Add biome generation in engine
Currently, performance seems an issue - the cause of the effects is to be determined.pull/1/head
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b9e18f70eb
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acfdea349f
6
API.md
6
API.md
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@ -126,6 +126,12 @@ The biomes are defined as follows:
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node_roof = "foo:bluestone",
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node_roof = "foo:bluestone",
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-- Node forming the ceiling of the cave
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-- Node forming the ceiling of the cave
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node_air = "foo:air",
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-- Nodes filling the inside of the cave. By default, this is air.
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-- You can replace it with e.g. water to make the entire cave a water cave.
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-- Keep in mind that cave biomes can blend, so it might not always look
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-- very smooth.
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node_shell = "foo:permafrost",
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node_shell = "foo:permafrost",
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depth_shell = 3,
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depth_shell = 3,
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-- Node forming a layer around the entire cave and thickness of this layer
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-- Node forming a layer around the entire cave and thickness of this layer
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3
init.lua
3
init.lua
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@ -11,6 +11,9 @@ noordstar_caves = {}
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-- Load features to influence cave shapes
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-- Load features to influence cave shapes
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load("shape")
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load("shape")
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-- Load features to influence cave biomes
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load("biome")
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-- Start engine to generate caves
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-- Start engine to generate caves
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load("engine")
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load("engine")
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@ -59,6 +59,9 @@ local function clean_def(def)
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if type(def.node_roof) == "string" then
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if type(def.node_roof) == "string" then
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d.node_roof = def.node_roof
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d.node_roof = def.node_roof
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end
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end
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if type(def.node_air) == "string" then
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d.node_air = def.node_air
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end
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if type(def.node_shell) == "string" then
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if type(def.node_shell) == "string" then
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d.node_shell = def.node_shell
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d.node_shell = def.node_shell
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end
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end
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112
lua/engine.lua
112
lua/engine.lua
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@ -2,6 +2,38 @@
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-- Constants and magic numbers
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-- Constants and magic numbers
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local mapgen_buffer = 16
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local mapgen_buffer = 16
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-- Noise params for heat_point
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local heat_noise_params =
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{ offset = 50
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, scale = 50
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, spread = { x = 200, y = 200, z = 200 }
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, seed = 320523
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, octaves = 2
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, persistence = 0.1
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, lacunarity = 2.0
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, flags = ""
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}
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-- Noise params for humidity_point
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local humidity_noise_params =
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{ offset = 50
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, scale = 50
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, spread = { x = 200, y = 200, z = 200 }
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, seed = 9923473
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, octaves = 2
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, persistence = 0.1
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, lacunarity = 2.0
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, flags = ""
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}
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local default_biome =
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{ name = "noordstar_caves:none"
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, heat_point = -1e6
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, humidity_point = -1e6
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, minp = { x = -1e5, y = -1e5, z = -1e5 }
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, maxp = { x = 1e5, y = 1e5, z = 1e5 }
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}
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-- Convert 3d relative coordinates to an index on a flat array
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-- Convert 3d relative coordinates to an index on a flat array
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local function from_3d_to_flat(dx, dy, dz, nx, ny)
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local function from_3d_to_flat(dx, dy, dz, nx, ny)
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return (nx * ny * dz) + (nx * dy) + dx + 1
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return (nx * ny * dz) + (nx * dy) + dx + 1
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@ -421,6 +453,46 @@ local function get_flat_cave_node_types(minp, maxp)
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end)
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end)
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end
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end
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-- Transform categorized blocks into
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local function biome_def_to_content_id(def, nt, original_block)
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local function get_node(name, alt)
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return function()
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if name == nil then
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return alt
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else
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return minetest.get_content_id(name)
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end
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end
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end
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local node_air = get_node(def.node_air, minetest.get_content_id("air"))
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local node_floor = get_node(def.node_floor, original_block)
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local node_stone = original_block
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local node_roof = get_node(def.node_roof, original_block)
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local node_unknown = original_block
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local node_wall = get_node(def.node_wall, original_block)
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if nt == node_type.unknown then
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return node_unknown
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elseif nt == node_type.floor then
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return node_floor()
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elseif nt == node_type.wall then
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return node_wall()
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elseif nt == node_type.roof then
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return node_roof()
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elseif nt == node_type.content then
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return node_air()
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elseif nt == node_type.stone then
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return node_stone
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else
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return original_block
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end
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end
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local function biome_distance(def, heat, humidity)
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return (def.heat_point - heat)^2 + (def.humidity_point - humidity)^2
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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minetest.register_on_generated(function(minp, maxp, blockseed)
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local vminp =
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local vminp =
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{ x = minp.x - mapgen_buffer
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{ x = minp.x - mapgen_buffer
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@ -440,29 +512,35 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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-- Get threshold values
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-- Get threshold values
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local node_types = get_flat_cave_node_types(vminp, vmaxp)
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local node_types = get_flat_cave_node_types(vminp, vmaxp)
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local node_air = minetest.get_content_id("air")
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local heat_points = get_flat_from_noise_params(minp, maxp, heat_noise_params)
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local node_floor = minetest.get_content_id("mcl_core:glass_green")
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local humidity_points = get_flat_from_noise_params(minp, maxp, humidity_noise_params)
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local node_wall = minetest.get_content_id("mcl_core:glass_purple")
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local node_roof = minetest.get_content_id("mcl_core:glass_red")
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local node_other = minetest.get_content_id("mcl_core:glass")
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-- Map block values
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local nids = Flat3dArray:from_func(vminp, vmaxp, function(i, pos)
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local nids = Flat3dArray:from_func(vminp, vmaxp, function(i, pos)
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local nt = node_types:get_pos(pos)
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local nt = node_types:get_pos(pos)
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if not is_valid_pos(pos, minp, maxp) then
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if not is_valid_pos(pos, minp, maxp) then
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return flat_data:get_pos(pos)
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return flat_data:get_pos(pos)
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elseif nt == node_type.unknown then
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else
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return node_other
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local biome = default_biome
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elseif nt == node_type.floor then
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return node_floor
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local heat = heat_points:get_pos(pos)
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elseif nt == node_type.wall then
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local humidity = humidity_points:get_pos(pos)
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return node_wall
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elseif nt == node_type.roof then
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for _, def in pairs(noordstar_caves.registered_biomes) do
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return node_roof
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if pos.x < def.minp.x then
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elseif nt == node_type.content then
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elseif pos.y < def.minp.y then
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return node_air
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elseif pos.z < def.minp.z then
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elseif nt == node_type.stone then
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elseif pos.x > def.maxp.x then
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return flat_data:get_pos(pos)
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elseif pos.y > def.maxp.y then
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elseif pos.z > def.maxp.z then
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elseif biome_distance(def, heat, humidity) > biome_distance(biome, heat, humidity) then
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else
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biome = def
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end
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end
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return biome_def_to_content_id(biome, nt, flat_data:get_pos(pos))
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end
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end
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end)
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end)
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