549 lines
17 KiB
Lua
549 lines
17 KiB
Lua
-- watershed 0.2.7 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- TODO
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-- more strata: gravel
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-- clay
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-- Parameters
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local YMIN = 6000 -- Approximate base of realm stone
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local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands
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local TERCEN = 6960 -- Terrain 'centre'. Approximate average seabed level
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local YWAT = 7024 -- Sea level
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local YCLOUD = 7152 -- Cloud level
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local TERSCA = 384 -- Vertical terrain scale
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local XLSAMP = 0 -- Extra large scale height variation amplitude
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local BASAMP = 0.4 -- Base terrain amplitude
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local CANAMP = 0.6 -- Canyon terrain amplitude
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local CANEXP = 1.33 -- Canyon shape exponent
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local ATANAMP = 1.2 -- Arctan function amplitude, controls size and number of floatlands / caves
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local TSTONE = 0.02-- 0.02 -- Density threshold for stone, depth of soil at TERCEN
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local TRIV = -0.015 -- Maximum densitybase threshold for river water
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local TSAND = -0.018 -- Maximum densitybase threshold for river sand
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local FIST = 0 -- Fissure threshold at surface, controls size of fissure entrances at surface
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local FISEXP = 0.02 -- Fissure expansion rate under surface
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local ORETHI = 0.003 -- Ore vein thickness tuner
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local TCLOUD = 0.5 -- Cloud threshold
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local HITET = 0.5 -- --
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local LOTET = -0.5 -- --
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local ICETET = -0.8 -- --
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local HIHUT = 0.5 -- --
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local MIDHUT = 0 -- --
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local LOHUT = -0.5 -- --
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local CLOHUT = 0 -- --
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local DCLOHUT = 1 -- --
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local PINCHA = 47 -- Pine tree 1/x chance per node
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local APTCHA = 47 -- Appletree
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local FLOCHA = 36 -- Flower
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local FOGCHA = 9 -- Forest grass
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local GRACHA = 3 -- Grassland grasses
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local JUTCHA = 16 -- Jungletree
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local JUGCHA = 9 -- Junglegrass
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local CACCHA = 841 -- Cactus
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local DRYCHA = 169 -- Dry shrub
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local PAPCHA = 3 -- Papyrus
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local ACACHA = 841 -- Acacia tree
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local GOGCHA = 3 -- Golden grass
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-- 3D noise for rough terrain
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local np_rough = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 6,
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persist = 0.63
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}
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-- 3D noise for smooth terrain
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local np_smooth = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 5,
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persist = 0.4
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=512, z=256},
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seed = 20099,
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octaves = 5,
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persist = 0.5
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}
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-- 3D noise for temperature
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local np_temp = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 9130,
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octaves = 2,
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persist = 0.5
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}
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-- 3D noise for humidity
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local np_humid = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = -55500,
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octaves = 2,
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persist = 0.5
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}
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-- 3D noise for ore seams
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local np_ore = {
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offset = 0,
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scale = 1,
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spread = {x=128, y=16, z=128},
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seed = -992221,
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octaves = 1,
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persist = 0.5
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}
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-- 2D noise for base terrain / riverbed height / mountain ranges, terrain blend, river and river sand depth
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local np_base = {
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offset = 0,
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scale = 1,
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spread = {x=4096, y=4096, z=4096},
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seed = 8890,
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octaves = 4,
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persist = 0.4
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}
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-- 2D noise for extra large scale height variation
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local np_xlscale = {
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offset = 0,
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scale = 1,
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spread = {x=8192, y=8192, z=8192},
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seed = -72,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noise for clouds
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local np_cloud = {
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offset = 0,
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scale = 1,
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spread = {x=207, y=207, z=207},
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seed = 2113,
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octaves = 4,
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persist = 0.7
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}
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-- 2D noise for strata
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local np_strata = {
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offset = 0,
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scale = 1,
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spread = {x=128, y=128, z=128},
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seed = 23555677,
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octaves = 1,
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persist = 0.5
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}
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-- Stuff
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watershed = {}
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dofile(minetest.get_modpath("watershed").."/nodes.lua")
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dofile(minetest.get_modpath("watershed").."/functions.lua")
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y < YMIN or maxp.y > YMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[watershed] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_water = minetest.get_content_id("air")
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local c_sand = minetest.get_content_id("air")
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local c_desand = minetest.get_content_id("air")
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local c_snowblock = minetest.get_content_id("air")
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local c_ice = minetest.get_content_id("air")
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local c_dirtsnow = minetest.get_content_id("air")
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local c_jungrass = minetest.get_content_id("air")
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local c_dryshrub = minetest.get_content_id("air")
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local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
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local c_stomese = minetest.get_content_id("default:stone_with_mese")
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local c_stogold = minetest.get_content_id("default:stone_with_gold")
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local c_stocopp = minetest.get_content_id("default:stone_with_copper")
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local c_stoiron = minetest.get_content_id("default:stone_with_iron")
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local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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local c_sandstone = minetest.get_content_id("default:sandstone")
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local c_wswater = minetest.get_content_id("air")
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local c_wsstone = minetest.get_content_id("air")
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local c_wsredstone = minetest.get_content_id("air")
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local c_wsgrass = minetest.get_content_id("air")
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local c_wsdrygrass = minetest.get_content_id("air")
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local c_wsgoldgrass = minetest.get_content_id("air")
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local c_wsdirt = minetest.get_content_id("air")
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local c_wscloud = minetest.get_content_id("air")
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local c_wsdarkcloud = minetest.get_content_id("air")
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local c_wspermafrost = minetest.get_content_id("air")
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--local c_air = minetest.get_content_id("air")
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--local c_water = minetest.get_content_id("default:water_source")
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--local c_sand = minetest.get_content_id("default:sand")
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--local c_desand = minetest.get_content_id("default:desert_sand")
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--local c_snowblock = minetest.get_content_id("default:snowblock")
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--local c_ice = minetest.get_content_id("default:ice")
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--local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
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--local c_jungrass = minetest.get_content_id("default:junglegrass")
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--local c_dryshrub = minetest.get_content_id("default:dry_shrub")
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--local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
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--local c_stomese = minetest.get_content_id("default:stone_with_mese")
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--local c_stogold = minetest.get_content_id("default:stone_with_gold")
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--local c_stocopp = minetest.get_content_id("default:stone_with_copper")
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--local c_stoiron = minetest.get_content_id("default:stone_with_iron")
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--local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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--local c_sandstone = minetest.get_content_id("default:sandstone")
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--local c_wswater = minetest.get_content_id("watershed:water")
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--local c_wsstone = minetest.get_content_id("watershed:stone")
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--local c_wsredstone = minetest.get_content_id("watershed:redstone")
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--local c_wsgrass = minetest.get_content_id("watershed:grass")
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--local c_wsdrygrass = minetest.get_content_id("watershed:drygrass")
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--local c_wsgoldgrass = minetest.get_content_id("watershed:goldengrass")
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--local c_wsdirt = minetest.get_content_id("watershed:dirt")
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--local c_wscloud = minetest.get_content_id("watershed:cloud")
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--local c_wsdarkcloud = minetest.get_content_id("watershed:darkcloud")
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--local c_wspermafrost = minetest.get_content_id("watershed:permafrost")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local minposxz = {x=x0, y=z0}
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local minposy = {x=y0, y=0}
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local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
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local nvals_smooth = minetest.get_perlin_map(np_smooth, chulens):get3dMap_flat(minposxyz)
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local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz)
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local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz)
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local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz)
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local nvals_ore = minetest.get_perlin_map(np_ore, chulens):get3dMap_flat(minposxyz)
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local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz)
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local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
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local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get2dMap_flat(minposxz)
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local nvals_strata = minetest.get_perlin_map(np_strata, chulens):get2dMap_flat(minposy)
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local nixyz = 1
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local nixz = 1
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local stable = {}
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local under = {}
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local soil = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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under[si] = 0
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soil[si] = 0
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else
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stable[si] = 2
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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local viu = area:index(x0, y-1, z)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
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local n_base = nvals_base[nixz]
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local terblen = math.max(1 - math.abs(n_base), 0)
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local densitybase = (1 - math.abs(n_base)) * BASAMP + nvals_xlscale[nixz] * XLSAMP + grad
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local altprop = (y - YWAT) / (TERCEN + TERSCA - YWAT)
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local triv = TRIV * (1 - altprop * 1.1)
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local tsand = TSAND * (1 - altprop * 1.1)
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local tstone = TSTONE * (1 - math.atan(altprop) * 0.6) -- 1 to 0.05
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local density = densitybase
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+ math.abs(nvals_rough[nixyz] * terblen
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+ nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
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local nofis = false
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if density >= 0 then -- if terrain set fissure flag
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if math.abs(nvals_fissure[nixyz]) > FIST + math.sqrt(density) * FISEXP then
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nofis = true
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end
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end
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local n_temp = nvals_temp[nixyz] -- get raw temp and humid noise for use with node
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local n_humid = nvals_humid[nixyz]
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local biome = false -- select biome for node
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if n_temp < LOTET then
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if n_humid < MIDHUT then
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biome = 1 -- tundra
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else
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biome = 2 -- taiga
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end
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elseif n_temp > HITET then
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if n_humid < LOHUT then
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biome = 6 -- desert
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elseif n_humid > HIHUT then
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biome = 8 -- rainforest
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else
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biome = 7 -- savanna
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end
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else
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if n_humid < LOHUT then
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biome = 3 -- dry grassland
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elseif n_humid > HIHUT then
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biome = 5 -- deciduous forest
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else
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biome = 4 -- grassland
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end
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end
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if density >= tstone and nofis -- stone cut by fissures
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or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- stone around water
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or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- stone around river
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local niy = y - y0 + 1
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local n_strata = nvals_strata[niy] + n_temp / 4
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local orethi = nvals_ore[nixyz] * ORETHI
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if (n_strata >= -0.02 and n_strata <= -0.015)
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or (n_strata >= -0.05 and n_strata <= 0.05)
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or (n_strata >= 0.2 and n_strata <= 0.25) then
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data[vi] = c_sandstone
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elseif biome == 6 then
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data[vi] = c_wsredstone
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elseif n_strata >= 0.9 and n_strata <= 0.9 + orethi
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and math.random(23) == 2 then
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data[vi] = c_stodiam
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elseif n_strata >= 0.6 and n_strata <= 0.6 + orethi
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and math.random(17) == 2 then
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data[vi] = c_stogold
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elseif n_strata >= 0.3 and n_strata <= 0.3 + orethi then
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data[vi] = c_stocoal
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elseif n_strata >= -0.3 and n_strata <= -0.3 + orethi
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and math.random(3) == 2 then
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data[vi] = c_stoiron
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elseif n_strata >= -0.6 and n_strata <= -0.6 + orethi
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and math.random(5) == 2 then
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data[vi] = c_stocopp
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elseif n_strata >= -0.9 and n_strata <= -0.9 + orethi
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and math.random(19) == 2 then
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data[vi] = c_stomese
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else
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data[vi] = c_wsstone
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end
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stable[si] = stable[si] + 1
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under[si] = 0
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soil[si] = 0
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elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
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if densitybase >= tsand + math.random() * 0.003
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or y <= YWAT + 1 + math.random(2) then
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data[vi] = c_sand -- river / seabed sand not cut by fissures
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elseif nofis then -- fine materials cut by fissures
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if biome == 6 then
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data[vi] = c_desand
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under[si] = 6 -- desert
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elseif biome == 7 then
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data[vi] = c_wsdirt
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under[si] = 7 -- savanna
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soil[si] = soil[si] + 1 -- increment soil if trees within biome
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elseif biome == 8 then
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data[vi] = c_wsdirt
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under[si] = 8 -- rainforest
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soil[si] = soil[si] + 1
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elseif biome == 3 then
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data[vi] = c_wsdirt
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under[si] = 3 -- dry grassland
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elseif biome == 4 then
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data[vi] = c_wsdirt
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under[si] = 4 -- grassland
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elseif biome == 5 then
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data[vi] = c_wsdirt
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under[si] = 5 -- forest
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soil[si] = soil[si] + 1
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elseif biome == 1 then
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data[vi] = c_wspermafrost
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under[si] = 1 -- tundra
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elseif biome == 2 then
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data[vi] = c_wsdirt
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under[si] = 2 -- taiga
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soil[si] = soil[si] + 1
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end
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else -- fissure
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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end
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elseif y <= YWAT and density < tstone then -- sea water, not in fissures
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if y == YWAT and n_temp < ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_water
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if y == YWAT and biome >= 6 and stable[si] >= 1
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and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
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watershed_papyrus(x, y, z, area, data)
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end
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end
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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elseif densitybase >= triv and density < tstone then -- river water, not in fissures
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if n_temp < ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_wswater
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end
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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elseif y == YCLOUD then -- clouds
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local xrq = 16 * math.floor((x - x0) / 16)
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local zrq = 16 * math.floor((z - z0) / 16)
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local qixz = zrq * 80 + xrq + 1
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if nvals_cloud[qixz] > TCLOUD then
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local yrq = 16 * math.floor((y - y0) / 16)
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local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
|
|
if nvals_humid[qixyz] > DCLOHUT then
|
|
data[vi] = c_wsdarkcloud
|
|
elseif nvals_humid[qixyz] > CLOHUT then
|
|
data[vi] = c_wscloud
|
|
end
|
|
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) |