minetest-mod-snow/src/mapgen_v6.lua

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--Identify content ID's of nodes
local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
local c_dirt = minetest.get_content_id("default:dirt")
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_snow = minetest.get_content_id("default:snow")
local c_snow_block = minetest.get_content_id("default:snowblock")
local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow")
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_stone = minetest.get_content_id("default:stone")
local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
local c_leaves = minetest.get_content_id("default:leaves")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_junglegrass = minetest.get_content_id("default:junglegrass")
local c_ice = minetest.get_content_id("default:ice")
local c_water = minetest.get_content_id("default:water_source")
local c_papyrus = minetest.get_content_id("default:papyrus")
local c_sand = minetest.get_content_id("default:sand")
--Snow biomes are found at 0.53 and greater perlin noise.
minetest.register_on_generated(function(minp, maxp, seed)
--if maxp.y >= -10 and maxp.y > snow.min_height then
--Start timer
local t1 = os.clock()
local in_biome = false
--Load Voxel Manipulator
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local a = VoxelArea:new{
MinEdge={x=emin.x, y=emin.y, z=emin.z},
MaxEdge={x=emax.x, y=emax.y, z=emax.z},
}
local data = vm:get_data()
local debug = snow.debug
local min_height = snow.min_height
--Should make things a bit faster.
local env = minetest.env
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x)+1;
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
--Get map specific perlin noise.
local perlin1 = env:get_perlin(112,3, 0.5, 150)
--Speed hack: checks the corners and middle of the chunk for "snow biome".
--[[if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
return
end]]
--Choose a biome types.
local pr = PseudoRandom(seed+57)
local biome
--Land biomes
biome = pr:next(1, 5)
local snowy = biome == 1 --spawns alot of snow
local plain = biome == 2 --spawns not much
local alpine = biome == 3 --rocky terrain
-- biome == 4 or biome == 5 -- normal biome
--Water biomes
biome2 = pr:next(1, 5)
local cool = biome == 1 --only spawns ice on edge of water
local icebergs = biome == 2
local icesheet = biome == 3
local icecave = biome == 4
local icehole = biome == 5 --icesheet with holes
--Misc biome settings.
local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
local pines = pr:next(1,2) == 1 --spawns pines.
--Debugging function
local biomeToString = function(num,num2)
local biome, biome2
if num == 1 then biome = "snowy"
elseif num == 2 then biome = "plain"
elseif num == 3 then biome = "alpine"
elseif num == 4 or num == 5 then biome = "normal"
else biome = "unknown "..num end
if num2 == 1 then biome2 = "cool"
elseif num2 == 2 then biome2 = "icebergs"
elseif num2 == 3 then biome2 = "icesheet"
elseif num2 == 4 then biome2 = "icecave"
elseif num2 == 5 then biome2 = "icehole"
else biome2 = "unknown "..num end
return biome, biome2
end
local spawn_pine = snow.voxelmanip_pine
local smooth = snow.smooth_biomes
local legacy = snow.legacy
--Reseed random.
pr = PseudoRandom(seed+68)
--[[if alpine then
local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
for i,v in pairs(trees) do
env:remove_node(v)
end
end]]
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local write_to_map = false
--Loop through chunk.
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
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--Check if we are in a "Snow biome"
local in_biome = false
local test = perlin1:get2d({x=x, y=z})
if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif (not smooth or snowy) and test > 0.53 then
in_biome = true
end
if not in_biome then
if alpine == true and test > 0.43 then
local ground_y = nil
for y=maxp.y,minp.y,-1 do
local n = data[a:index(x, y, z)]
if n ~= c_air and n ~= c_ignore then
ground_y = y
break
end
end
if ground_y then
local node = a:index(x, ground_y, z)
if (data[node] == c_leaves or data[node] == c_jungleleaves) then
for y=ground_y,-6,-1 do
local stone = a:index(x, y, z)
if data[stone] ~= c_leaves and data[stone] ~= c_jungleleaves and data[stone] ~= c_tree and data[stone] ~= c_air and data[stone] ~= c_apple then
break
else
data[stone] = c_air
end
end
end
end
end
elseif in_biome then
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write_to_map = true
local perlin2 = env:get_perlin(322345,3, 0.5, 80)
local icetype = perlin2:get2d({x=x, y=z})
local cool = icetype > 0 --only spawns ice on edge of water
local icebergs = icetype > -0.2 and icetype <= 0
local icehole = icetype > -0.4 and icetype <= -0.2
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
--if not plain or pr:next(1,12) == 1 then
-- Find ground level (0...15)
local ground_y = nil
for y=maxp.y,minp.y,-1 do
local n = data[a:index(x, y, z)]
if n ~= c_air and n ~= c_ignore then
ground_y = y
break
end
end
if ground_y then --and ground_y > min_height then
-- Snowy biome stuff
local node = a:index(x, ground_y, z)
local abovenode = a:index(x, ground_y+1, z)
local belownode = a:index(x, ground_y+2, z)
if ground_y and data[node] == c_dirt_with_grass then
--local veg
--if legacy and mossy and pr:next(1,10) == 1 then veg = 1 end
if alpine and test > 0.53 then
--Gets rid of dirt
data[abovenode] = c_snow
for y=ground_y,-6,-1 do
local stone = a:index(x, y, z)
if data[stone] == c_stone then
break
else
data[stone] = c_stone
end
end
elseif (shrubs and pr:next(1,28) == 1) then
--Spawns dry shrubs.
data[node] = c_dirt_with_snow
data[abovenode] = c_dry_shrub
elseif pines and pr:next(1,36) == 1 then
--Spawns pines.
data[node] = c_dirt_with_snow
spawn_pine({x=x, y=ground_y+1, z=z},a,data)
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elseif snowy and test > 0.63 then
--Spawns snow blocks.
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data[abovenode] = c_snow_block
else
--Spawns snow.
data[node] = c_dirt_with_snow
data[abovenode] = c_snow
end
elseif ground_y and data[belownode] == c_sand then
--Spawns ice in sand if icy, otherwise spawns snow on top.
if not icy then
data[node] = c_snow
else
data[belownode] = c_ice
end
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elseif ground_y and data[node] == c_leaves or data[node] == c_jungleleaves or data[node] == c_apple then
if alpine then
--Gets rid of dirt
data[abovenode] = c_snow
for y=ground_y,-6,-1 do
local stone = a:index(x, y, z)
if data[stone] == c_stone then
break
else
data[stone] = c_stone
end
end
else
data[abovenode] = c_snow
end
elseif ground_y and data[node] == c_junglegrass then
data[node] = c_dry_shrub
elseif ground_y and data[node] == c_papyrus then
for i=ground_y, ground_y-4, -1 do
local papyrus = a:index(x, y, z)
if data[papyrus] == c_papyrus then
local papyrusabove = a:index(x, ground_y, z)
data[papyrusabove] = c_snow
data[papyrus] = c_snow_block
end
end
elseif ground_y and data[node] == c_water then
if not icesheet and not icecave and not icehole then
--Coastal ice.
local x1 = data[a:index(x+1,ground_y,z)]
local z1 = data[a:index(x,ground_y,z+1)]
local xz1 = data[a:index(x+1,ground_y,z+1)]
local xz2 = data[a:index(x-1,ground_y,z-1)]
local x2 = data[a:index(x-1,ground_y,z)]
local z2 = data[a:index(x,ground_y,z-1)]
local y = data[a:index(x,ground_y-1,z)]
local rand = pr:next(1,4) == 1
if
((x1 and x1 ~= c_water and x1 ~= c_ice and x1 ~= c_air and x1 ~= c_ignore) or ((cool or icebergs) and x1 == c_ice and rand)) or
((z1 and z1 ~= c_water and z1 ~= c_ice and z1 ~= c_air and z1 ~= c_ignore) or ((cool or icebergs) and z1 == c_ice and rand)) or
((xz1 and xz1 ~= c_water and xz1 ~= c_ice and xz1 ~= c_air and xz1 ~= c_ignore) or ((cool or icebergs) and xz1 == c_ice and rand)) or
((xz2 and xz2 ~= c_water and xz2 ~= c_ice and xz2 ~= c_air and xz2 ~= c_ignore) or ((cool or icebergs) and xz2 == c_ice and rand)) or
((x2 and x2 ~= c_water and x2 ~= c_ice and x2 ~= c_air and x2 ~= c_ignore) or ((cool or icebergs) and x2 == c_ice and rand)) or
((z2 and z2 ~= c_water and z2 ~= c_ice and z2 ~= c_air and z2 ~= c_ignore) or ((cool or icebergs) and z2 == c_ice and rand)) or
(y ~= c_water and y ~= c_ice and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
data[node] = c_ice
end
else
--Icesheets, Broken icesheet, Icecaves
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
data[node] = c_ice
end
if icecave then
--Gets rid of water underneath ice
for y=ground_y-1,-60,-1 do
local water = a:index(x, y, z)
if data[water] ~= c_water then
break
else
data[water] = c_air
end
end
end
end
end
end
--end
end
end
end
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if write_to_map then
vm:set_data(data)
vm:calc_lighting(
{x=minp.x-16, y=minp.y, z=minp.z-16},
{x=maxp.x+16, y=maxp.y, z=maxp.z+16}
)
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vm:write_to_map(data)
vm:update_map()
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if debug then
biome_string,biome2_string = biomeToString(biome,biome2)
print(biome_string.." and "..biome2_string..": Snow Biome Genarated near x"..minp.x.." z"..minp.z)
print(string.format("elapsed time: %.2fms", (os.clock() - t1) * 1000))
end
end
--end
end)