minetest-mod-snow/mapgen_v6.lua

235 lines
9.2 KiB
Lua

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