-- watershed 0.3.11 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default bucket -- License: code WTFPL, textures CC BY-SA -- Red cobble texture CC BY-SA by brunob.santos -- terrain and biome noise changes -- bugfix: under table set to 0 -- bugfix: reset icetet value -- more floatlands, spikier mountains -- Parameters local YMIN = -33000 -- Approximate base of realm stone local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands local TERCEN = -160 -- Terrain 'centre', average seabed level local YWAT = 1 -- Sea surface y local YSAV = 5 -- Average sandline y, dune grasses above this local SAMP = 3 -- Sandline amplitude local YCLOMIN = 207 -- Minimum height of mod clouds local CLOUDS = true -- Mod clouds? local TERSCA = 512 -- Vertical terrain scale local XLSAMP = 0.2 -- Extra large scale height variation amplitude local BASAMP = 0.4 -- Base terrain amplitude local CANAMP = 0.4 -- Canyon terrain amplitude local CANEXP = 1.33 -- Canyon shape exponent local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN local TRIV = -0.02 -- Maximum densitybase threshold for river water local TSAND = -0.025 -- Maximum densitybase threshold for river sand local TLAVA = 2.3 -- Maximum densitybase threshold for lava, small because grad is non-linear local FISEXP = 0.03 -- Fissure expansion rate under surface local ORETHI = 0.002 -- Ore seam thickness tuner local SEAMT = 0.2 -- Seam threshold, width of seams local BERGDEP = 32 -- Maximum iceberg depth 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 PINCHA = 36 -- Pine tree 1/x chance per node local APTCHA = 36 -- Appletree local FLOCHA = 36 -- Flower local FOGCHA = 9 -- Forest grass local GRACHA = 5 -- Grassland grasses local JUTCHA = 16 -- Jungletree local JUGCHA = 9 -- Junglegrass local CACCHA = 841 -- Cactus local DRYCHA = 169 -- Dry shrub local PAPCHA = 2 -- Papyrus local ACACHA = 841 -- Acacia tree local GOGCHA = 5 -- Golden grass local DUGCHA = 5 -- Dune 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 = 6, persist = 0.33 } -- 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 = 3, persist = 0.5 } -- 3D noise for humidity local np_humid = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = -55500, octaves = 3, persist = 0.5 } -- 3D noise for ore seam networks local np_seam = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = -992221, octaves = 2, persist = 0.5 } -- 3D noise for rock strata inclination local np_strata = { offset = 0, scale = 1, spread = {x=512, y=512, z=512}, seed = 92219, octaves = 3, persist = 0.5 } -- 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 = 4, persist = 0.33 } -- 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 magma surface local np_magma = { offset = 0, scale = 1, spread = {x=128, y=128, z=128}, seed = -13, octaves = 2, persist = 0.5 } -- 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..")") -- voxelmanip stuff 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_danwhi = minetest.get_content_id("flowers:dandelion_white") local c_danyel = minetest.get_content_id("flowers:dandelion_yellow") local c_rose = minetest.get_content_id("flowers:rose") local c_tulip = minetest.get_content_id("flowers:tulip") local c_geranium = minetest.get_content_id("flowers:geranium") local c_viola = minetest.get_content_id("flowers:viola") local c_stodiam = minetest.get_content_id("default:stone_with_diamond") local c_mese = minetest.get_content_id("default: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_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_grass5 = minetest.get_content_id("default:grass_5") local c_obsidian = minetest.get_content_id("default:obsidian") local c_wsfreshwater = minetest.get_content_id("watershed:freshwater") 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_wsgoldengrass = minetest.get_content_id("watershed:goldengrass") local c_wsdirt = minetest.get_content_id("watershed:dirt") local c_wspermafrost = minetest.get_content_id("watershed:permafrost") local c_wslava = minetest.get_content_id("watershed:lava") local c_wsfreshice = minetest.get_content_id("watershed:freshice") local c_wscloud = minetest.get_content_id("watershed:cloud") local c_wsluxoreoff = minetest.get_content_id("watershed:luxoreoff") -- perlinmap stuff local sidelen = x1 - x0 + 1 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) 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_seam = minetest.get_perlin_map(np_seam, chulens):get3dMap_flat(minposxyz) local nvals_strata = minetest.get_perlin_map(np_strata, 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_magma = minetest.get_perlin_map(np_magma, 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 end -- mapgen loop local nixyz = 1 local nixz = 1 local stable = {} -- stability table of true/false. is node supported from below by 2 stone or nodes on 2 stone? local under = {} -- biome table. biome number of previous fine material placed in column for z = z0, z1 do -- for each xy plane progressing northwards 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 local si = x - x0 + 1 -- stable, under tables index local n_rough = nvals_rough[nixyz] -- noise values for node local n_smooth = nvals_smooth[nixyz] local n_fissure = nvals_fissure[nixyz] local n_temp = nvals_temp[nixyz] local n_humid = nvals_humid[nixyz] local n_seam = nvals_seam[nixyz] local n_strata = nvals_strata[nixyz] local n_base = 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 -- vertical density gradient local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad -- base terrain or ridge networks local terblen = math.max(1 - math.abs(n_base), 0) -- terrain blend rough and smooth local density = densitybase + math.abs(n_rough * terblen + n_smooth * (1 - terblen)) ^ CANEXP * CANAMP -- add canyon terrain local triv = TRIV * (1 - terblen) -- other values local tsand = TSAND * (1 - terblen) local tstone = TSTONE * (1 + grad * 0.5) local tlava = TLAVA * (1 - n_magma ^ 4 * terblen ^ 16 * 0.5) local ysand = YSAV + n_fissure * SAMP + math.random() * 2 local bergdep = math.abs(n_seam) * BERGDEP local nofis = false -- set fissure bool if math.abs(n_fissure) > math.sqrt(density) * FISEXP then nofis = true end local biome = false -- select biome for node if n_temp < LOTET + (math.random() - 0.5) * BLEND then if n_humid < LOHUT + (math.random() - 0.5) * BLEND then biome = 1 -- tundra elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then biome = 3 -- taiga else biome = 2 -- snowy plains end elseif n_temp > HITET + (math.random() - 0.5) * BLEND then if n_humid < LOHUT + (math.random() - 0.5) * BLEND then biome = 7 -- desert elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then biome = 9 -- rainforest else biome = 8 -- savanna end else if n_humid < LOHUT then biome = 4 -- dry grassland elseif n_humid > HIHUT then biome = 6 -- deciduous forest else biome = 5 -- grassland end end -- overgeneration and in-chunk generation if y == y0 - 1 then -- node layer below chunk, initialise tables under[si] = 0 -- 0 to stop floating surface nodes bug if ungen then if nofis and density >= 0 then -- if node solid stable[si] = 2 else stable[si] = 0 end else -- scan top layer of chunk below 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 == "watershed:luxoreoff" or nodename == "default:sand" or nodename == "default:desert_sand" or nodename == "default:mese" or nodename == "default:stone_with_diamond" or nodename == "default:stone_with_gold" or nodename == "default:stone_with_copper" or nodename == "default:stone_with_iron" or nodename == "default:stone_with_coal" or nodename == "default:sandstone" or nodename == "default:gravel" or nodename == "default:clay" or nodename == "default:obsidian" then stable[si] = 2 else stable[si] = 0 end end elseif y >= y0 and y <= y1 then -- chunk -- add nodes and flora if densitybase >= tlava then -- lava if densitybase >= 0 then data[vi] = c_wslava end stable[si] = 0 under[si] = 0 elseif densitybase >= tlava - math.min(0.6 + density * 6, 0.6) and density < tstone then -- obsidian data[vi] = c_obsidian stable[si] = 1 under[si] = 0 elseif density >= tstone and nofis -- stone cut by fissures or (density >= tstone and density < TSTONE * 2 and y <= YWAT) -- stone around water or (density >= tstone and density < TSTONE * 2 and densitybase >= triv ) then -- stone around river 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 or (densityper >= 0.25 and densityper <= 0.28) or (densityper >= 0.45 and densityper <= 0.47) or (densityper >= 0.74 and densityper <= 0.76) or (densityper >= 0.77 and densityper <= 0.79) or (densityper >= 0.84 and densityper <= 0.87) or (densityper >= 0.95 and densityper <= 0.98) then data[vi] = c_sandstone elseif biome == 7 and density < TSTONE * 4 then -- desert stone as surface layer data[vi] = c_wsredstone elseif math.abs(n_seam) < SEAMT then -- if seam if densityper >= 0 and densityper <= ORETHI * 4 then data[vi] = c_stocoal elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 4 then data[vi] = c_stocoal elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then data[vi] = c_stocoal elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI * 4 then data[vi] = c_stocoal elseif densityper >= 0.55 and densityper <= 0.55 + ORETHI * 2 then data[vi] = c_gravel elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI * 2 then data[vi] = c_wsluxoreoff elseif densityper >= 0.2 and densityper <= 0.2 + ORETHI * 2 and math.random(2) == 2 then data[vi] = c_stoiron elseif densityper >= 0.4 and densityper <= 0.4 + ORETHI * 2 and math.random(3) == 2 then data[vi] = c_stocopp elseif densityper >= 0.6 and densityper <= 0.6 + ORETHI and math.random(5) == 2 then data[vi] = c_stogold elseif densityper >= 0.7 and densityper <= 0.7 + ORETHI and math.random(7) == 2 then data[vi] = c_mese elseif densityper >= 0.9 and densityper <= 0.9 + ORETHI and math.random(11) == 2 then data[vi] = c_stodiam else data[vi] = c_wsstone end else data[vi] = c_wsstone end 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 y <= ysand then -- seabed/beach/dune sand not cut by fissures data[vi] = c_sand under[si] = 10 -- beach/dunes elseif densitybase >= tsand + math.random() * 0.003 then -- river sand not cut by fissures data[vi] = c_sand under[si] = 11 -- riverbank elseif nofis then -- fine materials cut by fissures if biome == 1 then data[vi] = c_wspermafrost under[si] = 1 -- tundra elseif biome == 2 then data[vi] = c_wsdirt under[si] = 2 -- snowy plains elseif biome == 3 then data[vi] = c_wsdirt under[si] = 3 -- taiga elseif biome == 4 then data[vi] = c_wsdirt under[si] = 4 -- dry grassland elseif biome == 5 then data[vi] = c_wsdirt under[si] = 5 -- grassland elseif biome == 6 then data[vi] = c_wsdirt under[si] = 6 -- forest elseif biome == 7 then data[vi] = c_desand under[si] = 7 -- desert elseif biome == 8 then data[vi] = c_wsdirt under[si] = 8 -- savanna elseif biome == 9 then data[vi] = c_wsdirt under[si] = 9 -- rainforest end else -- fissure stable[si] = 0 under[si] = 0 end elseif y >= YWAT - bergdep and y <= YWAT + bergdep / 8 and n_temp < ICETET -- iceberg and density < tstone and math.abs(n_fissure) > 0.01 then data[vi] = c_ice under[si] = 12 stable[si] = 0 elseif y <= YWAT and density < tstone then -- sea water data[vi] = c_water under[si] = 0 stable[si] = 0 elseif densitybase >= triv and density < tstone then -- river water not in fissures if n_temp < ICETET then data[vi] = c_wsfreshice else data[vi] = c_wsfreshwater end stable[si] = 0 under[si] = 0 elseif 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 local qixyz = zrq * 6400 + yrq * 80 + xrq + 1 -- quantised 3D index if math.abs(nvals_fissure[qixyz]) < nvals_humid[qixyz] * 0.1 then data[vi] = c_wscloud 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 if math.random(121) == 2 then data[viu] = c_snowblock elseif math.random(121) == 2 then data[viu] = c_wsfreshice else data[viu] = c_wsdrygrass if math.random(DRYCHA) == 2 then data[vi] = c_dryshrub end 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) elseif math.random(FOGCHA) == 2 then data[viu] = c_wsgrass 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 -- riverbank if math.random(PAPCHA) == 2 then watershed_papyrus(x, y, z, area, data) end elseif under[si] == 12 then -- iceberg data[vi] = c_snowblock end end 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 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 end elseif under[si] == 2 then data[viu] = c_dirtsnow elseif under[si] == 3 then data[viu] = c_dirtsnow elseif under[si] == 4 then data[viu] = c_wsdrygrass elseif under[si] == 5 then data[viu] = c_wsgrass elseif under[si] == 6 then data[viu] = c_wsgrass elseif under[si] == 8 then data[viu] = c_wsdrygrass elseif under[si] == 9 then data[viu] = c_wsgrass end end end nixyz = nixyz + 1 nixz = nixz + 1 vi = vi + 1 viu = viu + 1 end nixz = nixz - 80 end nixz = nixz + 80 end -- voxelmanip stuff 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) -- chunk generation time print ("[watershed] "..chugent.." ms") end)