-local minetest,math = minetest,math
+local
+minetest,math
+=
+minetest,math
minetest.register_biome({
--minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
-- Get the content IDs for the nodes used.
-local c_dirt = minetest.get_content_id("aether:dirt")
-local c_stone = minetest.get_content_id("aether:stone")
-local c_air = minetest.get_content_id("air")
-local c_grass = minetest.get_content_id("aether:grass")
--- Initialize noise object to nil. It will be created once only during the
--- generation of the first mapchunk, to minimise memory use.
local nobj_terrain = nil
--- Localise noise buffer table outside the loop, to be re-used for all
--- mapchunks, therefore minimising memory use.
-local nvals_terrain = {}
--- Localise data buffer table outside the loop, to be re-used for all
--- mapchunks, therefore minimising memory use.
-
-local data = {}
local n_pos = {}
local node2 = ""
local vi = {}
-local content_id = minetest.get_name_from_content_id
local sidelen = {}
-local permapdims3d = {}
+local permapdims3d = {}
local nobj_terrain = {}
-local vm, emin, emax = {},{},{}
+local vm = {}
+local emin = {}
+local emax = {}
local area = {}
local ni = 1
-local density_noise = {}
+local density_noise = {}
+
+local nvals_terrain = {}
+local data = {}
+
+local content_id = minetest.get_name_from_content_id
+local get_map = minetest.get_perlin_map
+local get_mapgen_object = minetest.get_mapgen_object
+
+local c_dirt = minetest.get_content_id("aether:dirt")
+local c_stone = minetest.get_content_id("aether:stone")
+local c_air = minetest.get_content_id("air")
+local c_grass = minetest.get_content_id("aether:grass")
-- On generated function.
-- 'minp' and 'maxp' are the minimum and maximum positions of the mapchunk that
-- define the 3D volume.
minetest.register_on_generated(function(minp, maxp, seed)
- --nether starts at -10033 y
+ --aether starts at 21000
if minp.y < 21000 then
return
end
+
-- Start time of mapchunk generation.
- --local t0 = os.clock()
-
- -- Noise stuff.
+ --local t0 = minetest.get_us_time()/1000000
- -- Side length of mapchunk.
sidelen = maxp.x - minp.x + 1
- -- Required dimensions of the 3D noise perlin map.
+
permapdims3d = {x = sidelen, y = sidelen, z = sidelen}
- -- Create the perlin map noise object once only, during the generation of
- -- the first mapchunk when 'nobj_terrain' is 'nil'.
- nobj_terrain = minetest.get_perlin_map(np_terrain, permapdims3d) --nobj_terrain or
- -- Create a flat array of noise values from the perlin map, with the
- -- minimum point being 'minp'.
- -- Set the buffer parameter to use and reuse 'nvals_terrain' for this.
+
+ nobj_terrain = get_map(np_terrain, permapdims3d)
+
nobj_terrain:get_3d_map_flat(minp, nvals_terrain)
+
ni = 1
- -- Voxelmanip stuff.
- -- Load the voxelmanip with the result of engine mapgen. Since 'singlenode'
- -- mapgen is used this will be a mapchunk of air nodes.
- vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
- -- 'area' is used later to get the voxelmanip indexes for positions.
+ vm, emin, emax = get_mapgen_object("voxelmanip")
+
area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
- -- Get the content ID data from the voxelmanip in the form of a flat array.
- -- Set the buffer parameter to use and reuse 'data' for this.
- vm:get_data(data)
- -- Generation loop.
+ vm:get_data(data)
- -- Noise index for the flat array of noise values.
- -- Process the content IDs in 'data'.
- -- The most useful order is a ZYX loop because:
- -- 1. This matches the order of the 3D noise flat array.
- -- 2. This allows a simple +1 incrementing of the voxelmanip index along x
- -- rows.
- -- rows.
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
- -- Voxelmanip index for the flat array of content IDs.
- -- Initialise to first node in this x row.
+
vi = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
- -- Consider a 'solidness' value for each node,
- -- let's call it 'density', where
- -- density = density noise + density gradient.
+
density_noise = nvals_terrain[ni]
- -- Density gradient is a value that is 0 at water level (y = 1)
- -- and falls in value with increasing y. This is necessary to
- -- create a 'world surface' with only solid nodes deep underground
- -- and only air high above water level.
- -- Here '128' determines the typical maximum height of the terrain.
-
-
- --print(density_noise, density_gradient)
- -- Place solid nodes when 'density' > 0.
- --if density_noise + density_gradient > 0 then
-
- --print(density_noise + density_gradient)
+
if density_noise > 0.1 then
data[vi] = c_dirt
else
data[n_pos] = c_grass
end
end
- -- Otherwise if at or below water level place water.
- --elseif y == -10033 then
- --data[vi] = c_bedrock
- --elseif y <= 1 then
- -- data[vi] = c_water
- --elseif y > -15000 then
- -- data[vi] = c_air
- --else
- --data[vi] = c_lava
- --end
-
- -- Increment noise index.
+
ni = ni + 1
- -- Increment voxelmanip index along x row.
- -- The voxelmanip index increases by 1 when
- -- moving by 1 node in the +x direction.
+
vi = vi + 1
end
end
end
- -- After processing, write content ID data back to the voxelmanip.
-
+
vm:set_data(data)
- -- Calculate lighting for what has been created.
- --vm:calc_lighting()
+
vm:set_lighting({day=15,night=0}, minp, maxp)
- --minetest.generate_ores(vm)
-
- --minetest.generate_decorations(vm)
- -- Write what has been created to the world.
+
vm:write_to_map()
--vm:update_liquids()
-- Print generation time of this mapchunk.
- --local chugent = math.ceil((os.clock() - t0) * 1000)
+ --local chugent = math.ceil((minetest.get_us_time()/1000000- t0) * 1000)
--print ("[lvm_example] Mapchunk generation time " .. chugent .. " ms")
end)