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path: root/mods/vzxv_worldgen/biome.lua
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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