roadvalleys/init.lua

374 lines
10 KiB
Lua

-- Parameters
local DEBUG = true
-- Mapgen valleys noises
local np_terrain_height = {
offset = -10,
scale = 50,
spread = {x = 1024, y = 1024, z = 1024},
seed = 5202,
octaves = 6,
persist = 0.4,
lacunarity = 2.0,
}
local np_valley_depth = {
offset = 5,
scale = 4,
spread = {x = 512, y = 512, z = 512},
seed = -1914,
octaves = 1,
persist = 0.0,
lacunarity = 2.0,
}
-- Mod noises
-- 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
}
-- Do files
dofile(minetest.get_modpath("roadvalleys") .. "/nodes.lua")
-- Constants
local c_roadblack = minetest.get_content_id("roadvalleys:road_black")
local c_roadslab = minetest.get_content_id("roadvalleys:road_black_slab")
local c_roadwhite = minetest.get_content_id("roadvalleys:road_white")
local c_concrete = minetest.get_content_id("roadvalleys:concrete")
local c_air = minetest.CONTENT_AIR
local c_ignore = minetest.CONTENT_IGNORE
local c_stone = minetest.get_content_id("default:stone")
local c_sastone = minetest.get_content_id("default:sandstone")
local c_destone = minetest.get_content_id("default:desert_stone")
local c_ice = minetest.get_content_id("default:ice")
local c_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves")
local c_apple = minetest.get_content_id("default:apple")
local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_pinetree = minetest.get_content_id("default:pine_tree")
local c_pineneedles = minetest.get_content_id("default:pine_needles")
local c_snow = minetest.get_content_id("default:snow")
local c_acaciatree = minetest.get_content_id("default:acacia_tree")
local c_acacialeaves = minetest.get_content_id("default:acacia_leaves")
local c_aspentree = minetest.get_content_id("default:aspen_tree")
local c_aspenleaves = minetest.get_content_id("default:aspen_leaves")
local c_meselamp = minetest.get_content_id("default:meselamp")
-- Initialise noise objects to nil
local nobj_terrain_height = nil
local nobj_valley_depth = nil
local nobj_patha = nil
local nobj_pathb = nil
local nobj_pathc = nil
local nobj_pathd = nil
-- Localise noise buffers
local nbuf_terrain_height = {}
local nbuf_valley_depth = {}
local nbuf_patha = {}
local nbuf_pathb = {}
local nbuf_pathc = {}
local nbuf_pathd = {}
-- Localise data buffer
local dbuf = {}
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > 0 or maxp.y < 0 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 sidelen = x1 - x0 + 1
local emerlen = sidelen + 32
local overlen = sidelen + 9
local pmapdims = {x = overlen, y = overlen, z = 1}
local pmapminp = {x = x0 - 5, y = z0 - 5}
nobj_terrain_height = nobj_terrain_height or
minetest.get_perlin_map(np_terrain_height, pmapdims)
nobj_valley_depth = nobj_valley_depth or
minetest.get_perlin_map(np_valley_depth, pmapdims)
nobj_patha = nobj_patha or minetest.get_perlin_map(np_patha, pmapdims)
nobj_pathb = nobj_pathb or minetest.get_perlin_map(np_pathb, pmapdims)
nobj_pathc = nobj_pathc or minetest.get_perlin_map(np_pathc, pmapdims)
nobj_pathd = nobj_pathd or minetest.get_perlin_map(np_pathd, pmapdims)
local nvals_terrain_height =
nobj_terrain_height:get2dMap_flat(pmapminp, nbuf_terrain_height)
local nvals_valley_depth =
nobj_valley_depth:get2dMap_flat(pmapminp, nbuf_valley_depth)
local nvals_patha = nobj_patha:get2dMap_flat(pmapminp, nbuf_patha)
local nvals_pathb = nobj_pathb:get2dMap_flat(pmapminp, nbuf_pathb)
local nvals_pathc = nobj_pathc:get2dMap_flat(pmapminp, nbuf_pathc)
local nvals_pathd = nobj_pathd:get2dMap_flat(pmapminp, nbuf_pathd)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data(dbuf)
local ni = 1
for z = z0 - 5, z1 + 4 do
local n_xprepatha = nil
local n_xprepathb = nil
local n_xprepathc = nil
local n_xprepathd = nil
-- x0 - 5, z0 - 5 is to setup initial values of 'xprepath_', 'zprepath_'
for x = x0 - 5, x1 + 4 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)]
if x >= x0 - 4 and z >= z0 - 4 then
local n_terrain_height = nvals_terrain_height[ni]
local n_valley_depth = nvals_valley_depth[ni]
-- *** math.floor() fixes scattered bridge elements bug ***
local tlevel = math.floor(n_terrain_height +
(n_valley_depth * n_valley_depth))
-- Add 6 to terrain level so that bridges pass over rivers
local pathy = math.min(math.max(tlevel + 6, 7), 42)
if (n_patha >= 0 and n_xprepatha < 0) -- detect sign change of noise
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)
or (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
-- scan disk 5 nodes above path
local tunnel = false
local excatop
for zz = z - 4, z + 4 do
local vi = area:index(x - 4, pathy + 5, zz)
for xx = x - 4, x + 4 do
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sastone
or nodid == c_ice then
tunnel = true
end
vi = vi + 1
end
end
if tunnel then
excatop = pathy + 5
else
excatop = y1
end
-- place path node brush
local vi = area:index(x, pathy, z)
data[vi] = c_roadwhite
for k = -4, 4 do
local vi = area:index(x - 4, pathy, z + k)
for i = -4, 4 do
local radsq = (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2
if radsq <= 13 then
local nodid = data[vi]
if nodid ~= c_roadwhite then
data[vi] = c_roadblack
end
elseif radsq <= 25 then
local nodid = data[vi]
if nodid ~= c_roadblack
and nodid ~= c_roadwhite then
data[vi] = c_roadslab
end
end
vi = vi + 1
end
end
-- foundations or bridge structure
for k = -4, 4 do
local vi = area:index(x - 4, pathy - 1, z + k)
for i = -4, 4 do
local radsq = (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2
if radsq <= 25 then
local nodid = data[vi]
if nodid ~= c_roadblack
and nodid ~= c_roadwhite
and nodid ~= c_roadslab then
data[vi] = c_concrete
end
end
if radsq <= 2 then
local viu = vi - emerlen
local nodid = data[viu]
if nodid ~= c_roadblack
and nodid ~= c_roadwhite
and nodid ~= c_roadslab then
data[viu] = c_concrete
end
end
vi = vi + 1
end
end
-- bridge columns
if math.random() <= 0.0625 then
for xx = x - 1, x + 1 do
for zz = z - 1, z + 1 do
local vi = area:index(xx, pathy - 3, zz)
for y = pathy - 3, y0 - 16, -1 do
local nodid = data[vi]
if nodid == c_stone
or nodid == c_destone
or nodid == c_sastone then
break
else
data[vi] = c_concrete
end
vi = vi - emerlen
end
end
end
end
-- excavate above path
for y = pathy + 1, excatop do
for zz = z - 4, z + 4 do
local vi = area:index(x - 4, y, zz)
for xx = x - 4, x + 4 do
local nodid = data[vi]
if tunnel and y == excatop then -- tunnel ceiling
if nodid ~= c_air
and nodid ~= c_ignore
and nodid ~= c_meselamp then
if (math.abs(zz - z) == 4
or math.abs(xx - x) == 4)
and math.random() <= 0.2 then
data[vi] = c_meselamp
else
data[vi] = c_concrete
end
end
elseif y <= pathy + 5 then
if nodid ~= c_roadblack
and nodid ~= c_roadslab
and nodid ~= c_roadwhite then
data[vi] = c_air
end
elseif nodid == c_tree
or nodid == c_leaves
or nodid == c_apple
or nodid == c_jungletree
or nodid == c_jungleleaves
or nodid == c_pinetree
or nodid == c_pineneedles
or nodid == c_snow
or nodid == c_acaciatree
or nodid == c_acacialeaves
or nodid == c_aspentree
or nodid == c_aspenleaves then
data[vi] = c_air
end
vi = vi + 1
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)
if DEBUG then
print ("[roadvalleys] "..chugent.." ms")
end
end)