1 local minetest,math = minetest,math
4 minetest.register_biome({
10 node_riverbed = "air",
15 node_dungeon_alt = "air",
16 node_dungeon_stair = "air",
17 node_cave_liquid = "air",
22 humidity_point = -100,
25 --this is from https://github.com/paramat/lvm_example/blob/master/init.lua
28 -- Set the 3D noise parameters for the terrain.
32 spread = {x = 200, y = 100, z = 200},
33 seed = tonumber(minetest.get_mapgen_setting("seed")) or math.random(0,999999999),
41 -- Set singlenode mapgen (air nodes only).
42 -- Disable the engine lighting calculation since that will be done for a
43 -- mapchunk of air nodes and will be incorrect after we place nodes.
44 --minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
45 -- Get the content IDs for the nodes used.
47 local c_dirt = minetest.get_content_id("aether:dirt")
48 local c_stone = minetest.get_content_id("aether:stone")
49 local c_air = minetest.get_content_id("air")
50 local c_grass = minetest.get_content_id("aether:grass")
51 -- Initialize noise object to nil. It will be created once only during the
52 -- generation of the first mapchunk, to minimise memory use.
53 local nobj_terrain = nil
54 -- Localise noise buffer table outside the loop, to be re-used for all
55 -- mapchunks, therefore minimising memory use.
56 local nvals_terrain = {}
57 -- Localise data buffer table outside the loop, to be re-used for all
58 -- mapchunks, therefore minimising memory use.
64 local content_id = minetest.get_name_from_content_id
66 local permapdims3d = {}
67 local nobj_terrain = {}
68 local vm, emin, emax = {},{},{}
71 local density_noise = {}
72 -- On generated function.
74 -- 'minp' and 'maxp' are the minimum and maximum positions of the mapchunk that
75 -- define the 3D volume.
76 minetest.register_on_generated(function(minp, maxp, seed)
77 --nether starts at -10033 y
78 if minp.y < 21000 then
81 -- Start time of mapchunk generation.
82 --local t0 = minetest.get_us_time()/1000000
86 -- Side length of mapchunk.
87 sidelen = maxp.x - minp.x + 1
88 -- Required dimensions of the 3D noise perlin map.
89 permapdims3d = {x = sidelen, y = sidelen, z = sidelen}
90 -- Create the perlin map noise object once only, during the generation of
91 -- the first mapchunk when 'nobj_terrain' is 'nil'.
92 nobj_terrain = minetest.get_perlin_map(np_terrain, permapdims3d) --nobj_terrain or
93 -- Create a flat array of noise values from the perlin map, with the
94 -- minimum point being 'minp'.
95 -- Set the buffer parameter to use and reuse 'nvals_terrain' for this.
96 nobj_terrain:get_3d_map_flat(minp, nvals_terrain)
100 -- Load the voxelmanip with the result of engine mapgen. Since 'singlenode'
101 -- mapgen is used this will be a mapchunk of air nodes.
102 vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
103 -- 'area' is used later to get the voxelmanip indexes for positions.
104 area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
105 -- Get the content ID data from the voxelmanip in the form of a flat array.
106 -- Set the buffer parameter to use and reuse 'data' for this.
111 -- Noise index for the flat array of noise values.
112 -- Process the content IDs in 'data'.
113 -- The most useful order is a ZYX loop because:
114 -- 1. This matches the order of the 3D noise flat array.
115 -- 2. This allows a simple +1 incrementing of the voxelmanip index along x
118 for z = minp.z, maxp.z do
119 for y = minp.y, maxp.y do
120 -- Voxelmanip index for the flat array of content IDs.
121 -- Initialise to first node in this x row.
122 vi = area:index(minp.x, y, z)
123 for x = minp.x, maxp.x do
124 -- Consider a 'solidness' value for each node,
125 -- let's call it 'density', where
126 -- density = density noise + density gradient.
127 density_noise = nvals_terrain[ni]
128 -- Density gradient is a value that is 0 at water level (y = 1)
129 -- and falls in value with increasing y. This is necessary to
130 -- create a 'world surface' with only solid nodes deep underground
131 -- and only air high above water level.
132 -- Here '128' determines the typical maximum height of the terrain.
135 --print(density_noise, density_gradient)
136 -- Place solid nodes when 'density' > 0.
137 --if density_noise + density_gradient > 0 then
139 --print(density_noise + density_gradient)
140 if density_noise > 0.1 then
144 n_pos = area:index(x,y-1,z)
145 node2 = content_id(data[n_pos])
146 if node2 == "aether:dirt" then
147 data[n_pos] = c_grass
150 -- Otherwise if at or below water level place water.
151 --elseif y == -10033 then
152 --data[vi] = c_bedrock
154 -- data[vi] = c_water
155 --elseif y > -15000 then
161 -- Increment noise index.
163 -- Increment voxelmanip index along x row.
164 -- The voxelmanip index increases by 1 when
165 -- moving by 1 node in the +x direction.
171 -- After processing, write content ID data back to the voxelmanip.
174 -- Calculate lighting for what has been created.
176 vm:set_lighting({day=15,night=0}, minp, maxp)
177 --minetest.generate_ores(vm)
179 --minetest.generate_decorations(vm)
180 -- Write what has been created to the world.
184 -- Liquid nodes were placed so set them flowing.
185 --vm:update_liquids()
187 -- Print generation time of this mapchunk.
188 --local chugent = math.ceil((minetest.get_us_time()/1000000- t0) * 1000)
189 --print ("[lvm_example] Mapchunk generation time " .. chugent .. " ms")