minetest-mod-snow/src/mapgen_v6.lua

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-- 2D noise for coldness
local np_cold = {
offset = 0,
scale = 1,
spread = {x=150, y=150, z=150},
seed = 112,
octaves = 3,
persist = 0.5
}
-- 2D noise for icetype
local np_ice = {
offset = 0,
scale = 1,
spread = {x=80, y=80, z=80},
seed = 322345,
octaves = 3,
persist = 0.5
}
-- Debugging function
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local biome_strings = {
{"snowy", "plain", "alpine", "normal", "normal"},
{"cool", "icebergs", "icesheet", "icecave", "icehole"}
}
local function biome_to_string(num,num2)
local biome = biome_strings[1][num] or "unknown "..num
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return biome
end
local function do_ws_func(a, x)
local n = x/(16000)
local y = 0
for k=1,1000 do
y = y + 1000*(math.sin(math.pi * k^a * n)/(math.pi * k^a))
end
return y
end
local ws_lists = {}
local function get_ws_list(a,x)
ws_lists[a] = ws_lists[a] or {}
local v = ws_lists[a][x]
if v then
return v
end
v = {}
for x=x,x + (80 - 1) do
local y = do_ws_func(a, x)
v[x] = y
end
ws_lists[a][x] = v
return v
end
local plantlike_ids = {}
local function is_plantlike(id)
if plantlike_ids[id] ~= nil then
return plantlike_ids[id]
end
local node = minetest.registered_nodes[minetest.get_name_from_content_id(id)]
if not node then
plantlike_ids[id] = false
return false
end
local drawtype = node.drawtype
if not drawtype
or drawtype ~= "plantlike" then
plantlike_ids[id] = false
return false
end
plantlike_ids[id] = true
return true
end
local c
local function define_contents()
c = {
dirt_with_grass = minetest.get_content_id("default:dirt_with_grass"),
dirt = minetest.get_content_id("default:dirt"),
tree = minetest.get_content_id("default:tree"),
apple = minetest.get_content_id("default:apple"),
snow = minetest.get_content_id("default:snow"),
snow_block = minetest.get_content_id("default:snowblock"),
dirt_with_snow = minetest.get_content_id("default:dirt_with_snow"),
air = minetest.get_content_id("air"),
ignore = minetest.get_content_id("ignore"),
stone = minetest.get_content_id("default:stone"),
dry_shrub = minetest.get_content_id("default:dry_shrub"),
leaves = minetest.get_content_id("default:leaves"),
jungleleaves = minetest.get_content_id("default:jungleleaves"),
junglegrass = minetest.get_content_id("default:junglegrass"),
ice = minetest.get_content_id("default:ice"),
water = minetest.get_content_id("default:water_source"),
papyrus = minetest.get_content_id("default:papyrus"),
sand = minetest.get_content_id("default:sand"),
}
end
minetest.register_on_generated(function(minp, maxp, seed)
local t1 = os.clock()
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
local spawn_pine = snow.voxelmanip_pine
local smooth = snow.smooth_biomes
if not c then
define_contents()
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
local snow_tab,num = {},1
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0})
local nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0})
-- Choose biomes
local pr = PseudoRandom(seed+57)
-- Land biomes
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local biome = pr:next(1, 5)
local snowy = biome == 1 -- spawns snow
local alpine = biome == 3 -- rocky terrain
-- Misc biome settings
local icy = pr:next(1, 2) == 2 -- if enabled spawns ice in sand instead of snow blocks
local shrubs = pr:next(1,2) == 1 -- spawns dry shrubs in snow
local pines = pr:next(1,2) == 1 -- spawns pines
-- Reseed random
pr = PseudoRandom(seed+68)
-- Loop through columns in chunk
local write_to_map = false
local ni = 1
for z = z0, z1 do
for x = x0, x1 do
local in_biome = false
local test = math.min(nvals_cold[ni], 1)
if smooth
and not snowy then
if (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
end
elseif test > 0.53 then
in_biome = true
end
if not in_biome then
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if alpine and test > 0.43 then
-- remove trees near alpine
local ground_y = nil
for y = maxp.y, minp.y, -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c.air
and nodid ~= c.ignore then
ground_y = y
break
end
end
if ground_y then
local vi = area:index(x, ground_y, z)
if data[vi] == c.leaves
or data[vi] == c.jungleleaves then
for y = ground_y, -16, -1 do
local vi = area:index(x, y, z)
local id = data[vi]
if id ~= c.air then
if id == c.leaves
or id == c.jungleleaves
or id == c.tree
or id == c.apple then
data[vi] = c.air
else
break
end
end
end
end
end
end
else
write_to_map = true
local icetype = nvals_ice[ni]
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local cool = icetype > 0 -- only spawns ice on edge of water
local icebergs = icetype > -0.2 and icetype <= 0
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local icehole = icetype > -0.4 and icetype <= -0.2 -- icesheet with holes
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
local ground_y
for y = maxp.y, minp.y, -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c.air and nodid ~= c.ignore then
ground_y = y
break
end
end
if ground_y then
local node = area:index(x, ground_y, z)
local c_ground = data[node]
if c_ground == c.dirt_with_grass then
if alpine
and test > 0.53 then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- generate stone ground
for y = ground_y, math.max(-6, minp.y-6), -1 do
local vi = area:index(x, y, z)
if data[vi] == c.stone then
break
end
data[vi] = c.stone
end
elseif shrubs
and pr:next(1,28) == 1 then
data[node] = c.dirt_with_snow
data[area:index(x, ground_y+1, z)] = c.dry_shrub
elseif pines
and pr:next(1,36) == 1 then
data[node] = c.dirt_with_snow
spawn_pine({x=x, y=ground_y+1, z=z}, area, data)
else
data[node] = c.dirt_with_snow
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
elseif c_ground == c.water then
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if not icesheet
and not icecave
and not icehole then
local nds = {
data[area:index(x+1, ground_y, z)],
data[area:index(x, ground_y, z+1)],
data[area:index(x+1, ground_y, z+1)],
data[area:index(x-1, ground_y, z-1)],
data[area:index(x-1, ground_y, z)],
data[area:index(x, ground_y, z-1)],
}
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local ice
if pr:next(1,4) == 1
and (cool or icebergs) then
for _,i in ipairs(nds) do
if i == c.ice then
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ice = true
break
end
end
end
if not ice then
for _,i in ipairs(nds) do
if i ~= c.water
and i ~= c.ice
and i ~= c.air
and i ~= c.ignore then
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ice = true
break
end
end
end
local y = data[area:index(x, ground_y-1, z)]
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if ice
or (y ~= c.water and y ~= c.ice) -- and y ~= "air") …I don't think y can be a string here ~HybridDog
or (icebergs and pr:next(1,6) == 1) then
data[node] = c.ice
end
else
if icesheet
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or icecave
or (icehole and pr:next(1,10) > 1) then
data[node] = c.ice
end
if icecave then
for y = ground_y-1, -33, -1 do
local vi = area:index(x, y, z)
if data[vi] ~= c.water then
break
end
data[vi] = c.air
end
end
if icesheet then
-- put snow onto icesheets
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
end
elseif c_ground == c.leaves
or c_ground == c.jungleleaves
or c_ground == c.apple then
if alpine then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- make stone pillars out of trees
for y = ground_y, math.max(-6, minp.y-6), -1 do
local stone = area:index(x, y, z)
if data[stone] == c.stone then
break
end
data[stone] = c.stone
end
else
-- put snow onto leaves
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
elseif c_ground == c.sand then
if icy then
data[node] = c.ice
end
snow_tab[num] = {ground_y, z, x, test}
num = num+1
elseif c_ground == c.papyrus then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- replace papyrus plants with snowblocks
local y = ground_y
for _ = 1,7 do
local vi = area:index(x, y, z)
if data[vi] == c.papyrus then
data[vi] = c.snow_block
y = y-1
else
break
end
end
elseif is_plantlike(c_ground) then
local vi = area:index(x, ground_y-1, z)
if data[vi] == c.dirt_with_grass then
-- replace other plants with dry shrubs
data[vi] = c.dirt_with_snow
data[node] = c.dry_shrub
end
end
end
end
ni = ni + 1
end
end
local param2s
if num ~= 1 then
for _,i in pairs(snow_tab) do
-- set snow
data[area:index(i[3], i[1]+1, i[2])] = c.snow
end
local wsz, wsx
for _,i in pairs(snow_tab) do
local y,z,x,test = unpack(i)
test = (test-0.73)/0.27 -- /(1-0.73)
if test > 0 then
local maxh = math.floor(test*10)%10+1
if maxh ~= 1 then
if not wsz then
wsz = get_ws_list(5, z0)
wsx = get_ws_list(2, x0)
end
local h = math.floor(wsx[x]+wsz[z]*5)%10+1
if h ~= 1 then
-- search for nearby snow
y = y+1
for i = -1,1,2 do
for _,cord in pairs({{x+i,z}, {x,z+i}}) do
local nd = data[area:index(cord[1], y, cord[2])]
if nd == c.air
or nd == c.dry_shrub then
h = h/2
end
end
end
h = math.floor(h+0.5)
if h > 1 then
-- make snowdrifts walkable
if h == 10 then
h = 5
end
h = math.min(maxh, h)
local vi = area:index(x, y, z)
if h == 9 then
-- replace the snow with a snowblock because its a full node
data[vi] = c.snow_block
else
-- set a specific snow height
if not param2s then
param2s = vm:get_param2_data()
end
param2s[vi] = h*7
end
end
end
end
end
end
end
vm:set_data(data)
if param2s then
vm:set_param2_data(param2s)
end
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map()
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if write_to_map
and snow.debug then -- print if any column of mapchunk was snow biome
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local biome_string = biome_to_string(biome)
local chugent = math.ceil((os.clock() - t1) * 1000)
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print("[snow] "..biome_string.." x "..minp.x.." z "..minp.z.." time "..chugent.." ms")
end
end)