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rocks/mapgen.lua

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--
-- layer generator
--
minetest.register_on_generated(function(minp, maxp, seed)
stone_ctx= minetest.get_content_id("default:stone")
air_ctx= minetest.get_content_id("air")
local timebefore=os.clock();
local manipulator, emin, emax = minetest.get_mapgen_object("voxelmanip")
local nodes = manipulator:get_data()
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local side_length = (maxp.x - minp.x) + 1
local map_lengths_xyz = {x=side_length, y=side_length, z=side_length}
-- sort out unused layers
-- generate noises
avl={}
for i,d in ipairs(rocks.layers) do
-- h je normaalna vyyska horného konca vrstvy
if (d.height+d.gain)>=minp.y then -- ak je to mimo zdola tak ju vyhodime
-- urobime sum pre vrstvu
local np=rocks.noiseparams_layers
np.seed=d.seed
np.scale=d.gain
np.offset=d.height
d.nmap=minetest.get_perlin_map(np,map_lengths_xyz):get2dMap_flat({x=minp.x, y=minp.z})
-- contene_id kamenov
d.rock.ctx=d.rock.ctx or minetest.get_content_id(d.rock.node)
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-- veiny
local veinstodo={}
for veinname,vd in pairs(d.veins) do
-- todo: do not generate noise for blocks outside the layer
veinstodo[veinname]=vd
end
for veinname,vd in pairs(veinstodo) do
-- noise pre vein
np=vd.np
vd.nmap=minetest.get_perlin_map(np,map_lengths_xyz):get3dMap_flat(minp)
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vd.prng=PseudoRandom(np.seed)
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vd.sum=0
for i,ore in pairs(vd.ores) do
-- contntid pre rudu
ore.ctx=ore.ctx or minetest.get_content_id(ore.node)
-- sum sanci pre vein
vd.sum=vd.sum+ore.chance
end
end
table.insert(avl,d) -- pridame vrstvu
if (d.height-d.gain)>maxp.y then break end -- ak je mimo zhora tak uz dalsie nehladaj
else
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--print(" no higher "..d.height.." than "..minp.y)
end
end
--
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print("[rocks] gen2 "..os.clock()-timebefore.." #layers="..#avl.." minp.y="..minp.y.." maxp.y="..maxp.y)
for lh,ld in ipairs(avl) do
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print(" "..lh.."->"..ld.name.." top="..ld.height)
for vn,vd in pairs(ld.veins) do
print(" "..vn.."->"..#vd.ores)
end
end
local noise2d_ix = 1
local noise3d_ix = 1
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for z=minp.z,maxp.z,1 do
for y=minp.y,maxp.y,1 do
for x=minp.x,maxp.x,1 do
local p_pos = area:index(x, y, z)
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local layer,vein
local rock
--* select layer
for lh,ld in ipairs(avl) do
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if (y<ld.nmap[noise2d_ix])and(ld.nmap[noise2d_ix]<ld.limit) then
layer=ld
rock=layer.rock
break
end
end
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if layer then
--* select vein
for veinname,vd in pairs(layer.veins) do
if vd.nmap[noise3d_ix]>vd.treshold then
vein=vd
--rock not changed
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break
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end
end
end
if vein then
--* select ore
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local chance=vein.prng:next(0,vein.sum)
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for i,ore in pairs(vein.ores) do
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chance=chance-ore.chance
if chance<=0 then
rock=ore
break
end
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end
end
--* place rocks
if (rock) and(nodes[p_pos]==stone_ctx) then
nodes[p_pos] = rock.ctx
end
noise3d_ix =noise3d_ix+1
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noise2d_ix = noise2d_ix+1
end
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noise2d_ix = noise2d_ix-side_length
end
end
manipulator:set_data(nodes)
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--manipulator:calc_lighting()
--manipulator:set_lighting({day=15,night=15})
--manipulator:update_liquids()
manipulator:write_to_map()
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print("[rocks] gen0 "..os.clock()-timebefore)
end)
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