--[[ This file generates: darkage:mud darkage:silt darkage:chalk darkage:ors darkage:shale darkage:slate darkage:schist darkage:basalt darkage:marble darkage:serpentine darkage:gneiss --]] local getID = minetest.get_content_id local function generate_stratus(data, varea, name, wherein, ceilin, ceil, minp, maxp, seed, stratus_chance, radius, radius_y, deep, height_min, height_max) local c_ore = getID(name) local c_wherein = {} local c_ceilin = {} for k, v in ipairs(wherein) do c_wherein[k] = getID(v) end for k, v in ipairs(ceilin) do c_ceilin[k] = getID(v) end local c_ceil if ceil then c_ceil = getID(ceil) end if maxp.y < height_min or minp.y > height_max then return end local stratus_per_volume = 1 local area = 45 local y_min = math.max(minp.y, height_min) local y_max = math.min(maxp.y, height_max) local volume = ((maxp.x-minp.x+1)/area)*((y_max-y_min+1)/area)*((maxp.z-minp.z+1)/area) local pr = PseudoRandom(seed) local blocks = math.floor(stratus_per_volume*volume) print(" <<"..dump(name)..">>"); if blocks == 0 then blocks = 1 end print(" blocks: "..dump(blocks).." in vol: "..dump(volume).." ("..dump(maxp.x-minp.x+1)..","..dump(y_max-y_min+1)..","..dump(maxp.z-minp.z+1)..")") for i=1,blocks do local x = pr:next(1,stratus_chance) if x == 1 then local y0=y_max-radius_y+1 if y0 < y_min then y0=y_min else y0=pr:next(y_min, y0) end local x0 = maxp.x-radius+1 if x0 < minp.x then x0 = minp.x else x0 = pr:next(minp.x, x0) end local z0 = maxp.z-radius+1 if z0 < minp.z then x0 = minp.z else z0 = pr:next(minp.z, z0) end local p0 = {x=x0, y=y0, z=z0} local n = data[varea:indexp(p0)] local i = 0 x = 0 for k, v in ipairs(c_ceilin) do if n == v then x = 1 break end end if x == 1 then for y1=y0-1,y_min,-1 do p0.y=y1 n = data[varea:indexp(p0)] x = 0 for k, v in ipairs(c_wherein) do if n == v then x = 1 break end end if x == 1 then y0=y1-deep if y0 < y_min then y0 = y_min end break end end local rx=pr:next(radius/2,radius)+1 local rz=pr:next(radius/2,radius)+1 local ry=pr:next(radius_y/2,radius_y)+1 for x1=0,rx do rz = rz + 3 - pr:next(1,6) if rz < 1 then rz = 1 end for z1=pr:next(1,3),rz do local ry0=ry+ pr:next(1,3) for y1=pr:next(1,3),ry0 do local x2 = x0+x1 local y2 = y0+y1 local z2 = z0+z1 local p2 = {x=x2, y=y2, z=z2} n = data[varea:indexp(p2)] x = 0 for k, v in ipairs(c_wherein) do if n == v then x = 1 break end end if x == 1 then if c_ceil == nil then data[varea:indexp(p2)] = c_ore i = i +1 else local p3 = {p2.x,p2.y+1,p2} if data[varea:indexp(p3)] == c_ceil then data[varea:indexp(p2)] = c_ore i = i +1 end end end end end end print(" generated "..dump(i).." blocks in ("..dump(x0)..","..dump(y0)..","..dump(z0)..")") end end end end local function generate_claylike(data, varea, name, minp, maxp, seed, chance, minh, maxh, dirt) local c_ore = getID(name) local c_sand = getID("default:sand") local c_dirt = getID("default:dirt") local c_lawn = getID("default:dirt_with_grass") local c_water = getID("default:water_source") local c_air = getID("air") if maxp.y >= maxh+1 and minp.y <= minh-1 then local pr = PseudoRandom(seed) local divlen = 4 local divs = (maxp.x-minp.x)/divlen+1; for yy=minh,maxh do local x = pr:next(1,chance) if x == 1 then for divx=0+1,divs-1-1 do for divz=0+1,divs-1-1 do local cx = minp.x + math.floor((divx+0.5)*divlen) local cz = minp.z + math.floor((divz+0.5)*divlen) local up = data[varea:index(cx,yy,cz)] local down = data[varea:index(cx,yy-1,cz)] if ( up == c_water or up == c_air ) and ( down == c_sand or (dirt == 1 and (down == c_dirt or down == c_lawn ))) then local is_shallow = true local num_water_around = 0 if data[varea:index(cx-divlen*2,yy,cz)] == c_water then num_water_around = num_water_around + 1 end if data[varea:index(cx+divlen*2,yy,cz)] == c_water then num_water_around = num_water_around + 1 end if data[varea:index(cx,yy,cz-divlen*2)] == c_water then num_water_around = num_water_around + 1 end if data[varea:index(cx,yy,cz+divlen*2)] == c_water then num_water_around = num_water_around + 1 end if num_water_around >= 3 then is_shallow = false end if is_shallow then for x1=-divlen,divlen do for z1=-divlen,divlen do local p={x=cx+x1,y=yy-1,z=cz+z1} down = data[varea:indexp(p)] if down == c_sand or (dirt == 1 and (down == c_dirt or down == c_lawn)) then data[varea:indexp(p)] = c_ore end end end end end end end end end end end local function generate_ore(data, varea, name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max) local c_ore = getID(name) local c_wherein = getID(wherein) if maxp.y < height_min or minp.y > height_max then return end local y_min = math.max(minp.y, height_min) local y_max = math.min(maxp.y, height_max) local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1) local pr = PseudoRandom(seed) local num_chunks = math.floor(chunks_per_volume * volume) local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk) for i=1,num_chunks do local y0 = pr:next(y_min, y_max-chunk_size+1) if y0 >= height_min and y0 <= height_max then local x0 = pr:next(minp.x, maxp.x-chunk_size+1) local z0 = pr:next(minp.z, maxp.z-chunk_size+1) local p0 = {x=x0, y=y0, z=z0} for x1=0,chunk_size-1 do for y1=0,chunk_size-1 do for z1=0,chunk_size-1 do if pr:next(1,inverse_chance) == 1 then local x2 = x0+x1 local y2 = y0+y1 local z2 = z0+z1 local p2 = {x=x2, y=y2, z=z2} local indexp2 = varea:indexp(p2) if data[indexp2] == c_wherein then data[indexp2] = c_ore end end end end end end end end function darkage_mapgen(data, area, minp, maxp, seed) -- public function, to be used by Lua mapgens if minp.y < -19600 then return end local t1 = os.clock() generate_claylike(data, area, "darkage:mud", minp, maxp, seed+1, 4, 0, 2, 0) generate_claylike(data, area, "darkage:silt", minp, maxp, seed+2, 4, -1, 1, 1) generate_stratus(data, area, "darkage:chalk", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+3, 4, 25, 8, 0, -20, 50) generate_stratus(data, area, "darkage:ors", {"default:stone"}, {"default:stone","air","default:water_source"}, nil, minp, maxp, seed+4, 4, 25, 7, 50, -200, 500) generate_stratus(data, area, "darkage:shale", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+5, 4, 23, 7, 50, -50, 20) generate_stratus(data, area, "darkage:slate", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+6, 6, 23, 5, 50, -500, 0) generate_stratus(data, area, "darkage:schist", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+7, 6, 19, 6, 50, -31000, -10) generate_stratus(data, area, "darkage:basalt", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+8, 5, 20, 5, 20, -31000, -50) generate_stratus(data, area, "darkage:marble", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+9, 4, 25, 6, 50, -31000, -75) generate_stratus(data, area, "darkage:serpentine", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+10, 4, 28, 8, 50, -31000, -350) generate_stratus(data, area, "darkage:gneiss", {"default:stone"}, {"default:stone","air"}, nil, minp, maxp, seed+11, 4, 15, 5, 50, -31000, -250) print("DARKAGE: calculating time : " .. os.clock() - t1) end minetest.register_on_mapgen_init(function(mgparams) if mgparams.mgname ~= "singlenode" then minetest.register_on_generated(function(minp, maxp, seed) if minp.y < -19600 then return end local t0 = os.clock() local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() darkage_mapgen(data, area, minp, maxp, seed) vm:set_data(data) vm:write_to_map() print("DARKAGE: total time taken : " .. os.clock() - t0) end) end end)