fun_caves/cloudgen.lua

116 lines
4.0 KiB
Lua

dofile(fun_caves.path .. "/deco_clouds.lua")
local max_depth = 31000
local cloud_noise_1 = {offset = 10, scale = 10, seed = 4877, spread = {x = 120, y = 120, z = 120}, octaves = 3, persist = 1, lacunarity = 2}
local cloud_noise_2 = {offset = 0, scale = 1, seed = 5748, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = -2525, octaves = 3, persist = 0.7, lacunarity = 2.0}
local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = -1471, octaves = 3, persist = 0.5, lacunarity = 2.0}
fun_caves.cloudgen = function(minp, maxp, data, p2data, area, node)
if minp.y ~= 4368 then
return
end
local csize = vector.add(vector.subtract(maxp, minp), 1)
local map_max = {x = csize.x, y = csize.y, z = csize.z}
local map_min = {x = minp.x, y = minp.y, z = minp.z}
local cloud_1 = minetest.get_perlin_map(cloud_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local cloud_2 = minetest.get_perlin_map(cloud_noise_2, map_max):get3dMap_flat(map_min)
local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local write = false
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
index3d = (z - minp.z) * (csize.y) * csize.x + (x - minp.x) + 1
local ivm = area:index(x, minp.y, z)
local cloud
if biome_n[index] < 0 then
cloud = 'storm_cloud'
else
cloud = 'cloud'
end
cloud_1[index] = math.floor(cloud_1[index] + 0.5)
for y = minp.y, maxp.y do
local dy = y - minp.y
if dy > 32 and cloud_1[index] > 15 and dy < 47 then
if dy < 48 - (cloud_1[index] - 15) then
if cloud == 'cloud' and math.random(10000) == 1 then
data[ivm] = node['fun_caves:silver_lining']
else
data[ivm] = node['fun_caves:'..cloud]
end
else
data[ivm] = node['default:water_source']
write = true
end
elseif cloud_1[index] > 0 and (dy <= 32 or cloud_1[index] <= 15) and dy >= 32 - cloud_1[index] and dy <= 32 + cloud_1[index] then
if cloud == 'cloud' and math.random(10000) == 1 then
data[ivm] = node['fun_caves:silver_lining']
else
data[ivm] = node['fun_caves:'..cloud]
end
write = true
elseif data[ivm - area.ystride] == node['fun_caves:'..cloud] and data[ivm] == node['air'] then
if math.random(30) == 1 and plant_n[index] > 0.5 then
data[ivm] = node['fun_caves:moon_weed']
write = true
elseif math.random(60) == 1 and plant_n[index] > 0.5 then
fun_caves.place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y,z=z}, fun_caves.schematics['lumin_tree'], true)
write = true
elseif math.random(10) == 1 then
data[ivm] = node['default:grass_'..math.random(4)]
write = true
end
elseif data[ivm] == node['air'] and (dy < 29 - cloud_1[index] or dy > 35 + cloud_1[index]) and cloud_2[index3d] > math.abs((dy - 40) / 20) then
data[ivm] = node['fun_caves:wispy_cloud']
write = true
end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
end
end
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
local ivm = area:index(x, minp.y, z)
local cloud
if biome_n[index] < 0 then
cloud = 'storm_cloud'
else
cloud = 'cloud'
end
cloud_1[index] = math.floor(cloud_1[index] + 0.5)
if cloud_1[index] > 0 then
for y = minp.y, maxp.y do
local dy = y - minp.y
if data[ivm] == node['fun_caves:'..cloud] and data[ivm + area.ystride] == node['default:water_source'] and math.random(30) == 1 and fun_caves.surround(node, data, area, ivm) then
data[ivm] = node['fun_caves:water_plant_1_water_'..cloud]
end
ivm = ivm + area.ystride
end
end
end
end
return write
end