watershed/init.lua

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-- watershed 0.2.0 by paramat
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-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- TODO
-- Faults and strata
-- Arctan gradient?
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-- Parameters
local YMIN = 6000
local YMAX = 8000
local TERCEN = 7008 -- Terrain centre
local YWAT = 7024 -- Sea level
local TERSCA = 384 -- Vertical terrain scale
local BASAMP = 0.3 -- Base terrain amplitude
local CANAMP = 0.7 -- Canyon terrain amplitude
local CANEXP = 1.33 -- Canyon shape exponent
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local TSTONE = 0.02 -- Density threshold for stone
local TDIRT = 0.01 -- Density threshold for dirt
local TRIV = -0.016 -- Maximum densitybase threshold for river water
local TSAND = -0.02 -- Maximum densitybase threshold for sand
local PINCHA = 47
local APTCHA = 47
local FLOCHA = 36
local FOGCHA = 9
local GRACHA = 5
local JUTCHA = 16
local JUGCHA = 9
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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
}
-- 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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}
-- 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_dirt = minetest.get_content_id("default:dirt")
local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
local c_jungrass = minetest.get_content_id("default:junglegrass")
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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")
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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)
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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)
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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 = (TERCEN - y) / TERSCA
local n_base = nvals_base[nixz]
local terblen = 1 - math.abs(n_base)
local densitybase = terblen * BASAMP
+ 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 * 1.5)
local density = densitybase
+ math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
local n_biome = nvals_biome[nixz]
if density >= tstone then -- stone
if n_biome > 0.5 then
data[vi] = c_wsredstone
else
data[vi] = c_wsstone
end
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stable[si] = stable[si] + 1
elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
if densitybase >= tsand or y <= YWAT + 1 + math.random(2) then
data[vi] = c_sand -- riverbed, seabed
else
if n_biome > 0.7 then
data[vi] = c_desand
under[si] = 5 -- desert
elseif n_biome > 0.2 then
data[vi] = c_dirt
under[si] = 4 -- rainforest
elseif n_biome > -0.2 then
data[vi] = c_dirt
under[si] = 3 -- grassland
elseif n_biome > -0.7 then
data[vi] = c_dirt
under[si] = 2 -- forest
else
data[vi] = c_dirt
under[si] = 1 -- taiga
end
end
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elseif y <= YWAT then -- sea level water
data[vi] = c_water
stable[si] = 0
under[si] = 0
elseif densitybase >= triv then -- river water
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data[vi] = c_wswater
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 trees 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 -- surface node turned to grass
if trees and math.random(APTCHA) == 2 then
watershed_appletree(x, y, z, area, data)
elseif 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
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
end
end
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stable[si] = 0
under[si] = 0
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end
nixyz = nixyz + 1 -- increment 3D noise index
nixz = nixz + 1 -- increment 2D noise index
vi = vi + 1
viu = viu + 1
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end
nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above
end
nixz = nixz + 80 -- fast-forward 2D noise index by 80 nodes for next northward xy plane
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)