minetest-mod-snow/src/mapgen_v6.lua
HybridDog bf113a15ff chulens does not need a z field
M  src/mapgen_v6.lua
2016-09-17 12:03:23 +02:00

581 lines
14 KiB
Lua

-- https://github.com/paramat/meru/blob/master/init.lua#L52
-- Parameters must match mgv6 biome noise
local np_default = {
offset = 0,
scale = 1,
spread = {x=250, y=250, z=250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- 2D noise for coldness
local mg = snow.mapgen
local scale = mg.perlin_scale
local np_cold = {
offset = 0,
scale = 1,
spread = {x=scale, y=scale, z=scale},
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
}
local function do_ws_func(a, x)
local n = math.pi * x / 16000
local y = 0
for k = 1,1000 do
y = y + math.sin(k^a * n)/(k^a)
end
return 1000*y/math.pi
end
-- caching functions
local ws_values = {}
local function get_ws_value(a, x)
local v = ws_values[a]
if v then
v = v[x]
if v then
return v
end
else
ws_values[a] = {}
-- weak table, see https://www.lua.org/pil/17.1.html
setmetatable(ws_values[a], {__mode = "kv"})
end
v = do_ws_func(a, x)
ws_values[a][x] = v
return v
end
local plantlike_ids = {}
setmetatable(plantlike_ids, {__mode = "kv"})
local function is_plantlike(id)
if plantlike_ids[id] ~= nil then
return plantlike_ids[id]
end
local node = minetest.registered_nodes[minetest.get_name_from_content_id(id)]
if not node then
plantlike_ids[id] = false
return false
end
local drawtype = node.drawtype
if not drawtype
or drawtype ~= "plantlike" then
plantlike_ids[id] = false
return false
end
plantlike_ids[id] = true
return true
end
local snowable_ids = {}
setmetatable(snowable_ids, {__mode = "kv"})
local function is_snowable(id)
if snowable_ids[id] ~= nil then
return snowable_ids[id]
end
local node = minetest.registered_nodes[minetest.get_name_from_content_id(id)]
if not node then
snowable_ids[id] = false
return false
end
local drawtype = node.drawtype
if drawtype
and drawtype ~= "normal"
and drawtype ~= "allfaces_optional"
and drawtype ~= "glasslike" then
snowable_ids[id] = false
return false
end
snowable_ids[id] = true
return true
end
local c, replacements, mg_debug, biome_to_string
local function define_contents()
c = {
dirt_with_grass = minetest.get_content_id("default:dirt_with_grass"),
dirt = minetest.get_content_id("default:dirt"),
tree = minetest.get_content_id("default:tree"),
apple = minetest.get_content_id("default:apple"),
snow = minetest.get_content_id("default:snow"),
snow_block = minetest.get_content_id("default:snowblock"),
dirt_with_snow = minetest.get_content_id("default:dirt_with_snow"),
air = minetest.get_content_id("air"),
ignore = minetest.get_content_id("ignore"),
stone = minetest.get_content_id("default:stone"),
dry_shrub = minetest.get_content_id("default:dry_shrub"),
snow_shrub = minetest.get_content_id("snow:shrub_covered"),
leaves = minetest.get_content_id("default:leaves"),
jungleleaves = minetest.get_content_id("default:jungleleaves"),
junglegrass = minetest.get_content_id("default:junglegrass"),
ice = minetest.get_content_id("default:ice"),
water = minetest.get_content_id("default:water_source"),
papyrus = minetest.get_content_id("default:papyrus"),
sand = minetest.get_content_id("default:sand"),
desert_sand = minetest.get_content_id("default:desert_sand"),
}
replacements = snow.known_plants or {}
mg_debug = snow.debug
end
local smooth = snow.smooth_biomes
local smooth_rarity_max = mg.smooth_rarity_max
local smooth_rarity_min = mg.smooth_rarity_min
local smooth_rarity_dif = mg.smooth_rarity_dif
local nosmooth_rarity = mg.nosmooth_rarity
snow.register_on_configuring(function(name, v)
if name == "debug" then
mg_debug = v
elseif name == "mapgen_rarity"
or name == "mapgen_size"
or name == "smooth_biomes" then
minetest.after(0, function()
smooth = snow.smooth_biomes
smooth_rarity_max = mg.smooth_rarity_max
smooth_rarity_min = mg.smooth_rarity_min
smooth_rarity_dif = mg.smooth_rarity_dif
nosmooth_rarity = mg.nosmooth_rarity
local scale = mg.perlin_scale
np_cold = {
offset = 0,
scale = 1,
spread = {x=scale, y=scale, z=scale},
seed = 112,
octaves = 3,
persist = 0.5
}
end)
end
end)
local perlin_objs, perlins_chulen
local function get_perlins(sidelen)
if perlins_chulen == sidelen then
return
end
perlins_chulen = sidelen
local chulens = {x=sidelen, y=sidelen}
perlin_objs = {
default = minetest.get_perlin_map(np_default, chulens),
cold = minetest.get_perlin_map(np_cold, chulens),
ice = minetest.get_perlin_map(np_ice, chulens),
}
end
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
if not c then
define_contents()
end
local vm, emin, emax = minetest.get_mapgen_object"voxelmanip"
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local param2s = vm:get_param2_data()
local heightmap = minetest.get_mapgen_object"heightmap"
local snow_tab,num = {},1
local pines_tab,pnum = {},1
get_perlins(x1 - x0 + 1)
local nvals_default = perlin_objs.default:get2dMap_flat{x=x0+150, y=z0+50}
local nvals_cold, nvals_ice, ndia
-- Choose biomes
local pr = PseudoRandom(seed+57)
-- Land biomes
local biome = pr:next(1, 5)
local snowy = biome == 1 -- spawns snow
local alpine = biome == 3 -- rocky terrain
-- Misc biome settings
local icy = pr:next(1, 2) == 2 -- if enabled spawns ice in sand instead of snow blocks
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)
local nodes_added
-- Loop through columns in chunk
local smooth = smooth and not snowy
local write_to_map = false
local ni = 1
for z = z0, z1 do
for x = x0, x1 do
local in_biome = false
local test
if nvals_default[ni] < 0.35 then
if not nvals_cold then
nvals_cold = perlin_objs.cold:get2dMap_flat{x=x0, y=z0}
end
test = math.min(nvals_cold[ni], 1)
if smooth then
if test >= smooth_rarity_max
or (
test > smooth_rarity_min
and pr:next(1, 1000) <= ((test-smooth_rarity_min)/smooth_rarity_dif)*1000
) then
in_biome = true
end
elseif test > nosmooth_rarity then
in_biome = true
end
end
if not in_biome then
if alpine
and test
and test > smooth_rarity_min then
-- remove trees near alpine
local ground_y
if data[area:index(x, maxp.y, z)] == c.air then
local ytop = math.min(heightmap[ni]+20, maxp.y)
local vi = area:index(x, ytop, z)
for y = ytop, math.max(minp.y, heightmap[ni]-5), -1 do
if data[vi] ~= c.air then
ground_y = y
break
end
vi = vi - area.ystride
end
end
if ground_y then
local vi = area:index(x, ground_y, z)
for _ = minp.y - 16, ground_y do
local id = data[vi]
if id == c.leaves
or id == c.jungleleaves
or id == c.tree
or id == c.apple then
data[vi] = c.air
nodes_added = true
else
break
end
vi = vi - area.ystride
end
end
end
else
nodes_added = true
write_to_map = true
nvals_ice = nvals_ice or perlin_objs.ice:get2dMap_flat{x=x0, y=z0}
local icetype = nvals_ice[ni]
local cool = icetype > 0 -- only spawns ice on edge of water
local icebergs = icetype > -0.2 and icetype <= 0
local icehole = icetype > -0.4 and icetype <= -0.2 -- icesheet with holes
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
local ground_y
-- avoid generating underground
if data[area:index(x, maxp.y, z)] == c.air then
-- search for non air node from 20 m above ground down to 5 m below ground (confined by minp and maxp)
local ytop = math.min(heightmap[ni]+20, maxp.y)
local vi = area:index(x, ytop, z)
for y = ytop, math.max(minp.y, heightmap[ni]-5), -1 do
if data[vi] ~= c.air then
ground_y = y
break
end
vi = vi - area.ystride
end
end
if ground_y then
local node = area:index(x, ground_y, z)
local c_ground = data[node]
if c_ground == c.dirt_with_grass then
if alpine
and test > nosmooth_rarity then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- generate stone ground
local vi = area:index(x, ground_y, z)
for _ = math.max(-6, minp.y-6), ground_y do
if data[vi] == c.stone then
break
end
data[vi] = c.stone
vi = vi - area.ystride
end
elseif pines
and pr:next(1,36) == 1 then
pines_tab[pnum] = {x=x, y=ground_y+1, z=z}
pnum = pnum+1
elseif shrubs
and pr:next(1,928) == 1 then
data[node] = c.dirt_with_snow
data[area:index(x, ground_y+1, z)] = c.dry_shrub
else
if snowy
or test > smooth_rarity_max then
-- more, deeper snow
data[node] = c.snow_block
else
data[node] = c.dirt_with_snow
end
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
elseif c_ground == c.water then
if not icesheet
and not icecave
and not icehole then
local y = data[node - area.ystride]
local ice = y ~= c.water and y ~= c.ice
if not ice then
ndia = ndia or {
area.zstride - 1,
1,
-2*area.zstride - 2,
area.zstride,
1 - area.zstride,
0
}
local vi = node + 1
for n = 1,6 do
local i = data[vi]
if i ~= c.water
and i ~= c.ice
and i ~= c.air
and i ~= c.ignore then
ice = true
break
end
vi = vi + ndia[n]
end
if not ice
and (cool or icebergs)
and pr:next(1,4) == 1 then
local vi = node + 1
for i = 1,6 do
if data[vi] == c.ice then
ice = true
break
end
vi = vi + ndia[i]
end
end
end
if ice
or (icebergs and pr:next(1,6) == 1) then
data[node] = c.ice
end
else
if icesheet
or icecave
or (icehole and pr:next(1,10) > 1) then
data[node] = c.ice
end
if icecave then
local vi = area:index(x, ground_y-1, z)
for _ = math.max(minp.y-16, -33), ground_y-1 do
if data[vi] ~= c.water then
break
end
data[vi] = c.air
vi = vi - area.ystride
end
end
if icesheet then
-- put snow onto icesheets
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
end
elseif c_ground == c.sand then
if icy then
data[node] = c.ice
end
snow_tab[num] = {ground_y, z, x, test}
num = num+1
elseif c_ground == c.papyrus then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- replace papyrus plants with snowblocks
local vi = area:index(x, ground_y, z)
for _ = 1,7 do
if data[vi] ~= c.papyrus then
break
end
data[vi] = c.snow_block
vi = vi - area.ystride
end
elseif alpine then
-- make stone pillars out of trees and other stuff
local vi = area:index(x, ground_y, z)
for _ = 0, ground_y - math.max(-6, minp.y-6) do
if data[vi] == c.stone then
break
end
data[vi] = c.stone
vi = vi - area.ystride
end
-- put snow onto it
snow_tab[num] = {ground_y, z, x, test}
num = num+1
elseif c_ground ~= c.desert_sand then
if is_snowable(c_ground) then
-- put snow onto it
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
local vi = area:index(x, ground_y, z)
for _ = 0, 12 do
local nd = data[vi]
local plantlike = is_plantlike(nd)
if replacements[nd] then
data[vi] = replacements[nd]
if plantlike then
param2s[vi] = pr:next(0,179)
end
elseif nd == c.dirt_with_grass then
data[vi] = c.dirt_with_snow
break
elseif plantlike then
local under = vi - area.ystride
if data[under] == c.dirt_with_grass then
-- replace other plants with shrubs
data[vi] = c.snow_shrub
param2s[vi] = pr:next(0,179)
data[under] = c.dirt_with_snow
break
end
elseif nd == c.stone then
break
end
vi = vi - area.ystride
end
end
end
end
ni = ni + 1
end
end
-- abort if mapgen doesn't change sth
if not nodes_added then
return
end
if num ~= 1 then
for i = 1, num-1 do
i = snow_tab[i]
-- set snow
data[area:index(i[3], i[1]+1, i[2])] = c.snow
end
for i = 1, num-1 do
i = snow_tab[i]
local y,z,x,test = unpack(i)
test = (test-nosmooth_rarity)/(1-nosmooth_rarity) -- /(1-0.53)
if test > 0 then
local maxh = math.floor(test*10)%10+1
if maxh ~= 1 then
local h = math.floor(get_ws_value(2, x) + get_ws_value(5, z)*5)%10+1
if h ~= 1 then
-- search for nearby snow
y = y+1
for i = -1,1,2 do
for _,cord in pairs({{x+i,z}, {x,z+i}}) do
local nd = data[area:index(cord[1], y, cord[2])]
if nd == c.air
or is_plantlike(nd) then
h = h/2
end
end
end
h = math.floor(h+0.5)
if h > 1 then
-- make snowdrifts walkable
if h == 10 then
h = 5
end
h = math.min(maxh, h)
local vi = area:index(x, y, z)
if h == 9 then
-- replace the snow with a snowblock because its a full node
data[vi] = c.snow_block
else
-- set a specific snow height
param2s[vi] = h*7
end
end
end
end
end
end
end
-- spawn pines
if pines
and pnum ~= 1 then
local spawn_pine = snow.voxelmanip_pine
for i = 1, pnum-1 do
spawn_pine(pines_tab[i], area, data)
end
end
vm:set_data(data)
vm:set_param2_data(param2s)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map()
if write_to_map
and mg_debug then -- print if any column of mapchunk was snow biome
local biome_string = biome_to_string(biome)
local chugent = math.ceil((os.clock() - t1) * 1000)
print("[snow] "..biome_string.." x "..minp.x.." z "..minp.z.." time "..chugent.." ms")
end
end)
-- Debugging function
local biome_strings = {
{"snowy", "plain", "alpine", "normal", "normal"},
{"cool", "icebergs", "icesheet", "icecave", "icehole"}
}
function biome_to_string(num,num2)
local biome = biome_strings[1][num] or "unknown "..num
return biome
end