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vzxv.biome_generator = {}
function vzxv.biome_generator.new(minp, maxp)
local self = setmetatable({}, {__index = vzxv.biome_generator})
self.minp = minp
self.maxp = maxp
self.generated_noisemaps = {}
self.generated_3d_noisemaps = {}
return self
end
local noise_params = {
elevation = {
seed = 0xA410,
offset = -175,
scale = 100,
spread = {x=3500,y=3500,z=500},
octaves = 5,
persistence = 0.8,
lacunarity = 2.0,
flags = "defaults, absvalue",
},
temperature = {
seed = 0xBEE,
offset = 30,
scale = 13,
spread = {x=5000,y=5000,z=500},
octaves = 3,
persistence = 0.3,
lacunarity = 0.5,
},
}
function vzxv.biome_generator:noisemap(mapname, pos)
local map = self.generated_noisemaps[mapname]
if not map then
local nm = PerlinNoiseMap(noise_params[mapname], {
x = self.maxp.x - self.minp.x + 1,
y = self.maxp.z - self.minp.z + 1,
})
map = nm:get_2d_map { x = self.minp.x, y = self.minp.z }
self.generated_noisemaps[mapname] = map
end
return map[pos.z - self.minp.z + 1][pos.x - self.minp.x + 1]
end
function vzxv.biome_generator:noisemap_3d(mapname, pos)
local map = self.generated_3d_noisemaps[mapname]
if not map then
local nm = PerlinNoiseMap(noise_params[mapname], {
x = self.maxp.x - self.minp.x + 1,
y = self.maxp.y - self.minp.y + 1,
z = self.maxp.z - self.minp.z + 1,
})
map = nm:get_3d_map
{ x = self.minp.x, y = self.minp.y, z = self.minp.z }
self.generated_noisemaps[mapname] = map
end
local x = pos.x - self.minp.x + 1
local y = pos.y - self.minp.y + 1
local z = pos.z - self.minp.z + 1
return map[z][y][x]
end
local water_level = -45
function vzxv.biome_generator:humidity(pos)
local height = self:noisemap("elevation", pos)
local temperature = self:noisemap("temperature", pos)
local humidity = 1 - math.min((height - water_level) / 86, 1)
humidity = humidity / (math.min(temperature / 25, 1))
return humidity
end
local bee = 0
function vzxv.biome_generator:get_biome(pos)
-- TODO: underground biomes
if pos.y < -175 then
return "underground"
-- TODO: sky biomes
elseif pos.y > 120 then
return pos.y < 7500 and "sky" or "space"
else
if self:noisemap("elevation", pos) <= water_level + 2 then
return "sea"
else
local temp = self:noisemap("temperature", pos)
local humidity = self:humidity(pos)
bee = bee + 1
if bee % (16 * 16) == 0 then
print(temp, humidity)
end
if temp > 35 then
return "desert"
end
if humidity < 0.5 then
return "plains"
end
return "forest"
end
end
end
local id = minetest.get_content_id
local biomes = {}
function biomes.forest(pos, gen)
local height = gen:noisemap("elevation", pos)
if pos.y > height then
return
elseif pos.y == math.floor(height) then
if math.random(256) == 1 then
-- schedule trees to be generated if they haven't been
if not gen.trees_tbg then
gen.trees_tbg = {}
minetest.after(0, function()
for _, pos in ipairs(gen.trees_tbg) do
vzxv.generate_tree(pos)
end
gen.trees_tbg = {}
end)
end
table.insert(gen.trees_tbg, pos)
end
return id "vzxv:moistgrass"
elseif pos.y > height - 4 then
return id "vzxv:moistdirt"
elseif pos.y > height - 5 and math.random(3) == 1 then
return id "vzxv:moistdirt"
else
return id "vzxv:stone"
end
end
function biomes.plains(pos, gen)
local height = gen:noisemap("elevation", pos)
if pos.y > height then
return
elseif pos.y == math.floor(height) then
return id "vzxv:grass"
elseif pos.y > height - 3 then
return id "vzxv:dirt"
elseif pos.y > height - 5 and math.random(2) == 1 then
return id "vzxv:dirt"
else
return id "vzxv:stone"
end
end
function biomes.sea(pos, gen)
local height = gen:noisemap("elevation", pos)
if pos.y > height then
if pos.y < water_level then
return id "vzxv:water"
else
return
end
elseif pos.y > height - 4 then
return id "vzxv:sand"
elseif pos.y > height - 15 then
return id "vzxv:sedimentary"
elseif pos.y > height - 16 and math.random(3) == 1 then
return id "vzxv:sedimentary"
else
return id "vzxv:stone"
end
end
function biomes.desert(pos, gen)
local height = gen:noisemap("elevation", pos)
if pos.y > height then
return
elseif pos.y > height - 4 then
return id "vzxv:sand"
else
-- sandstone?
return id "vzxv:stone"
end
end
function biomes.underground(pos)
return id "vzxv:stone"
end
local function generate_block(gen, pos, data, va)
local biome = gen:get_biome(pos)
return biomes[biome] and biomes[biome](pos, gen, data, va)
end
local data = {}
function vzxv.biome_generator:generate_chunk()
-- sky is empty. when sky biomes are added, add a maximum position here
if self.minp.y > 120 then
return
end
local voxmn, vmin, vmax = minetest.get_mapgen_object "voxelmanip"
local va = VoxelArea:new { MinEdge = vmin, MaxEdge = vmax }
voxmn:get_data(data)
for x=self.minp.x, self.maxp.x do
for z=self.minp.z, self.maxp.z do
for y=self.minp.y, self.maxp.y do
local pos = { x = x, y = y, z = z }
local block = generate_block(self, pos, data, va)
local i = va:index(x, y, z)
if block then
data[i] = block
end
end
end
end
voxmn:set_data(data)
voxmn:update_liquids()
voxmn:write_to_map(true)
voxmn:calc_lighting()
end
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