mmgen_levels = {} -- levels 0.2.6 -- bugfixes: rename luxoff to luxore, remove 'local' from nobj_s -- Parameters local TERSCA = 96 local TSPIKE = 1.2 local SPIKEAMP = 2000 local TSTONE = 0.04 local STABLE = 2 local FLOATPER = 512 local FLOATFAC = 2 local FLOATOFF = -0.2 local YSURFMAX = 256 local YSAND = 4 local YWATER = 1 local YSURFCEN = 0 local YSURFMIN = -256 local YUNDERCEN = -512 local YLAVA = -528 local UNDERFAC = 0.0001 local UNDEROFF = -0.2 local LUXCHA = 1 / 9 ^ 3 -- Noise parameters -- 3D noise local np_terrain = { offset = 0, scale = 1, spread = {x=384, y=192, z=384}, seed = 5900033, octaves = 5, persist = 0.63, lacunarity = 2.0, --flags = "" } -- 2D noise local np_spike = { offset = 0, scale = 1, spread = {x=128, y=128, z=128}, seed = -188900, octaves = 3, persist = 0.5, lacunarity = 2.0, flags = "noeased" } -- Nodes minetest.register_node("multi_map_generators:grass", { description = "Grass", tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"}, groups = {crumbly=3}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.25}, }), }) minetest.register_node("multi_map_generators:dirt", { description = "Dirt", tiles = {"default_dirt.png"}, groups = {crumbly=3}, sounds = default.node_sound_dirt_defaults(), }) minetest.register_node("multi_map_generators:luxore", { description = "Lux Ore", tiles = {"levels_luxore.png"}, paramtype = "light", light_source = 14, groups = {cracky=3}, sounds = default.node_sound_glass_defaults(), }) -- Stuff local floatper = math.pi / FLOATPER -- Set mapgen parameters minetest.register_on_mapgen_init(function(mgparams) minetest.set_mapgen_params({mgname="singlenode", flags="nolight"}) end) -- Initialize noise objects to nil local nobj_terrain = nil local nobj_spike = nil -- On generated function function mmgen_levels.generate(current_layer, vm, area, data, minp, maxp, offset_minp, offset_maxp) 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 oy1 = offset_maxp.y local oy0 = offset_minp.y local c_stone = minetest.get_content_id("default:stone") local c_sand = minetest.get_content_id("default:sand") local c_water = minetest.get_content_id("default:water_source") local c_lava = minetest.get_content_id("default:lava_source") local c_grass = minetest.get_content_id("multi_map_generators:grass") local c_dirt = minetest.get_content_id("multi_map_generators:dirt") local c_luxore = minetest.get_content_id("multi_map_generators:luxore") local sidelen = x1 - x0 + 1 local ystride = sidelen + 32 --local zstride = ystride ^ 2 local chulens3d = {x=sidelen, y=sidelen+17, z=sidelen} local chulens2d = {x=sidelen, y=sidelen, z=1} local minpos3d = {x=x0, y=y0-16, z=z0} local minpos2d = {x=x0, y=z0} nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulens3d) nobj_spike = nobj_spike or minetest.get_perlin_map(np_spike, chulens2d) local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d) local nvals_spike = nobj_spike:get2dMap_flat(minpos2d) local ni3d = 1 local ni2d = 1 local stable = {} local under = {} for z = z0, z1 do for x = x0, x1 do local si = x - x0 + 1 stable[si] = 0 end local relative_y = oy0 - 16 for y = y0 - 16, y1 + 1 do local vi = area:index(x0, y, z) for x = x0, x1 do local si = x - x0 + 1 local viu = vi - ystride local n_terrain = nvals_terrain[ni3d] local n_spike = nvals_spike[ni2d] local spikeoff = 0 if n_spike > TSPIKE then spikeoff = (n_spike - TSPIKE) ^ 4 * SPIKEAMP end local grad = (YSURFCEN - relative_y) / TERSCA + spikeoff if relative_y > YSURFMAX then grad = math.max( -FLOATFAC * math.abs(math.cos((relative_y - YSURFMAX) * floatper)), grad ) elseif relative_y < YSURFMIN then grad = math.min( UNDERFAC * (relative_y - YUNDERCEN) ^ 2 + UNDEROFF, grad ) end local density = n_terrain + grad if y < y0 then if density >= TSTONE then stable[si] = stable[si] + 1 elseif density <= 0 then stable[si] = 0 end if y == y0 - 1 then local nodid = data[vi] if nodid == c_stone or nodid == c_sand or nodid == c_grass or nodid == c_dirt or nodid == c_luxore then stable[si] = STABLE end end elseif y >= y0 and y <= y1 then if density >= TSTONE then if math.random() < LUXCHA and relative_y < YSURFMIN and density < 0.01 and data[viu] == c_stone then data[vi] = c_luxore else data[vi] = c_stone end stable[si] = stable[si] + 1 under[si] = 0 elseif density > 0 and density < TSTONE and stable[si] >= STABLE and relative_y > YSURFMIN then if relative_y <= YSAND then data[vi] = c_sand under[si] = 0 else data[vi] = c_dirt under[si] = 1 end elseif relative_y > YSURFMIN and relative_y <= YWATER then data[vi] = c_water stable[si] = 0 under[si] = 0 elseif relative_y <= YLAVA then data[vi] = c_lava stable[si] = 0 under[si] = 0 else -- air, possibly just above surface if under[si] == 1 then data[viu] = c_grass end stable[si] = 0 under[si] = 0 end elseif y == y1 + 1 then if density <= 0 and relative_y > YWATER then -- air, possibly just above surface if under[si] == 1 then data[viu] = c_grass end end end ni3d = ni3d + 1 ni2d = ni2d + 1 vi = vi + 1 end ni2d = ni2d - sidelen relative_y = relative_y + 1 end ni2d = ni2d + sidelen end end