, y=384, z=384},
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seed = 133,
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octaves = 3,
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persist = 0.6
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}
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-- 3D noises for tunnels
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local np_weba = {
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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 = 5900033,
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octaves = 3,
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persist = 0.4
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}
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local np_webb = {
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offset = 0,
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scale = 1,
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spread = {x=191, y=191, z=191},
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seed = 33,
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octaves = 3,
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persist = 0.4
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}
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-- 3D noise for magma tunnels
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local np_webc = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=384, z=384},
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seed = -181,
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octaves = 4,
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persist = 0.4
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}
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local np_webd = {
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offset = 0,
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scale = 1,
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spread = {x=383, y=383, z=383},
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seed = 1022081,
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octaves = 4,
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persist = 0.4
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}
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-- Stuff
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dofile(minetest.get_modpath("riverdev").."/functions.lua")
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dofile(minetest.get_modpath("riverdev").."/nodes.lua")
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-- Mapgen functions
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local function riverdev_pathbrush(x, y, z, area, data, y0, wood, emerlen, stable, under, si)
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local c_stone = minetest.get_content_id("riverdev:stone")
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local c_path = minetest.get_content_id("riverdev:path")
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local c_wood = minetest.get_content_id("default:junglewood")
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local c_ice = minetest.get_content_id("default:ice")
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if wood and math.random() < 0.2 then
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local vi = area:index(x, y-2, z)
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for j = y-2, y0-16, -1 do -- use mapblock shell
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if data[vi] == c_stone then
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break
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else
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data[vi] = c_wood
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end
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vi = vi - emerlen
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end
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end
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for k = -1, 1 do
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local vi = area:index(x-1, y-1, z+k)
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local via = vi + emerlen
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for i = -1, 1 do
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if wood then
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data[vi] = c_wood
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else
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data[vi] = c_path
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end
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if data[via] ~= c_path and data[via] ~= c_wood
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and under[si] == 3 then
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data[via] = c_ice
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end
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vi = vi + 1
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via = via + 1
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end
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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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-- 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 t0 = 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 ("[riverdev] generate 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_ignore = minetest.get_content_id("ignore")
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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_wood = minetest.get_content_id("default:junglewood")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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local c_grass5 = minetest.get_content_id("default:grass_5")
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local c_lava = minetest.get_content_id("default:lava_source")
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local c_obsidian = minetest.get_content_id("default:obsidian")
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local c_jungrass = minetest.get_content_id("default:junglegrass")
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local c_ice = minetest.get_content_id("default:ice")
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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 c_dirt = minetest.get_content_id("riverdev:dirt")
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local c_grass = minetest.get_content_id("riverdev:grass")
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local c_stone = minetest.get_content_id("riverdev:stone")
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local c_path = minetest.get_content_id("riverdev:path")
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local c_freshwater = minetest.get_content_id("riverdev:freshwater")
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local c_mixwater = minetest.get_content_id("riverdev:mixwater")
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local c_freshwaterflow = minetest.get_content_id("riverdev:freshwaterflow")
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local c_mixwaterflow = minetest.get_content_id("riverdev:mixwaterflow")
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local sidelen = x1 - x0 + 1 -- mapgen chunk side length
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local overlen = sidelen + 1 -- perlinmap overgeneration horizontal side length
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local emerlen = sidelen + 32 -- voxelmanip emerged volume edge length
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--local emerarea = emerlen ^ 2 -- voxelmanip emerged volume face area
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local chulensxyz = {x=overlen, y=sidelen+2, z=overlen}
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local minposxyz = {x=x0-1, y=y0-1, z=z0-1}
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local chulensxz = {x=overlen, y=overlen, 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_terrain = minetest.get_perlin_map(np_terrain, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_weba = minetest.get_perlin_map(np_weba, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_webb = minetest.get_perlin_map(np_webb, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_webc = minetest.get_perlin_map(np_webc, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_webd = minetest.get_perlin_map(np_webd, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_mid = minetest.get_perlin_map(np_mid, chulensxz):get2dMap_flat(minposxz)
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local nvals_base = minetest.get_perlin_map(np_base, chulensxz):get2dMap_flat(minposxz)
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local nvals_patha = minetest.get_perlin_map(np_patha, chulensxz):get2dMap_flat(minposxz)
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local nvals_pathb = minetest.get_perlin_map(np_pathb, chulensxz):get2dMap_flat(minposxz)
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local nvals_temp = minetest.get_perlin_map(np_temp, 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 noiset = math.ceil((os.clock() - t0) * 1000)
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--print ("[riverdev] noise "..noiset.." ms")
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local viu = area:index(x0, y0-1, z0)
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local ungen = data[viu] == c_ignore
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local nixyz = 1
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local nixz = 1
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local stable = {}
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local under = {}
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for z = z0 - 1, z1 do
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for y = y0 - 1, y1 + 1 do
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local si = 1
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local vi = area:index(x0-1, y, z)
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local viu = vi - emerlen
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local n_xprepatha = false
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local n_xprepathb = false
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for x = x0 - 1, x1 do
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local nodid = data[vi]
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local nodidu = data[viu]
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local chunkxz = x >= x0 and z >= z0
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local n_temp = nvals_temp[nixz]
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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_patha = nvals_patha[nixz]
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local n_abspatha = math.abs(n_patha)
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local n_zprepatha = nvals_patha[(nixz - overlen)]
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local n_pathb = nvals_pathb[nixz]
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local n_abspathb = math.abs(n_pathb)
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local n_zprepathb = nvals_pathb[(nixz - overlen)]
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local n_terrain = (nvals_terrain[nixyz] + 2) / 2
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local n_absmid = (math.abs(nvals_mid[nixz])) ^ 0.8
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local n_absbase = (math.abs(nvals_base[nixz])) ^ 0.8
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local n_invbase = math.max(1 - n_absbase, 0)
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local grad = (YTER - y) / TERSCA
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local densitybase = n_invbase * BASAMP + grad
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local densitymid = n_absmid * MIDAMP + densitybase
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local density = n_terrain * n_invbase * n_absmid * n_abspatha ^ 1.5 * n_abspathb ^ 1.5
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+ densitymid
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local tstone = TSTONE * (1 + grad * 2)
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local triver = TRIVER * n_absbase
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local trsand = TRSAND * n_absbase
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local n_abswebc = math.abs(nvals_webc[nixyz])
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local n_abswebd = math.abs(nvals_webd[nixyz])
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local webexpc = 0.5 * math.max(n_abswebc - 0.8, 0)
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local webexpd = 0.5 * math.max(n_abswebd - 0.8, 0)
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local weba = math.abs(nvals_weba[nixyz]) < TTUN + webexpc
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local webb = math.abs(nvals_webb[nixyz]) < TTUN + webexpd -- + n_invbase ^ 8 * 2
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local tobs = TOBS + (density + tstone)
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local novoid = not (weba and webb)
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local wood = densitybase > trsand * 2 and density < 0
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if chunkxz and y == y0 - 1 then -- overgeneration, initialise tables
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under[si] = 0
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if ungen then -- guess by calculating density
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if density >= 0 and novoid then
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stable[si] = 2
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else
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stable[si] = 0
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end
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else -- scan top layer of chunk below
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if nodid == c_air
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or nodid == c_water
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or nodid == c_freshwater
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or nodid == c_freshwaterflow
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or nodid == c_mixwater
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or nodid == c_mixwaterflow then
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stable[si] = 0
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else
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stable[si] = 2
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end
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end
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elseif chunkxz and y >= y0 then -- chunk generation
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if density >= -tstone -- magma/obsidian system
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and ((n_abswebc <= TOBS and n_abswebd <= TOBS)
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or (density < tstone and n_abswebc <= tobs and n_abswebd <= tobs)) then
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if n_abswebc < TMAG and n_abswebd < TMAG then
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if density >= tstone * 2 then -- magma
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data[vi] = c_lava
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stable[si] = 0
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under[si] = 0
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end
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else
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data[vi] = c_obsidian -- obsidian
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stable[si] = 1
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under[si] = 0
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end
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elseif density >= tstone and (novoid
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or (density < tstone * 1.5
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and (y <= YWATER or densitybase >= triver))) then
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if math.random() < ORECHA and density > TSTONE then -- ores
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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 -- stone
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end
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stable[si] = stable[si] + 1
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under[si] = 5
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elseif y > YSAND
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and ((not wood and density < 0 and under[si] ~= 0)
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or (wood and densitybase > trsand * 2 and densitybase < trsand * 2 + 0.002))
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and (((n_patha >= 0 and n_xprepatha < 0) or (n_patha < 0 and n_xprepatha >= 0)) -- patha
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or ((n_patha >= 0 and n_zprepatha < 0) or (n_patha < 0 and n_zprepatha >= 0))
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or ((n_pathb >= 0 and n_xprepathb < 0) or (n_pathb < 0 and n_xprepathb >= 0)) -- pathb
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or ((n_pathb >= 0 and n_zprepathb < 0) or (n_pathb < 0 and n_zprepathb >= 0))) then
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riverdev_pathbrush(x, y, z, area, data, y0, wood, emerlen, stable, under, si)
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elseif density >= 0 and density < tstone -- fine materials
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and stable[si] >= 2 and nodid ~= c_stone then -- do not replace boulder
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if y <= YSAND + math.random(-1, 1)
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or densitybase >= trsand + math.random() * 0.002 then
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data[vi] = c_sand
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under[si] = 1
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elseif n_temp < LOTET then -- taiga/snowyplains
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data[vi] = c_dirt
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under[si] = 3
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elseif n_temp > HITET then -- rainforest
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data[vi] = c_dirt
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under[si] = 4
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else
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data[vi] = c_dirt -- deciduous forest/grassland
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under[si] = 2
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end
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elseif y <= YWATER and density < tstone then -- sea water
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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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elseif densitybase >= triver and density < 0 then -- river water
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if y == YWATER + 1 then
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data[vi] = c_mixwater
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else
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data[vi] = c_freshwater
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end
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stable[si] = 0
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under[si] = 0
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elseif density < 0 and under[si] ~= 0 -- detect surface, place surface nodes
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and nodid ~= c_stone
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and nodid ~= c_ice and nodidu ~= c_ice
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and nodid ~= c_path and nodidu ~= c_path
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and nodid ~= c_wood and nodidu ~= c_wood then
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if under[si] == 1 then -- sand
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if math.random() < BOLCHA
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and n_abspatha > TPFLO and n_abspathb > TPFLO then
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riverdev_boulder(x, y, z, area, data)
|
|
end
|
|
elseif under[si] == 2 then -- forest/grassland
|
|
if math.random() < BOLCHA
|
|
and n_abspatha > TPFLO and n_abspathb > TPFLO then
|
|
riverdev_boulder(x, y, z, area, data)
|
|
elseif math.random() < APPCHA * n_tree and y < YPINE
|
|
and n_abspatha > TPFLO and n_abspathb > TPFLO then
|
|
riverdev_appletree(x, y, z, area, data)
|
|
elseif math.random() < PINCHA * n_tree and y >= YPINE
|
|
and n_abspatha > TPFLO and n_abspathb > TPFLO then
|
|
riverdev_pinetree(x, y, z, area, data)
|
|
else
|
|
data[viu] = c_grass
|
|
if math.random() < FLOCHA then
|
|
riverdev_flower(data, vi)
|
|
elseif math.random() < GRACHA * n_grass then
|
|
data[vi] = c_grass5
|
|
end
|
|
end
|
|
elseif under[si] == 3 then -- taiga
|
|
if math.random() < PINCHA * n_tree
|
|
and n_abspatha > TPFLO and n_abspathb > TPFLO then
|
|
riverdev_snowypine(x, y, z, area, data)
|
|
else
|
|
data[viu] = c_grass
|
|
data[vi] = c_snowblock
|
|
end
|
|
elseif under[si] == 4 then -- rainforest
|
|
if math.random() < JUNCHA
|
|
and n_abspatha > TPFLO / 2 and n_abspathb > TPFLO / 2 then
|
|
riverdev_jungletree(x, y, z, area, data)
|
|
else
|
|
data[viu] = c_grass
|
|
if math.random() < GRACHA then
|
|
data[vi] = c_jungrass
|
|
end
|
|
end
|
|
elseif under[si] == 5 and n_temp < LOTET then -- stone
|
|
data[vi] = c_snowblock
|
|
end
|
|
stable[si] = 0
|
|
under[si] = 0
|
|
else -- air or tunnel
|
|
stable[si] = 0
|
|
under[si] = 0
|
|
end
|
|
end
|
|
|
|
n_xprepatha = n_patha
|
|
n_xprepathb = n_pathb
|
|
nixyz = nixyz + 1
|
|
nixz = nixz + 1
|
|
vi = vi + 1
|
|
viu = viu + 1
|
|
si = si + 1
|
|
end
|
|
nixz = nixz - overlen
|
|
end
|
|
nixz = nixz + overlen
|
|
end
|
|
|
|
vm:set_data(data)
|
|
vm:set_lighting({day=0, night=0})
|
|
vm:calc_lighting()
|
|
vm:write_to_map(data)
|
|
vm:update_liquids()
|
|
|
|
local chugent = math.ceil((os.clock() - t0) * 1000)
|
|
print ("[riverdev] "..chugent.." ms")
|
|
end)
|
|
|