5 biomes, trees, grasses, flowers. tune params

This commit is contained in:
paramat
2014-02-19 01:16:19 +00:00
parent 6f8f13f4a7
commit e580ce7730
4 changed files with 325 additions and 116 deletions

207
init.lua
View File

@ -1,22 +1,34 @@
-- watershed 0.1.1 by paramat
-- watershed 0.2.0 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- TODO
-- Faults and strata
-- Arctan gradient?
-- Parameters
local YMIN = 6000
local YMAX = 8000
local TERCEN = 7008 -- Terrain centre
local YWAT = 7024 -- Sea level
local TERSCA = 512 -- Vertical terrain scale
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
local TSTONE = 0.02 -- Density threshold for stone
local TDIRT = 0.01 -- Density threshold for dirt
local BASAMP = 0.5 -- Base terrain amplitude
local BASEXP = 0.8 -- Base terrain exponent
local CANAMP = 0.5 -- Canyon terrain amplitude
local TRIV = -0.012 -- Maximum densitybase threshold for river water
local TSAND = -0.015 -- Maximum densitybase threshold for sand
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
-- 3D noise for rough terrain
@ -26,7 +38,7 @@ local np_rough = {
spread = {x=512, y=512, z=512},
seed = 593,
octaves = 6,
persist = 0.6
persist = 0.63
}
-- 3D noise for smooth terrain
@ -40,15 +52,15 @@ local np_smooth = {
persist = 0.4
}
-- 2D noise for base terrain / riverbed height, terrain blend, river and river sand depth
-- 2D noise for base terrain / riverbed height / mountain ranges, terrain blend, river and river sand depth
local np_base = {
offset = 0,
scale = 1,
spread = {x=4096, y=4096, z=4096},
seed = 8890,
octaves = 3,
persist = 0.5
octaves = 4,
persist = 0.4
}
-- 2D noise for biomes
@ -56,7 +68,7 @@ local np_base = {
local np_biome = {
offset = 0,
scale = 1,
spread = {x=2048, y=2048, z=2048},
spread = {x=512, y=512, z=512},
seed = -677772,
octaves = 3,
persist = 0.5
@ -66,95 +78,8 @@ local np_biome = {
watershed = {}
-- Nodes
minetest.register_node("watershed:grass", {
description = "WS Grass",
tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"},
is_ground_content = false,
groups = {crumbly=3,soil=1},
drop = "default:dirt",
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
}),
})
minetest.register_node("watershed:redstone", {
description = "WS Red Stone",
tiles = {"default_desert_stone.png"},
groups = {cracky=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("watershed:stone", {
description = "WS Stone",
tiles = {"default_stone.png"},
groups = {cracky=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("watershed:water", {
description = "WS Water Source",
inventory_image = minetest.inventorycube("default_water.png"),
drawtype = "liquid",
tiles = {
{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}}
},
alpha = WATER_ALPHA,
paramtype = "light",
is_ground_content = false,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "watershed:waterflow",
liquid_alternative_source = "watershed:water",
liquid_viscosity = WATER_VISC,
liquid_renewable = false,
liquid_range = 3,
post_effect_color = {a=64, r=100, g=100, b=200},
groups = {water=3, liquid=3, puts_out_fire=1},
})
minetest.register_node("watershed:waterflow", {
description = "WS Flowing Water",
inventory_image = minetest.inventorycube("default_water.png"),
drawtype = "flowingliquid",
tiles = {"default_water.png"},
special_tiles = {
{
image="default_water_flowing_animated.png",
backface_culling=false,
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
},
{
image="default_water_flowing_animated.png",
backface_culling=true,
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
},
},
alpha = WATER_ALPHA,
paramtype = "light",
paramtype2 = "flowingliquid",
is_ground_content = false,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "watershed:waterflow",
liquid_alternative_source = "watershed:water",
liquid_viscosity = WATER_VISC,
liquid_renewable = false,
liquid_range = 3,
post_effect_color = {a=64, r=100, g=100, b=200},
groups = {water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1},
})
dofile(minetest.get_modpath("watershed").."/nodes.lua")
dofile(minetest.get_modpath("watershed").."/functions.lua")
-- On generated function
@ -183,6 +108,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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")
local c_wswater = minetest.get_content_id("watershed:water")
local c_wsstone = minetest.get_content_id("watershed:stone")
@ -203,9 +130,11 @@ minetest.register_on_generated(function(minp, maxp, seed)
local nixyz = 1
local nixz = 1
local stable = {}
local under = {}
for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do
local si = x - x0 + 1
under[si] = 0
local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air"
or nodename == "default:water_source" then
@ -216,19 +145,19 @@ minetest.register_on_generated(function(minp, maxp, seed)
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)
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 = math.max(1 - math.abs(n_base) ^ BASEXP, 0)
local terblen = 1 - math.abs(n_base)
local densitybase = terblen * BASAMP
+ grad
local triv = TRIV * (1 - terblen)
local tsand = TSAND * (1 - terblen)
local tstone = TSTONE -- by height not terblen
local canexp = 1.2
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
+ math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
local n_biome = nvals_biome[nixz]
if density >= tstone then -- stone
@ -239,32 +168,80 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
stable[si] = stable[si] + 1
elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
if densitybase >= tsand or y <= YWAT + math.random(3) then
if densitybase >= tsand or y <= YWAT + 1 + math.random(2) then
data[vi] = c_sand -- riverbed, seabed
else
if n_biome > 0.5 then
if n_biome > 0.7 then
data[vi] = c_desand
elseif density > TDIRT then
under[si] = 5 -- desert
elseif n_biome > 0.2 then
data[vi] = c_dirt
elseif n_biome < -0.5 then
data[vi] = c_snowblock
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_wsgrass
data[vi] = c_dirt
under[si] = 1 -- taiga
end
end
elseif y <= YWAT then -- sea level water
data[vi] = c_water
stable[si] = 0
under[si] = 0
elseif densitybase >= triv then -- river water
data[vi] = c_wswater
stable[si] = 0
else
data[vi] = c_air
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
stable[si] = 0
under[si] = 0
end
nixyz = nixyz + 1 -- increment 3D noise index
nixz = nixz + 1 -- increment 2D noise index
vi = vi + 1
viu = viu + 1
end
nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above
end