-- watershed 0.2.1 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- Parameters local YMIN = 6000 local YMAX = 8000 -- Top of atmosphere / mountains / floatlands local TERCEN = 7008 -- Terrain centre local YWAT = 7104 -- Sea level local TERSCA = 512 -- Vertical terrain scale local XLSAMP = 0 -- Extra large scale height variation amplitude local BASAMP = 0.3 -- Base terrain amplitude local CANAMP = 0.7 -- Canyon terrain amplitude local CANEXP = 1.33 -- Canyon shape exponent local TSTONE = 0.015 -- Density threshold for stone local TRIV = -0.027 -- Maximum densitybase threshold for river water local TSAND = -0.03 -- Maximum densitybase threshold for sand local PINCHA = 47 local APTCHA = 47 local FLOCHA = 36 local FOGCHA = 9 local GRACHA = 5 local JUTCHA = 16 local JUGCHA = 9 -- 3D noise for rough terrain local np_rough = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 593, octaves = 6, persist = 0.63 } -- 3D alt noise for rough terrain local np_roughalt = { offset = 0, scale = 1, spread = {x=828, y=828, z=828}, seed = -7, octaves = 6, persist = 0.63 } -- 3D noise for smooth terrain local np_smooth = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 593, octaves = 6, persist = 0.4 } -- 3D alt noise for smooth terrain local np_smoothalt = { offset = 0, scale = 1, spread = {x=828, y=828, z=828}, seed = -7, octaves = 6, persist = 0.4 } -- 2D noise for base terrain / riverbed height / mountain ranges, terrain blend, river and river sand depth local np_base = { offset = 0, scale = 1, spread = {x=4096, y=4096, z=4096}, seed = 8890, octaves = 4, persist = 0.4 } -- 2D noise for biomes local np_biome = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = -677772, octaves = 3, persist = 0.5 } -- 2D noise for extra large scale height variation local np_xlscale = { offset = 0, scale = 1, spread = {x=8192, y=8192, z=8192}, seed = -72, octaves = 3, persist = 0.4 } -- Stuff watershed = {} dofile(minetest.get_modpath("watershed").."/nodes.lua") dofile(minetest.get_modpath("watershed").."/functions.lua") -- 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 print ("[watershed] chunk 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() local c_air = minetest.get_content_id("air") 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_dirtsnow = minetest.get_content_id("default:dirt_with_snow") local c_jungrass = minetest.get_content_id("default:junglegrass") local c_wswater = minetest.get_content_id("watershed:water") 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_wsdirt = minetest.get_content_id("watershed:dirt") local sidelen = x1 - x0 + 1 local chulens = {x=sidelen, y=sidelen, z=sidelen} local minposxyz = {x=x0, y=y0, z=z0} local minposxz = {x=x0, y=z0} local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz) local nvals_smooth = minetest.get_perlin_map(np_smooth, chulens):get3dMap_flat(minposxyz) local nvals_roughalt = minetest.get_perlin_map(np_roughalt, chulens):get3dMap_flat(minposxyz) local nvals_smoothalt = minetest.get_perlin_map(np_smoothalt, chulens):get3dMap_flat(minposxyz) local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz) local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat(minposxz) local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz) local nixyz = 1 local nixz = 1 local stable = {} local under = {} for z = z0, z1 do -- for each xy plane progressing northwards for x = x0, x1 do local si = x - x0 + 1 under[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 local vi = area:index(x0, y, z) local viu = area:index(x0, y-1, z) for x = x0, x1 do -- for each node do local si = x - x0 + 1 local grad = (TERCEN - y) / TERSCA local n_base = nvals_base[nixz] local n_biome = nvals_biome[nixz] local terblen = 1 - math.abs(n_base) local densitybase = terblen * BASAMP + nvals_xlscale[nixz] * XLSAMP + grad local triv = TRIV * (1 - terblen * 1.1) -- 1.1 river disappears before ridge top local tsand = TSAND * (1 - terblen * 1.1) local tstone = TSTONE * (1 + grad * 1.5) local density = densitybase + math.abs( (nvals_rough[nixyz] + nvals_roughalt[nixyz]) / 2 * terblen + (nvals_smooth[nixyz] + nvals_smoothalt[nixyz]) / 2 * (1 - terblen) ) ^ CANEXP * CANAMP if density >= tstone then -- stone if n_biome > 0.7 then data[vi] = c_wsredstone else data[vi] = c_wsstone end stable[si] = stable[si] + 1 elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials if densitybase >= tsand or y <= YWAT + 1 + math.random(2) then data[vi] = c_sand -- riverbed, seabed else if n_biome > 0.7 then data[vi] = c_desand under[si] = 5 -- desert elseif n_biome > 0.2 then data[vi] = c_wsdirt under[si] = 4 -- rainforest elseif n_biome > -0.2 then data[vi] = c_wsdirt under[si] = 3 -- grassland elseif n_biome > -0.7 then data[vi] = c_wsdirt under[si] = 2 -- forest else data[vi] = c_wsdirt under[si] = 1 -- taiga end end elseif y <= YWAT then -- sea level water data[vi] = c_water stable[si] = 0 under[si] = 0 elseif densitybase >= triv then -- river water data[vi] = c_wswater stable[si] = 0 under[si] = 0 else -- possible above surface air node if y >= YWAT and under[si] ~= 0 then if under[si] == 1 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] == 2 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) elseif math.random(FOGCHA) == 2 then data[viu] = c_wsgrass watershed_grass(data, vi) end end elseif under[si] == 3 then data[viu] = c_wsgrass if math.random(GRACHA) == 2 then if math.random(3) == 2 then watershed_grass(data, vi) else data[vi] = c_jungrass end end elseif under[si] == 4 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 end end stable[si] = 0 under[si] = 0 end nixyz = nixyz + 1 nixz = nixz + 1 vi = vi + 1 viu = viu + 1 end nixz = nixz - 80 end nixz = nixz + 80 end vm:set_data(data) vm:set_lighting({day=0, night=0}) vm:calc_lighting() vm:write_to_map(data) local chugent = math.ceil((os.clock() - t1) * 1000) print ("[watershed] "..chugent.." ms") end)