-- stability 0.1.1 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- Parameters local YMIN = 6000 local YMAX = 8000 local TCEN = 7000 local WATY = 7000 -- approximate water y, is rounded down to near base of chunk local GRAD = 128 local STOT = 0.04 -- 3D noise for terrain local np_terrain = { offset = 0, scale = 1, spread = {x=256, y=192, z=256}, seed = 5900033, octaves = 5, persist = 0.67 } -- Stuff stability = {} waty = (80 * math.floor((WATY + 32) / 80)) - 32 + 12 -- 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 ("[stability] 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_stone = minetest.get_content_id("default:stone") local c_sand = minetest.get_content_id("default:sand") local c_water = minetest.get_content_id("default:water_source") local sidelen = x1 - x0 + 1 local chulens = {x=sidelen, y=sidelen, z=sidelen} local minpos = {x=x0, y=y0, z=z0} local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos) local ni = 1 local stable = {} -- stability table, a true/false entry for the top node in each vertical column of xy plane for z = z0, z1 do -- for each xy plane progressing northwards for x = x0, x1 do -- set initial values of stability table by scanning top x row of chunk below local si = x - x0 + 1 -- stability table index starts from 1 not 0 local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name if nodename == "air" or nodename == "default:water_source" then stable[si] = false else -- solid nodes stable[si] = true -- assume "ignore" in ungenerated chunks is solid end end for y = y0, y1 do -- for each x row progressing upwards local vi = area:index(x0, y, z) -- get voxel index for first node in x row for x = x0, x1 do -- for each node do local si = x - x0 + 1 local grad = (TCEN - y) / GRAD local density = nvals_terrain[ni] + grad if density >= STOT then data[vi] = c_stone stable[si] = true -- only stone can reset an unstable column to stable elseif density >= 0 and density < STOT and stable[si] then -- only add if node is stable data[vi] = c_sand elseif y <= waty then data[vi] = c_water stable[si] = false -- set to unstable else data[vi] = c_air stable[si] = false -- set to unstable 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 ("[stability] "..chugent.." ms") end)