Perlinmap overgen plus 'get node' scanning, lower sea level, remove soil table

This commit is contained in:
paramat 2014-03-29 00:57:57 +00:00
parent 608332334f
commit 72c1fab95d
2 changed files with 255 additions and 227 deletions

View File

@ -1,4 +1,4 @@
watershed 0.2.12 by paramat
watershed 0.2.13 by paramat
For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL

480
init.lua
View File

@ -1,22 +1,23 @@
-- watershed 0.2.12 by paramat
-- watershed 0.2.13 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- 0.2.12 tune TERCEN, TERSCA and amplitudes
-- fixed and added more sandstone strata
-- lower sea level to 160 above TERCEN
-- removed soil table
-- vertical perlinmap overgeneration combined with 'get node' scanning
-- TODO
-- fog
-- singlenode y = 0 realm option. on spawnplayer teleport to surface, how?
-- magma with it's own tapering conduit system ... creates vents at the surface
-- singlenode y = 0 realm option, on spawnplayer teleport to surface
-- magma
-- Parameters
local YMIN = 6000 -- Approximate base of realm stone
local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands
local TERCEN = 6784 -- Terrain 'centre', average seabed level
local YWAT = 7024 -- Sea level
local YCLOUD = 7152 -- Cloud level
local TERCEN = 6856 -- Terrain 'centre', average seabed level
local YWAT = 7016 -- Sea level
local YCLOUD = 7144 -- Cloud level
local TERSCA = 512 -- Vertical terrain scale
local XLSAMP = 0.2 -- Extra large scale height variation amplitude
@ -253,7 +254,6 @@ minetest.register_on_generated(function(minp, maxp, seed)
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_lava = minetest.get_content_id("default:lava_source")
local c_wswater = minetest.get_content_id("watershed:water")
local c_wsstone = minetest.get_content_id("watershed:stone")
@ -267,8 +267,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
local c_wspermafrost = minetest.get_content_id("watershed:permafrost")
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local chulens = {x=sidelen, y=sidelen+2, z=sidelen}
local minposxyz = {x=x0, y=y0-1, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
@ -284,25 +284,18 @@ minetest.register_on_generated(function(minp, maxp, seed)
local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get2dMap_flat(minposxz)
local ungen = false -- ungenerated chunk below?
if minetest.get_node({x=x0, y=y0-1, z=z0}).name == "ignore" then
ungen = true
print ("[watershed] ungen")
end
local nixyz = 1
local nixz = 1
local stable = {}
local under = {}
local soil = {}
for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do
local si = x - x0 + 1
under[si] = 0
soil[si] = 0
local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air"
or nodename == "default:water_source" then
stable[si] = 0
else
stable[si] = 2
end
end
for y = y0, y1 do -- for each x row progressing upwards
for y = y0 - 1, y1 + 1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z)
local viu = area:index(x0, y-1, z)
for x = x0, x1 do -- for each node do
@ -332,236 +325,271 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
end
local n_temp = nvals_temp[nixyz] -- get raw temp and humid noise for use with node
local n_humid = nvals_humid[nixyz]
local biome = false -- select biome for node
if n_temp < LOTET then
if n_humid < MIDHUT then
biome = 1 -- tundra
if y == y0 - 1 then -- node layer below chunk
if ungen then
if density >= 0 then -- if node solid
stable[si] = 2
else
stable[si] = 0
end
else
biome = 2 -- taiga
local nodename = minetest.get_node({x=x,y=y,z=z}).name
if nodename == "watershed:stone"
or nodename == "watershed:redstone"
or nodename == "watershed:dirt"
or nodename == "watershed:permafrost"
or nodename == "default:sandstone"
or nodename == "default:sand"
or nodename == "default:desert_sand"
or nodename == "default:gravel" then
stable[si] = 2
else
stable[si] = 0
end
end
elseif n_temp > HITET then
if n_humid < LOHUT then
biome = 6 -- desert
elseif n_humid > HIHUT then
biome = 8 -- rainforest
elseif y >= y0 and y <= y1 then -- chunk
local n_temp = nvals_temp[nixyz] -- get raw temp and humid noise for use with node
local n_humid = nvals_humid[nixyz]
local biome = false -- select biome for node
if n_temp < LOTET then
if n_humid < MIDHUT then
biome = 1 -- tundra
else
biome = 2 -- taiga
end
elseif n_temp > HITET then
if n_humid < LOHUT then
biome = 6 -- desert
elseif n_humid > HIHUT then
biome = 8 -- rainforest
else
biome = 7 -- savanna
end
else
biome = 7 -- savanna
if n_humid < LOHUT then
biome = 3 -- dry grassland
elseif n_humid > HIHUT then
biome = 5 -- deciduous forest
else
biome = 4 -- grassland
end
end
else
if n_humid < LOHUT then
biome = 3 -- dry grassland
elseif n_humid > HIHUT then
biome = 5 -- deciduous forest
else
biome = 4 -- grassland
end
end
if density >= tstone and nofis -- stone cut by fissures
or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- stone around water
or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- stone around river
local densitystr = nvals_strata[nixyz] / 4 + (TERCEN - y) / TERSCA
local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
if (densityper >= 0 and densityper <= 0.04) -- sandstone strata
or (densityper >= 0.2 and densityper <= 0.23)
or (densityper >= 0.45 and densityper <= 0.47)
or (densityper >= 0.7 and densityper <= 0.73)
or (densityper >= 0.75 and densityper <= 0.77)
or (densityper >= 0.84 and densityper <= 0.87)
or (densityper >= 0.92 and densityper <= 0.95) then
data[vi] = c_sandstone
elseif biome == 6 and density < TSTONE * 3 then -- desert stone
data[vi] = c_wsredstone
elseif math.abs(nvals_ore[nixyz]) < ORET then -- if seam
if densityper >= 0.9 and densityper <= 0.9 + ORETHI
and math.random(23) == 2 then
data[vi] = c_stodiam
elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI
and math.random(17) == 2 then
data[vi] = c_stogold
elseif densityper >= 0.6 and densityper <= 0.6 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then
data[vi] = c_gravel
elseif densityper >= 0.4 and densityper <= 0.4 + ORETHI * 2
and math.random(3) == 2 then
data[vi] = c_stoiron
elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 2
and math.random(5) == 2 then
data[vi] = c_stocopp
elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI
and math.random(19) == 2 then
data[vi] = c_mese
if density >= tstone and nofis -- stone cut by fissures
or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- stone around water
or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- stone around river
local densitystr = nvals_strata[nixyz] / 4 + (TERCEN - y) / TERSCA
local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
if (densityper >= 0 and densityper <= 0.04) -- sandstone strata
or (densityper >= 0.2 and densityper <= 0.23)
or (densityper >= 0.45 and densityper <= 0.47)
or (densityper >= 0.7 and densityper <= 0.73)
or (densityper >= 0.75 and densityper <= 0.77)
or (densityper >= 0.84 and densityper <= 0.87)
or (densityper >= 0.92 and densityper <= 0.95) then
data[vi] = c_sandstone
elseif biome == 6 and density < TSTONE * 3 then -- desert stone
data[vi] = c_wsredstone
elseif math.abs(nvals_ore[nixyz]) < ORET then -- if seam
if densityper >= 0.9 and densityper <= 0.9 + ORETHI
and math.random(23) == 2 then
data[vi] = c_stodiam
elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI
and math.random(17) == 2 then
data[vi] = c_stogold
elseif densityper >= 0.6 and densityper <= 0.6 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then
data[vi] = c_gravel
elseif densityper >= 0.4 and densityper <= 0.4 + ORETHI * 2
and math.random(3) == 2 then
data[vi] = c_stoiron
elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 2
and math.random(5) == 2 then
data[vi] = c_stocopp
elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI
and math.random(19) == 2 then
data[vi] = c_mese
else
data[vi] = c_wsstone
end
else
data[vi] = c_wsstone
end
else
data[vi] = c_wsstone
end
stable[si] = stable[si] + 1
under[si] = 0
soil[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 densitybase >= tsand + math.random() * 0.003 -- river / seabed sand not cut by fissures
or y <= YWAT + 1 + math.random(2) then
data[vi] = c_sand
elseif nofis then -- fine materials cut by fissures
if biome == 6 then
data[vi] = c_desand
under[si] = 6 -- desert
elseif biome == 7 then
data[vi] = c_wsdirt
under[si] = 7 -- savanna
soil[si] = soil[si] + 1 -- increment soil if trees within biome
elseif biome == 8 then
data[vi] = c_wsdirt
under[si] = 8 -- rainforest
soil[si] = soil[si] + 1
elseif biome == 3 then
data[vi] = c_wsdirt
under[si] = 3 -- dry grassland
elseif biome == 4 then
data[vi] = c_wsdirt
under[si] = 4 -- grassland
elseif biome == 5 then
data[vi] = c_wsdirt
under[si] = 5 -- forest
soil[si] = soil[si] + 1
elseif biome == 1 then
data[vi] = c_wspermafrost
under[si] = 1 -- tundra
elseif biome == 2 then
data[vi] = c_wsdirt
under[si] = 2 -- taiga
soil[si] = soil[si] + 1
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 densitybase >= tsand + math.random() * 0.003 -- river / seabed sand not cut by fissures
or y <= YWAT + 1 + math.random(2) then
data[vi] = c_sand
elseif nofis then -- fine materials cut by fissures
if biome == 6 then
data[vi] = c_desand
under[si] = 6 -- desert
elseif biome == 7 then
data[vi] = c_wsdirt
under[si] = 7 -- savanna
elseif biome == 8 then
data[vi] = c_wsdirt
under[si] = 8 -- rainforest
elseif biome == 3 then
data[vi] = c_wsdirt
under[si] = 3 -- dry grassland
elseif biome == 4 then
data[vi] = c_wsdirt
under[si] = 4 -- grassland
elseif biome == 5 then
data[vi] = c_wsdirt
under[si] = 5 -- forest
elseif biome == 1 then
data[vi] = c_wspermafrost
under[si] = 1 -- tundra
elseif biome == 2 then
data[vi] = c_wsdirt
under[si] = 2 -- taiga
end
else -- fissure
stable[si] = 0
under[si] = 0
end
elseif y <= YWAT and density < tstone then -- sea water, not in fissures
if y == YWAT and n_temp < ICETET then
data[vi] = c_ice
else
data[vi] = c_water
if y == YWAT and biome >= 6 and stable[si] >= 1
and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
watershed_papyrus(x, y, z, area, data)
end
end
else -- fissure
stable[si] = 0
under[si] = 0
soil[si] = 0
end
elseif y <= YWAT and density < tstone then -- sea water, not in fissures
if y == YWAT and n_temp < ICETET then
data[vi] = c_ice
else
data[vi] = c_water
if y == YWAT and biome >= 6 and stable[si] >= 1
and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
watershed_papyrus(x, y, z, area, data)
elseif densitybase >= triv and density < tstone then -- river water, not in fissures
if n_temp < ICETET then
data[vi] = c_ice
else
data[vi] = c_wswater
end
end
stable[si] = 0
under[si] = 0
soil[si] = 0
elseif densitybase >= triv and density < tstone then -- river water, not in fissures
if n_temp < ICETET then
data[vi] = c_ice
else
data[vi] = c_wswater
end
stable[si] = 0
under[si] = 0
soil[si] = 0
elseif y == YCLOUD then -- clouds
local xrq = 16 * math.floor((x - x0) / 16) -- quantise to 16x16 lattice
local zrq = 16 * math.floor((z - z0) / 16)
local qixz = zrq * 80 + xrq + 1 -- quantised index
if nvals_cloud[qixz] > TCLOUD then
local yrq = 16 * math.floor((y - y0) / 16)
local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
if nvals_humid[qixyz] > DCLOHUT then
data[vi] = c_wsdarkcloud
elseif nvals_humid[qixyz] > CLOHUT then
data[vi] = c_wscloud
stable[si] = 0
under[si] = 0
elseif y == YCLOUD then -- clouds
local xrq = 16 * math.floor((x - x0) / 16) -- quantise to 16x16 lattice
local zrq = 16 * math.floor((z - z0) / 16)
local qixz = zrq * 80 + xrq + 1 -- quantised index
if nvals_cloud[qixz] > TCLOUD then
local yrq = 16 * math.floor((y - y0) / 16)
local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
if nvals_humid[qixyz] > DCLOHUT then
data[vi] = c_wsdarkcloud
elseif nvals_humid[qixyz] > CLOHUT then
data[vi] = c_wscloud
end
end
stable[si] = 0
under[si] = 0
else -- possible above surface air node
if y >= YWAT and under[si] ~= 0 then
local fnoise = nvals_fissure[nixyz]
if under[si] == 1 then
if math.random(121) == 2 then
data[viu] = c_dirtsnow
elseif math.random(121) == 2 then
data[viu] = c_ice
else
data[viu] = c_wsdrygrass
if math.random(DRYCHA) == 2 then
data[vi] = c_dryshrub
end
end
elseif under[si] == 2 then
if n_humid > HIHUT and math.random(PINCHA) == 2 then
watershed_pinetree(x, y, z, area, data)
else
data[viu] = c_dirtsnow
data[vi] = c_snowblock
end
elseif under[si] == 5 then
if math.random(APTCHA) == 2 then
watershed_appletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(FLOCHA) == 2 then
data[viu] = c_wsgrass
watershed_flower(data, vi, fnoise)
elseif math.random(FOGCHA) == 2 then
data[viu] = c_wsgrass
watershed_grass(data, vi)
end
end
elseif under[si] == 3 then
data[viu] = c_wsdrygrass
if math.random(GRACHA) == 2 then
if math.random(5) == 2 then
data[vi] = c_wsgoldgrass
else
data[vi] = c_dryshrub
end
end
elseif under[si] == 4 then
data[viu] = c_wsgrass
if math.random(FLOCHA) == 2 then
watershed_flower(data, vi, fnoise)
elseif math.random(GRACHA) == 2 then
watershed_grass(data, vi)
end
elseif under[si] == 8 then
if math.random(JUTCHA) == 2 then
watershed_jungletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(JUGCHA) == 2 then
data[vi] = c_jungrass
end
end
elseif under[si] == 7 then
if math.random(ACACHA) == 2 then
watershed_acaciatree(x, y, z, area, data)
else
data[viu] = c_wsdrygrass
if math.random(GOGCHA) == 2 then
data[vi] = c_wsgoldgrass
end
end
elseif under[si] == 6 and n_temp < HITET + 0.1 then
if math.random(CACCHA) == 2 then
watershed_cactus(x, y, z, area, data)
elseif math.random(DRYCHA) == 2 then
data[vi] = c_dryshrub
end
end
end
stable[si] = 0
under[si] = 0
end
stable[si] = 0
under[si] = 0
soil[si] = 0
else -- possible above surface air node
if y >= YWAT and under[si] ~= 0 then
local fnoise = nvals_fissure[nixyz]
if under[si] == 1 then
elseif y == y1 + 1 then -- plane of nodes above chunk
if density < 0 and y >= YWAT + 1 and under[si] ~= 0 then -- if air above fine materials
if under[si] == 1 then -- add surface nodes to chunk top layer
if math.random(121) == 2 then
data[viu] = c_dirtsnow
elseif math.random(121) == 2 then
data[viu] = c_ice
else
data[viu] = c_wsdrygrass
if math.random(DRYCHA) == 2 then
data[vi] = c_dryshrub
end
end
elseif under[si] == 2 then
if n_humid > HIHUT and math.random(PINCHA) == 2
and soil[si] >= 4 then
watershed_pinetree(x, y, z, area, data)
else
data[viu] = c_dirtsnow
data[vi] = c_snowblock
end
data[viu] = c_dirtsnow
elseif under[si] == 5 then
if math.random(APTCHA) == 2 and soil[si] >= 2 then
watershed_appletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(FLOCHA) == 2 then
data[viu] = c_wsgrass
watershed_flower(data, vi, fnoise)
elseif math.random(FOGCHA) == 2 then
data[viu] = c_wsgrass
watershed_grass(data, vi)
end
end
data[viu] = c_wsgrass
elseif under[si] == 3 then
data[viu] = c_wsdrygrass
if math.random(GRACHA) == 2 then
if math.random(5) == 2 then
data[vi] = c_wsgoldgrass
else
data[vi] = c_dryshrub
end
end
elseif under[si] == 4 then
data[viu] = c_wsgrass
if math.random(FLOCHA) == 2 then
watershed_flower(data, vi, fnoise)
elseif math.random(GRACHA) == 2 then
watershed_grass(data, vi)
end
elseif under[si] == 8 then
if math.random(JUTCHA) == 2 and soil[si] >= 5 then
watershed_jungletree(x, y, z, area, data)
else
data[viu] = c_wsgrass
if math.random(JUGCHA) == 2 then
data[vi] = c_jungrass
end
end
data[viu] = c_wsgrass
elseif under[si] == 7 then
if math.random(ACACHA) == 2 and soil[si] >= 3 then
watershed_acaciatree(x, y, z, area, data)
else
data[viu] = c_wsdrygrass
if math.random(GOGCHA) == 2 then
data[vi] = c_wsgoldgrass
end
end
elseif under[si] == 6 and n_temp < HITET + 0.1 then
if math.random(CACCHA) == 2 then
watershed_cactus(x, y, z, area, data)
elseif math.random(DRYCHA) == 2 then
data[vi] = c_dryshrub
end
data[viu] = c_wsdrygrass
end
end
stable[si] = 0
under[si] = 0
soil[si] = 0
end
nixyz = nixyz + 1
nixz = nixz + 1