minetest-mod-snow/mapgen.lua

240 lines
8.7 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 then
local debug = snow.debug
--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) and not (perlin1:get2d({x=x1, y=z1}) > 0.53)
and not (perlin1:get2d({x=x0, y=z1}) > 0.53) and not (perlin1:get2d({x=x1, y=z0}) > 0.53)
and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) then
return
end
--Choose a biome type.
local pr = PseudoRandom(seed+57)
local biome = pr:next(1, 12)
local icebergs = biome == 2
local icesheet = biome == 3
local alpine = biome == 11 or biome == 12 --rocky terrain
local cool = biome == 9 or biome == 10 --only spawns ice on edge of water
local icecave = biome == 5
local icehole = biome == 6 --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)
if num == 1 or num == 7 or num == 8 or num == 4 then return "normal"
elseif num == 2 then return "icebergs"
elseif num == 3 then return "icesheet"
elseif num == 5 then return "icecave"
elseif num == 9 or num == 10 then return "cool"
elseif num == 6 then return "icehole"
elseif num == 11 or num == 12 then return "alpine"
else return "unknown "..num end
end
local function make_pine(pos)
local perlin1 = env:get_perlin(112,3, 0.5, 150)
--Clear ground.
for x=-1,1 do
for z=-1,1 do
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "snow:snow" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
end
end
--Make tree.
for i=0, 4 do
local env = minetest.env
if i==1 or i==2 then
for x=-1,1 do
for z=-1,1 do
local x = pos.x + x
local z = pos.z + z
env:add_node({x=x,y=pos.y+i,z=z},{name="default:leaves"})
if x ~= 0 and z ~= 0 and perlin1:get2d({x=x,y=z}) > 0.53 then
env:add_node({x=x,y=pos.y+i+1,z=z},{name="snow:snow"})
end
end
end
end
if i==3 or i==4 then
local x = pos.x
local y = pos.y+i
local z = pos.z
env:add_node({x=x+1,y=y,z=z},{name="default:leaves"})
env:add_node({x=x-1,y=y,z=z},{name="default:leaves"})
env:add_node({x=x,y=y,z=z+1},{name="default:leaves"})
env:add_node({x=x,y=y,z=z-1},{name="default:leaves"})
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
env:add_node({x=x+1,y=y+1,z=z},{name="snow:snow"})
end
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
env:add_node({x=x-1,y=y+1,z=z},{name="snow:snow"})
end
if perlin1:get2d({x=x,y=z+1}) > 0.53 then
env:add_node({x=x,y=y+1,z=z+1},{name="snow:snow"})
end
if perlin1:get2d({x=x,y=z-1}) > 0.53 then
env:add_node({x=x,y=y+1,z=z-1},{name="snow:snow"})
end
end
env:add_node({x=pos.x,y=pos.y+i,z=pos.z},{name="default:tree"})
end
env:add_node({x=pos.x,y=pos.y+5,z=pos.z},{name="default:leaves"})
env:add_node({x=pos.x,y=pos.y+6,z=pos.z},{name="default:leaves"})
if perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
env:add_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:snow"})
end
end
--Reseed random.
pr = PseudoRandom(seed+68)
if alpine then
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 test = perlin1:get2d({x=x, y=z})
if test > 0.53 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
-- 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" then
local veg
if 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 then
--Spawns dry shrubs.
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="default:dry_shrub"})
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})
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 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 == "default:desert_sand" then
--Abort genaration.
if debug then
print(biomeToString(biome)..": desert found ABORTED!")
end
return
elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
--Abort genaration.
if env:get_node({x=x,y=ground_y-1,z=z}).name ~= "default:leaves" then
if debug then
print(biomeToString(biome)..": snow found ABORTED!")
end
return
end
end
end
end
end
if debug then
print(biomeToString(biome)..": Snow Biome Genarated near x"..minp.x.." z"..minp.y)
end
end
end
)