red_glazed_terracotta/mods/rgt_outback/mapgen.lua
2025-09-16 02:20:35 -04:00

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7.6 KiB
Lua

local REALM_START = vector.new(-100, 5000, -100)
local REALM_END = vector.new(100, 5500, 100)
local vm_data = {}
local area
local function intersection(min, max, b, c)
return min.x < c.x and max.x > b.x and
min.y < c.y and max.y > b.y and
min.z < c.z and max.z > b.z
end
local c_air = minetest.get_content_id("air")
local c_stone = minetest.get_content_id("stone")
local c_dirt = minetest.get_content_id("dirt")
local c_grass = minetest.get_content_id("dirt_grass")
local c_planks = minetest.get_content_id("outback_planks")
local c_wood = c_planks
local c_leaves = c_stone
local np_terrain = {
offset = 0,
scale = 1, -- Small height variation
spread = {x = 64, y = 64, z = 64},
seed = 12345,
octaves = 4,
persist = 0.6
}
local n_terrain = {}
local np_trees = {
offset = 0,
scale = 1, -- Small height variation
spread = {x = 64, y = 64, z = 64},
seed = 24521,
octaves = 4,
persist = 0.6
}
local n_trees = {}
local np_canopy = {
offset = 0,
scale = 0.5,
spread = {x=16, y=16, z=16},
seed = 91527, -- Different seed for variety
octaves = 2,
persist = 0.5
}
local n_canopy = {} -- Buffer for 3D noise; generate once per chunk if needed
local function generate_tree(min, max, base_x, base_y, base_z)
-- Randomize tree "type" for variation
local tree_type = math.random() -- 0-1
local trunk_height = math.floor(8 + tree_type * 7) -- 8-15 tall
local canopy_radius = 3 + math.floor(tree_type * 2) -- 3-5 wide
local trunk_width = 1 + (tree_type > 0.7 and 1 or 0) -- Mostly 1-wide, sometimes 2
local top_y = base_y + trunk_height
-- 1. Roots: Flared base, 2-3 deep, random protrusions
local root_depth = 2 + math.random(1)
for dy = -root_depth, 0 do
local radius_sq = (dy == 0 and 2 or 1)^2 -- Wider at surface
for dx = -2, 2 do
for dz = -2, 2 do
local dist_sq = dx*dx + dz*dz
if dist_sq <= radius_sq and math.random() > 0.6 then -- ~40% fill for irregularity
local py = base_y + dy
if py >= min.y and py <= max.y then -- Bounds check
local vi = area:index(base_x + dx, py, base_z + dz)
-- Only set if it's grass/dirt (don't overwrite stone)
if vm_data[vi] == c_grass or vm_data[vi] == c_dirt then
vm_data[vi] = c_wood
end
end
end
end
end
end
-- 2. Trunk: Vertical core, optional width
for py = base_y, top_y do
if py >= min.y and py <= max.y then
-- Central trunk
local trunk_vi = area:index(base_x, py, base_z)
vm_data[trunk_vi] = c_wood
-- Optional side for width (3-4 effective with roots)
if trunk_width == 2 and math.random() > 0.5 then
local side_dx = (math.random() > 0.5 and 1 or -1)
local side_dz = (math.random() > 0.5 and 1 or -1)
local side_vi = area:index(base_x + side_dx, py, base_z + side_dz)
vm_data[side_vi] = c_wood
end
end
end
-- 3. Canopy: Irregular spreading blob
-- Simple 3D loop for ellipsoid; modulate with noise for gaps/branches
local canopy_sides3d = {x = max.x - min.x + 1, y = max.y - min.y + 1, z = max.z - min.z + 1}
-- local canopy_map = minetest.get_perlin_map(np_canopy, canopy_sides3d)
local canopy_noise = minetest.get_perlin_map(np_canopy, canopy_sides3d)
canopy_noise:get_3d_map_flat({x=base_x, y=base_y, z=base_z}, n_canopy) -- Sample at base
local noise_val = n_canopy[1]
for dy = -2, canopy_radius do -- Vertical spread
local py = top_y + dy - 1 -- Start 1 below top, extend up/down
if py >= min.y and py <= max.y then
local y_scale = 1 - math.abs(dy) / canopy_radius -- Taper vertically
local horiz_radius = math.floor(canopy_radius * y_scale * (0.7 + noise_val * 0.3)) -- Noise variation
for dx = -canopy_radius, canopy_radius do
for dz = -canopy_radius, canopy_radius do
local dist_sq = dx*dx + dz*dz
local required_radius_sq = horiz_radius * horiz_radius
if dist_sq <= required_radius_sq then
-- Noise for branch-like gaps (lower density = more holes)
local branch_noise = (noise_val + math.random(-0.2, 0.2)) * 0.5
if math.random() < (0.7 + branch_noise) then -- 50-90% fill
local vi = area:index(base_x + dx, py, base_z + dz)
-- Overwrite air/grass only
-- if vm_data[vi] == 0 or vm_data[vi] == c_grass then -- 0 = air
vm_data[vi] = c_leaves
-- end
end
end
end
end
end
end
-- 4. Optional branches: Quick stubs from trunk for extra realism
local num_branches = 2 + math.random(3)
for i = 1, num_branches do
local branch_y = base_y + math.random(4, trunk_height - 2)
local branch_len = 1 + math.random(3)
local dir_x, dir_z = 0, 0
if math.random() > 0.5 then dir_x = (math.random() > 0.5 and 1 or -1) * branch_len
else dir_z = (math.random() > 0.5 and 1 or -1) * branch_len end
-- Draw line of wood (simple, no Bresenham for perf)
for step = 0, branch_len do
local px = base_x + math.floor(dir_x * step / branch_len)
local pz = base_z + math.floor(dir_z * step / branch_len)
local py = branch_y + math.floor((top_y - branch_y) * step / trunk_height * 0.3) -- Slight upward curve
local vi = area:index(px, py, pz)
if vm_data[vi] == 0 or vm_data[vi] == c_grass then
vm_data[vi] = c_wood
end
end
end
end
local function tree(min, max, x, y, z)
end
minetest.register_on_generated(function(vm, min, max)
-- Only run for blocks that are part of this realm.
if not intersection(min, max, REALM_START, REALM_END) then return end
area = VoxelArea(vm:get_emerged_area())
vm:get_data(vm_data)
local sides2d = {x = max.x - min.x + 1, y = max.z - min.z + 1}
local terrain = minetest.get_perlin_map(np_terrain, sides2d)
terrain:get_2d_map_flat({x = min.x, y = min.z}, n_terrain)
local trees_map = minetest.get_perlin_map(np_trees, sides2d)
trees_map:get_2d_map_flat({x = min.x, y = min.z}, n_trees)
local trees = {}
local ni = 1
for z = min.z, max.z do
for x = min.x, max.x do
--Calculate heightmap
local height = REALM_START.y +100 +(n_terrain[ni] *5)
for y = min.y, max.y do
if y > REALM_START.y and y < REALM_END.y then
local vi = area:index(x, y, z)
if y < height -1 then
vm_data[vi] = c_stone
elseif y < height then
vm_data[vi] = c_grass
elseif y < height +1 and math.random() > 0.98 then
trees[#trees +1] = vector.new(x, y, z)
else
vm_data[vi] = c_air
end
end
end
ni = ni +1
end
end
for _, x in pairs(trees) do
tree(min, max, x.x, x.y, x.z)
end
vm:set_data(vm_data)
end)