-- Parameters cmg = {} cmg.path = minetest.get_modpath("carpathian_mapgen") local YWATER = 1 -- y of water level local YSURF = 4 -- y of surface centre and top of beach local TERSCA = 64 -- Terrain vertical scale in nodes local TSTONE = 0.04 -- Stone density threshold, depth of sand or biome nodes local DEBUG = false -- Noise parameters -- Base terrain noise, low and mostly flat 2D local np_base = {offset = 1, scale = 1, spread = {x = 8192, y = 8192, z = 8192}, seed = 211, octaves = 6, persist = 0.8, lacunarity = 0.5} -- Terrain feature noise 2D local np_terrain1 = {offset = 0, scale = 1, spread = {x = 2048, y = 2048, z = 2048}, seed = 666, octaves = 3, persist = 0.5, lacunarity = 2} local np_terrain2 = {offset = 0, scale = 1, spread = {x = 2048, y = 2048, z = 2048}, seed = 555, octaves = 3, persist = 0.5, lacunarity = 2} local np_terrain3 = {offset = 0, scale = 1, spread = {x = 2048, y = 2048, z = 2048}, seed = 444, octaves = 3, persist = 0.5, lacunarity = 2} -- Terrain height noises 2D local np_theight1 = {offset = 0, scale = 1, spread = {x = 128, y = 128, z = 128}, seed = 123, octaves = 5, persist = 0.5, lacunarity = 2} local np_theight2 = {offset = 0, scale = 1, spread = {x = 256, y = 256, z = 256}, seed = 234, octaves = 5, persist = 0.5, lacunarity = 3} local np_theight3 = {offset = 0, scale = 1, spread = {x = 512, y = 512, z = 512}, seed = 345, octaves = 5, persist = 0.5, lacunarity = 2} local np_theight4 = {offset = 0, scale = 1, spread = {x = 768, y = 768, z = 768}, seed = 456, octaves = 5, persist = 0.5, lacunarity = 2} -- Hill and mountain noise, large 2D local np_mnt1 = {offset = 0, scale = 1, spread = {x = 817, y = 817, z = 817}, seed = 762, octaves = 6, persist = 0.7, lacunarity = 2} local np_mnt2 = {offset = 0, scale = 1, spread = {x = 257, y = 257, z = 257}, seed = 267, octaves = 6, persist = 0.7, lacunarity = 2} local np_mnt3 = {offset = 0, scale = 1, spread = {x = 643, y = 643, z = 643}, seed = 672, octaves = 6, persist = 0.7, lacunarity = 2} -- Hill/mountain noise modifier, influences mountains for overhangs 3D local np_mod = {offset = 0, scale = 1, spread = {x = 512, y = 512, z = 512}, seed = 429, octaves = 6, persist = 0.6, lacunarity = 2} -- Set mapgen parameters minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight", water_level = YWATER}) -- Constants local c_air = minetest.CONTENT_AIR local c_ignore = minetest.CONTENT_IGNORE -- Nodes local c_grass = minetest.get_content_id("default:dirt_with_grass") local c_dirt = minetest.get_content_id("default:dirt") 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") -- Initialize noise objects to nil local nobj_base = nil local nobj_terrain1 = nil local nobj_terrain2 = nil local nobj_terrain3 = nil local nobj_theight1 = nil local nobj_theight2 = nil local nobj_theight3 = nil local nobj_theight4 = nil local nobj_mnt1 = nil local nobj_mnt2 = nil local nobj_mnt3 = nil local nobj_mod = nil -- Localise noise buffers local nbuf_base local nbuf_terrain1 local nbuf_terrain2 local nbuf_terrain3 local nbuf_theight1 local nbuf_theight2 local nbuf_theight3 local nbuf_theight4 local nbuf_mnt1 local nbuf_mnt2 local nbuf_mnt3 local nbuf_mod -- Localise data buffer local dbuf -- On generated function minetest.register_on_generated(function(minp, maxp, seed) local t0 = 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 ystridevm = sidelen + 32 -- strides for voxelmanip local zstridevm = ystridevm ^ 2 local ystridepm = sidelen + 2 -- strides for perlinmaps, densitymap, stability map local zstridepm = ystridepm ^ 2 local chulens3d = {x = sidelen + 2, y = sidelen + 2, z = sidelen + 2} local chulens2d = {x = sidelen + 2, y = sidelen + 2, z = 1} local minpos3d = {x = x0 - 1, y = y0 - 1, z = z0 - 1} local minpos2d = {x = x0 - 1, y = z0 - 1} nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulens2d) nobj_terrain1 = nobj_terrain1 or minetest.get_perlin_map(np_terrain1, chulens2d) nobj_terrain2 = nobj_terrain2 or minetest.get_perlin_map(np_terrain2, chulens2d) nobj_terrain3 = nobj_terrain3 or minetest.get_perlin_map(np_terrain3, chulens2d) nobj_theight1 = nobj_theight1 or minetest.get_perlin_map(np_theight1, chulens2d) nobj_theight2 = nobj_theight2 or minetest.get_perlin_map(np_theight2, chulens2d) nobj_theight3 = nobj_theight3 or minetest.get_perlin_map(np_theight3, chulens2d) nobj_theight4 = nobj_theight4 or minetest.get_perlin_map(np_theight4, chulens2d) nobj_mnt1 = nobj_mnt1 or minetest.get_perlin_map(np_mnt1, chulens2d) nobj_mnt2 = nobj_mnt2 or minetest.get_perlin_map(np_mnt2, chulens2d) nobj_mnt3 = nobj_mnt3 or minetest.get_perlin_map(np_mnt3, chulens2d) nobj_mod = nobj_mod or minetest.get_perlin_map(np_mod, chulens3d) local nvals_base = nobj_base :get2dMap_flat(minpos2d, nbuf_base) local nvals_terrain1 = nobj_terrain1 :get2dMap_flat(minpos2d, nbuf_terrain1) local nvals_terrain2 = nobj_terrain2 :get2dMap_flat(minpos2d, nbuf_terrain2) local nvals_terrain3 = nobj_terrain3 :get2dMap_flat(minpos2d, nbuf_terrain3) local nvals_theight1 = nobj_theight1 :get2dMap_flat(minpos2d, nbuf_theight1) local nvals_theight2 = nobj_theight2 :get2dMap_flat(minpos2d, nbuf_theight2) local nvals_theight3 = nobj_theight3 :get2dMap_flat(minpos2d, nbuf_theight3) local nvals_theight4 = nobj_theight4 :get2dMap_flat(minpos2d, nbuf_theight4) local nvals_mnt1 = nobj_mnt1 :get2dMap_flat(minpos2d, nbuf_mnt1) local nvals_mnt2 = nobj_mnt2 :get2dMap_flat(minpos2d, nbuf_mnt2) local nvals_mnt3 = nobj_mnt3 :get2dMap_flat(minpos2d, nbuf_mnt3) local nvals_mod = nobj_mod :get3dMap_flat(minpos3d, nbuf_mod) local dvals = {} -- 3D densitymap local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax} local data = vm:get_data(dbuf) -- Place stone local ni3d = 1 local ni2d = 1 for z = z0 - 1, z1 + 1 do for y = y0 - 1, y1 + 1 do local vi = area:index(x0 - 1, y, z) for x = x0 - 1, x1 + 1 do local n_base = nvals_base[ni2d] local n_terrain1 = math.abs(nvals_terrain1[ni2d]) local n_terrain2 = math.abs(nvals_terrain2[ni2d]) local n_terrain3 = math.abs(nvals_terrain3[ni2d]) local n_theight1 = math.abs(nvals_theight1[ni2d]) local n_theight2 = math.abs(nvals_theight2[ni2d]) local n_theight3 = math.abs(nvals_theight3[ni2d]) local n_theight4 = math.abs(nvals_theight4[ni2d]) local n_mnt1 = nvals_mnt1[ni2d] local n_mnt2 = nvals_mnt2[ni2d] local n_mnt3 = nvals_mnt3[ni2d] local n_mod = math.abs(nvals_mod[ni3d]) local function lerp(noise_a, noise_b, n_mod) return noise_a * (1 - n_mod) + noise_b * n_mod end local com1, com2, com3, com4 com1 = lerp(n_theight1, n_theight2, n_mod) com2 = lerp(n_theight3, n_theight4, n_mod) com3 = lerp(n_theight3, n_theight2, n_mod) com4 = lerp(n_theight1, n_theight4, n_mod) local hilliness = math.max(math.min(com1,com2),math.min(com3,com4)) local grad = (YSURF - y) / TERSCA local tstone = TSTONE local function steps(h) local w = math.abs(n_base) local k = math.floor(h / w) local f = (h - k * w) / w local s = math.min(2 * f, 1.0) return (k + s) * w end local function bias(noise, bias) return (noise / ((((1.0 / bias) - 2.0) * (1.0 - noise)) + 1.0)) end local function gain(noise, gain) if noise < 0.5 then return bias(noise * 2.0, gain) / 2.0 else return bias(noise * 2.0 - 1.0, 1.0 - gain) / 2.0 + 0.5 end end local ridge_mount = hilliness * (1 - math.abs(n_mnt1)) local step_mount = hilliness * steps(n_mnt2) local gain_mount = hilliness * gain(n_mnt3, 0.2) local density = n_base + ((n_terrain1 ^ 3) * ridge_mount) + ((n_terrain2 ^ 3) * step_mount) + ((n_terrain3 ^ 3) * gain_mount) + grad dvals[ni3d] = density if density >= tstone then data[vi] = c_stone elseif y == y1 + 1 and x >= x0 and x <= x1 and z >= z0 and z <= z1 then data[vi] = c_air end ni3d = ni3d + 1 ni2d = ni2d + 1 vi = vi + 1 end ni2d = ni2d - ystridepm end ni2d = ni2d + ystridepm end -- Place sub-surface biome nodes local stable = {} -- stability map for y = y0, y1 + 1 do local tstone = TSTONE if y < YSURF then tstone = TSTONE * 4 end for z = z0, z1 do local vi = area:index(x0, y, z) local di = (z - z0 + 1) * zstridepm + -- densitymap index (y - y0 + 1) * ystridepm + 2 -- +2 because starting at x = x0 local ni2d = (z - z0 + 1) * ystridepm + 2 -- biome noise and stability maps for x = x0, x1 do local density = dvals[di] if density >= tstone then -- existing stone stable[ni2d] = true elseif density >= 0 and (stable[ni2d] or y == y0) then -- biome layer local nodu = data[(vi - ystridevm)] local node = data[(vi - ystridevm + 1)] local nodw = data[(vi - ystridevm - 1)] local nodn = data[(vi - ystridevm + zstridevm)] local nods = data[(vi - ystridevm - zstridevm)] local nodne = data[(vi - ystridevm + zstridevm + 1)] local nodnw = data[(vi - ystridevm + zstridevm - 1)] local nodse = data[(vi - ystridevm - zstridevm + 1)] local nodsw = data[(vi - ystridevm - zstridevm - 1)] if y == y0 then -- also check for ignore if nodu == c_air or nodu == c_ignore or node == c_air or node == c_ignore or nodw == c_air or nodw == c_ignore or nodn == c_air or nodn == c_ignore or nods == c_air or nods == c_ignore or nodne == c_air or nodne == c_ignore or nodnw == c_air or nodnw == c_ignore or nodse == c_air or nodse == c_ignore or nodsw == c_air or nodsw == c_ignore then stable[ni2d] = false else stable[ni2d] = true end else if node == c_air or nodw == c_air or nodn == c_air or nods == c_air or nodne == c_air or nodnw == c_air or nodse == c_air or nodsw == c_air then stable[ni2d] = false end end if stable[ni2d] then if y <= YSURF then data[vi] = c_sand else data[vi] = c_dirt end end else stable[ni2d] = false end vi = vi + 1 di = di + 1 ni2d = ni2d + 1 end end end if y1 > YSURF then -- Place surface biome nodes for z = z0, z1 do local ni2d = (z - z0 + 1) * ystridepm + 2 for x = x0, x1 do local aircount = 0 local vi = area:index(x, y1 + 2, z) for y = y1 + 2, y0, -1 do if y <= YSURF then break end local nodid = data[vi] if nodid == c_air then aircount = aircount + 1 elseif aircount >= 1 then -- surface found if nodid == c_dirt then data[vi] = c_grass end aircount = 0 end vi = vi - ystridevm end ni2d = ni2d + 1 end end end if y0 <= YWATER then -- Place water for z = z0, z1 do for y = y0, y1 do local vi = area:index(x0, y, z) for x = x0, x1 do if data[vi] == c_air and y <= YWATER then data[vi] = c_water end vi = vi + 1 end end end end vm:set_data(data) vm:calc_lighting({x = x0, y = y0 - 1, z = z0}, {x = x1, y = y1 + 1, z = z1}) vm:write_to_map(data) vm:update_liquids() if DEBUG then local chugent = math.ceil((os.clock() - t0) * 1000) print ("[carpathian] "..chugent.." ms") end end)