watershedmini/init.lua

254 lines
7.3 KiB
Lua

-- watershedmini 0.1.0 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL, textures CC BY-SA
-- Parameters
local ZOOM = 32
local YMIN = -33000 -- Approximate base of realm stone
local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands
local TERCEN = -160/ZOOM -- Terrain 'centre', average seabed level
local YWAT = 0 -- Sea surface y
local TERSCA = 512/ZOOM -- Vertical terrain scale
local XLSAMP = 0.2 -- Extra large scale height variation amplitude
local BASAMP = 0.4 -- Base 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 TRIV = -0.02 -- Maximum densitybase threshold for river water
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 rough terrain
local np_rough = {
offset = 0,
scale = 1,
spread = {x=512/ZOOM, y=512/ZOOM, z=512/ZOOM},
seed = 593,
octaves = 4,
persist = 0.67
}
-- 3D noise for smooth terrain
local np_smooth = {
offset = 0,
scale = 1,
spread = {x=512/ZOOM, y=512/ZOOM, z=512/ZOOM},
seed = 593,
octaves = 4,
persist = 0.33
}
-- 2D noise for base terrain / riverbed height, terrain blend, river and river sand depth
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=1024/ZOOM, y=1024/ZOOM, z=1024/ZOOM},
seed = 9130,
octaves = 2,
persist = 0.5
}
-- 3D noise for humidity
local np_humid = {
offset = 0,
scale = 1,
spread = {x=1024/ZOOM, y=1024/ZOOM, z=1024/ZOOM},
seed = -55500,
octaves = 2,
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_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_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
local nvals_smooth = minetest.get_perlin_map(np_smooth, 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_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_rough = nvals_rough[nixyz]
local n_smooth = nvals_smooth[nixyz]
local n_temp = nvals_temp[nixyz]
local n_humid = nvals_humid[nixyz]
local n_base = nvals_base[nixz]
local n_xlscale = nvals_xlscale[nixz]
local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad
local terblen = math.max(1 - math.abs(n_base), 0)
local terblenexp = terblen ^ 2
local canexp = 0.5 + terblenexp
local canamp = 0.02 + terblenexp * 0.4
local densitycan =
(math.abs(n_rough * terblenexp + n_smooth * (1 - terblenexp))) ^ canexp * canamp
local density = densitybase + densitycan
-- other values
local triv = TRIV * (1 - terblen) -- river 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 == 1 then
data[vi] = c_icydirt
elseif biome == 2 or biome == 3 then
data[vi] = c_snowblock
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 >= triv then -- river 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)