-- 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)