diff --git a/init.lua b/init.lua index fb98ecc..92f8480 100644 --- a/init.lua +++ b/init.lua @@ -1,70 +1,125 @@ -- forces the map into singlenode mode, don't do this if this is just a "realm". luamap.set_singlenode() --- main noise -local recip_factors = {371, 223, 139, 73, 31, 16} - -- local seed = math.random(2147483647) function land_spline(x) - if x < -1 or x > 1 then - return 0 + if x < -2 or x > 2 then + return x end - - local y = 0.0 - if x <= -0.528 then - y = 1.1948552276997075*x^3 + 3.584565683099122*x^2 + 4.286591395034321*x + 0.8968809396349067 - elseif x <= -0.336 then - y = -6.144176980539161*x^3 - 8.040461334751244*x^2 - 1.8514228703906723*x - 0.18340957107989228 - elseif x <= -0.067 then - y = -0.9240711699722817*x^3 - 2.778594677699831*x^2 - 0.08343567362139721*x + 0.014604994958266554 - elseif x <= 0.12 then - y = 17.58213581226864*x^3 + 0.9411529257305944*x^2 + 0.16578741580844128*x + 0.02017097728886628 - elseif x <= 0.304 then - y = -24.236381697286387*x^3 + 15.995819229170404*x^2 - 1.6407725406043359*x + 0.09243337554537737 - elseif x <= 0.541 then - y = 15.137791660779909*x^3 - 19.913426873386058*x^2 + 9.27563827457283*x - 1.0137629203925753 - elseif x <= 0.77 then - y = -12.983576263592651*x^3 + 25.727553267870604*x^2 - 15.416131981847027*x + 3.438986315848472 + + local y = 0 + if x <= -1.281 then + y = 0.31212295650596195*x^3+1.8727377390357718*x^2+4.186345395287897*x^1+1.3787234864804014 + elseif x <= -0.661 then + y = -0.051430733255935245*x^3+0.47560090928080084*x^2+2.3966131163717788*x^1+0.6145078033832191 + elseif x <= -0.180 then + y = -2.278394433784434*x^3+-3.9404681088672127*x^2+-0.5224085046240582*x^1+-0.028649960442863606 + elseif x <= 0.190 then + y = 4.311264272962816*x^3+-0.3820524072236974*x^2+0.11810632167177455*x^1+0.009780929134886358 + elseif x <= 0.665 then + y = -2.1664005801613775*x^3+3.3102165590570927*x^2+-0.5834247819215757*x^1+0.0542112323624652 + elseif x <= 1.520 then + y = 0.9513126311062093*x^3+-2.909621297421743*x^2+3.55276739263685*x^1+-0.8626446996646525 else - y = 6.180446233374517*x^3 - 18.54133870012355*x^2 + 18.670914833508473*x - 5.31002236675944 + y = -0.9919196530712304*x^3+5.951517918427383*x^2+-9.91616421545382*x^1+5.961613981767954 end - + return y end +-- main noise +local recip_factors = {371, 223, 141, 73, 32, 17} --total = 840 + for i, r_fac in ipairs(recip_factors) do + local is_eased = false + if i <= 4 then is_eased = true end luamap.register_noise("terrain_o" .. i, { type = "2d", np_vals = { - offset = 0, + offset = 0, -- from -r_fac to +r_fac scale = 0.5*r_fac, - spread = {x=0.8*r_fac, y=0.8*r_fac, z=0.8*r_fac}, - seed = math.random(2147483647), - octaves = 4, - persist = 0.3, - lacunarity = 1.5, - flags = "", + spread = {x=r_fac, y=r_fac, z=r_fac}, + seed = 65462139, + octaves = math.floor(math.log(r_fac, 2)), + persist = 0.4, + lacunarity = 2, + flags = is_eased, }, - ymin = -31000, - ymax = 31000, }) end -luamap.register_noise("inland", { +luamap.register_noise("surface_3d", { + type = "3d", + np_vals = { + offset = 0, + scale = 1, + spread = {x=32, y=32, z=32}, + seed = 7195270625, + octaves = 4, + persist = 0.4, + lacunarity = 2, + flags = "eased", + }, + ymin = -256, + ymax = 512, +}) + +luamap.register_noise("shaper", { type = "2d", np_vals = { offset = 0, scale = 1, - spread = {x=128, y=128, z=128}, - seed = math.random(2147483647), + spread = {x=256, y=256, z=256}, + seed = 2136961411, octaves = 4, - persist = 0.4, - lacunarity = 2, + persist = 0.35, + lacunarity = 4, flags = "", }, }) +luamap.register_noise("amplifier", { + type = "2d", + np_vals = { + offset = 0, + scale = 1, + spread = {x=256, y=256, z=256}, + seed = 318027505, + octaves = 3, + persist = 0.25, + lacunarity = 4, + flags = "eased", + }, +}) + +luamap.register_noise("ridge_factor", { + type = "2d", + np_vals = { + offset = 0, + scale = 1, + spread = {x=384, y=384, z=384}, + seed = 1036203407, + octaves = 7, + persist = 0.5, + lacunarity = 2, + flags = "eased", + }, +}) +luamap.register_noise("ridge_depth", { + type = "2d", + np_vals = { + offset = -8, + scale = 8, + spread = {x=16, y=16, z=16}, + seed = 1700422935, + octaves = 4, + persist = 0.3, + lacunarity = 2, + flags = "eased", + }, +}) + local c_stone = minetest.get_content_id("default:stone") local c_sandstone = minetest.get_content_id("default:sandstone") local c_water = minetest.get_content_id("default:water_source") @@ -81,21 +136,56 @@ function luamap.logic(noise_vals,x,y,z,seed,original_content) content = c_water end - local terrain_height = 20 + local terrain_height = 8 for i = 1, #recip_factors do local name = "terrain_o" .. i - terrain_height = terrain_height + noise_vals[name] + local o_height = noise_vals[name] + if i <= 2 then + o_height = luamap.coserp(0, o_height, o_height / recip_factors[i]) -- smoothing at large scales + end + terrain_height = terrain_height + o_height end - terrain_height = 512 * land_spline(luamap.remap(terrain_height, -512, 512, -1, 1)) - terrain_height = terrain_height * 0.4 - + -- interpolate between unmodified terrain and shaped terrain, skewed towards the latter + terrain_height = luamap.coserp(terrain_height, 1.1 * 256 * land_spline(terrain_height / 256), luamap.remap(noise_vals.shaper, -2, 2, 0.4, 1)) + + if terrain_height > water_level then + terrain_height = terrain_height * luamap.remap(noise_vals.amplifier, -2, 2, 0.4, 0.8) + end + + -- thread-like ravines with sloping sides + local ravine_depth = 0 + local ravine_proximity = math.abs(noise_vals.ridge_factor + 0.8) + if ravine_proximity < 0.02 then + ravine_depth = noise_vals.ridge_depth + elseif ravine_proximity < 0.05 then + ravine_depth = luamap.coserp(0, noise_vals.ridge_depth, luamap.remap(ravine_proximity, 0.02, 0.05, 1.0, 0.0)) + end + terrain_height = terrain_height + ravine_depth + + -- 3d landscaping + local density_3d = luamap.remap(y, math.min(water_level - 128, terrain_height - 64), math.min(terrain_height + 64, 192), 0, 1) + density_3d = luamap.coserp(-2, -0.5, density_3d) if y < terrain_height then + if y > terrain_height - 8 then + if noise_vals.surface_3d > density_3d then + content = c_stone + end + else + -- interpolate between 3d effect and 2d solid ground + if noise_vals.surface_3d > density_3d - luamap.remap(terrain_height - y, 8, 32, 0, 1.5) then + content = c_stone + end + end + end + + if y < water_level - 256 then content = c_stone end - if y == math.floor(terrain_height) then - content = c_sandstone - end + + -- if y == math.floor(terrain_height) and content == c_stone then + -- content = c_sandstone + -- end return content end