darkage/mapgen.lua

306 lines
8.7 KiB
Lua

-- Some local constants to use for mapgen
local c_air = minetest.CONTENT_AIR
local c_ignore = minetest.CONTENT_IGNORE
local c_stone = minetest.get_content_id("default:stone")
local c_water = minetest.get_content_id("default:water_source")
local c_sand = minetest.get_content_id("default:sand")
local c_dirt = minetest.get_content_id("default:dirt")
local c_lawn = minetest.get_content_id("default:dirt_with_grass")
local stone_and_air_assoc = {[c_stone]=true,[c_air]=true} --associative array
--Makes a stratus of rocks
--name of the rock to generate
--c_wherein id of node to replace, for example minetest.get_content_id("default:stone")
--ca_ceilin associative array
--minp, maxp the corners of the map to be generated
--seed random seed
--stratus_chance inverse probability in a given radius 1:2, 1:3 etc
--radius horizontal radius of the stratus
--radius_y vertical radius of the stratus
--deep how deep can be from the ground
local function generate_stratus(data, area, name, c_wherein, ca_ceilin, minp, maxp, seed, stratus_chance, radius, radius_y, deep, y_min, y_max)
if maxp.y < y_min
or minp.y > y_max then
return
end
local c_node = minetest.get_content_id(name)
-- it will be only generate a stratus for every 100 m of area
local stratus_per_volume=1
local area_size = 45
local y_min = math.max(minp.y, y_min)
local y_max = math.min(maxp.y, y_max)
local volume = ((maxp.x-minp.x+1)/area_size)*((y_max-y_min+1)/area_size)*((maxp.z-minp.z+1)/area_size)
local pr = PseudoRandom(seed)
local blocks = math.floor(stratus_per_volume*volume)
minetest.log("info", " <<"..name..">>");
if blocks == 0 then
blocks = 1
end
minetest.log("info", string.format(" blocks: %d in vol: %d (%d,%d,%d)",
blocks, volume, maxp.x-minp.x+1, y_max-y_min+1, maxp.z-minp.z+1))
for i = 1,blocks do
if pr:next(1,stratus_chance) == 1 then
-- TODO deep
local y0=y_max-radius_y+1
if y0 < y_min then
y0=y_min
else
y0=pr:next(y_min, y0)
end
local x0 = maxp.x-radius+1
if x0 < minp.x then
x0 = minp.x
else
x0 = pr:next(minp.x, x0)
end
local z0 = maxp.z-radius+1
if z0 < minp.z then
x0 = minp.z
else
z0 = pr:next(minp.z, z0)
end
local n = data[area:index(x0, y0, z0)]
local i = 0
if ca_ceilin[n] then
-- search for the node to replace
--print(" Searching nodes to replace from "..dump(y0-1).." to "..dump(y_min))
local vi = area:index(x0, y0-1, z0)
for y1 = y0-1,y_min,-1 do
if data[vi] == c_wherein then
y0 = math.max(y1-deep, y_min)
break
end
vi = vi - area.ystride
end
local rx=pr:next(radius/2,radius)+1
local rz=pr:next(radius/2,radius)+1
local ry=pr:next(radius_y/2,radius_y)+1
--print(" area of generation ("..dump(rx)..","..dump(rz)..","..dump(ry)..")")
vi = area:index(x0, y0, z0)
for x1=0,rx do
local vi = vi + x1
rz = math.max(rz + 3 - pr:next(1,6), 1)
for z1=pr:next(1,3),rz do
local vi = vi + z1 * area.zstride
for y1 = pr:next(1,3), ry + pr:next(1,3) do
local vi = vi + y1 * area.ystride
if data[vi] == c_wherein then
data[vi] = c_node
i = i + 1
end
end
end
end
end
minetest.log("info", " generated "..i.." blocks in ("..x0..","..y0..","..z0..")")
end
end
--print("generate_ore done")
end
local function generate_claylike(data, varea, name, minp, maxp, seed, chance, minh, maxh, needs_dirt)
if maxp.y >= maxh+1 and minp.y <= minh-1 then
local c_ore = minetest.get_content_id(name)
local pr = PseudoRandom(seed)
local divlen = 4
local divs = (maxp.x-minp.x)/divlen+1;
for yy=minh,maxh do
local x = pr:next(1,chance)
if x == 1 then
for divx=0+1,divs-1-1 do
for divz=0+1,divs-1-1 do
local cx = minp.x + math.floor((divx+0.5)*divlen)
local cz = minp.z + math.floor((divz+0.5)*divlen)
local up = data[varea:index(cx,yy,cz)]
local down = data[varea:index(cx,yy-1,cz)]
if ( up == c_water or up == c_air ) and ( down == c_sand or (needs_dirt and (down == c_dirt or down == c_lawn ))) then
local num_water_around = 0
if data[varea:index(cx-divlen*2,yy,cz)] == c_water then
num_water_around = num_water_around + 1
end
if data[varea:index(cx+divlen*2,yy,cz)] == c_water then
num_water_around = num_water_around + 1
end
if data[varea:index(cx,yy,cz-divlen*2)] == c_water then
num_water_around = num_water_around + 1
end
if data[varea:index(cx,yy,cz+divlen*2)] == c_water then
num_water_around = num_water_around + 1
end
if num_water_around < 3 then
for x1=-divlen,divlen do
for z1=-divlen,divlen do
local i = varea:index(cx+x1,yy-1,cz+z1)
local down = data[i]
if down == c_sand or (needs_dirt and (down == c_dirt or down == c_lawn)) then
data[i] = c_ore
end
end
end
end
end
end
end
end
end
end
end
local seed = minetest.get_mapgen_setting("seed")
-- Generate desert stone with iron in derset.
minetest.register_ore({
ore_type = "scatter",
ore = "darkage:desert_stone_with_iron",
wherein = "default:desert_stone",
clust_scarcity = 12 * 12 * 12,
clust_num_ores = 3,
clust_size = 2,
y_min = -1,
y_max = 200,
})
-- Generate chalk inside mountains
minetest.register_ore({
ore_type = "sheet",
ore = "darkage:chalk",
wherein = {"default:stone"},
column_height_max = 30,
column_height_min = 20,
y_min = -20,
y_max = 50,
noise_threshold = 0.45,
noise_params = {
offset = 0.35,
scale = 0.2,
spread = {x = 30, y = 30, z = 30},
octaves = 1,
persistence = 0.6
},
})
minetest.register_ore({
ore_type = "sheet",
ore = "darkage:tuff",
wherein = {"default:stone", "default:dirt", "default:gravel", "default:stone_with_coal"},
column_height_max = 20,
column_height_min = 15,
y_min = -200,
y_max = 200,
noise_threshold = 0.5,
noise_params = {
offset = 0.35,
scale = 0.19,
seed = seed+12,
spread = {x = 45, y = 45, z = 45},
octaves = 1,
persistence = 0.6
},
})
minetest.register_ore({
ore_type = "sheet",
ore = "darkage:rhyolitic_tuff",
wherein = {"default:stone", "default:dirt", "default:gravel", "default:stone_with_coal"},
column_height_max = 20,
column_height_min = 15,
y_min = -2000,
y_max = 200,
noise_threshold = 0.53,
noise_params = {
offset = 0.35,
scale = 0.2,
seed = seed+13,
spread = {x = 100, y = 100, z = 100},
octaves = 1,
persistence = 0.6
},
})
--old red sandstone
minetest.register_ore({
ore_type = "sheet",
ore = "darkage:ors",
wherein = {"default:stone", "default:dirt", "default:gravel", "default:stone_with_coal"},
column_height_max = 8,
column_height_min = 6,
y_min = -200,
y_max = 500,
noise_threshold = 0.49,
noise_params = {
offset = 0.28,
scale = 0.3,
seed = seed+4,
spread = {x = 10, y = 10, z = 10},
octaves = 1,
persistence = 0.6
},
})
-- Generate strati
local dbuf = {} --for mapgen
local function generate_strati(minp, maxp, seed)
local t1 = os.clock()
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data(dbuf)
generate_claylike(data, area, "darkage:mud", minp, maxp, seed+1, 4, 0, 2, false)
generate_claylike(data, area, "darkage:silt", minp, maxp, seed+2, 4, -1, 1, true)
-- TODO: Maybe realize the following stuff with register ore. somehow.
generate_stratus(data, area, "darkage:shale",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+5, 4, 23, 7, 50, -50, 20)
generate_stratus(data, area, "darkage:slate",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+6, 6, 23, 5, 50, -500, 0)
generate_stratus(data, area, "darkage:schist",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+7, 6, 19, 6, 50, -31000, -10)
generate_stratus(data, area, "darkage:basalt",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+8, 5, 20, 5, 20, -31000, -50)
generate_stratus(data, area, "darkage:marble",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+9, 4, 25, 6, 50, -31000, -75)
generate_stratus(data, area, "darkage:serpentine",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+10, 4, 28, 8, 50, -31000, -350)
generate_stratus(data, area, "darkage:gneiss",
c_stone,
stone_and_air_assoc,
minp, maxp, seed+11, 4, 15, 5, 50, -31000, -250)
vm:set_data(data)
vm:write_to_map()
minetest.log("info", string.format("[darkage] Generated Strati after %.2fs.", os.clock() - t1))
end
minetest.register_on_generated(generate_strati)