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|
-- 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)
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