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server-nalc/mods/watershed/init.lua

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-- watershed 0.6.6 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default stairs bucket
-- License: code WTFPL, textures CC BY-SA
-- re-add z=1 for z component of 2D noisemap size to fix crashes
-- Parameters
local YMIN = -33000 -- Approximate base of realm stone
local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands
local TERCEN = -128 -- Terrain zero level, average seabed
local YWAT = 1 -- Sea surface y
local YSAV = 5 -- Average sandline y, dune grasses above this
local SAMP = 3 -- Sandline amplitude
local YCLOMIN = 207 -- Minimum height of mod clouds
local CLOUDS = true -- Mod clouds?
local TERSCA = 512 -- Vertical terrain scale
local XLSAMP = 0.1 -- Extra large scale height variation amplitude
local BASAMP = 0.3 -- Base terrain amplitude
local MIDAMP = 0.1 -- Mid terrain amplitude
local CANAMP = 0.4 -- Canyon terrain maximum amplitude
local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
local BLENEXP = 2 -- Terrain blend exponent
local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN
local TRIVER = -0.028 -- Densitybase threshold for river surface
local TRSAND = -0.035 -- Densitybase threshold for river sand
local TSTREAM = -0.004 -- Densitymid threshold for stream surface
local TSSAND = -0.005 -- Densitymid threshold for stream sand
local TLAVA = 2 -- Maximum densitybase threshold for lava, small because grad is non-linear
local TFIS = 0.01 -- Fissure threshold, controls width
local TSEAM = 0.2 -- Seam threshold, width of seams
local ORESCA = 512 -- Seam system vertical scale
local ORETHI = 0.002 -- Ore seam thickness tuner
local BERGDEP = 32 -- Maximum iceberg depth
local TFOG = -0.04 -- Fog top densitymid threshold
local HITET = 0.35 -- High temperature threshold
local LOTET = -0.35 -- Low ..
local ICETET = -0.7 -- Ice ..
local HIHUT = 0.35 -- High humidity threshold
local LOHUT = -0.35 -- Low ..
local FOGHUT = 1.0 -- Fog ..
local BLEND = 0.02 -- Biome blend randomness
local flora = {
PINCHA = 36, -- Pine tree 1/x chance per node
APTCHA = 36, -- Appletree
FLOCHA = 289, -- Flower
GRACHA = 36, -- Grassland grasses
JUTCHA = 16, -- Jungletree
JUGCHA = 16, -- Junglegrass
CACCHA = 800, -- Cactus
CACCHA_DRYGRASS = 1600,
DRYCHA = 150, -- Dry shrub
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ACACHA = 1369, -- Acacia tree
GOGCHA = 9, -- Golden grass
PAPCHA = 4, -- Papyrus
DUGCHA = 16, -- Dune grass
}
local np = {
-- pack it in a single table to avoid "function has more than 60 upvalues"
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-- 3D noises
-- 3D noise for terrain
terrain = {
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offset = 0,
scale = 1,
spread = {x=384, y=192, z=384},
seed = 593,
octaves = 5,
persist = 0.67
},
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-- 3D noise for fissures
fissure = {
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offset = 0,
scale = 1,
spread = {x=256, y=512, z=256},
seed = 20099,
octaves = 5,
persist = 0.5
},
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-- 3D noise for ore seam networks
seam = {
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offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = -992221,
octaves = 2,
persist = 0.5
},
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-- 3D noise for rock strata inclination
strata = {
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offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = 92219,
octaves = 3,
persist = 0.5
},
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-- 3D noises for caves, from Valleys Mapgen mod by Gael-de-Sailly
cave1 = {
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offset = 0,
scale = 1,
spread = {x = 32, y = 32, z = 32},
seed = -4640,
octaves = 4,
persist = 0.5
},
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cave2 = {
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offset = 0,
scale = 1,
seed = 8804,
spread = {x = 32, y = 32, z = 32},
octaves = 4,
persist = 0.5
},
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cave3 = {
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offset = 0,
scale = 1,
seed = -4780,
spread = {x = 32, y = 32, z = 32},
octaves = 4,
persist = 0.5
},
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cave4 = {
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offset = 0,
scale = 1,
seed = -9969,
spread = {x = 32, y = 32, z = 32},
octaves = 4,
persist = 0.5
},
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-- 2D noises
-- 2D noise for mid terrain / streambed height
mid = {
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offset = 0,
scale = 1,
spread = {x=768, y=768, z=768},
seed = 85546,
octaves = 5,
persist = 0.5
},
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-- 2D noise for base terrain / riverbed height
base = {
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offset = 0,
scale = 1,
spread = {x=1024, y=1024, z=1024},
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seed = 8890,
octaves = 3,
persist = 0.33
},
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-- 2D noise for extra large scale height variation
xlscale = {
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offset = 0,
scale = 1,
spread = {x=4096, y=4096, z=4096},
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seed = -72,
octaves = 3,
persist = 0.33
},
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-- 2D noise for magma surface
magma = {
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offset = 0,
scale = 1,
spread = {x=128, y=128, z=128},
seed = -13,
octaves = 2,
persist = 0.5
},
-- 2D noise for temperature, the same than in Plantlife and Snowdrift
temp = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = 112,
octaves = 3,
persist = 0.5
},
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-- 2D noise for humidity
humid = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = 72384,
octaves = 4,
persist = 0.66
},
}
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-- Stuff
-- initialize 3D and 2D noise objects to nil
local nobj_terrain = nil
local nobj_fissure = nil
local nobj_seam = nil
local nobj_strata = nil
local nobj_cave1 = nil
local nobj_cave2 = nil
local nobj_cave3 = nil
local nobj_cave4 = nil
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local nobj_mid = nil
local nobj_base = nil
local nobj_xlscale = nil
local nobj_magma = nil
local nobj_temp = nil
local nobj_humid = nil
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dofile(minetest.get_modpath("watershed").."/nodes.lua")
dofile(minetest.get_modpath("watershed").."/functions.lua")
-- Mapchunk generation function
function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_water = minetest.get_content_id("default:water_source")
local c_sand = minetest.get_content_id("default:sand")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_snowblock = minetest.get_content_id("default:snowblock")
local c_ice = minetest.get_content_id("default:ice")
local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
local c_jungrass = minetest.get_content_id("default:junglegrass")
local c_dryshrub = minetest.get_content_id("default:dry_shrub")
local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
local c_rose = minetest.get_content_id("flowers:rose")
local c_tulip = minetest.get_content_id("flowers:tulip")
local c_geranium = minetest.get_content_id("flowers:geranium")
local c_viola = minetest.get_content_id("flowers:viola")
local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
local c_mese = minetest.get_content_id("default:mese")
local c_stogold = minetest.get_content_id("default:stone_with_gold")
local c_stocopp = minetest.get_content_id("default:stone_with_copper")
local c_stoiron = minetest.get_content_id("default:stone_with_iron")
local c_stocoal = minetest.get_content_id("default:stone_with_coal")
local c_sandstone = minetest.get_content_id("default:sandstone")
local c_gravel = minetest.get_content_id("default:gravel")
local c_clay = minetest.get_content_id("default:clay")
local c_grass5 = minetest.get_content_id("default:grass_5")
local c_obsidian = minetest.get_content_id("default:obsidian")
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local c_wsfreshwater = minetest.get_content_id("watershed:freshwater")
local c_wsmixwater = minetest.get_content_id("watershed:mixwater")
local c_wsstone = minetest.get_content_id("watershed:stone")
local c_wsredstone = minetest.get_content_id("watershed:redstone")
local c_wsgrass = minetest.get_content_id("watershed:grass")
local c_wsdrygrass = minetest.get_content_id("watershed:drygrass")
local c_wsgoldengrass = minetest.get_content_id("watershed:goldengrass")
local c_wsdirt = minetest.get_content_id("watershed:dirt")
local c_wspermafrost = minetest.get_content_id("watershed:permafrost")
local c_wslava = minetest.get_content_id("watershed:lava")
local c_wsfreshice = minetest.get_content_id("watershed:freshice")
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local c_wscloud = minetest.get_content_id("air") -- disable clouds
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local c_wsluxore = minetest.get_content_id("watershed:luxore")
local c_wsicydirt = minetest.get_content_id("watershed:icydirt")
-- perlinmap stuff
local sidelen = x1 - x0 + 1 -- chunk sidelength
local chulensxyz = {x=sidelen, y=sidelen+2, z=sidelen} -- chunk dimensions, '+2' for overgeneration
local chulensxz = {x=sidelen, y=sidelen, z=1} -- here x = map x, y = map z
local minposxyz = {x=x0, y=y0-1, z=z0}
local minposxz = {x=x0, y=z0} -- here x = map x, y = map z
-- 3D and 2D noise objects created once on first mapchunk generation only
nobj_terrain = nobj_terrain or minetest.get_perlin_map(np.terrain, chulensxyz)
nobj_fissure = nobj_fissure or minetest.get_perlin_map(np.fissure, chulensxyz)
nobj_seam = nobj_seam or minetest.get_perlin_map(np.seam, chulensxyz)
nobj_strata = nobj_strata or minetest.get_perlin_map(np.strata, chulensxyz)
nobj_cave1 = nobj_cave1 or minetest.get_perlin_map(np.cave1, chulensxyz)
nobj_cave2 = nobj_cave2 or minetest.get_perlin_map(np.cave2, chulensxyz)
nobj_cave3 = nobj_cave3 or minetest.get_perlin_map(np.cave3, chulensxyz)
nobj_cave4 = nobj_cave4 or minetest.get_perlin_map(np.cave4, chulensxyz)
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nobj_mid = nobj_mid or minetest.get_perlin_map(np.mid, chulensxz)
nobj_base = nobj_base or minetest.get_perlin_map(np.base, chulensxz)
nobj_xlscale = nobj_xlscale or minetest.get_perlin_map(np.xlscale, chulensxz)
nobj_magma = nobj_magma or minetest.get_perlin_map(np.magma, chulensxz)
nobj_temp = nobj_temp or minetest.get_perlin_map(np.temp, chulensxyz)
nobj_humid = nobj_humid or minetest.get_perlin_map(np.humid, chulensxyz)
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-- 3D and 2D perlinmaps created per mapchunk
local nvals_terrain = nobj_terrain:get3dMap_flat(minposxyz)
local nvals_fissure = nobj_fissure:get3dMap_flat(minposxyz)
local nvals_seam = nobj_seam:get3dMap_flat(minposxyz)
local nvals_strata = nobj_strata:get3dMap_flat(minposxyz)
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local nvals_cave1 = nobj_cave1:get3dMap_flat(minposxyz)
local nvals_cave2 = nobj_cave2:get3dMap_flat(minposxyz)
local nvals_cave3 = nobj_cave3:get3dMap_flat(minposxyz)
local nvals_cave4 = nobj_cave4:get3dMap_flat(minposxyz)
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local nvals_mid = nobj_mid:get2dMap_flat(minposxz)
local nvals_base = nobj_base:get2dMap_flat(minposxz)
local nvals_xlscale = nobj_xlscale:get2dMap_flat(minposxz)
local nvals_magma = nobj_magma:get2dMap_flat(minposxz)
local nvals_temp = nobj_temp:get2dMap_flat(minposxz)
local nvals_humid = nobj_humid:get2dMap_flat(minposxz)
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-- ungenerated chunk below?
local viu = area:index(x0, y0-1, z0)
local ungen = data[viu] == c_ignore
-- mapgen loop
local nixyz = 1 -- 3D and 2D perlinmap indexes
local nixz = 1
local stable = {} -- stability table of true/false. is node supported from below by 2 stone or nodes on 2 stone?
local under = {} -- biome table. biome number of previous fine material placed in column
for z = z0, z1 do -- for each xy plane progressing northwards
for y = y0 - 1, y1 + 1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z) -- voxelmanip index for first node in this x row
local viu = area:index(x0, y-1, z) -- index for under node
for x = x0, x1 do -- for each node do
local si = x - x0 + 1 -- stable, under tables index
-- noise values for node
local n_absterrain = math.abs(nvals_terrain[nixyz])
local n_fissure = nvals_fissure[nixyz]
local n_seam = nvals_seam[nixyz]
local n_strata = nvals_strata[nixyz]
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local n_cave1 = nvals_cave1[nixyz]
local n_cave2 = nvals_cave2[nixyz]
local n_cave3 = nvals_cave3[nixyz]
local n_cave4 = nvals_cave4[nixyz]
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local n_absmid = math.abs(nvals_mid[nixz])
local n_absbase = math.abs(nvals_base[nixz])
local n_xlscale = nvals_xlscale[nixz]
local n_magma = nvals_magma[nixz]
local n_temp = nvals_temp[nixz]
local n_humid = nvals_humid[nixz]
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-- get densities
local n_invbase = (1 - n_absbase)
local terblen = (math.max(n_invbase, 0)) ^ BLENEXP
local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
local densitybase = n_invbase * BASAMP + n_xlscale * XLSAMP + grad
local densitymid = n_absmid * MIDAMP + densitybase
local canexp = 0.5 + terblen * 0.5
local canamp = terblen * CANAMP
local density = n_absterrain ^ canexp * canamp * n_absmid + densitymid
-- other values
local triver = TRIVER * n_absbase -- river threshold
local trsand = TRSAND * n_absbase -- river sand
local tstream = TSTREAM * (1 - n_absmid) -- stream threshold
local tssand = TSSAND * (1 - n_absmid) -- stream sand
local tstone = TSTONE * (1 + grad) -- stone threshold
local tlava = TLAVA * (1 - n_magma ^ 4 * terblen ^ 16 * 0.6) -- lava threshold
local ysand = YSAV + n_fissure * SAMP + math.random() * 2 -- sandline
local bergdep = math.abs(n_seam) * BERGDEP -- iceberg depth
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local nofis = false -- set fissure bool
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if math.abs(n_fissure) >= TFIS
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and n_cave1 ^ 2 + n_cave2 ^ 2 + n_cave3 ^ 2 + n_cave4 ^ 2 >= 0.07 then -- from Valleys Mapgen
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nofis = true
end
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local biome = false -- select biome for node
if n_temp < LOTET + (math.random() - 0.5) * BLEND then
if n_humid < LOHUT + (math.random() - 0.5) * BLEND then
biome = 1 -- tundra
elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then
biome = 3 -- taiga
else
biome = 2 -- snowy plains
end
elseif n_temp > HITET + (math.random() - 0.5) * BLEND then
if n_humid < LOHUT + (math.random() - 0.5) * BLEND then
biome = 7 -- desert
elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then
biome = 9 -- rainforest
else
biome = 8 -- savanna
end
else
if n_humid < LOHUT then
biome = 4 -- dry grassland
elseif n_humid > HIHUT then
biome = 6 -- deciduous forest
else
biome = 5 -- grassland
end
end
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-- overgeneration and in-chunk generation
if y == y0 - 1 then -- node layer below chunk, initialise tables
under[si] = 0
if ungen then
if nofis and density >= 0 then -- if node solid
stable[si] = 2
else
stable[si] = 0
end
else -- scan top layer of chunk below
local nodid = data[vi]
if nodid == c_wsstone
or nodid == c_wsredstone
or nodid == c_wsdirt
or nodid == c_wspermafrost
or nodid == c_wsluxore
or nodid == c_sand
or nodid == c_desand
or nodid == c_mese
or nodid == c_stodiam
or nodid == c_stogold
or nodid == c_stocopp
or nodid == c_stoiron
or nodid == c_stocoal
or nodid == c_sandstone
or nodid == c_gravel
or nodid == c_clay
or nodid == c_obsidian then
stable[si] = 2
else
stable[si] = 0
end
end
elseif y >= y0 and y <= y1 then -- chunk
-- add nodes and flora
if densitybase >= tlava then -- lava
if densitybase >= 0 then
data[vi] = c_wslava
end
stable[si] = 0
under[si] = 0
elseif densitybase >= tlava - math.min(0.6 + density * 6, 0.6)
and density < tstone then -- obsidian
data[vi] = c_obsidian
stable[si] = 1
under[si] = 0
elseif density >= tstone and nofis -- stone cut by fissures
or (density >= tstone and density < TSTONE * 1.2 and y <= YWAT) -- stone around water
or (density >= tstone and density < TSTONE * 1.2 and densitybase >= triver ) -- stone around river
or (density >= tstone and density < TSTONE * 1.2 and densitymid >= tstream ) then -- stone around stream
local densitystr = n_strata * 0.25 + (TERCEN - y) / ORESCA
local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
if (densityper >= 0.05 and densityper <= 0.09) -- sandstone strata
or (densityper >= 0.25 and densityper <= 0.28)
or (densityper >= 0.45 and densityper <= 0.47)
or (densityper >= 0.74 and densityper <= 0.76)
or (densityper >= 0.77 and densityper <= 0.79)
or (densityper >= 0.84 and densityper <= 0.87)
or (densityper >= 0.95 and densityper <= 0.98) then
if y > -84 and (y >= -80 or math.random() > 0.5) then
data[vi] = c_sandstone
else
data[vi] = c_wsstone
end
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elseif biome == 7 and density < TSTONE * 3 then -- desert stone as surface layer
data[vi] = c_wsredstone
elseif math.abs(n_seam) < TSEAM then
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if densityper >= 0.55 and densityper <= 0.55 + ORETHI * 2 then
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data[vi] = c_gravel
elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI * 2 then
data[vi] = c_wsluxore
else
data[vi] = c_wsstone
end
else
data[vi] = c_wsstone
end
stable[si] = stable[si] + 1
under[si] = 0
elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
if y == YWAT - 2 and math.abs(n_temp) < 0.05 then -- clay
data[vi] = c_clay
elseif y <= ysand then -- seabed/beach/dune sand not cut by fissures
data[vi] = c_sand
under[si] = 10 -- beach/dunes
elseif densitybase >= trsand + math.random() * 0.001 then -- river sand
data[vi] = c_sand
under[si] = 11 -- riverbank papyrus
elseif densitymid >= tssand + math.random() * 0.001 then -- stream sand
data[vi] = c_sand
under[si] = 0
elseif nofis then -- fine materials cut by fissures
if biome == 1 then
data[vi] = c_wspermafrost
under[si] = 1 -- tundra
elseif biome == 2 then
data[vi] = c_wsdirt
under[si] = 2 -- snowy plains
elseif biome == 3 then
data[vi] = c_wsdirt
under[si] = 3 -- taiga
elseif biome == 4 then
data[vi] = c_wsdirt
under[si] = 4 -- dry grassland
elseif biome == 5 then
data[vi] = c_wsdirt
under[si] = 5 -- grassland
elseif biome == 6 then
data[vi] = c_wsdirt
under[si] = 6 -- forest
elseif biome == 7 then
data[vi] = c_desand
under[si] = 7 -- desert
elseif biome == 8 then
data[vi] = c_wsdirt
under[si] = 8 -- savanna
elseif biome == 9 then
data[vi] = c_wsdirt
under[si] = 9 -- rainforest
end
else -- fissure
stable[si] = 0
under[si] = 0
end
elseif y >= YWAT - bergdep and y <= YWAT + bergdep / 8 -- icesheet
and n_temp < ICETET and density < tstone
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and nofis then
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data[vi] = c_ice
under[si] = 12
stable[si] = 0
elseif y <= YWAT and density < tstone then -- sea water
data[vi] = c_water
under[si] = 0
stable[si] = 0
elseif densitybase >= triver and density < tstone then -- river water not in fissures
if n_temp < ICETET then
data[vi] = c_wsfreshice
else
if y == YWAT + 1 then
data[vi] = c_wsmixwater
else
data[vi] = c_wsfreshwater
end
end
stable[si] = 0
under[si] = 0
elseif densitymid >= tstream and density < tstone then -- stream water not in fissures
if n_temp < ICETET then
data[vi] = c_wsfreshice
else
if y == YWAT + 1 then
data[vi] = c_wsmixwater
else
data[vi] = c_wsfreshwater
end
end
stable[si] = 0
under[si] = 0
elseif density < 0 and y >= YWAT and under[si] ~= 0 then -- air above surface node
local fnoise = n_fissure -- noise for flower colours
if under[si] == 1 then
data[viu] = c_wsicydirt
if math.random(flora.DRYCHA) == 2 then
data[vi] = c_dryshrub
end
elseif under[si] == 2 then
data[viu] = c_dirtsnow
data[vi] = c_snowblock
elseif under[si] == 3 then
if math.random(flora.PINCHA) == 2 then
watershed_pinetree(x, y, z, area, data)
else
data[viu] = c_dirtsnow
data[vi] = c_snowblock
end
elseif under[si] == 4 then
data[viu] = c_wsdrygrass
if math.random(flora.CACCHA_DRYGRASS) == 2 then
watershed_cactus(x, y, z, area, data)
elseif math.random(flora.DRYCHA) == 2 then
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data[vi] = c_dryshrub
end
elseif under[si] == 5 then
data[viu] = c_wsgrass
if math.random(flora.FLOCHA) == 2 then
watershed_flower(data, vi, fnoise)
elseif math.random(flora.GRACHA) == 2 then
data[vi] = c_grass5
end
elseif under[si] == 6 then
if math.random(flora.APTCHA) == 2 then
watershed_appletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(flora.FLOCHA) == 2 then
watershed_flower(data, vi, fnoise)
elseif math.random(flora.GRACHA) == 2 then
data[vi] = c_grass5
end
end
elseif under[si] == 7 and n_temp < HITET + 0.1 then
if math.random(flora.CACCHA) == 2 then
watershed_cactus(x, y, z, area, data)
elseif math.random(flora.DRYCHA) == 2 then
data[vi] = c_dryshrub
end
elseif under[si] == 8 then
if math.random(flora.ACACHA) == 2 then
watershed_acaciatree(x, y, z, area, data)
else
data[viu] = c_wsdrygrass
if math.random(flora.GOGCHA) == 2 then
data[vi] = c_wsgoldengrass
end
end
elseif under[si] == 9 then
if math.random(flora.JUTCHA) == 2 then
watershed_jungletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(flora.JUGCHA) == 2 then
data[vi] = c_jungrass
end
end
elseif under[si] == 10 then -- dunes
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if math.random(flora.DUGCHA) == 2 and y > YSAV
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and biome >= 4 then
data[vi] = c_wsgoldengrass
end
elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
if math.random(flora.PAPCHA) == 2 then
watershed_papyrus(x, y, z, area, data)
end
elseif under[si] == 12
and n_humid > LOHUT + (math.random() - 0.5) * BLEND then -- snowy iceberg
data[vi] = c_snowblock
end
stable[si] = 0
under[si] = 0
elseif density < 0 and densitymid > TFOG and n_humid > FOGHUT then -- fog
data[vi] = c_wscloud
stable[si] = 0
under[si] = 0
elseif density < 0 and CLOUDS and y == y1 and y >= YCLOMIN then -- clouds
local xrq = 16 * math.floor((x - x0) / 16) -- quantise to 16x16 lattice
local zrq = 16 * math.floor((z - z0) / 16)
local yrq = 79
local qixyz = zrq * 6400 + yrq * 80 + xrq + 1 -- quantised 3D index
local qixz = zrq * 80 + xrq + 1
if math.abs(nvals_fissure[qixyz]) < nvals_humid[qixz] * 0.1 then
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data[vi] = c_wscloud
end
stable[si] = 0
under[si] = 0
else -- air
stable[si] = 0
under[si] = 0
end
elseif y == y1 + 1 then -- plane of nodes above chunk
if density < 0 and y >= YWAT and under[si] ~= 0 then -- if air above fine materials
if under[si] == 1 then -- add surface nodes to chunk top layer
data[viu] = c_wsicydirt
elseif under[si] == 2 then
data[viu] = c_dirtsnow
data[vi] = c_snowblock -- snowblocks in chunk above
elseif under[si] == 3 then
data[viu] = c_dirtsnow
data[vi] = c_snowblock
elseif under[si] == 4 then
data[viu] = c_wsdrygrass
elseif under[si] == 5 then
data[viu] = c_wsgrass
elseif under[si] == 6 then
data[viu] = c_wsgrass
elseif under[si] == 8 then
data[viu] = c_wsdrygrass
elseif under[si] == 9 then
data[viu] = c_wsgrass
end
end
end
nixyz = nixyz + 1 -- increment perlinmap and voxelarea indexes along x row
nixz = nixz + 1
vi = vi + 1
viu = viu + 1
end
nixz = nixz - sidelen
end
nixz = nixz + sidelen
end
end
-- Regenerate chunk by chat command. Dependant on chunksize = 5.
minetest.register_chatcommand("regen",{
description = "Regenerate player's current mapchunk",
privs = {server = true, rollback = true},
func = function(name, params)
local t1 = os.clock()
local player = minetest.get_player_by_name(name)
local pos = player:getpos()
local plax = math.floor(pos.x + 0.5)
local play = math.floor(pos.y + 0.5)
local plaz = math.floor(pos.z + 0.5)
local x0 = (80 * math.floor((plax + 32) / 80)) - 32
local y0 = (80 * math.floor((play + 32) / 80)) - 32
local z0 = (80 * math.floor((plaz + 32) / 80)) - 32
local x1 = x0 + 79
local y1 = y0 + 79
local z1 = z0 + 79
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if y0 < YMIN or y1 > YMAX then
return
end
print ("[watershed] regenerate mapchunk")
local vm = minetest.get_voxel_manip()
local pos1 = {x = x0, y = y0 - 1, z = z0}
local pos2 = {x = x1, y = y1 + 1, z = z1}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
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watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
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vm:set_data(data)
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minetest.generate_ores(vm, minp, maxp)
minetest.generate_decorations(vm, minp, maxp)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
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vm:write_to_map()
vm:update_map()
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[watershed] "..chugent.." ms")
end
})
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y < YMIN or maxp.y > YMAX then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
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print ("[watershed] generate mapchunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
vm:set_data(data)
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minetest.generate_ores(vm, minp, maxp)
minetest.generate_decorations(vm, minp, maxp)
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
vm:write_to_map(data)
vm:update_liquids()
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local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[watershed] "..chugent.." ms")
end)
default.register_ores()
farming.register_mgv6_decorations()
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-- cherry tree
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_grass",
sidelen = 16,
noise_params = {
offset = 0,
scale = 0.005,
spread = {x=100, y=100, z=100},
seed = 278,
octaves = 2,
persist = 0.7
},
decoration = "default:mg_cherry_sapling",
height = 1,
})