magma_conduits/volcanoes.lua

211 lines
7.4 KiB
Lua

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)