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Author SHA1 Message Date
Bram van den Heuvel 67f780b2b3 Save biome size in separate variable 2024-04-22 15:21:10 +02:00
Bram van den Heuvel acfdea349f Add biome generation in engine
Currently, performance seems an issue - the cause of the effects is to be determined.
2024-04-22 09:00:53 +02:00
Bram van den Heuvel b9e18f70eb Add biome API
Note: the engine implementation is still missing as of this commit.
2024-04-22 07:51:05 +02:00
Bram van den Heuvel 1250abe7d8 Unregister cave shapes 2024-04-22 07:50:29 +02:00
Bram van den Heuvel 36b755725d Add biome definition 2024-04-22 07:50:14 +02:00
5 changed files with 256 additions and 18 deletions

61
API.md
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@ -100,4 +100,63 @@ The shapes are defined as follows:
Just like the surface world, the underground world uses biomes to decorate their
caves. The cave biomes are independent of the cave shapes.
**Under development.**
For shapes, the following functions are available:
- `noordstar_caves.register_biome(biome def)` Define a new cave biome
- `noordstar_caves.unregister_biome(name)` Remove a defined cave biome
- `noordstar_caves.clear_registered_biomes()` Remove all known cave biomes
The biomes are defined as follows:
```lua
{
name = "noordstar_caves:tundra",
-- Unique name identifying the biome
-- Namespacing is not required but recommended
node_dust = "foo:snow",
-- Node dropped onto floor after all else is generated
node_floor = "foo:dirt_with_snow",
-- Node forming the floor that the player walks on
node_wall = "foo:ice",
-- Node forming the side walls of the cave
node_roof = "foo:bluestone",
-- Node forming the ceiling of the cave
node_air = "foo:air",
-- Nodes filling the inside of the cave. By default, this is air.
-- You can replace it with e.g. water to make the entire cave a water cave.
-- Keep in mind that cave biomes can blend, so it might not always look
-- very smooth.
node_shell = "foo:permafrost",
depth_shell = 3,
-- Node forming a layer around the entire cave and thickness of this layer
-- You can make the depth as high as you want, but raising it past 16
-- might cause hard cut-offs at chunk edges.
y_max = -100,
y_min = -31000,
-- Upper and lower limits of the cave biome.
-- Alternatively you can use xyz limits as shown below.
max_pos = { x = 31000, y = -100, z = 31000 }
min_pos = { x = -31000, y = -500, z = -31000 }
-- xyz limits for biome, an alternative to using `y_min` and `y_max`.
-- Cave biome is limited to a cuboid defined by these positions.
-- Any x, y or z field left undefined defaults to -31000 in `min_pos` or
-- 31000 in `max_pos`.
heat_point = 0,
humidity_point = 50,
-- Characteristic temperature and humidity for the biome.
-- Just like the Minetest Lua API for biomes, these values create
-- 'biome points' on a voronoi diagram with heat and humidity as axes.
-- The resulting voronoi cells determine the distribution of the biomes.
-- Heat and humidity have an average of 50, vary mostly between 0 and 100
-- but can exceed these values.
}
```

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@ -11,6 +11,9 @@ noordstar_caves = {}
-- Load features to influence cave shapes
load("shape")
-- Load features to influence cave biomes
load("biome")
-- Start engine to generate caves
load("engine")

91
lua/biome.lua Normal file
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@ -0,0 +1,91 @@
-- This file takes care of cave biomes
noordstar_caves.registered_biomes = {}
-- Clean the input and return a valid shape def
-- If the input is invalid, return nil
local function clean_def(def)
if type(def.name) ~= "string" then
return nil
end
if type(def.heat_point) ~= "number" then
return nil
end
if type(def.humidity_point) ~= "number" then
return nil
end
local d = {
name = def.name,
heat_point = def.heat_point,
humidity_point = def.humidity_point,
}
-- Position
if type(def.min_pos) == "table" then
d.minp = {
x = def.min_pos.x or -1e5,
y = def.min_pos.y or -1e5,
z = def.min_pos.z or -1e5,
}
elseif type(def.y_min) == "number" then
d.minp = { x = -1e5, y = def.y_min, z = -1e5 }
else
d.minp = { x = -1e5, y = -1e5, z = -1e5 }
end
if type(def.max_pos) == "table" then
d.maxp = {
x = def.max_pos.x or 1e5,
y = def.max_pos.y or 1e5,
z = def.max_pos.z or 1e5,
}
elseif type(def.y_max) == "number" then
d.maxp = { x = 1e5, y = def.y_max, z = 1e5 }
else
d.maxp = { x = 1e5, y = 1e5, z = 1e5 }
end
-- Optional nodes
if type(def.node_dust) == "string" then
d.node_dust = def.node_dust
end
if type(def.node_floor) == "string" then
d.node_floor = def.node_floor
end
if type(def.node_wall) == "string" then
d.node_wall = def.node_wall
end
if type(def.node_roof) == "string" then
d.node_roof = def.node_roof
end
if type(def.node_air) == "string" then
d.node_air = def.node_air
end
if type(def.node_shell) == "string" then
d.node_shell = def.node_shell
end
if type(def.depth_shell) == "number" then
d.depth_shell = def.depth_shell
else
d.depth_shell = 0
end
return d
end
function noordstar_caves.register_biome(def)
local d = clean_def(def)
if d ~= nil then
noordstar_caves.registered_biomes[d.name] = d
end
end
function noordstar_caves.unregister_biome(name)
noordstar_caves.registered_biomes[name] = nil
end
function noordstar_caves.clear_registered_biomes()
noordstar_caves.registered_biomes = {}
end

View File

@ -2,6 +2,41 @@
-- Constants and magic numbers
local mapgen_buffer = 16
-- Cave biome range
local biome_spread_range = 50
-- Noise params for heat_point
local heat_noise_params =
{ offset = 50
, scale = 50
, spread = { x = biome_spread_range, y = biome_spread_range, z = biome_spread_range }
, seed = 320523
, octaves = 2
, persistence = 0.1
, lacunarity = 2.0
, flags = ""
}
-- Noise params for humidity_point
local humidity_noise_params =
{ offset = 50
, scale = 50
, spread = { x = biome_spread_range, y = biome_spread_range, z = biome_spread_range }
, seed = 9923473
, octaves = 2
, persistence = 0.1
, lacunarity = 2.0
, flags = ""
}
local default_biome =
{ name = "noordstar_caves:none"
, heat_point = -1e6
, humidity_point = -1e6
, minp = { x = -1e5, y = -1e5, z = -1e5 }
, maxp = { x = 1e5, y = 1e5, z = 1e5 }
}
-- Convert 3d relative coordinates to an index on a flat array
local function from_3d_to_flat(dx, dy, dz, nx, ny)
return (nx * ny * dz) + (nx * dy) + dx + 1
@ -421,6 +456,46 @@ local function get_flat_cave_node_types(minp, maxp)
end)
end
-- Transform categorized blocks into
local function biome_def_to_content_id(def, nt, original_block)
local function get_node(name, alt)
return function()
if name == nil then
return alt
else
return minetest.get_content_id(name)
end
end
end
local node_air = get_node(def.node_air, minetest.get_content_id("air"))
local node_floor = get_node(def.node_floor, original_block)
local node_stone = original_block
local node_roof = get_node(def.node_roof, original_block)
local node_unknown = original_block
local node_wall = get_node(def.node_wall, original_block)
if nt == node_type.unknown then
return node_unknown
elseif nt == node_type.floor then
return node_floor()
elseif nt == node_type.wall then
return node_wall()
elseif nt == node_type.roof then
return node_roof()
elseif nt == node_type.content then
return node_air()
elseif nt == node_type.stone then
return node_stone
else
return original_block
end
end
local function biome_distance(def, heat, humidity)
return (def.heat_point - heat)^2 + (def.humidity_point - humidity)^2
end
minetest.register_on_generated(function(minp, maxp, blockseed)
local vminp =
{ x = minp.x - mapgen_buffer
@ -440,29 +515,35 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
-- Get threshold values
local node_types = get_flat_cave_node_types(vminp, vmaxp)
local node_air = minetest.get_content_id("air")
local node_floor = minetest.get_content_id("mcl_core:glass_green")
local node_wall = minetest.get_content_id("mcl_core:glass_purple")
local node_roof = minetest.get_content_id("mcl_core:glass_red")
local node_other = minetest.get_content_id("mcl_core:glass")
local heat_points = get_flat_from_noise_params(minp, maxp, heat_noise_params)
local humidity_points = get_flat_from_noise_params(minp, maxp, humidity_noise_params)
-- Map block values
local nids = Flat3dArray:from_func(vminp, vmaxp, function(i, pos)
local nt = node_types:get_pos(pos)
if not is_valid_pos(pos, minp, maxp) then
return flat_data:get_pos(pos)
elseif nt == node_type.unknown then
return node_other
elseif nt == node_type.floor then
return node_floor
elseif nt == node_type.wall then
return node_wall
elseif nt == node_type.roof then
return node_roof
elseif nt == node_type.content then
return node_air
elseif nt == node_type.stone then
return flat_data:get_pos(pos)
else
local biome = default_biome
local heat = heat_points:get_pos(pos)
local humidity = humidity_points:get_pos(pos)
for _, def in pairs(noordstar_caves.registered_biomes) do
if pos.x < def.minp.x then
elseif pos.y < def.minp.y then
elseif pos.z < def.minp.z then
elseif pos.x > def.maxp.x then
elseif pos.y > def.maxp.y then
elseif pos.z > def.maxp.z then
elseif biome_distance(def, heat, humidity) > biome_distance(biome, heat, humidity) then
else
biome = def
end
end
return biome_def_to_content_id(biome, nt, flat_data:get_pos(pos))
end
end)

View File

@ -47,6 +47,10 @@ function noordstar_caves.register_shape(def)
end
end
function noordstar_caves.unregister_shape(name)
noordstar_caves.registered_shapes[name] = nil
end
function noordstar_caves.clear_registered_shapes()
noordstar_caves.registered_shapes = {}
end