minetest-mod-snow/src/mapgen_v6.lua

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-- 2D noise for coldness
local np_cold = {
offset = 0,
scale = 1,
spread = {x=150, y=150, z=150},
seed = 112,
octaves = 3,
persist = 0.5
}
-- 2D noise for icetype
local np_ice = {
offset = 0,
scale = 1,
spread = {x=80, y=80, z=80},
seed = 322345,
octaves = 3,
persist = 0.5
}
-- Debugging function
local biome_to_string = function(num,num2)
local biome, biome2
if num == 1 then
biome = "snowy"
elseif num == 2 then
biome = "plain"
elseif num == 3 then
biome = "alpine"
elseif num == 4 or num == 5 then
biome = "normal"
else
biome = "unknown "..num
end
if num2 == 1 then
biome2 = "cool"
elseif num2 == 2 then
biome2 = "icebergs"
elseif num2 == 3 then
biome2 = "icesheet"
elseif num2 == 4 then
biome2 = "icecave"
elseif num2 == 5 then
biome2 = "icehole"
else
biome2 = "unknown "..num
end
return biome, biome2
end
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
local t1 = os.clock()
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
local debug = snow.debug
local min_height = snow.min_height
local spawn_pine = snow.voxelmanip_pine
local smooth = snow.smooth_biomes
local legacy = snow.legacy
local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
local c_dirt = minetest.get_content_id("default:dirt")
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_snow = minetest.get_content_id("default:snow")
local c_snow_block = minetest.get_content_id("default:snowblock")
local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow")
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_stone = minetest.get_content_id("default:stone")
local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
local c_leaves = minetest.get_content_id("default:leaves")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_junglegrass = minetest.get_content_id("default:junglegrass")
local c_ice = minetest.get_content_id("default:ice")
local c_water = minetest.get_content_id("default:water_source")
local c_papyrus = minetest.get_content_id("default:papyrus")
local c_sand = minetest.get_content_id("default:sand")
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minpos = {x=x0, y=z0}
local nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0})
local nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0})
-- Choose biomes
local pr = PseudoRandom(seed+57)
local biome
-- Land biomes
biome = pr:next(1, 5)
local snowy = biome == 1 -- spawns alot of snow
local plain = biome == 2 -- spawns not much
local alpine = biome == 3 -- rocky terrain
-- Water biomes
2015-02-14 23:34:37 +01:00
local biome2 = pr:next(1, 5)
local cool = biome == 1 -- only spawns ice on edge of water
local icebergs = biome == 2
local icesheet = biome == 3
local icecave = biome == 4
local icehole = biome == 5 -- icesheet with holes
-- Misc biome settings
local icy = pr:next(1, 2) == 2 -- if enabled spawns ice in sand instead of snow blocks
local mossy = pr:next(1,2) == 1 -- spawns moss in snow
local shrubs = pr:next(1,2) == 1 -- spawns dry shrubs in snow
local pines = pr:next(1,2) == 1 -- spawns pines
-- Reseed random
pr = PseudoRandom(seed+68)
-- Loop through columns in chunk
local write_to_map = false
local ni = 1
for z = z0, z1 do
for x = x0, x1 do
local in_biome = false
local test = nvals_cold[ni]
if smooth and (not snowy)
and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif (not smooth or snowy) and test > 0.53 then
in_biome = true
end
if not in_biome then
if alpine == true and test > 0.43 then
local ground_y = nil
for y = maxp.y, minp.y, -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c_air and nodid ~= c_ignore then
ground_y = y
break
end
end
if ground_y then
local vi = area:index(x, ground_y, z)
if data[vi] == c_leaves or data[vi] == c_jungleleaves then
for y = ground_y, -16, -1 do
local vi = area:index(x, y, z)
local id = data[vi]
if id ~= c_air then
if id == c_leaves
or id == c_jungleleaves
or id == c_tree
or id == c_air
or id == c_apple then
data[vi] = c_air
else
break
end
end
end
end
end
end
elseif in_biome then
write_to_map = true
local icetype = nvals_ice[ni]
local cool = icetype > 0
local icebergs = icetype > -0.2 and icetype <= 0
local icehole = icetype > -0.4 and icetype <= -0.2
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
local ground_y = nil
for y = maxp.y, minp.y, -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c_air and nodid ~= c_ignore then
ground_y = y
break
end
end
if ground_y then
local node = area:index(x, ground_y, z)
local abovenode = area:index(x, ground_y+1, z)
local belownode = area:index(x, ground_y-1, z)
if ground_y and data[node] == c_dirt_with_grass then
if alpine and test > 0.53 then
data[abovenode] = c_snow
for y = ground_y, -6, -1 do
local vi = area:index(x, y, z)
if data[vi] == c_stone then
break
else
data[vi] = c_stone
end
end
elseif (shrubs and pr:next(1,28) == 1) then
data[node] = c_dirt_with_snow
data[abovenode] = c_dry_shrub
elseif pines and pr:next(1,36) == 1 then
data[node] = c_dirt_with_snow
spawn_pine({x=x, y=ground_y+1, z=z}, area, data)
elseif snowy and test > 0.63 then
data[abovenode] = c_snow_block
else
data[node] = c_dirt_with_snow
data[abovenode] = c_snow
end
elseif ground_y and data[node] == c_sand then
if not icy then
data[abovenode] = c_snow
else
data[node] = c_ice
end
elseif ground_y and data[node] == c_leaves
or data[node] == c_jungleleaves or data[node] == c_apple then
if alpine then
data[abovenode] = c_snow
for y = ground_y, -6, -1 do
local stone = area:index(x, y, z)
if data[stone] == c_stone then
break
else
data[stone] = c_stone
end
end
else
data[abovenode] = c_snow
end
elseif ground_y and data[node] == c_junglegrass then
data[node] = c_dry_shrub
elseif ground_y and data[node] == c_papyrus then
for y = ground_y, ground_y-4, -1 do
local vi = area:index(x, y, z)
if data[vi] == c_papyrus then
local via = area:index(x, ground_y, z)
data[via] = c_snow
data[vi] = c_snow_block
end
end
elseif ground_y and data[node] == c_water then
if not icesheet and not icecave and not icehole then
local x1 = data[area:index(x+1, ground_y, z)]
local z1 = data[area:index(x, ground_y, z+1)]
local xz1 = data[area:index(x+1, ground_y, z+1)]
local xz2 = data[area:index(x-1, ground_y, z-1)]
local x2 = data[area:index(x-1, ground_y, z)]
local z2 = data[area:index(x, ground_y, z-1)]
local y = data[area:index(x, ground_y-1, z)]
local rand = pr:next(1,4) == 1
if ((x1 and x1 ~= c_water and x1 ~= c_ice
and x1 ~= c_air and x1 ~= c_ignore)
or ((cool or icebergs) and x1 == c_ice and rand))
or ((z1 and z1 ~= c_water and z1 ~= c_ice
and z1 ~= c_air and z1 ~= c_ignore)
or ((cool or icebergs) and z1 == c_ice and rand))
or ((xz1 and xz1 ~= c_water and xz1 ~= c_ice
and xz1 ~= c_air and xz1 ~= c_ignore)
or ((cool or icebergs) and xz1 == c_ice and rand))
or ((xz2 and xz2 ~= c_water and xz2 ~= c_ice
and xz2 ~= c_air and xz2 ~= c_ignore)
or ((cool or icebergs) and xz2 == c_ice and rand))
or ((x2 and x2 ~= c_water and x2 ~= c_ice
and x2 ~= c_air and x2 ~= c_ignore)
or ((cool or icebergs) and x2 == c_ice and rand))
or ((z2 and z2 ~= c_water and z2 ~= c_ice
and z2 ~= c_air and z2 ~= c_ignore)
or ((cool or icebergs) and z2 == c_ice and rand))
or (y ~= c_water and y ~= c_ice and y ~= "air")
or (pr:next(1,6) == 1 and icebergs) then
data[node] = c_ice
end
else
if (icehole and pr:next(1,10) > 1)
or icecave or icesheet then
data[node] = c_ice
end
if icecave then
for y = ground_y-1, -33, -1 do
local vi = area:index(x, y, z)
if data[vi] ~= c_water then
break
else
data[vi] = c_air
end
end
end
end
end
end
end
ni = ni + 1
end
end
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map()
if write_to_map and debug then -- print if any column of mapchunk was snow biome
local biome_string,biome2_string = biome_to_string(biome,biome2)
local chugent = math.ceil((os.clock() - t1) * 1000)
print("[snow] "..biome_string.." and "..biome2_string.." x "..minp.x.." z "..minp.z.." time "..chugent.." ms")
end
end)