watershed/init.lua
2014-02-17 14:43:35 +00:00

280 lines
7.8 KiB
Lua

-- 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)