-- watershedmini 0.2.0 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL, textures CC BY-SA -- Parameters local ZOOM = 16 -- Must be 2^n. Reduce octaves to avoid spread of highest octave being < 1 local YMIN = -33000 -- Approximate base of realm stone local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands local YWAT = 1 -- Sea surface y local TERCEN = YWAT - 128/ZOOM -- Terrain zero level, average seabed local TERSCA = 512/ZOOM -- Vertical terrain scale local XLSAMP = 0.1 -- Extra large scale height variation amplitude local BASAMP = 0.3 -- Base terrain amplitude local MIDAMP = 0.1 -- Mid terrain amplitude local CANAMP = 0.4 -- Canyon terrain maximum amplitude local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges local BLENEXP = 2 -- Terrain blend exponent local TRIVER = -0.028 -- Densitybase threshold for river surface local TSTREAM = -0.004 -- Densitymid threshold for stream surface local HITET = 0.35 -- High temperature threshold local LOTET = -0.35 -- Low .. local ICETET = -0.7 -- Ice .. local HIHUT = 0.35 -- High humidity threshold local LOHUT = -0.35 -- Low .. -- 3D noise for terrain local np_terrain = { offset = 0, scale = 1, spread = {x=384/ZOOM, y=192/ZOOM, z=384/ZOOM}, seed = 593, octaves = 4, persist = 0.67 } -- 2D noise for mid terrain / streambed height local np_mid = { offset = 0, scale = 1, spread = {x=768/ZOOM, y=768/ZOOM, z=768/ZOOM}, seed = 85546, octaves = 5, persist = 0.5 } -- 2D noise for base terrain / riverbed height local np_base = { offset = 0, scale = 1, spread = {x=4096/ZOOM, y=4096/ZOOM, z=4096/ZOOM}, seed = 8890, octaves = 3, persist = 0.33 } -- 2D noise for extra large scale height variation local np_xlscale = { offset = 0, scale = 1, spread = {x=8192/ZOOM, y=8192/ZOOM, z=8192/ZOOM}, seed = -72, octaves = 3, persist = 0.33 } -- 3D noise for temperature local np_temp = { offset = 0, scale = 1, spread = {x=512/ZOOM, y=512/ZOOM, z=512/ZOOM}, seed = 9130, octaves = 3, persist = 0.5 } -- 3D noise for humidity local np_humid = { offset = 0, scale = 1, spread = {x=512/ZOOM, y=512/ZOOM, z=512/ZOOM}, seed = -55500, octaves = 3, persist = 0.5 } -- Stuff dofile(minetest.get_modpath("watershedmini").."/nodes.lua") -- Set mapgen parameters minetest.register_on_mapgen_init(function(mgparams) minetest.set_mapgen_params({mgname="singlenode"}) end) -- 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 ("[watershedmini] chunk minp ("..x0.." "..y0.." "..z0..")") -- voxelmanip stuff local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") -- min, max points for emerged area/voxelarea local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} -- voxelarea helper for indexes local data = vm:get_data() -- get flat array of voxelarea content ids -- content ids local c_air = minetest.get_content_id("air") local c_water = minetest.get_content_id("default:water_source") local c_sand = minetest.get_content_id("default:sand") local c_desand = minetest.get_content_id("default:desert_sand") local c_snowblock = minetest.get_content_id("default:snowblock") local c_ice = minetest.get_content_id("default:ice") local c_freshwater = minetest.get_content_id("watershedmini:freshwater") local c_stone = minetest.get_content_id("watershedmini:stone") local c_grass = minetest.get_content_id("watershedmini:grass") local c_drygrass = minetest.get_content_id("watershedmini:drygrass") local c_icydirt = minetest.get_content_id("watershedmini:icydirt") local c_appleaf = minetest.get_content_id("watershedmini:appleleaf") local c_junleaf = minetest.get_content_id("watershedmini:jungleleaf") -- perlinmap stuff local sidelen = x1 - x0 + 1 -- chunk sidelength local chulens = {x=sidelen, y=sidelen, z=sidelen} -- chunk dimensions local minposxyz = {x=x0, y=y0, z=z0} -- 3D and 2D perlinmaps start from these co-ordinates local minposxz = {x=x0, y=z0} -- 3D and 2D perlinmaps local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz) local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz) local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz) local nvals_mid = minetest.get_perlin_map(np_mid, chulens):get2dMap_flat(minposxz) local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz) local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz) -- mapgen loop local nixyz = 1 -- 3D and 2D perlinmap indexes local nixz = 1 for z = z0, z1 do -- for each xy plane progressing northwards for y = y0, y1 do -- for each x row progressing upwards local vi = area:index(x0, y, z) -- voxelmanip index for first node in this x row for x = x0, x1 do -- for each node do local n_absterrain = math.abs(nvals_terrain[nixyz]) local n_temp = nvals_temp[nixyz] local n_humid = nvals_humid[nixyz] local n_absmid = math.abs(nvals_mid[nixz]) local n_absbase = math.abs(nvals_base[nixz]) local n_xlscale = nvals_xlscale[nixz] local n_invbase = (1 - n_absbase) local terblen = (math.max(n_invbase, 0)) ^ BLENEXP local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP local densitybase = n_invbase * BASAMP + n_xlscale * XLSAMP + grad local densitymid = n_absmid * MIDAMP + densitybase local canexp = 0.5 + terblen * 0.5 local canamp = terblen * CANAMP local density = n_absterrain ^ canexp * canamp * n_absmid + densitymid local triver = TRIVER * n_absbase -- river threshold local tstream = TSTREAM * (1 - n_absmid) -- stream threshold local biome = false -- select biome for node if n_temp < LOTET then if n_humid < LOHUT then biome = 1 -- tundra elseif n_humid > HIHUT then biome = 3 -- taiga else biome = 2 -- snowy plains end elseif n_temp > HITET then if n_humid < LOHUT then biome = 7 -- desert elseif n_humid > HIHUT then biome = 9 -- rainforest else biome = 8 -- savanna end else if n_humid < LOHUT then biome = 4 -- dry grassland elseif n_humid > HIHUT then biome = 6 -- deciduous forest else biome = 5 -- grassland end end if density >= 0 then -- ground if y < YWAT then data[vi] = c_sand elseif biome == 2 or biome == 3 then data[vi] = c_snowblock elseif grad < -1 then data[vi] = c_stone elseif biome == 1 then data[vi] = c_icydirt elseif biome == 4 then data[vi] = c_drygrass elseif biome == 5 then data[vi] = c_appleaf elseif biome == 6 then data[vi] = c_grass elseif biome == 7 then data[vi] = c_desand elseif biome == 8 then data[vi] = c_drygrass elseif biome == 9 then data[vi] = c_junleaf end elseif y <= YWAT then -- sea water if n_temp <= ICETET then data[vi] = c_ice else data[vi] = c_water end elseif densitybase >= triver then -- river water data[vi] = c_freshwater elseif densitybase >= tstream then -- stream water data[vi] = c_freshwater end nixyz = nixyz + 1 -- increment perlinmap and voxelarea indexes along x row nixz = nixz + 1 vi = vi + 1 end nixz = nixz - 80 end nixz = nixz + 80 end -- voxelmanip stuff 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) -- chunk generation time print ("[watershedmini] "..chugent.." ms") end)