-- watershed 0.2.5 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- 0.2.5 ores hidden below surface -- 3D temp / humid biome system, 8 biomes -- swap drygrass and grassland, variety of grasses in each, flowers in grassland, junglegrass moved to rainforest -- darkclouds back again -- Parameters local YMIN = 6000 -- Approximate base of realm stone local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands local TERCEN = 6960 -- Terrain 'centre'. Approximate average seabed level local YWAT = 7024 -- Sea level local YCLOUD = 7152 -- Cloud level local TERSCA = 384 -- Vertical terrain scale local XLSAMP = 0 -- Extra large scale height variation amplitude local BASAMP = 0.4 -- Base terrain amplitude local CANAMP = 0.6 -- Canyon terrain amplitude local CANEXP = 1.33 -- Canyon shape exponent local ATANAMP = 1.2 -- Arctan function amplitude, controls size and number of floatlands / caves local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN local TRIV = -0.015 -- Maximum densitybase threshold for river water local TSAND = -0.018 -- Maximum densitybase threshold for river sand local FIST = 0 -- Fissure threshold at surface, controls size of fissure entrances at surface local FISEXP = 0.02 -- Fissure expansion rate under surface local ORECHA = 7 * 7 * 7 -- Ore chance per stone node local TCLOUD = 0.5 -- Cloud threshold local TDCLOUD = 1 -- Dark cloud threshold local HITET = 0.5 -- -- local LOTET = -0.5 -- -- local ICETET = -0.8 -- -- local HIHUT = 0.5 -- -- local MIDHUT = 0 -- -- local LOHUT = -0.5 -- -- local PINCHA = 47 -- Pine tree 1/x chance per node local APTCHA = 47 -- Appletree local FLOCHA = 36 -- Flower local FOGCHA = 9 -- Forest grass local GRACHA = 3 -- Grassland grasses local JUTCHA = 16 -- Jungletree local JUGCHA = 9 -- Junglegrass local CACCHA = 841 -- Cactus local DRYCHA = 169 -- Dry shrub local PAPCHA = 3 -- Papyrus local ACACHA = 841 -- Acacia tree local GOGCHA = 3 -- Golden grass -- 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 noise for smooth terrain local np_smooth = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 593, octaves = 5, persist = 0.4 } -- 3D noise for fissures local np_fissure = { offset = 0, scale = 1, spread = {x=256, y=512, z=256}, seed = 20099, octaves = 5, persist = 0.5 } -- 3D noise for temperature local np_temp = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 9130, octaves = 2, persist = 0.5 } -- 3D noise for humidity local np_humid = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = -55500, octaves = 2, persist = 0.5 } -- 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 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 } -- 2D noise for clouds local np_cloud = { offset = 0, scale = 1, spread = {x=207, y=207, z=207}, seed = 2113, octaves = 4, persist = 0.7 } -- 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_ice = minetest.get_content_id("default:ice") local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow") local c_jungrass = minetest.get_content_id("default:junglegrass") local c_dryshrub = minetest.get_content_id("default:dry_shrub") local c_stodiam = minetest.get_content_id("default:stone_with_diamond") local c_stomese = minetest.get_content_id("default:stone_with_mese") local c_stogold = minetest.get_content_id("default:stone_with_gold") local c_stocopp = minetest.get_content_id("default:stone_with_copper") local c_stoiron = minetest.get_content_id("default:stone_with_iron") local c_stocoal = minetest.get_content_id("default:stone_with_coal") 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_wsdrygrass = minetest.get_content_id("watershed:drygrass") local c_wsgoldgrass = minetest.get_content_id("watershed:goldengrass") local c_wsdirt = minetest.get_content_id("watershed:dirt") local c_wscloud = minetest.get_content_id("watershed:cloud") local c_wsdarkcloud = minetest.get_content_id("watershed:darkcloud") 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 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_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz) local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz) local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz) local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz) 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 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 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 = math.atan((TERCEN - y) / TERSCA) * ATANAMP local n_base = nvals_base[nixz] local terblen = math.max(1 - math.abs(n_base), 0) local densitybase = (1 - math.abs(n_base)) * BASAMP + nvals_xlscale[nixz] * XLSAMP + grad local altprop = (y - YWAT) / (TERCEN + TERSCA - YWAT) local triv = TRIV * (1 - altprop * 1.1) local tsand = TSAND * (1 - altprop * 1.1) local tstone = TSTONE * (1 - math.atan(altprop) * 0.6) -- 1 to 0.05 for thin dirt/sand on floatlands local density = densitybase + math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP local nofis = false if density >= 0 then -- if terrain set fissure flag if math.abs(nvals_fissure[nixyz]) > FIST + math.sqrt(density) * FISEXP then nofis = true 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 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 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) -- or stone layer around water or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- or stone layer around river if math.random(ORECHA) == 2 and density >= TSTONE then local osel = math.random(34) if osel == 34 then data[vi] = c_stodiam elseif osel >= 31 then data[vi] = c_stomese elseif osel >= 28 then data[vi] = c_stogold elseif osel >= 19 then data[vi] = c_stocopp elseif osel >= 10 then data[vi] = c_stoiron else data[vi] = c_stocoal end elseif biome == 6 then data[vi] = c_wsredstone 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 densitybase >= tsand + math.random() * 0.003 or y <= YWAT + 1 + math.random(2) then data[vi] = c_sand -- river / seabed sand not cut by fissures 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 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) 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) local zrq = 16 * math.floor((z - z0) / 16) local qixz = zrq * 80 + xrq + 1 if nvals_cloud[qixz] > TDCLOUD then data[vi] = c_wsdarkcloud elseif nvals_cloud[qixz] > TCLOUD then data[vi] = c_wscloud end stable[si] = 0 under[si] = 0 soil[si] = 0 else -- possible above surface air node if y >= YWAT and under[si] ~= 0 then 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 and soil[si] >= 4 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 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) 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) elseif math.random(GRACHA) == 2 then if math.random(11) == 2 then data[vi] = c_wsgoldgrass else watershed_grass(data, vi) end 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 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 end end stable[si] = 0 under[si] = 0 soil[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)