-- 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 np_cold = { offset = 0, scale = -1, spread = {x=256, y=256, z=256}, 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 } -- Debugging function local biome_strings = { {"snowy", "plain", "alpine", "normal", "normal"}, {"cool", "icebergs", "icesheet", "icecave", "icehole"} } local function biome_to_string(num,num2) local biome = biome_strings[1][num] or "unknown "..num return biome end local function do_ws_func(a, x) local n = x/(16000) local y = 0 for k=1,1000 do y = y + 1000*math.sin(math.pi * k^a * n)/(math.pi * k^a) end return y end local plantlike_ids = {} 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 = {} 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 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 {} 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 local smooth = snow.smooth_biomes 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 snow_tab,num = {},1 local pines_tab,pnum = {},1 local sidelen = x1 - x0 + 1 local chulens = {x=sidelen, y=sidelen, z=sidelen} local nvals_default = minetest.get_perlin_map(np_default, chulens):get2dMap_flat({x=x0+150, y=z0+50}) local nvals_cold, nvals_ice -- 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) -- Loop through columns in chunk 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 = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0}) end test = math.min(nvals_cold[ni], 1) if smooth and not snowy then if (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then in_biome = true end elseif test > 0.53 then in_biome = true end end if not in_biome then if alpine and test and test > 0.43 then -- remove trees near alpine local ground_y = nil for y = maxp.y, minp.y, -1 do local nodid = data[area:index(x, y, z)] if nodid ~= c.air and nodid ~= c.ignore then ground_y = y break end end if ground_y == maxp.y then -- avoid awful snow layers at chunk boundaries underground ground_y = nil end if ground_y then local vi = area:index(x, ground_y, z) if data[vi] == c.leaves or data[vi] == c.jungleleaves then for y = ground_y, -16, -1 do local vi = area:index(x, y, z) local id = data[vi] if id ~= c.air then if id == c.leaves or id == c.jungleleaves or id == c.tree or id == c.apple then data[vi] = c.air else break end end end end end end else write_to_map = true if not nvals_ice then nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0}) end 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 for y = maxp.y, minp.y, -1 do local nodid = data[area:index(x, y, z)] if nodid ~= c.air and nodid ~= c.ignore then ground_y = y break end end if ground_y == maxp.y then -- avoid awful snow layers at chunk boundaries underground ground_y = nil 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 > 0.53 then snow_tab[num] = {ground_y, z, x, test} num = num+1 -- generate stone ground for y = ground_y, math.max(-6, minp.y-6), -1 do local vi = area:index(x, y, z) if data[vi] == c.stone then break end data[vi] = c.stone 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 > 0.8 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 nds = { data[area:index(x+1, ground_y, z)], data[area:index(x, ground_y, z+1)], data[area:index(x+1, ground_y, z+1)], data[area:index(x-1, ground_y, z-1)], data[area:index(x-1, ground_y, z)], data[area:index(x, ground_y, z-1)], } local ice if pr:next(1,4) == 1 and (cool or icebergs) then for _,i in ipairs(nds) do if i == c.ice then ice = true break end end end if not ice then for _,i in ipairs(nds) do if i ~= c.water and i ~= c.ice and i ~= c.air and i ~= c.ignore then ice = true break end end end local y = data[area:index(x, ground_y-1, z)] if ice or (y ~= c.water and y ~= c.ice) -- and y ~= "air") …I don't think y can be a string here ~HybridDog 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 for y = ground_y-1, -33, -1 do local vi = area:index(x, y, z) if data[vi] ~= c.water then break end data[vi] = c.air 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 y = ground_y for _ = 1,7 do local vi = area:index(x, y, z) if data[vi] == c.papyrus then data[vi] = c.snow_block y = y-1 else break end end elseif alpine then -- make stone pillars out of trees and other stuff for y = ground_y, math.max(-6, minp.y-6), -1 do local stone = area:index(x, y, z) if data[stone] == c.stone then break end data[stone] = c.stone 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 for y = 0, 12 do y = ground_y-y local vi = area:index(x, y, z) 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 = area:index(x, y-1, z) 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 end end end end ni = ni + 1 end end if num ~= 1 then for _,i in pairs(snow_tab) do -- set snow data[area:index(i[3], i[1]+1, i[2])] = c.snow end local wsz, wsx for _,i in pairs(snow_tab) do local y,z,x,test = unpack(i) test = (test-0.53)/0.47 -- /(1-0.53) if test > 0 then local maxh = math.floor(test*10)%10+1 if maxh ~= 1 then local h = math.floor( do_ws_func(2, x) + do_ws_func(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 _,pos in pairs(pines_tab) do spawn_pine(pos, 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 snow.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)