forked from mtcontrib/minetest-mod-snow
Add voxelmanip support for dev minetest and smooth ice mapgen_v6
This commit is contained in:
parent
999afab1e4
commit
212e7d000e
65
mapgen.lua
65
mapgen.lua
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@ -91,3 +91,68 @@ function snow.make_pine(pos,snow,xmas)
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try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:snow"})
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end
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end
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--Makes pine tree
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function snow.voxelmanip_pine(pos,a,data)
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local c_snow = minetest.get_content_id("snow:snow")
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local c_pine_needles = minetest.get_content_id("snow:needles")
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local c_tree = minetest.get_content_id("default:tree")
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local c_air = minetest.get_content_id("air")
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local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
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--Clear ground.
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for x=-1,1 do
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for z=-1,1 do
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local node = a:index(pos.x+x,pos.y,pos.z+z)
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if data[node] == c_snow then
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data[node] = c_air
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end
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end
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end
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--Make tree.
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for i=0, 4 do
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if i==1 or i==2 then
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for x=-1,1 do
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for z=-1,1 do
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local x = pos.x + x
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local z = pos.z + z
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local node = a:index(x,pos.y+i,z)
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data[node] = c_pine_needles
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if snow and x ~= 0 and z ~= 0 and perlin1:get2d({x=x,y=z}) > 0.53 then
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local abovenode = a:index(x,pos.y+i+1,z)
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data[abovenode] = c_snow
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end
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end
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end
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end
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if i==3 or i==4 then
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local x = pos.x
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local y = pos.y+i
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local z = pos.z
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data[a:index(x+1,y,z)] = c_pine_needles
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data[a:index(x-1,y,z)] = c_pine_needles
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data[a:index(x,y,z+1)] = c_pine_needles
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data[a:index(x,y,z-1)] = c_pine_needles
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if snow then
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if perlin1:get2d({x=x+1,y=z}) > 0.53 then
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data[a:index(x+1,y+1,z)] = c_snow
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end
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if perlin1:get2d({x=x+1,y=z}) > 0.53 then
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data[a:index(x-1,y+1,z)] = c_snow
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end
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if perlin1:get2d({x=x,y=z+1}) > 0.53 then
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data[a:index(x,y+1,z+1)] = c_snow
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end
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if perlin1:get2d({x=x,y=z-1}) > 0.53 then
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data[a:index(x,y+1,z-1)] = c_snow
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end
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end
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end
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data[a:index(pos.x,pos.y+i,pos.z)] = c_tree
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end
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data[a:index(pos.x,pos.y+5,pos.z)] = c_pine_needles
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data[a:index(pos.x,pos.y+6,pos.z)] = c_pine_needles
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if snow and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
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data[a:index(pos.x,pos.y+7,pos.z)] = c_snow
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end
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end
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694
mapgen_v6.lua
694
mapgen_v6.lua
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@ -1,234 +1,520 @@
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--Snow biomes are found at 0.53 and greater perlin noise.
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= -10 and maxp.y > snow.min_height then
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local debug = snow.debug
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local min_height = snow.min_height
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if snow.legacy then
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--Snow biomes are found at 0.53 and greater perlin noise.
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= -10 and maxp.y > snow.min_height then
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local debug = snow.debug
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local min_height = snow.min_height
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--Should make things a bit faster.
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local env = minetest.env
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--Should make things a bit faster.
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local env = minetest.env
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--Get map specific perlin
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local perlin1 = env:get_perlin(112,3, 0.5, 150)
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--Get map specific perlin
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local perlin1 = env:get_perlin(112,3, 0.5, 150)
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-- Assume X and Z lengths are equal
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local divlen = 16
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local divs = (maxp.x-minp.x);
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local x0 = minp.x
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local z0 = minp.z
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local x1 = maxp.x
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local z1 = maxp.z
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-- Assume X and Z lengths are equal
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local divlen = 16
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local divs = (maxp.x-minp.x);
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local x0 = minp.x
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local z0 = minp.z
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local x1 = maxp.x
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local z1 = maxp.z
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--Speed hack: checks the corners and middle of the chunk for "snow biome".
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if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
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and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
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and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
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and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
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and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
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and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
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and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
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and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
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and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
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return
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end
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--Choose a biome types.
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local pr = PseudoRandom(seed+57)
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local biome
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--Land biomes
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biome = pr:next(1, 5)
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local snowy = biome == 1 --spawns alot of snow
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local plain = biome == 2 --spawns not much
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local alpine = biome == 3 --rocky terrain
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-- biome == 4 or biome == 5 -- normal biome
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--Water biomes
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biome2 = pr:next(1, 5)
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local cool = biome == 1 --only spawns ice on edge of water
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local icebergs = biome == 2
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local icesheet = biome == 3
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local icecave = biome == 4
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local icehole = biome == 5 --icesheet with holes
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--Misc biome settings.
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local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
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local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
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local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
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local pines = pr:next(1,2) == 1 --spawns pines.
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--Debugging function
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local biomeToString = function(num,num2)
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local biome, biome2
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if num == 1 then biome = "snowy"
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elseif num == 2 then biome = "plain"
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elseif num == 3 then biome = "alpine"
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elseif num == 4 or num == 5 then biome = "normal"
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else biome = "unknown "..num end
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if num2 == 1 then biome2 = "cool"
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elseif num2 == 2 then biome2 = "icebergs"
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elseif num2 == 3 then biome2 = "icesheet"
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elseif num2 == 4 then biome2 = "icecave"
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elseif num2 == 5 then biome2 = "icehole"
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else biome2 = "unknown "..num end
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return biome, biome2
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end
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local make_pine = snow.make_pine
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local smooth = snow.smooth_biomes
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local legacy = snow.legacy
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--Reseed random.
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pr = PseudoRandom(seed+68)
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if alpine then
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local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
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for i,v in pairs(trees) do
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env:remove_node(v)
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--Speed hack: checks the corners and middle of the chunk for "snow biome".
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if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
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and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
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and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
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and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
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and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
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and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
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and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
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and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
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and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
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return
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end
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end
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--Loop through chunk.
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for j=0,divs do
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for i=0,divs do
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--Choose a biome types.
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local pr = PseudoRandom(seed+57)
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local biome
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local x = x0+i
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local z = z0+j
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--Land biomes
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biome = pr:next(1, 5)
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local snowy = biome == 1 --spawns alot of snow
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local plain = biome == 2 --spawns not much
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local alpine = biome == 3 --rocky terrain
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-- biome == 4 or biome == 5 -- normal biome
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--Check if we are in a "Snow biome"
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local in_biome = false
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local test = perlin1:get2d({x=x, y=z})
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if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
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in_biome = true
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elseif (not smooth or snowy) and test > 0.53 then
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in_biome = true
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end
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--Water biomes
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biome2 = pr:next(1, 5)
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local cool = biome == 1 --only spawns ice on edge of water
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local icebergs = biome == 2
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local icesheet = biome == 3
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local icecave = biome == 4
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local icehole = biome == 5 --icesheet with holes
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if in_biome then
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--Misc biome settings.
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local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
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local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
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local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
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local pines = pr:next(1,2) == 1 --spawns pines.
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if not plain or pr:next(1,12) == 1 then
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--Debugging function
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local biomeToString = function(num,num2)
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local biome, biome2
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if num == 1 then biome = "snowy"
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elseif num == 2 then biome = "plain"
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elseif num == 3 then biome = "alpine"
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elseif num == 4 or num == 5 then biome = "normal"
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else biome = "unknown "..num end
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-- Find ground level (0...15)
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local ground_y = nil
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for y=maxp.y,minp.y+1,-1 do
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if env:get_node({x=x,y=y,z=z}).name ~= "air" then
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ground_y = y
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break
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if num2 == 1 then biome2 = "cool"
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elseif num2 == 2 then biome2 = "icebergs"
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elseif num2 == 3 then biome2 = "icesheet"
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elseif num2 == 4 then biome2 = "icecave"
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elseif num2 == 5 then biome2 = "icehole"
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else biome2 = "unknown "..num end
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return biome, biome2
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end
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local make_pine = snow.make_pine
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local smooth = snow.smooth_biomes
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local legacy = snow.legacy
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--Reseed random.
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pr = PseudoRandom(seed+68)
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if alpine then
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local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
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for i,v in pairs(trees) do
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env:remove_node(v)
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end
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end
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--Loop through chunk.
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for j=0,divs do
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for i=0,divs do
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local x = x0+i
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local z = z0+j
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--Check if we are in a "Snow biome"
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local in_biome = false
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local test = perlin1:get2d({x=x+150, y=z+50})
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if smooth and (not snowy) and (test < -0.73 or (test < -0.43 and pr:next(0,29) < (-0.73 + test) * 100 )) then
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in_biome = true
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elseif (not smooth or snowy) and test < -0.53 then
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in_biome = true
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end
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if in_biome then
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if not plain or pr:next(1,12) == 1 then
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-- Find ground level (0...15)
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local ground_y = nil
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for y=maxp.y,minp.y+1,-1 do
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if env:get_node({x=x,y=y,z=z}).name ~= "air" then
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ground_y = y
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break
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end
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end
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end
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if ground_y and ground_y > min_height then
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if ground_y and ground_y > min_height then
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-- Snowy biome stuff
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local node = env:get_node({x=x,y=ground_y,z=z})
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-- Snowy biome stuff
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local node = env:get_node({x=x,y=ground_y,z=z})
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if ground_y and (node.name == "default:dirt_with_grass" or node.name == "default:junglegrass") then
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local veg
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if legacy and mossy and pr:next(1,10) == 1 then veg = 1 end
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if alpine then
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--Gets rid of dirt
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow", param2=veg})
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for y=ground_y,-6,-1 do
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if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name == "default:stone" then
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break
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else
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env:add_node({x=x,y=y,z=z},{name="default:stone"})
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if ground_y and (node.name == "default:dirt_with_grass" or node.name == "default:junglegrass") then
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local veg
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if legacy and mossy and pr:next(1,10) == 1 then veg = 1 end
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if alpine then
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--Gets rid of dirt
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow", param2=veg})
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for y=ground_y,-6,-1 do
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if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name == "default:stone" then
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break
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else
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env:add_node({x=x,y=y,z=z},{name="default:stone"})
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end
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end
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end
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elseif (shrubs and pr:next(1,28) == 1) or node.name == "default:junglegrass" then
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--Spawns dry shrubs.
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
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if snowy then
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elseif (shrubs and pr:next(1,28) == 1) or node.name == "default:junglegrass" then
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--Spawns dry shrubs.
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
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if snowy then
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
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else
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env:add_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
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end
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elseif pines and pr:next(1,36) == 1 then
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--Spawns pines.
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env:add_node({x=x,y=ground_y,z=z}, {name="default:dirt_with_grass"})
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make_pine({x=x,y=ground_y+1,z=z},true)
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elseif snowy then
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--Spawns snow blocks.
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
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env:add_node({x=x,y=ground_y+2,z=z}, {name="snow:snow", param2=veg})
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else
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env:add_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
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--Spawns snow.
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow", param2=veg})
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end
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elseif pines and pr:next(1,36) == 1 then
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--Spawns pines.
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env:add_node({x=x,y=ground_y,z=z}, {name="default:dirt_with_grass"})
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make_pine({x=x,y=ground_y+1,z=z},true)
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elseif snowy then
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--Spawns snow blocks.
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
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env:add_node({x=x,y=ground_y+2,z=z}, {name="snow:snow", param2=veg})
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else
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--Spawns snow.
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow", param2=veg})
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end
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elseif ground_y and node.name == "default:sand" then
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--Spawns ice in sand if icy, otherwise spawns snow on top.
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if not icy then
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:snow_block"})
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else
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
|
||||
end
|
||||
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:leaves" then
|
||||
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
|
||||
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:papyrus" then
|
||||
for i=ground_y, ground_y-4, -1 do
|
||||
if env:get_node({x=x,y=i,z=z}).name == "default:papyrus" then
|
||||
elseif ground_y and node.name == "default:sand" then
|
||||
--Spawns ice in sand if icy, otherwise spawns snow on top.
|
||||
if not icy then
|
||||
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
|
||||
env:add_node({x=x,y=i,z=z}, {name="snow:snow_block", param2=2})
|
||||
end
|
||||
end
|
||||
elseif ground_y and node.name == "default:water_source" then
|
||||
if not icesheet and not icecave and not icehole then
|
||||
--Coastal ice.
|
||||
local x1 = env:get_node({x=x+1,y=ground_y,z=z}).name
|
||||
local z1 = env:get_node({x=x,y=ground_y,z=z+1}).name
|
||||
local xz1 = env:get_node({x=x+1,y=ground_y,z=z+1}).name
|
||||
local xz2 = env:get_node({x=x-1,y=ground_y,z=z-1}).name
|
||||
local x2 = env:get_node({x=x-1,y=ground_y,z=z}).name
|
||||
local z2 = env:get_node({x=x,y=ground_y,z=z-1}).name
|
||||
local y = env:get_node({x=x,y=ground_y-1,z=z}).name
|
||||
local rand = pr:next(1,4) == 1
|
||||
if
|
||||
((x1 and x1 ~= "default:water_source" and x1 ~= "snow:ice" and x1 ~= "air" and x1 ~= "ignore") or ((cool or icebergs) and x1 == "snow:ice" and rand)) or
|
||||
((z1 and z1 ~= "default:water_source" and z1 ~= "snow:ice" and z1 ~= "air" and z1 ~= "ignore") or ((cool or icebergs) and z1 == "snow:ice" and rand)) or
|
||||
((xz1 and xz1 ~= "default:water_source" and xz1 ~= "snow:ice" and xz1 ~= "air"and xz1 ~= "ignore") or ((cool or icebergs) and xz1 == "snow:ice" and rand)) or
|
||||
((xz2 and xz2 ~= "default:water_source" and xz2 ~= "snow:ice" and xz2 ~= "air"and xz2 ~= "ignore") or ((cool or icebergs) and xz2 == "snow:ice" and rand)) or
|
||||
((x2 and x2 ~= "default:water_source" and x2 ~= "snow:ice" and x2 ~= "air" and x2 ~= "ignore") or ((cool or icebergs) and x2 == "snow:ice" and rand)) or
|
||||
((z2 and z2 ~= "default:water_source" and z2 ~= "snow:ice" and z2 ~= "air" and z2 ~= "ignore") or ((cool or icebergs) and z2 == "snow:ice" and rand)) or
|
||||
(y ~= "default:water_source" and y ~= "snow:ice" and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
|
||||
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
|
||||
end
|
||||
else
|
||||
--Icesheets, Broken icesheet, Icecaves
|
||||
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
|
||||
env:add_node({x=x,y=ground_y,z=z}, {name="snow:snow_block"})
|
||||
else
|
||||
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
|
||||
end
|
||||
if icecave then
|
||||
--Gets rid of water underneath ice
|
||||
for y=ground_y-1,-60,-1 do
|
||||
if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name ~= "default:water_source" then
|
||||
break
|
||||
else
|
||||
env:remove_node({x=x,y=y,z=z})
|
||||
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:leaves" then
|
||||
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
|
||||
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:papyrus" then
|
||||
for i=ground_y, ground_y-4, -1 do
|
||||
if env:get_node({x=x,y=i,z=z}).name == "default:papyrus" then
|
||||
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
|
||||
env:add_node({x=x,y=i,z=z}, {name="snow:snow_block", param2=2})
|
||||
end
|
||||
end
|
||||
elseif ground_y and node.name == "default:water_source" then
|
||||
if not icesheet and not icecave and not icehole then
|
||||
--Coastal ice.
|
||||
local x1 = env:get_node({x=x+1,y=ground_y,z=z}).name
|
||||
local z1 = env:get_node({x=x,y=ground_y,z=z+1}).name
|
||||
local xz1 = env:get_node({x=x+1,y=ground_y,z=z+1}).name
|
||||
local xz2 = env:get_node({x=x-1,y=ground_y,z=z-1}).name
|
||||
local x2 = env:get_node({x=x-1,y=ground_y,z=z}).name
|
||||
local z2 = env:get_node({x=x,y=ground_y,z=z-1}).name
|
||||
local y = env:get_node({x=x,y=ground_y-1,z=z}).name
|
||||
local rand = pr:next(1,4) == 1
|
||||
if
|
||||
((x1 and x1 ~= "default:water_source" and x1 ~= "snow:ice" and x1 ~= "air" and x1 ~= "ignore") or ((cool or icebergs) and x1 == "snow:ice" and rand)) or
|
||||
((z1 and z1 ~= "default:water_source" and z1 ~= "snow:ice" and z1 ~= "air" and z1 ~= "ignore") or ((cool or icebergs) and z1 == "snow:ice" and rand)) or
|
||||
((xz1 and xz1 ~= "default:water_source" and xz1 ~= "snow:ice" and xz1 ~= "air"and xz1 ~= "ignore") or ((cool or icebergs) and xz1 == "snow:ice" and rand)) or
|
||||
((xz2 and xz2 ~= "default:water_source" and xz2 ~= "snow:ice" and xz2 ~= "air"and xz2 ~= "ignore") or ((cool or icebergs) and xz2 == "snow:ice" and rand)) or
|
||||
((x2 and x2 ~= "default:water_source" and x2 ~= "snow:ice" and x2 ~= "air" and x2 ~= "ignore") or ((cool or icebergs) and x2 == "snow:ice" and rand)) or
|
||||
((z2 and z2 ~= "default:water_source" and z2 ~= "snow:ice" and z2 ~= "air" and z2 ~= "ignore") or ((cool or icebergs) and z2 == "snow:ice" and rand)) or
|
||||
(y ~= "default:water_source" and y ~= "snow:ice" and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
|
||||
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
|
||||
end
|
||||
else
|
||||
--Icesheets, Broken icesheet, Icecaves
|
||||
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
|
||||
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
|
||||
end
|
||||
if icecave then
|
||||
--Gets rid of water underneath ice
|
||||
for y=ground_y-1,-60,-1 do
|
||||
if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name ~= "default:water_source" then
|
||||
break
|
||||
else
|
||||
env:remove_node({x=x,y=y,z=z})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--~ elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
|
||||
--~ --Abort genaration.
|
||||
--~ local name = env:get_node({x=x,y=ground_y-1,z=z}).name
|
||||
--~ if name ~= "default:leaves" and name ~= "snow:needles" then
|
||||
--~ if debug then
|
||||
--~ print(biomeToString(biome)..": snow found ABORTED!")
|
||||
--~ elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
|
||||
--~ --Abort genaration.
|
||||
--~ local name = env:get_node({x=x,y=ground_y-1,z=z}).name
|
||||
--~ if name ~= "default:leaves" and name ~= "snow:needles" then
|
||||
--~ if debug then
|
||||
--~ print(biomeToString(biome)..": snow found ABORTED!")
|
||||
--~ end
|
||||
--~ return
|
||||
--~ end
|
||||
--~ return
|
||||
--~ end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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)
|
||||
end
|
||||
end
|
||||
end
|
||||
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)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end)
|
||||
else
|
||||
|
||||
--Identify content ID's of nodes
|
||||
local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
|
||||
local c_snow = minetest.get_content_id("snow:snow")
|
||||
local c_snow_block = minetest.get_content_id("snow:snow_block")
|
||||
local c_dirt_with_snow = minetest.get_content_id("snow: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_ice = minetest.get_content_id("snow: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]]
|
||||
|
||||
--Loop through chunk.
|
||||
for x = minp.x, maxp.x do
|
||||
for z = minp.z, maxp.z do
|
||||
|
||||
--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 in_biome then
|
||||
|
||||
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 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] == "default: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)
|
||||
--elseif snowy then
|
||||
--Spawns snow blocks.
|
||||
--env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
|
||||
--data[aanode] = c_snow
|
||||
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
|
||||
elseif ground_y and data[node] == c_leaves then
|
||||
data[abovenode] = c_snow
|
||||
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
|
||||
--~ elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
|
||||
--~ --Abort genaration.
|
||||
--~ local name = env:get_node({x=x,y=ground_y-1,z=z}).name
|
||||
--~ if name ~= "default:leaves" and name ~= "snow:needles" then
|
||||
--~ if debug then
|
||||
--~ print(biomeToString(biome)..": snow found ABORTED!")
|
||||
--~ end
|
||||
--~ return
|
||||
--~ end]]
|
||||
end
|
||||
end
|
||||
--end
|
||||
end
|
||||
end
|
||||
end
|
||||
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)
|
||||
end
|
||||
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}
|
||||
)
|
||||
|
||||
vm:write_to_map(data)
|
||||
|
||||
print(string.format("elapsed time: %.2fms", (os.clock() - t1) * 1000))
|
||||
--end
|
||||
end)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue
Block a user