watershed/init.lua

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-- watershed 0.2.3 by paramat
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-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- 0.2.3 clouds, cacti, ice, papyrus, dry shrubs
-- savanna with acacias, dry grass surface nodes and golden grass
-- arctan density gradient for floatlands and caves
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-- Parameters
local YMIN = 6000 -- Approximate base of realm stone
local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands
local TERCEN = 6960 -- Terrain 'centre'. Approximate average seabed level
local YWAT = 7024 -- Sea level
local CLOUDY = 7152 -- Cloud level
local TERSCA = 384 -- Vertical terrain scale
local XLSAMP = 0 -- Extra large scale height variation amplitude
local BASAMP = 0.3 -- Base terrain amplitude
local CANAMP = 0.7 -- Canyon terrain amplitude
local CANEXP = 1.33 -- Canyon shape exponent
local ATANAMP = 1.4 -- Arctan function amplitude. Controls size and number of floatlands / caves
local TSTONE = 0.02 -- Density threshold for stone
local TRIV = -0.017 -- Maximum densitybase threshold for river water
local TSAND = -0.02 -- Maximum densitybase threshold for sand
local FIST = 0 -- Fissure threshold at surface. Controls size of fissure entrances at surface
local FISEXP = 0.02 -- Fissure expansion rate under surface
local ORECHA = 1 / (7 * 7 * 7) -- Ore chance per stone node
local CLOUT = 0.5 -- Cloud threshold
local PINCHA = 47 -- Pine tree 1/x chance per node
local APTCHA = 47 -- Appletree
local FLOCHA = 36 -- Flower
local FOGCHA = 9 -- Forest grass
local GRACHA = 3 -- Grassland grasses
local JUTCHA = 16 -- Jungletree
local JUGCHA = 9 -- Junglegrass
local CACCHA = 841 -- Cactus
local DRYCHA = 169 -- Dry shrub
local PAPCHA = 3 -- Papyrus
local ACACHA = 841 -- Acacia tree
local GOGCHA = 3 -- Golden grass
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-- 3D noise for rough terrain
local np_rough = {
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offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = 593,
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octaves = 6,
persist = 0.63
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}
-- 3D noise for smooth terrain
local np_smooth = {
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offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = 593,
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octaves = 6,
persist = 0.4
}
-- 3D noise for fissures
local np_fissure = {
offset = 0,
scale = 1,
spread = {x=256, y=512, z=256},
seed = 20099,
octaves = 5,
persist = 0.5
}
-- 2D noise for base terrain / riverbed height / mountain ranges, terrain blend, river and river sand depth
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local np_base = {
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offset = 0,
scale = 1,
spread = {x=4096, y=4096, z=4096},
seed = 8890,
octaves = 4,
persist = 0.4
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}
-- 2D noise for biomes
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local np_biome = {
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offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = -677772,
octaves = 3,
persist = 0.5
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}
-- 2D noise for extra large scale height variation
local np_xlscale = {
offset = 0,
scale = 1,
spread = {x=8192, y=8192, z=8192},
seed = -72,
octaves = 3,
persist = 0.4
}
-- 2D noise for clouds
local np_cloud = {
offset = 0,
scale = 1,
spread = {x=104, y=104, z=104},
seed = 2113,
octaves = 3,
persist = 0.9
}
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-- Stuff
watershed = {}
dofile(minetest.get_modpath("watershed").."/nodes.lua")
dofile(minetest.get_modpath("watershed").."/functions.lua")
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-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y < YMIN or maxp.y > YMAX then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
print ("[watershed] chunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local c_air = minetest.get_content_id("air")
local c_water = minetest.get_content_id("default:water_source")
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local c_sand = minetest.get_content_id("default:sand")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_snowblock = minetest.get_content_id("default:snowblock")
local c_ice = minetest.get_content_id("default:ice")
local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
local c_jungrass = minetest.get_content_id("default:junglegrass")
local c_dryshrub = minetest.get_content_id("default:dry_shrub")
local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
local c_stomese = minetest.get_content_id("default:stone_with_mese")
local c_stogold = minetest.get_content_id("default:stone_with_gold")
local c_stocopp = minetest.get_content_id("default:stone_with_copper")
local c_stoiron = minetest.get_content_id("default:stone_with_iron")
local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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local c_wswater = minetest.get_content_id("watershed:water")
local c_wsstone = minetest.get_content_id("watershed:stone")
local c_wsredstone = minetest.get_content_id("watershed:redstone")
local c_wsgrass = minetest.get_content_id("watershed:grass")
local c_wsdrygrass = minetest.get_content_id("watershed:drygrass")
local c_wsgoldgrass = minetest.get_content_id("watershed:goldengrass")
local c_wsdirt = minetest.get_content_id("watershed:dirt")
local c_wscloud = minetest.get_content_id("watershed:cloud")
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local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
local nvals_smooth = minetest.get_perlin_map(np_smooth, chulens):get3dMap_flat(minposxyz)
local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz)
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local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz)
local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat(minposxz)
local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get2dMap_flat(minposxz)
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local nixyz = 1
local nixz = 1
local stable = {}
local under = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do
local si = x - x0 + 1
under[si] = 0
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air"
or nodename == "default:water_source" then
stable[si] = 0
else
stable[si] = 2
end
end
for y = y0, y1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z)
local viu = area:index(x0, y-1, z)
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for x = x0, x1 do -- for each node do
local si = x - x0 + 1
local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
local n_base = nvals_base[nixz]
local n_biome = nvals_biome[nixz]
local terblen = 1 - math.abs(n_base)
local densitybase = terblen * BASAMP + nvals_xlscale[nixz] * XLSAMP + grad
local triv = TRIV * (1 - terblen * 1.1) -- 1.1 river disappears before ridge top
local tsand = TSAND * (1 - terblen * 1.1)
local tstone = TSTONE * (1 + grad)
local density = densitybase
+ math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
local nofis = false
if density >= 0 then -- if terrain set fissure flag
if math.abs(nvals_fissure[nixyz]) > FIST + math.sqrt(density) * FISEXP then
nofis = true
end
end
if density >= tstone and nofis -- stone cut by fissures
or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- or stone layer around water
or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- or stone layer around river
if n_biome > 0.8 then
data[vi] = c_wsredstone
elseif math.random() < ORECHA then
local osel = math.random(34)
if osel == 34 then
data[vi] = c_stodiam
elseif osel >= 31 then
data[vi] = c_stomese
elseif osel >= 28 then
data[vi] = c_stogold
elseif osel >= 19 then
data[vi] = c_stocopp
elseif osel >= 10 then
data[vi] = c_stoiron
else
data[vi] = c_stocoal
end
else
data[vi] = c_wsstone
end
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stable[si] = stable[si] + 1
under[si] = 0
elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
if densitybase >= tsand or y <= YWAT + 1 + math.random(2) then -- river / seabed not cut by fissures
data[vi] = c_sand
elseif nofis then -- fine materials cut by fissures
if n_biome > 0.8 then
data[vi] = c_desand
under[si] = 6 -- desert
elseif n_biome > 0.4 then
data[vi] = c_wsdirt
under[si] = 5 -- savanna
elseif n_biome > 0 then
data[vi] = c_wsdirt
under[si] = 4 -- rainforest
elseif n_biome > -0.4 then
data[vi] = c_wsdirt
under[si] = 3 -- grassland
elseif n_biome > -0.8 then
data[vi] = c_wsdirt
under[si] = 2 -- forest
else
data[vi] = c_wsdirt
under[si] = 1 -- taiga
end
else -- fissure
stable[si] = 0
under[si] = 0
end
elseif y <= YWAT and density < tstone then -- sea water, not in fissures
if y == YWAT and n_biome < -1 then
data[vi] = c_ice
else
data[vi] = c_water
if y == YWAT and n_biome > 0.2 and stable[si] >= 1
and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
watershed_papyrus(x, y, z, area, data)
end
end
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stable[si] = 0
under[si] = 0
elseif densitybase >= triv and density < tstone then -- river water, not in fissures
if n_biome < -1 then
data[vi] = c_ice
else
data[vi] = c_wswater
end
stable[si] = 0
under[si] = 0
elseif y == CLOUDY then -- clouds
local xrq = 16 * math.floor((x - x0) / 16)
local zrq = 16 * math.floor((z - z0) / 16)
local qixz = zrq * sidelen + xrq + 1
if nvals_cloud[qixz] > CLOUT then
data[vi] = c_wscloud
end
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stable[si] = 0
under[si] = 0
else -- possible above surface air node
if y >= YWAT and under[si] ~= 0 then
if under[si] == 1 then
if n_biome > -1 and math.random(PINCHA) == 2 then
watershed_pinetree(x, y, z, area, data)
else
data[viu] = c_dirtsnow
data[vi] = c_snowblock
end
elseif under[si] == 2 then
if math.random(APTCHA) == 2 then
watershed_appletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(FLOCHA) == 2 then
data[viu] = c_wsgrass
watershed_flower(data, vi)
elseif math.random(FOGCHA) == 2 then
data[viu] = c_wsgrass
watershed_grass(data, vi)
end
end
elseif under[si] == 3 then
data[viu] = c_wsgrass
if math.random(GRACHA) == 2 then
if math.random(3) == 2 then
watershed_grass(data, vi)
else
data[vi] = c_jungrass
end
end
elseif under[si] == 4 then
if math.random(JUTCHA) == 2 then
watershed_jungletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(JUGCHA) == 2 then
data[vi] = c_jungrass
end
end
elseif under[si] == 5 then
if math.random(ACACHA) == 2 then
watershed_acaciatree(x, y, z, area, data)
else
data[viu] = c_wsdrygrass
if math.random(GOGCHA) == 2 then
data[vi] = c_wsgoldgrass
end
end
elseif under[si] == 6 and n_biome < 1 then
if math.random(CACCHA) == 2 then
watershed_cactus(x, y, z, area, data)
elseif math.random(DRYCHA) == 2 then
data[vi] = c_dryshrub
end
end
end
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stable[si] = 0
under[si] = 0
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end
nixyz = nixyz + 1
nixz = nixz + 1
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vi = vi + 1
viu = viu + 1
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end
nixz = nixz - 80
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end
nixz = nixz + 80
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end
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[watershed] "..chugent.." ms")
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end)