Less grasses, shrubs. Stone waterseal around streams. Fog in humod valleys

This commit is contained in:
paramat 2014-05-02 16:37:22 +01:00
parent e3d448a3ec
commit a871585a5e
1 changed files with 106 additions and 109 deletions

215
init.lua
View File

@ -4,11 +4,15 @@
-- License: code WTFPL, textures CC BY-SA
-- Red cobble texture CC BY-SA by brunob.santos
-- less grass and shrubs
-- stone waterseal around streams
-- fog in humid valleys
-- Parameters
local YMIN = -33000 -- Approximate base of realm stone
local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands
local TERCEN = -80 -- Terrain 'centre', average seabed level
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
@ -21,7 +25,6 @@ local BASAMP = 0.4 -- Base terrain amplitude
local MIDAMP = 0.2 -- Mid terrain amplitude
local CANAMP = 0.5 -- 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 = -0.03
@ -30,29 +33,31 @@ local TSTREAM = -0.01
local TSSAND = -0.011
local TLAVA = 2.3 -- Maximum densitybase threshold for lava, small because grad is non-linear
local TFIS = 0.01 -- Fissure threshold, controls width
local TSEAM = 0.1 -- Seam threshold, width of seams
local ORETHI = 0.002 -- Ore seam thickness tuner
local SEAMT = 0.2 -- Seam threshold, width of seams
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 BLEND = 0.03 -- Biome blend randomness
local FOGHUT = 1.0 -- Fog ..
local BLEND = 0.02 -- Biome blend randomness
local PINCHA = 36 -- Pine tree 1/x chance per node
local APTCHA = 36 -- Appletree
local FLOCHA = 36 -- Flower
local GRACHA = 9 -- Grassland grasses
local FLOCHA = 121 -- Flower
local GRACHA = 25 -- Grassland grasses
local JUTCHA = 16 -- Jungletree
local JUGCHA = 9 -- Junglegrass
local JUGCHA = 16 -- Junglegrass
local CACCHA = 841 -- Cactus
local DRYCHA = 169 -- Dry shrub
local PAPCHA = 4 -- Papyrus
local ACACHA = 841 -- Acacia tree
local GOGCHA = 9 -- Golden grass
local DUGCHA = 9 -- Dune grass
local GOGCHA = 16 -- Golden grass
local PAPCHA = 4 -- Papyrus
local DUGCHA = 25 -- Dune grass
-- 3D noise for terrain
@ -103,7 +108,7 @@ local np_humid = {
local np_seam = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
spread = {x=512, y=512, z=512},
seed = -992221,
octaves = 2,
persist = 0.5
@ -120,7 +125,7 @@ local np_strata = {
persist = 0.5
}
-- 2D noise for mid terrain
-- 2D noise for mid terrain / streambed height
local np_mid = {
offset = 0,
@ -131,7 +136,7 @@ local np_mid = {
persist = 0.5
}
-- 2D noise for base terrain / riverbed height, terrain blend, river and river sand depth
-- 2D noise for base terrain / riverbed height
local np_base = {
offset = 0,
@ -267,7 +272,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
for x = x0, x1 do -- for each node do
local si = x - x0 + 1 -- stable, under tables index
-- noise values for node
local n_terrain = nvals_terrain[nixyz]
local n_absterrain = math.abs(nvals_terrain[nixyz])
local n_fissure = nvals_fissure[nixyz]
local n_temp = nvals_temp[nixyz]
local n_humid = nvals_humid[nixyz]
@ -275,20 +280,20 @@ minetest.register_on_generated(function(minp, maxp, seed)
local n_strata = nvals_strata[nixyz]
local n_absmid = math.abs(nvals_mid[nixz])
local n_base = nvals_base[nixz]
local n_absbase = math.abs(nvals_base[nixz])
local n_xlscale = nvals_xlscale[nixz]
local n_magma = nvals_magma[nixz]
-- get densitybase and density
local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad
local densitybase = (1 - n_absbase) * BASAMP + n_xlscale * XLSAMP + grad
local densitymid = n_absmid * MIDAMP + densitybase
local density = math.abs(n_terrain) * CANAMP * n_absmid + densitymid
local density = n_absterrain * CANAMP * n_absmid + densitymid
-- other values
local terblen = (math.max(1 - math.abs(n_base), 0)) ^ BLENEXP -- = 1 at ridge
local triver = TRIVER * (1 - terblen) -- river threshold
local trsand = TRSAND * (1 - terblen) -- sand threshold
local tstream = TSTREAM * (1 - n_absmid)
local tssand = TSSAND * (1 - n_absmid)
local terblen = math.max(1 - n_absbase, 0) -- = 1 at ridge
local triver = TRIVER * n_absbase -- river threshold
local trsand = TRSAND * n_absbase -- sand
local tstream = TSTREAM * (1 - n_absmid) -- river sand
local tssand = TSSAND * (1 - n_absmid) -- stream sand
local tstone = TSTONE * (1 + grad * 0.5) -- stone threshold
local tlava = TLAVA * (1 - n_magma ^ 4 * terblen ^ 16 * 0.5) -- lava threshold
local ysand = YSAV + n_fissure * SAMP + math.random() * 2 -- sandline
@ -372,8 +377,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
stable[si] = 1
under[si] = 0
elseif density >= tstone and nofis -- stone cut by fissures
or (density >= tstone and density < TSTONE * 1.5 and y <= YWAT) -- stone around water
or (density >= tstone and density < TSTONE * 1.5 and densitybase >= triver ) then -- stone around river
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) / TERSCA
local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
if (densityper >= 0.05 and densityper <= 0.09) -- sandstone strata
@ -386,7 +392,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
data[vi] = c_sandstone
elseif biome == 7 and density < TSTONE * 3 then -- desert stone as surface layer
data[vi] = c_wsredstone
elseif math.abs(n_seam) < SEAMT then
elseif math.abs(n_seam) < TSEAM then
if densityper >= 0 and densityper <= ORETHI * 4 then -- ore seams
data[vi] = c_stocoal
elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 4 then
@ -503,7 +509,79 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
stable[si] = 0
under[si] = 0
elseif CLOUDS and y == y1 and y >= YCLOMIN then -- clouds
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
elseif under[si] == 2 then
data[viu] = c_dirtsnow
data[vi] = c_snowblock
elseif under[si] == 3 then
if 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] == 4 then
data[viu] = c_wsdrygrass
elseif under[si] == 5 then
data[viu] = c_wsgrass
elseif under[si] == 6 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
watershed_flower(data, vi, fnoise)
elseif math.random(GRACHA) == 2 then
data[vi] = c_grass5
end
end
elseif under[si] == 7 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
elseif under[si] == 8 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_wsgoldengrass
end
end
elseif under[si] == 9 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] == 10 then -- dunes
if math.random(DUGCHA) == 2 and y > YSAV
and biome >= 4 then
data[vi] = c_wsgoldengrass
end
elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
if math.random(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
@ -513,93 +591,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
stable[si] = 0
under[si] = 0
else -- possible above surface air node
if y > YWAT and under[si] ~= 0 then
local fnoise = n_fissure -- noise for flower colours
if under[si] == 1 then
data[viu] = c_wsicydirt
if math.random(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(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(GRACHA) == 2 then
if math.random(5) == 2 then
data[vi] = c_wsgoldengrass
else
data[vi] = c_dryshrub
end
end
elseif under[si] == 5 then
data[viu] = c_wsgrass
if math.random(FLOCHA) == 2 then
watershed_flower(data, vi, fnoise)
elseif math.random(GRACHA) == 2 then
data[vi] = c_grass5
end
elseif under[si] == 6 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)
end
end
elseif under[si] == 7 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
elseif under[si] == 8 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_wsgoldengrass
end
end
elseif under[si] == 9 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] == 10 then -- dunes
if math.random(DUGCHA) == 2 and y > YSAV
and biome >= 4 then
data[vi] = c_wsgoldengrass
end
elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
if math.random(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
end
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 + 1 and under[si] ~= 0 then -- if air above fine materials
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