forked from mtcontrib/watershed
363 lines
11 KiB
Lua
363 lines
11 KiB
Lua
-- watershed 0.2.3 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- 0.2.3 clouds, cacti, ice, papyrus, dry shrub
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-- Parameters
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local YMIN = 6000 -- Approximate base of realm stone
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local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands
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local TERCEN = 7960 -- Terrain 'centre'. Approximate average seabed level
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local YWAT = 7024 -- Sea level
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local CLOUDY = 7152 -- Cloud level
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local TERSCA = 384 -- Vertical terrain scale
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local XLSAMP = 0 -- Extra large scale height variation amplitude
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local BASAMP = 0.3 -- Base terrain amplitude
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local CANAMP = 0.7 -- Canyon terrain amplitude
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local CANEXP = 1.33 -- Canyon shape exponent
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local TSTONE = 0.015 -- Density threshold for stone
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local TRIV = -0.017 -- Maximum densitybase threshold for river water
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local TSAND = -0.02 -- Maximum densitybase threshold for sand
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local FIST = 0 -- Fissure threshold at surface. Controls size of fissure entrances at surface
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local FISEXP = 0.02 -- Fissure expansion rate under surface
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local ORECHA = 1 / (7 * 7 * 7) -- Ore chance per stone node
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local PINCHA = 47 -- Pine tree 1/x chance per node
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local APTCHA = 47 -- Appletree
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local FLOCHA = 36 -- Flower
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local FOGCHA = 9 -- Forest grass
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local GRACHA = 3 -- Grassland grasses
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local JUTCHA = 16 -- Jungletree
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local JUGCHA = 9 -- Junglegrass
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local CACCHA = 529 -- Cactus
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local DRYCHA = 361 -- Dry shrub
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local PAPCHA = 3 -- Papyrus
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-- 3D noise for rough terrain
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local np_rough = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 6,
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persist = 0.63
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}
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-- 3D noise for smooth terrain
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local np_smooth = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 6,
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persist = 0.4
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=512, z=256},
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seed = 20099,
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octaves = 5,
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persist = 0.5
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}
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-- 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,
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scale = 1,
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spread = {x=4096, y=4096, z=4096},
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seed = 8890,
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octaves = 4,
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persist = 0.4
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}
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-- 2D noise for biomes
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local np_biome = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = -677772,
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octaves = 3,
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persist = 0.5
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}
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-- 2D noise for extra large scale height variation
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local np_xlscale = {
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offset = 0,
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scale = 1,
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spread = {x=8192, y=8192, z=8192},
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seed = -72,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noise for clouds
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local np_cloud = {
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offset = 0,
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scale = 1,
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spread = {x=207, y=207, z=207},
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seed = 2113,
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octaves = 4,
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persist = 0.8
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}
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-- Stuff
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watershed = {}
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dofile(minetest.get_modpath("watershed").."/nodes.lua")
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dofile(minetest.get_modpath("watershed").."/functions.lua")
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y < YMIN or maxp.y > YMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[watershed] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_water = minetest.get_content_id("default:water_source")
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local c_sand = minetest.get_content_id("default:sand")
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local c_desand = minetest.get_content_id("default:desert_sand")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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local c_ice = minetest.get_content_id("default:ice")
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local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
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local c_jungrass = minetest.get_content_id("default:junglegrass")
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local c_dryshrub = minetest.get_content_id("default:dry_shrub")
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local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
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local c_stomese = minetest.get_content_id("default:stone_with_mese")
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local c_stogold = minetest.get_content_id("default:stone_with_gold")
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local c_stocopp = minetest.get_content_id("default:stone_with_copper")
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local c_stoiron = minetest.get_content_id("default:stone_with_iron")
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local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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local c_wswater = minetest.get_content_id("watershed:water")
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local c_wsstone = minetest.get_content_id("watershed:stone")
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local c_wsredstone = minetest.get_content_id("watershed:redstone")
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local c_wsgrass = minetest.get_content_id("watershed:grass")
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local c_wsdirt = minetest.get_content_id("watershed:dirt")
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local c_wscloud = minetest.get_content_id("watershed:cloud")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local minposxz = {x=x0, y=z0}
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local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
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local nvals_smooth = minetest.get_perlin_map(np_smooth, chulens):get3dMap_flat(minposxyz)
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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)
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local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat(minposxz)
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local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
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local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get2dMap_flat(minposxz)
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local nixyz = 1
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local nixz = 1
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local stable = {}
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local under = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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under[si] = 0
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else
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stable[si] = 2
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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local viu = area:index(x0, y-1, z)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local grad = (TERCEN - y) / TERSCA
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local n_base = nvals_base[nixz]
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local n_biome = nvals_biome[nixz]
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local terblen = 1 - math.abs(n_base)
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local densitybase = terblen * BASAMP + nvals_xlscale[nixz] * XLSAMP + grad
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local triv = TRIV * (1 - terblen * 1.1) -- 1.1 river disappears before ridge top
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local tsand = TSAND * (1 - terblen * 1.1)
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local tstone = TSTONE * (1 + grad * 1.5)
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local density = densitybase
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+ math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
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local nofis = false
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if density >= 0 then -- if terrain set fissure flag
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if math.abs(nvals_fissure[nixyz]) > FIST + math.sqrt(density) * FISEXP then
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nofis = true
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end
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end
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if density >= tstone and nofis -- stone cut by fissures
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or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- or stone layer around water
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or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- or stone layer around river
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if n_biome > 0.7 then
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data[vi] = c_wsredstone
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elseif math.random() < ORECHA then
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local osel = math.random(34)
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if osel == 34 then
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data[vi] = c_stodiam
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elseif osel >= 31 then
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data[vi] = c_stomese
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elseif osel >= 28 then
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data[vi] = c_stogold
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elseif osel >= 19 then
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data[vi] = c_stocopp
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elseif osel >= 10 then
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data[vi] = c_stoiron
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else
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data[vi] = c_stocoal
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end
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else
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data[vi] = c_wsstone
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end
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stable[si] = stable[si] + 1
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elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
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if densitybase >= tsand or y <= YWAT + 1 + math.random(2) then -- river / seabed not cut by fissures
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data[vi] = c_sand
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elseif nofis then -- fine materials cut by fissures
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if n_biome > 0.7 then
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data[vi] = c_desand
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under[si] = 5 -- desert
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elseif n_biome > 0.2 then
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data[vi] = c_wsdirt
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under[si] = 4 -- rainforest
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elseif n_biome > -0.2 then
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data[vi] = c_wsdirt
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under[si] = 3 -- grassland
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elseif n_biome > -0.7 then
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data[vi] = c_wsdirt
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under[si] = 2 -- forest
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else
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data[vi] = c_wsdirt
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under[si] = 1 -- taiga
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end
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else -- fissure
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stable[si] = 0
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under[si] = 0
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end
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elseif y <= YWAT and density < tstone then -- sea water, not in fissures
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if y == YWAT and n_biome < -1 then
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data[vi] = c_ice
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else
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data[vi] = c_water
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if y == YWAT and n_biome > 0.2 and stable[si] >= 1
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and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
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watershed_papyrus(x, y, z, area, data)
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end
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end
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stable[si] = 0
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under[si] = 0
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elseif densitybase >= triv and density < tstone then -- river water, not in fissures
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if n_biome < -1 then
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data[vi] = c_ice
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else
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data[vi] = c_wswater
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end
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stable[si] = 0
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under[si] = 0
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elseif y == CLOUDY then -- clouds
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local xrq = 16 * math.floor((x - x0) / 16)
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local zrq = 16 * math.floor((z - z0) / 16)
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local qixz = zrq * sidelen + xrq + 1
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if nvals_cloud[qixz] > 0.5 then
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data[vi] = c_wscloud
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end
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stable[si] = 0
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under[si] = 0
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else -- possible above surface air node
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if y >= YWAT and under[si] ~= 0 then
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if under[si] == 1 then
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if n_biome > -1 and math.random(PINCHA) == 2 then
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watershed_pinetree(x, y, z, area, data)
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else
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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end
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elseif under[si] == 2 then
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if math.random(APTCHA) == 2 then
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watershed_appletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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data[viu] = c_wsgrass
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watershed_flower(data, vi)
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elseif math.random(FOGCHA) == 2 then
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data[viu] = c_wsgrass
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watershed_grass(data, vi)
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end
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end
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elseif under[si] == 3 then
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data[viu] = c_wsgrass
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if math.random(GRACHA) == 2 then
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if math.random(3) == 2 then
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watershed_grass(data, vi)
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else
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data[vi] = c_jungrass
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end
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end
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elseif under[si] == 4 then
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if math.random(JUTCHA) == 2 then
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watershed_jungletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(JUGCHA) == 2 then
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data[vi] = c_jungrass
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end
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end
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elseif under[si] == 5 then
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if n_biome < 0.8 and math.random(CACCHA) == 2 then
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watershed_cactus(x, y, z, area, data)
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elseif n_biome < 0.8 and math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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end
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end
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stable[si] = 0
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under[si] = 0
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end
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nixyz = nixyz + 1
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nixz = nixz + 1
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vi = vi + 1
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viu = viu + 1
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end
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nixz = nixz - 80
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end
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nixz = nixz + 80
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[watershed] "..chugent.." ms")
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end) |