1 local path = minetest.get_modpath("aether")
2 dofile(path.."/nodes.lua")
5 minetest.register_biome({
11 node_riverbed = "air",
16 node_dungeon_alt = "air",
17 node_dungeon_stair = "air",
18 node_cave_liquid = "air",
23 humidity_point = -100,
26 --this is from https://github.com/paramat/lvm_example/blob/master/init.lua
29 -- Set the 3D noise parameters for the terrain.
30 local perlin= minetest.get_mapgen_params()
34 spread = {x = 200, y = 100, z = 200},
35 seed = 5900033, --perlin.seed
43 -- Set singlenode mapgen (air nodes only).
44 -- Disable the engine lighting calculation since that will be done for a
45 -- mapchunk of air nodes and will be incorrect after we place nodes.
47 --minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
50 -- Get the content IDs for the nodes used.
52 local c_dirt = minetest.get_content_id("aether:dirt")
53 local c_stone = minetest.get_content_id("aether:stone")
54 local c_air = minetest.get_content_id("air")
55 local c_grass = minetest.get_content_id("aether:grass")
58 -- Initialize noise object to nil. It will be created once only during the
59 -- generation of the first mapchunk, to minimise memory use.
61 local nobj_terrain = nil
64 -- Localise noise buffer table outside the loop, to be re-used for all
65 -- mapchunks, therefore minimising memory use.
67 local nvals_terrain = {}
70 -- Localise data buffer table outside the loop, to be re-used for all
71 -- mapchunks, therefore minimising memory use.
81 local content_id = minetest.get_name_from_content_id
83 -- On generated function.
85 -- 'minp' and 'maxp' are the minimum and maximum positions of the mapchunk that
86 -- define the 3D volume.
87 minetest.register_on_generated(function(minp, maxp, seed)
88 --nether starts at -10033 y
89 if minp.y < 21000 then
92 -- Start time of mapchunk generation.
93 --local t0 = os.clock()
97 -- Side length of mapchunk.
98 local sidelen = maxp.x - minp.x + 1
99 -- Required dimensions of the 3D noise perlin map.
100 local permapdims3d = {x = sidelen, y = sidelen, z = sidelen}
101 -- Create the perlin map noise object once only, during the generation of
102 -- the first mapchunk when 'nobj_terrain' is 'nil'.
103 nobj_terrain = minetest.get_perlin_map(np_terrain, permapdims3d) --nobj_terrain or
104 -- Create a flat array of noise values from the perlin map, with the
105 -- minimum point being 'minp'.
106 -- Set the buffer parameter to use and reuse 'nvals_terrain' for this.
107 nobj_terrain:get3dMap_flat(minp, nvals_terrain)
111 -- Load the voxelmanip with the result of engine mapgen. Since 'singlenode'
112 -- mapgen is used this will be a mapchunk of air nodes.
113 local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
114 -- 'area' is used later to get the voxelmanip indexes for positions.
115 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
116 -- Get the content ID data from the voxelmanip in the form of a flat array.
117 -- Set the buffer parameter to use and reuse 'data' for this.
122 -- Noise index for the flat array of noise values.
124 -- Process the content IDs in 'data'.
125 -- The most useful order is a ZYX loop because:
126 -- 1. This matches the order of the 3D noise flat array.
127 -- 2. This allows a simple +1 incrementing of the voxelmanip index along x
130 for z = minp.z, maxp.z do
131 for y = minp.y, maxp.y do
132 -- Voxelmanip index for the flat array of content IDs.
133 -- Initialise to first node in this x row.
134 vi = area:index(minp.x, y, z)
135 for x = minp.x, maxp.x do
136 -- Consider a 'solidness' value for each node,
137 -- let's call it 'density', where
138 -- density = density noise + density gradient.
139 local density_noise = nvals_terrain[ni]
140 -- Density gradient is a value that is 0 at water level (y = 1)
141 -- and falls in value with increasing y. This is necessary to
142 -- create a 'world surface' with only solid nodes deep underground
143 -- and only air high above water level.
144 -- Here '128' determines the typical maximum height of the terrain.
147 --print(density_noise, density_gradient)
148 -- Place solid nodes when 'density' > 0.
149 --if density_noise + density_gradient > 0 then
151 --print(density_noise + density_gradient)
152 if density_noise > 0.1 then
156 n_pos = area:index(x,y-1,z)
157 node2 = content_id(data[n_pos])
158 if node2 == "aether:dirt" then
159 data[n_pos] = c_grass
162 -- Otherwise if at or below water level place water.
163 --elseif y == -10033 then
164 --data[vi] = c_bedrock
166 -- data[vi] = c_water
167 --elseif y > -15000 then
173 -- Increment noise index.
175 -- Increment voxelmanip index along x row.
176 -- The voxelmanip index increases by 1 when
177 -- moving by 1 node in the +x direction.
183 -- After processing, write content ID data back to the voxelmanip.
186 -- Calculate lighting for what has been created.
188 vm:set_lighting({day=15,night=0}, minp, maxp)
189 --minetest.generate_ores(vm)
191 --minetest.generate_decorations(vm)
192 -- Write what has been created to the world.
196 -- Liquid nodes were placed so set them flowing.
197 --vm:update_liquids()
199 -- Print generation time of this mapchunk.
200 --local chugent = math.ceil((os.clock() - t0) * 1000)
201 --print ("[lvm_example] Mapchunk generation time " .. chugent .. " ms")