-- watershed 0.1.1 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- Parameters local YMIN = 6000 local YMAX = 8000 local TERCEN = 7008 -- Terrain centre local YWAT = 7024 -- Sea level local TERSCA = 512 -- Vertical terrain scale local TSTONE = 0.02 -- Density threshold for stone local TDIRT = 0.01 -- Density threshold for dirt local BASAMP = 0.5 -- Base terrain amplitude local BASEXP = 0.8 -- Base terrain exponent local CANAMP = 0.5 -- Canyon terrain amplitude local TRIV = -0.012 -- Maximum densitybase threshold for river water local TSAND = -0.015 -- Maximum densitybase threshold for sand -- 3D noise for rough terrain local np_rough = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 593, octaves = 6, persist = 0.6 } -- 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 } -- 2D noise for base terrain / riverbed height, terrain blend, river and river sand depth local np_base = { offset = 0, scale = 1, spread = {x=4096, y=4096, z=4096}, seed = 8890, octaves = 3, persist = 0.5 } -- 2D noise for biomes local np_biome = { offset = 0, scale = 1, spread = {x=2048, y=2048, z=2048}, seed = -677772, octaves = 3, persist = 0.5 } -- Stuff watershed = {} -- Nodes minetest.register_node("watershed:grass", { description = "WS Grass", tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"}, is_ground_content = false, groups = {crumbly=3,soil=1}, drop = "default:dirt", sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.25}, }), }) minetest.register_node("watershed:redstone", { description = "WS Red Stone", tiles = {"default_desert_stone.png"}, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("watershed:stone", { description = "WS Stone", tiles = {"default_stone.png"}, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("watershed:water", { description = "WS Water Source", inventory_image = minetest.inventorycube("default_water.png"), drawtype = "liquid", tiles = { {name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}} }, alpha = WATER_ALPHA, paramtype = "light", is_ground_content = false, walkable = false, pointable = false, diggable = false, buildable_to = true, drop = "", drowning = 1, liquidtype = "source", liquid_alternative_flowing = "watershed:waterflow", liquid_alternative_source = "watershed:water", liquid_viscosity = WATER_VISC, liquid_renewable = false, liquid_range = 3, post_effect_color = {a=64, r=100, g=100, b=200}, groups = {water=3, liquid=3, puts_out_fire=1}, }) minetest.register_node("watershed:waterflow", { description = "WS Flowing Water", inventory_image = minetest.inventorycube("default_water.png"), drawtype = "flowingliquid", tiles = {"default_water.png"}, special_tiles = { { image="default_water_flowing_animated.png", backface_culling=false, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8} }, { image="default_water_flowing_animated.png", backface_culling=true, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8} }, }, alpha = WATER_ALPHA, paramtype = "light", paramtype2 = "flowingliquid", is_ground_content = false, walkable = false, pointable = false, diggable = false, buildable_to = true, drop = "", drowning = 1, liquidtype = "flowing", liquid_alternative_flowing = "watershed:waterflow", liquid_alternative_source = "watershed:water", liquid_viscosity = WATER_VISC, liquid_renewable = false, liquid_range = 3, post_effect_color = {a=64, r=100, g=100, b=200}, groups = {water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1}, }) -- 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_dirt = minetest.get_content_id("default:dirt") 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 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_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 nixyz = 1 local nixz = 1 local stable = {} for z = z0, z1 do -- for each xy plane progressing northwards for x = x0, x1 do local si = x - x0 + 1 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) 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 terblen = math.max(1 - math.abs(n_base) ^ BASEXP, 0) local densitybase = terblen * BASAMP + grad local triv = TRIV * (1 - terblen) local tsand = TSAND * (1 - terblen) local tstone = TSTONE -- by height not terblen local canexp = 1.2 local density = densitybase + math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ canexp * CANAMP local n_biome = nvals_biome[nixz] if density >= tstone then -- stone if n_biome > 0.5 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 + math.random(3) then data[vi] = c_sand -- riverbed, seabed else if n_biome > 0.5 then data[vi] = c_desand elseif density > TDIRT then data[vi] = c_dirt elseif n_biome < -0.5 then data[vi] = c_snowblock else data[vi] = c_wsgrass end end elseif y <= YWAT then -- sea level water data[vi] = c_water stable[si] = 0 elseif densitybase >= triv then -- river water data[vi] = c_wswater stable[si] = 0 else data[vi] = c_air stable[si] = 0 end nixyz = nixyz + 1 -- increment 3D noise index nixz = nixz + 1 -- increment 2D noise index vi = vi + 1 end nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above end nixz = nixz + 80 -- fast-forward 2D noise index by 80 nodes for next northward xy plane 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)