diff options
author | paramat <mat.gregory@virginmedia.com> | 2016-07-28 05:46:52 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-07-28 05:46:52 +0100 |
commit | 6d17c41b3b20d7ae577962cc8f9351485295f5ea (patch) | |
tree | 9145bc64d03fd3513075da7442d9eb73793b4706 /init.lua |
Initial commit
Diffstat (limited to 'init.lua')
-rw-r--r-- | init.lua | 756 |
1 files changed, 756 insertions, 0 deletions
diff --git a/init.lua b/init.lua new file mode 100644 index 0000000..79bda8a --- /dev/null +++ b/init.lua @@ -0,0 +1,756 @@ +-- Parameters + +local YMAXMINP = -32 -- Maximum minp.y of generated chunks + -- (-32 for default mapgen v6. 48, 128, 208 for higher) +local HSAMP = 0.05 -- Height select amplitude. Maximum steepness of paths +local HSOFF = 0.0 -- Height select offset. + -- Bias paths towards lower (-) or higher (+) terrain +local TCOL = 0.3 -- Column noise threshold. Bridge column density + + +-- Mapgen v7 parameters + +-- 2D noise for base terrain + +local np_base = { + offset = 4, + scale = 70, + spread = {x = 600, y = 600, z = 600}, + seed = 82341, + octaves = 5, + persist = 0.6 +} + +-- 2D noise for alt terrain + +local np_alt = { + offset = 4, + scale = 25, + spread = {x = 600, y = 600, z = 600}, + seed = 5934, + octaves = 5, + persist = 0.6 +} + +-- 2D noise for height select + +local np_select = { + offset = -8, + scale = 16, + spread = {x = 500, y = 500, z = 500}, + seed = 4213, + octaves = 5, -- default 6 + persist = 0.4 -- default 0.7 +} + +-- Mod path parameters + +-- 2D noise for patha + +local np_patha = { + offset = 0, + scale = 1, + spread = {x = 1024, y = 1024, z = 1024}, + seed = 11711, + octaves = 3, + persist = 0.4 +} + +-- 2D noise for pathb + +local np_pathb = { + offset = 0, + scale = 1, + spread = {x = 2048, y = 2048, z = 2048}, + seed = -8017, + octaves = 4, + persist = 0.4 +} + +-- 2D noise for pathc + +local np_pathc = { + offset = 0, + scale = 1, + spread = {x = 4096, y = 4096, z = 4096}, + seed = 300707, + octaves = 5, + persist = 0.4 +} + +-- 2D noise for pathd + +local np_pathd = { + offset = 0, + scale = 1, + spread = {x = 8192, y = 8192, z = 8192}, + seed = -80033, + octaves = 6, + persist = 0.4 +} + +-- 2D noise for columns + +local np_column = { + offset = 0, + scale = 1, + spread = {x = 8, y = 8, z = 8}, + seed = 1728833, + octaves = 3, + persist = 2 +} + + +-- Do files + +dofile(minetest.get_modpath("pathv7") .. "/nodes.lua") + + +-- Initialise noise objects to nil + +local nobj_base = nil +local nobj_alt = nil +local nobj_select = nil +local nobj_patha = nil +local nobj_pathb = nil +local nobj_pathc = nil +local nobj_pathd = nil +local nobj_column = nil + +-- Localise noise buffers + +local nbuf_base +local nbuf_alt +local nbuf_select +local nbuf_patha +local nbuf_pathb +local nbuf_pathc +local nbuf_pathd +local nbuf_column + + +-- On generated function + +minetest.register_on_generated(function(minp, maxp, seed) + if minp.y < -32 or minp.y > YMAXMINP 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 + + local c_air = minetest.get_content_id("air") + local c_ignore = minetest.get_content_id("ignore") + local c_tree = minetest.get_content_id("default:tree") + local c_sand = minetest.get_content_id("default:sand") + local c_dirt = minetest.get_content_id("default:dirt") + local c_grass = minetest.get_content_id("default:dirt_with_grass") + local c_drygrass = minetest.get_content_id("default:dirt_with_dry_grass") + local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow") + local c_desand = minetest.get_content_id("default:desert_sand") + local c_stone = minetest.get_content_id("default:stone") + local c_sastone = minetest.get_content_id("default:sandstone") + local c_destone = minetest.get_content_id("default:desert_stone") + local c_ice = minetest.get_content_id("default:ice") + local c_meselamp = minetest.get_content_id("default:meselamp") + + local c_wood = minetest.get_content_id("pathv7:junglewood") + local c_path = minetest.get_content_id("pathv7:path") + local c_column = minetest.get_content_id("pathv7:bridgewood") + + local c_stairn = minetest.get_content_id("pathv7:stairn") + local c_stairs = minetest.get_content_id("pathv7:stairs") + local c_staire = minetest.get_content_id("pathv7:staire") + local c_stairw = minetest.get_content_id("pathv7:stairw") + local c_stairne = minetest.get_content_id("pathv7:stairne") + local c_stairnw = minetest.get_content_id("pathv7:stairnw") + local c_stairse = minetest.get_content_id("pathv7:stairse") + local c_stairsw = minetest.get_content_id("pathv7:stairsw") + + local c_pstairn = minetest.get_content_id("pathv7:pstairn") + local c_pstairs = minetest.get_content_id("pathv7:pstairs") + local c_pstaire = minetest.get_content_id("pathv7:pstaire") + local c_pstairw = minetest.get_content_id("pathv7:pstairw") + local c_pstairne = minetest.get_content_id("pathv7:pstairne") + local c_pstairnw = minetest.get_content_id("pathv7:pstairnw") + local c_pstairse = minetest.get_content_id("pathv7:pstairse") + local c_pstairsw = minetest.get_content_id("pathv7:pstairsw") + + local sidelen = x1 - x0 + 1 + local emerlen = sidelen + 32 + local overlen = sidelen + 5 -- noisemap x, z from minp-3 to maxp+2 + local chulens = {x = overlen, y = overlen, z = 1} + local minpos = {x = x0 - 3, y = z0 - 3} + + nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulens) + nobj_alt = nobj_alt or minetest.get_perlin_map(np_alt, chulens) + nobj_select = nobj_select or minetest.get_perlin_map(np_select, chulens) + + nobj_patha = nobj_patha or minetest.get_perlin_map(np_patha, chulens) + nobj_pathb = nobj_pathb or minetest.get_perlin_map(np_pathb, chulens) + nobj_pathc = nobj_pathc or minetest.get_perlin_map(np_pathc, chulens) + nobj_pathd = nobj_pathd or minetest.get_perlin_map(np_pathd, chulens) + nobj_column = nobj_column or minetest.get_perlin_map(np_column, chulens) + + local nvals_base = nobj_base :get2dMap_flat({x = x0 - 3, y = z0 - 3}, nbuf_base) + local nvals_alt = nobj_alt :get2dMap_flat({x = x0 - 3, y = z0 - 3}, nbuf_alt) + local nvals_select = nobj_select:get2dMap_flat({x = x0 - 3, y = z0 - 3}, nbuf_select) + + local nvals_patha = nobj_patha :get2dMap_flat(minpos, nbuf_patha) + local nvals_pathb = nobj_pathb :get2dMap_flat(minpos, nbuf_pathb) + local nvals_pathc = nobj_pathc :get2dMap_flat(minpos, nbuf_pathc) + local nvals_pathd = nobj_pathd :get2dMap_flat(minpos, nbuf_pathd) + local nvals_column = nobj_column:get2dMap_flat(minpos, nbuf_column) + + local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") + local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) + local data = vm:get_data() + + local ni = 1 + local stable = {} + for z = z0 - 3, z1 + 2 do + local n_xprepatha = false + local n_xprepathb = false + local n_xprepathc = false + local n_xprepathd = false + -- x0 - 3, z0 - 3 is to setup initial values of 'xprepath_', 'zprepath_' + for x = x0 - 3, x1 + 2 do + local n_patha = nvals_patha[ni] + local n_zprepatha = nvals_patha[(ni - overlen)] + + local n_pathb = nvals_pathb[ni] + local n_zprepathb = nvals_pathb[(ni - overlen)] + + local n_pathc = nvals_pathc[ni] + local n_zprepathc = nvals_pathc[(ni - overlen)] + + local n_pathd = nvals_pathd[ni] + local n_zprepathd = nvals_pathd[(ni - overlen)] + + if x >= x0 - 2 and z >= z0 - 2 then + local abscol = math.abs(nvals_column[ni]) + local base = nvals_base[ni] + local alt = nvals_alt[ni] + local select = nvals_select[ni] + if base < alt then + base = alt + end + local tblend = 0.5 + HSAMP * (select - 0.5) + HSOFF + tblend = math.min(math.max(tblend, 0), 1) + local tlevel = base * tblend + alt * (1 - tblend) + -- TODO allow path above + local pathy = math.floor(math.min(math.max(tlevel, 7), 42)) + + -- paths a and b + if (n_patha >= 0 and n_xprepatha < 0) -- detect sign change of noise + or (n_patha < 0 and n_xprepatha >= 0) + or (n_patha >= 0 and n_zprepatha < 0) + or (n_patha < 0 and n_zprepatha >= 0) + or (n_pathb >= 0 and n_xprepathb < 0) + or (n_pathb < 0 and n_xprepathb >= 0) + or (n_pathb >= 0 and n_zprepathb < 0) + or (n_pathb < 0 and n_zprepathb >= 0) then + if pathy > y1 then + -- build columns through this chunk + if abscol < TCOL then + local vi = area:index(x, y1, z) + for y = 1, sidelen do + local nodid = data[vi] + if nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice then + break + else + data[vi] = c_column + end + vi = vi - emerlen + end + end + elseif pathy >= y0 then + -- path in chunk + -- scan disk at path level for dirt + local wood = true + for k = -1, 1 do + local vi = area:index(x - 1, pathy, z + k) + for i = -1, 1 do + local nodid = data[vi] + if nodid == c_dirt + or nodid == c_grass + or nodid == c_dirtsnow + or nodid == c_drygrass then + wood = false -- use dirt path node + end + vi = vi + 1 + end + end + -- scan disk above path for stone, ice + local tunnel = false + local excatop + for k = -1, 1 do + local vi = area:index(x - 1, pathy + 5, z + k) + for i = -1, 1 do + local nodid = data[vi] + if nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice then + tunnel = true + end + vi = vi + 1 + end + end + if tunnel then + excatop = pathy + 5 -- tunnel + else + excatop = y1 -- excavate to chunk top + end + -- place path brush + if wood then + local vi = area:index(x - 1, pathy, z - 1) + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairne + end + vi = vi + 1 + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairn + end + vi = vi + 1 + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairnw + end + + local vi = area:index(x - 1, pathy, z) + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_staire + end + vi = vi + 1 + data[vi] = c_wood + vi = vi + 1 + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairw + end + + local vi = area:index(x - 1, pathy, z + 1) + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairse + end + vi = vi + 1 + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairs + end + vi = vi + 1 + if data[vi] ~= c_wood + and data[vi] ~= c_path then + data[vi] = c_stairsw + end + else + local vi = area:index(x - 1, pathy, z - 1) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairne + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairn + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairnw + end + + local vi = area:index(x - 1, pathy, z) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstaire + end + vi = vi + 1 + data[vi] = c_path + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairw + end + + local vi = area:index(x - 1, pathy, z + 1) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairse + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairs + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairsw + end + end + -- excavate above path + for y = pathy + 1, excatop do + for k = -1, 1 do + local vi = area:index(x - 1, y, z + k) + for i = -1, 1 do + local nodid = data[vi] + if y == excatop then + if nodid == c_dirt + or nodid == c_grass + or nodid == c_drygrass + or nodid == c_dirtsnow then + data[vi] = c_stone + elseif nodid == c_desand then + data[vi] = c_destone + elseif tunnel + and math.random() < 0.05 + and (nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice) then + data[vi] = c_meselamp + end + else + if nodid ~= c_wood + and nodid ~= c_path + and nodid ~= c_stairn + and nodid ~= c_stairs + and nodid ~= c_staire + and nodid ~= c_stairw + and nodid ~= c_stairne + and nodid ~= c_stairnw + and nodid ~= c_stairse + and nodid ~= c_stairsw + and nodid ~= c_pstairn + and nodid ~= c_pstairs + and nodid ~= c_pstaire + and nodid ~= c_pstairw + and nodid ~= c_pstairne + and nodid ~= c_pstairnw + and nodid ~= c_pstairse + and nodid ~= c_pstairsw then + data[vi] = c_air + end + end + vi = vi + 1 + end + end + end + -- bridge structure + if wood then + local vi = area:index(x, pathy - 1, z) + data[vi] = c_column + vi = vi - emerlen + data[vi] = c_column + -- columns + if abscol < TCOL then + local vi = area:index(x, pathy - 3, z) + for y = pathy - 3, y0, -1 do + local nodid = data[vi] + if nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice then + break + else + data[vi] = c_column + end + vi = vi - emerlen + end + end + end + end + + -- paths c and d + elseif (n_pathc >= 0 and n_xprepathc < 0) -- detect sign change of noise + or (n_pathc < 0 and n_xprepathc >= 0) + or (n_pathc >= 0 and n_zprepathc < 0) + or (n_pathc < 0 and n_zprepathc >= 0) + or (n_pathd >= 0 and n_xprepathd < 0) + or (n_pathd < 0 and n_xprepathd >= 0) + or (n_pathd >= 0 and n_zprepathd < 0) + or (n_pathd < 0 and n_zprepathd >= 0) then + if pathy > y1 then + -- build columns through this chunk + if abscol < TCOL then + for i = -1, 1, 2 do + for k = -1, 1, 2 do + local vi = area:index(x + i, y1, z + k) + for y = 1, sidelen do + local nodid = data[vi] + if nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice then + break + else + data[vi] = c_column + end + vi = vi - emerlen + end + end + end + end + elseif pathy >= y0 then + -- path in chunk + -- scan disk at path level for dirt + local wood = true + for k = -2, 2 do + local vi = area:index(x - 2, pathy, z + k) + for i = -2, 2 do + local nodid = data[vi] + if nodid == c_dirt + or nodid == c_grass + or nodid == c_dirtsnow + or nodid == c_drygrass then + wood = false -- use dirt path node + end + vi = vi + 1 + end + end + -- scan disk above path for stone + local tunnel = false + local excatop + for k = -2, 2 do + local vi = area:index(x - 2, pathy + 5, z + k) + for i = -2, 2 do + local nodid = data[vi] + if nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice then + tunnel = true + end + vi = vi + 1 + end + end + + if tunnel then + excatop = pathy + 5 -- tunnel + else + excatop = y1 -- excavate to chunk top + end + -- place path node brush + if wood then + local vi = area:index(x - 2, pathy, z - 2) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairne + end + for iter = 1, 3 do + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairn + end + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairnw + end + + for k = -1, 1 do + local vi = area:index(x - 2, pathy, z + k) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_staire + end + for iter = 1, 3 do + vi = vi + 1 + data[vi] = c_wood + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairw + end + end + + local vi = area:index(x - 2, pathy, z + 2) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairse + end + for iter = 1, 3 do + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairs + end + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_stairsw + end + else + local vi = area:index(x - 2, pathy, z - 2) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairne + end + for iter = 1, 3 do + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairn + end + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairnw + end + + for k = -1, 1 do + local vi = area:index(x - 2, pathy, z + k) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstaire + end + for iter = 1, 3 do + vi = vi + 1 + data[vi] = c_path + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairw + end + end + + local vi = area:index(x - 2, pathy, z + 2) + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairse + end + for iter = 1, 3 do + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairs + end + end + vi = vi + 1 + if data[vi] ~= c_path + and data[vi] ~= c_wood then + data[vi] = c_pstairsw + end + end + -- excavate + for y = pathy + 1, excatop do + for k = -2, 2 do + local vi = area:index(x - 2, y, z + k) + for i = -2, 2 do + local nodid = data[vi] + if y == excatop then + if nodid == c_dirt + or nodid == c_grass + or nodid == c_drygrass + or nodid == c_dirtsnow then + data[vi] = c_stone + elseif nodid == c_desand then + data[vi] = c_destone + elseif tunnel + and math.random() < 0.05 + and (nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice) then + data[vi] = c_meselamp + end + else + if nodid ~= c_wood + and nodid ~= c_path + and nodid ~= c_stairn + and nodid ~= c_stairs + and nodid ~= c_staire + and nodid ~= c_stairw + and nodid ~= c_stairne + and nodid ~= c_stairnw + and nodid ~= c_stairse + and nodid ~= c_stairsw + and nodid ~= c_pstairn + and nodid ~= c_pstairs + and nodid ~= c_pstaire + and nodid ~= c_pstairw + and nodid ~= c_pstairne + and nodid ~= c_pstairnw + and nodid ~= c_pstairse + and nodid ~= c_pstairsw then + data[vi] = c_air + end + end + vi = vi + 1 + end + end + end + -- bridge structure + if wood then + for i = -1, 1 do + for k = -1, 1 do + if not (i == 0 and k == 0) then + local vi = area:index(x + i, pathy - 1, z + k) + for y = 1, 2 do + data[vi] = c_column + vi = vi - emerlen + end + end + end + end + -- columns + if abscol < TCOL then + for i = -1, 1, 2 do + for k = -1, 1, 2 do + local vi = area:index(x + i, pathy - 3, z + k) + for y = pathy - 3, y0, -1 do + local nodid = data[vi] + if nodid == c_stone + or nodid == c_destone + or nodid == c_sastone + or nodid == c_ice then + break + else + data[vi] = c_column + end + vi = vi - emerlen + end + end + end + end + end + end + end + end + + n_xprepatha = n_patha + n_xprepathb = n_pathb + n_xprepathc = n_pathc + n_xprepathd = n_pathd + ni = ni + 1 + end + 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 ("[pathv7] Generate chunk " .. chugent .. " ms") +end) |