117 lines
3.0 KiB
Lua
117 lines
3.0 KiB
Lua
local _, dir = parse_path(__DIR__)
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local ores = require "base:generation/ores"
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math.randomseed(SEED)
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ores.load(dir)
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local function get_rand(seed, x, y, z)
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local h = bit.bxor(bit.bor(x * 23729, y % 16786), y * x + seed)
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h = bit.bxor(h, z * 47917)
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h = bit.bxor(h, bit.bor(z % 12345, x + y))
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local n = (h % 10000) / 10000.0
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return n
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end
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local function gen_parameters(size, seed, x, y)
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local res = {}
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local rand = 0
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for i=1, size do
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rand = get_rand(seed, x, y, rand)
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table.insert(res, rand)
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end
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return res
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end
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function place_structures(x, z, w, d, hmap, chunk_height)
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local placements = {}
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ores.place(placements, x, z, w, d, SEED, hmap, chunk_height)
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return placements
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end
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function place_structures_wide(x, z, w, d, chunk_height)
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local placements = {}
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local rands = gen_parameters(11, SEED, x, z)
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if rands[1] < 0.05 then -- generate caves
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local sx = x + rands[2] * 10 - 5
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local sy = rands[3] * (chunk_height / 4) + 10
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local sz = z + rands[4] * 10 - 5
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local dir = rands[5] * math.pi * 2
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local dir_inertia = (rands[6] - 0.5) * 2
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local elevation = -3
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local width = rands[7] * 3 + 2
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for i=1,18 do
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local dx = math.sin(dir) * 10
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local dz = -math.cos(dir) * 10
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local ex = sx + dx
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local ey = sy + elevation
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local ez = sz + dz
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table.insert(placements,
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{":line", 0, {sx, sy, sz}, {ex, ey, ez}, width})
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sx = ex
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sy = ey
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sz = ez
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dir_inertia = dir_inertia * 0.8 +
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(rands[8] - 0.5) * math.pow(rands[10], 2) * 8
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elevation = elevation * 0.9 +
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(rands[9] - 0.4) * (1.0-math.pow(rands[11], 4)) * 8
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dir = dir + dir_inertia
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end
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end
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return placements
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end
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function generate_heightmap(x, y, w, h, s, inputs)
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local umap = Heightmap(w, h)
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local vmap = Heightmap(w, h)
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umap.noiseSeed = SEED
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vmap.noiseSeed = SEED
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vmap:noise({x+521, y+70}, 0.1*s, 3, 25.8)
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vmap:noise({x+95, y+246}, 0.15*s, 3, 25.8)
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local map = Heightmap(w, h)
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map.noiseSeed = SEED
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map:noise({x, y}, 0.8*s, 4, 0.02)
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map:cellnoise({x, y}, 0.1*s, 3, 0.3, umap, vmap)
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map:add(0.7)
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local rivermap = Heightmap(w, h)
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rivermap.noiseSeed = SEED
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rivermap:noise({x+21, y+12}, 0.1*s, 4)
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rivermap:abs()
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rivermap:mul(2.0)
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rivermap:pow(0.15)
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rivermap:max(0.5)
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map:mul(rivermap)
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local desertmap = Heightmap(w, h)
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desertmap.noiseSeed = SEED
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desertmap:cellnoise({x+52, y+326}, 0.3*s, 2, 0.2)
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desertmap:add(0.5)
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map:mixin(desertmap, inputs[1])
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return map
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end
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function generate_biome_parameters(x, y, w, h, s)
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local tempmap = Heightmap(w, h)
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tempmap.noiseSeed = SEED + 5324
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tempmap:noise({x, y}, 0.08*s, 6)
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tempmap:mul(0.5)
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tempmap:add(0.5)
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local hummap = Heightmap(w, h)
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hummap.noiseSeed = SEED + 953
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hummap:noise({x, y}, 0.08*s, 6)
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tempmap:pow(3)
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hummap:pow(3)
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return tempmap, hummap
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end
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