local depth_root = -3000 -- TODO: should add some kind of optional magma chamber down there local depth_base = -50 -- point where the mountain root starts expanding local depth_maxwidth = -30 -- point of maximum width local depth_maxpeak = 200 -- absolute y value of highest mountain top local depth_minpeak = 20 -- absolute y value of lowest mountain top. local radius_vent = 3 -- approximate minimum radius of vent - noise adds a lot to this local radius_lining = 5 -- the difference between this and the vent radius is about how thick the layer of lining nodes is, though noise will affect it local caldera_min = 5 -- minimum radius of caldera local caldera_max = 20 -- maximum radius of caldera local slope_min = 0.5 -- smaller slopes are steeper. 0.5 is probably the lowest this should go, things get unrealistic around there local slope_max = 1.5 -- above 1.5 and the mountain becomes more of a shield volcano, taking up a lot of map area. local chunk_size = 1000 local snow_line = 120 -- above this elevation snow is added to the dirt type local c_air = minetest.get_content_id("air") local c_lava = minetest.get_content_id("default:lava_source") local c_water = minetest.get_content_id("default:water_source") --local c_stone = minetest.get_content_id("default:stone") local c_lining = minetest.get_content_id("default:obsidian") local c_hot_lining = minetest.get_content_id("default:obsidian") local c_cone = minetest.get_content_id("default:stone") local c_ash = minetest.get_content_id("default:gravel") local c_soil = minetest.get_content_id("default:dirt_with_grass") local c_soil_snow = minetest.get_content_id("default:dirt_with_snow") local c_snow = minetest.get_content_id("default:snow") local c_underwater_soil = minetest.get_content_id("default:sand") local c_plug = minetest.get_content_id("default:obsidian") if magma_conduits.config.glowing_rock then c_hot_lining = minetest.get_content_id("magma_conduits:glow_obsidian") end local water_level = tonumber(minetest.get_mapgen_setting("water_level")) local mapgen_seed = tonumber(minetest.get_mapgen_setting("seed")) -- derived values local radius_cone_max = (depth_maxpeak-depth_maxwidth)/(2*slope_min) local depth_maxwidth_dist = depth_maxwidth-depth_base local depth_maxpeak_dist = depth_maxpeak-depth_maxwidth local scatter_2d = function(min_xz, gridscale, border_width) local bordered_scale = gridscale - 2 * border_width local point = {} point.x = math.random() * bordered_scale + min_xz.x + border_width point.y = 0 point.z = math.random() * bordered_scale + min_xz.z + border_width return point end local get_volcano = function(pos) local corner_xz = {x = math.floor(pos.x / chunk_size) * chunk_size, z = math.floor(pos.z / chunk_size) * chunk_size} local next_seed = math.random(1, 1000000000) math.randomseed(corner_xz.x + corner_xz.z * 2 ^ 8 + mapgen_seed) local location = scatter_2d(corner_xz, chunk_size, radius_cone_max) --local location = {x=corner_xz.x+chunk_size/2, z = corner_xz.z+chunk_size/2} -- For testing, puts volcanoes in a consistent grid local depth_peak = math.random(depth_minpeak, depth_maxpeak) local depth_lava = math.random(depth_peak - 50, depth_peak) local slope = math.random() * (slope_max - slope_min) + slope_min local caldera = math.random() * (caldera_max - caldera_min) + caldera_min local state = math.random() -- 0-0.25 = extinct, 0.25-0.5 = dormant, 0.5-1.0 active math.randomseed(next_seed) return {location = location, depth_peak = depth_peak, depth_lava = depth_lava, slope = slope, state = state, caldera = caldera} end local perlin_params = { offset = 0, scale = 1, spread = {x=30, y=30, z=30}, seed = -40901, octaves = 3, persist = 0.67 } local nvals_perlin_buffer = {} local nobj_perlin = nil local data = {} minetest.register_on_generated(function(minp, maxp, seed) if minp.y > depth_maxpeak or maxp.y < depth_root then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) local minx = minp.x local minz = minp.z local sidelen = maxp.x - minp.x + 1 --length of a mapblock local chunk_lengths = {x = sidelen, y = sidelen, z = sidelen} --table of chunk edges nobj_perlin = nobj_perlin or minetest.get_perlin_map(perlin_params, chunk_lengths) local nvals_perlin = nobj_perlin:get3dMap_flat(minp, nvals_perlin_buffer) -- switch to get_3d_map_flat for minetest v0.5 local noise_area = VoxelArea:new{MinEdge=minp, MaxEdge=maxp} local noise_iterator = noise_area:iterp(minp, maxp) local volcano = get_volcano(minp) --minetest.debug(dump(volcano)) local x_coord = volcano.location.x local z_coord = volcano.location.z local depth_lava = volcano.depth_lava local depth_peak = volcano.depth_peak local caldera = volcano.caldera local base_radius = (depth_peak - depth_maxwidth) * volcano.slope + radius_lining local state = volcano.state for vi, x, y, z in area:iterp_xyz(minp, maxp) do local vi3d = noise_iterator() local distance_perturbation = (nvals_perlin[vi3d]+1)*10 local distance = vector.distance({x=x, y=y, z=z}, {x=x_coord, y=y, z=z_coord}) - distance_perturbation if distance > base_radius * 2.5 then return end local dirtstuff if state < 0.5 then if y < water_level then dirtstuff = c_underwater_soil elseif y < snow_line then dirtstuff = c_soil else dirtstuff = c_soil_snow end else dirtstuff = c_ash end local pipestuff local liningstuff if y < depth_lava + math.random() * 1.1 then if state < 0.25 then pipestuff = c_plug -- extinct volcano liningstuff = c_lining else pipestuff = c_lava liningstuff = c_hot_lining end else if state < 0.5 then pipestuff = c_plug -- dormant volcano liningstuff = c_lining else pipestuff = c_air -- active volcano liningstuff = c_lining end end if y < depth_base then -- pipe if distance < radius_vent then data[vi] = pipestuff elseif distance < radius_lining then if data[vi] ~= c_air and data[vi] ~= c_lava then -- leave holes into caves and into existing lava data[vi] = liningstuff end end elseif y < depth_maxwidth then -- root if distance < radius_vent then data[vi] = pipestuff elseif distance < radius_lining then data[vi] = liningstuff elseif distance < radius_lining + ((y - depth_base)/depth_maxwidth_dist) * base_radius then data[vi] = c_cone end elseif y < depth_peak + 5 then -- cone local current_elevation = y - depth_maxwidth local peak_elevation = depth_peak - depth_maxwidth if current_elevation > peak_elevation - caldera and distance < current_elevation - peak_elevation + caldera and data[vi] ~= c_lava then data[vi] = c_air -- caldera elseif distance < radius_vent then data[vi] = pipestuff elseif distance < radius_lining then data[vi] = liningstuff elseif distance < current_elevation * -volcano.slope + base_radius then data[vi] = c_cone elseif distance < current_elevation * -volcano.slope + base_radius + nvals_perlin[vi3d]*-4 then data[vi] = dirtstuff if y >= snow_line then data[vi + area.ystride] = c_snow -- generation advances in a positive y direction so this should be safe end end end end -- These don't seem to work? --minetest.generate_decorations(vm, minp, maxp) --minetest.generate_ores(vm, minp, maxp) --send data back to voxelmanip vm:set_data(data) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() vm:update_liquids() --write it to world vm:write_to_map() end)