forked from mtcontrib/minetest-mod-snow
235 lines
9.2 KiB
Lua
235 lines
9.2 KiB
Lua
--Snow biomes are found at 0.53 and greater perlin noise.
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= -10 and maxp.y > snow.min_height then
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local debug = snow.debug
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local min_height = snow.min_height
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--Should make things a bit faster.
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local env = minetest.env
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--Get map specific perlin
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local perlin1 = env:get_perlin(112,3, 0.5, 150)
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-- Assume X and Z lengths are equal
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local divlen = 16
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local divs = (maxp.x-minp.x);
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local x0 = minp.x
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local z0 = minp.z
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local x1 = maxp.x
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local z1 = maxp.z
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--Speed hack: checks the corners and middle of the chunk for "snow biome".
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if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
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and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
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and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
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and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
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and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
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and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
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and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
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and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
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and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
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return
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end
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--Choose a biome types.
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local pr = PseudoRandom(seed+57)
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local biome
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--Land biomes
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biome = pr:next(1, 5)
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local snowy = biome == 1 --spawns alot of snow
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local plain = biome == 2 --spawns not much
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local alpine = biome == 3 --rocky terrain
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-- biome == 4 or biome == 5 -- normal biome
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--Water biomes
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biome2 = pr:next(1, 5)
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local cool = biome == 1 --only spawns ice on edge of water
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local icebergs = biome == 2
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local icesheet = biome == 3
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local icecave = biome == 4
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local icehole = biome == 5 --icesheet with holes
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--Misc biome settings.
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local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
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local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
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local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
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local pines = pr:next(1,2) == 1 --spawns pines.
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--Debugging function
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local biomeToString = function(num,num2)
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local biome, biome2
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if num == 1 then biome = "snowy"
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elseif num == 2 then biome = "plain"
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elseif num == 3 then biome = "alpine"
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elseif num == 4 or num == 5 then biome = "normal"
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else biome = "unknown "..num end
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if num2 == 1 then biome2 = "cool"
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elseif num2 == 2 then biome2 = "icebergs"
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elseif num2 == 3 then biome2 = "icesheet"
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elseif num2 == 4 then biome2 = "icecave"
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elseif num2 == 5 then biome2 = "icehole"
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else biome2 = "unknown "..num end
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return biome, biome2
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end
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local make_pine = snow.make_pine
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local smooth = snow.smooth_biomes
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local legacy = snow.legacy
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--Reseed random.
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pr = PseudoRandom(seed+68)
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if alpine then
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local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
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for i,v in pairs(trees) do
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env:remove_node(v)
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end
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end
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--Loop through chunk.
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for j=0,divs do
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for i=0,divs do
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local x = x0+i
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local z = z0+j
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--Check if we are in a "Snow biome"
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local in_biome = false
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local test = perlin1:get2d({x=x, y=z})
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if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
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in_biome = true
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elseif (not smooth or snowy) and test > 0.53 then
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in_biome = true
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end
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if in_biome then
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if not plain or pr:next(1,12) == 1 then
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-- Find ground level (0...15)
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local ground_y = nil
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for y=maxp.y,minp.y+1,-1 do
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if env:get_node({x=x,y=y,z=z}).name ~= "air" then
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ground_y = y
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break
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end
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end
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if ground_y and ground_y > min_height then
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-- Snowy biome stuff
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local node = env:get_node({x=x,y=ground_y,z=z})
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if ground_y and (node.name == "default:dirt_with_grass" or node.name == "default:junglegrass") then
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local veg
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if legacy and mossy and pr:next(1,10) == 1 then veg = 1 end
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if alpine then
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--Gets rid of dirt
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow", param2=veg})
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for y=ground_y,-6,-1 do
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if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name == "default:stone" then
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break
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else
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env:add_node({x=x,y=y,z=z},{name="default:stone"})
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end
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end
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elseif (shrubs and pr:next(1,28) == 1) or node.name == "default:junglegrass" then
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--Spawns dry shrubs.
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
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if snowy then
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
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else
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env:add_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
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end
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elseif pines and pr:next(1,36) == 1 then
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--Spawns pines.
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env:add_node({x=x,y=ground_y,z=z}, {name="default:dirt_with_grass"})
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make_pine({x=x,y=ground_y+1,z=z},true)
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elseif snowy then
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--Spawns snow blocks.
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
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env:add_node({x=x,y=ground_y+2,z=z}, {name="snow:snow", param2=veg})
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else
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--Spawns snow.
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow", param2=veg})
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end
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elseif ground_y and node.name == "default:sand" then
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--Spawns ice in sand if icy, otherwise spawns snow on top.
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if not icy then
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:snow_block"})
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else
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
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end
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elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:leaves" then
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
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elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:papyrus" then
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for i=ground_y, ground_y-4, -1 do
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if env:get_node({x=x,y=i,z=z}).name == "default:papyrus" then
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env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
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env:add_node({x=x,y=i,z=z}, {name="snow:snow_block", param2=2})
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end
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end
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elseif ground_y and node.name == "default:water_source" then
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if not icesheet and not icecave and not icehole then
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--Coastal ice.
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local x1 = env:get_node({x=x+1,y=ground_y,z=z}).name
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local z1 = env:get_node({x=x,y=ground_y,z=z+1}).name
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local xz1 = env:get_node({x=x+1,y=ground_y,z=z+1}).name
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local xz2 = env:get_node({x=x-1,y=ground_y,z=z-1}).name
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local x2 = env:get_node({x=x-1,y=ground_y,z=z}).name
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local z2 = env:get_node({x=x,y=ground_y,z=z-1}).name
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local y = env:get_node({x=x,y=ground_y-1,z=z}).name
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local rand = pr:next(1,4) == 1
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if
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((x1 and x1 ~= "default:water_source" and x1 ~= "snow:ice" and x1 ~= "air" and x1 ~= "ignore") or ((cool or icebergs) and x1 == "snow:ice" and rand)) or
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((z1 and z1 ~= "default:water_source" and z1 ~= "snow:ice" and z1 ~= "air" and z1 ~= "ignore") or ((cool or icebergs) and z1 == "snow:ice" and rand)) or
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((xz1 and xz1 ~= "default:water_source" and xz1 ~= "snow:ice" and xz1 ~= "air"and xz1 ~= "ignore") or ((cool or icebergs) and xz1 == "snow:ice" and rand)) or
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((xz2 and xz2 ~= "default:water_source" and xz2 ~= "snow:ice" and xz2 ~= "air"and xz2 ~= "ignore") or ((cool or icebergs) and xz2 == "snow:ice" and rand)) or
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((x2 and x2 ~= "default:water_source" and x2 ~= "snow:ice" and x2 ~= "air" and x2 ~= "ignore") or ((cool or icebergs) and x2 == "snow:ice" and rand)) or
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((z2 and z2 ~= "default:water_source" and z2 ~= "snow:ice" and z2 ~= "air" and z2 ~= "ignore") or ((cool or icebergs) and z2 == "snow:ice" and rand)) or
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(y ~= "default:water_source" and y ~= "snow:ice" and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
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end
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else
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--Icesheets, Broken icesheet, Icecaves
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if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
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env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
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end
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if icecave then
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--Gets rid of water underneath ice
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for y=ground_y-1,-60,-1 do
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if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name ~= "default:water_source" then
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break
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else
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env:remove_node({x=x,y=y,z=z})
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end
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end
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end
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end
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--~ elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
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--~ --Abort genaration.
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--~ local name = env:get_node({x=x,y=ground_y-1,z=z}).name
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--~ if name ~= "default:leaves" and name ~= "snow:needles" then
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--~ if debug then
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--~ print(biomeToString(biome)..": snow found ABORTED!")
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--~ end
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--~ return
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--~ end
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end
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end
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end
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end
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end
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end
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if debug then
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biome_string,biome2_string = biomeToString(biome,biome2)
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print(biome_string.." and "..biome2_string..": Snow Biome Genarated near x"..minp.x.." z"..minp.z)
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end
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end
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end)
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