minetest-mod-snow/mapgen.lua

153 lines
5.8 KiB
Lua

--Snow biomes are found at 0.53 and greater perlin noise.
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y >= -10 then
local debug = snow.debug
--Choose a biome type.
local pr = PseudoRandom(seed+57)
local biome = pr:next(1, 10)
local icebergs = biome == 2
local icesheet = biome == 3
local cool = biome > 9 --only spawns ice on edge of water
local icecave = biome == 5
local icehole = biome == 6 --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.
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x);
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
--Should make things a bit faster.
local env = minetest.env
--Debugging function
local biomeToString = function(num)
if num == 1 or num == 7 or num == 8 then return "normal"
elseif num == 2 then return "icebergs"
elseif num == 3 then return "icesheet"
elseif num == 5 then return "icecave"
elseif num == 9 or num == 10 then return "cool"
elseif num == 6 then return "icehole"
else return "unknown" end
end
--Get map specific perlin
local perlin1 = env:get_perlin(112,3, 0.5, 150)
pr = PseudoRandom(seed+68)
--Speed hack: checks the corners and middle of the chunk for "snow biome".
if not (perlin1:get2d({x=x0, y=z0}) > 0.53) and not (perlin1:get2d({x=x1, y=z1}) > 0.53)
and not (perlin1:get2d({x=x0, y=z1}) > 0.53) and not (perlin1:get2d({x=x1, y=z0}) > 0.53)
and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) then
if debug then print(biomeToString(biome)..": ABORTED!") end
return
end
--Loop through chunk.
for j=0,divs do
for i=0,divs do
local x = x0+i
local z = z0+j
--Check if we are in a "Snow biome"
local test = perlin1:get2d({x=x, y=z})
if test > 0.53 then
-- Find ground level (0...15)
local ground_y = nil
for y=maxp.y,0,-1 do
if env:get_node({x=x,y=y,z=z}).name ~= "air" then
ground_y = y
break
end
end
-- Snowy biome stuff
local node = env:get_node({x=x,y=ground_y,z=z})
if ground_y and node.name == "default:dirt_with_grass" then
if shrubs and pr:next(1,28) == 1 then
--Spawns dry shrubs.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
env:add_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
elseif mossy and pr:next(1,10) == 1 then
--Spawns moss inside snow.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow",param2=1})
else
--Spawns snow.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
end
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=ground_y,z=z}, {name="snow:snow_block"})
else
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
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
elseif ground_y and node.name == "default:desert_sand" then
--Abort genaration.
if debug then
print(biomeToString(biome)..": ABORTED!")
end
return
end
end
end
end
if debug then
print(biomeToString(biome)..": Snow Biome Genarated")
end
end
end
)