skylands-master/init.lua

1236 lines
34 KiB
Lua

-- skylands 2.0 by HeroOfTheWinds, based on floatindev 0.2.0 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default, fire, moreblocks?, moreores?
-- License: code WTFPL
-- Parameters
local YMIN = 700 -- Approximate realm limits.
local YMAX = 33000
local XMIN = -33000
local XMAX = 33000
local ZMIN = -33000
local ZMAX = 33000
local FLOW = 256 --for pools
local CHUINT = 1 -- Chunk interval for floatland layers
local WAVAMP = 16 -- Structure wave amplitude
local HISCAL = 24 -- Upper structure vertical scale
local LOSCAL = 24 -- Lower structure vertical scale
local HIEXP = 0.5 -- Upper structure density gradient exponent
local LOEXP = 0.5 -- Lower structure density gradient exponent
local CLUSAV = -0.4 -- Large scale variation average
local CLUSAM = 0.5 -- Large scale variation amplitude
local DIRTHR = 0.04 -- Dirt density threshold
local STOTHR = 0.08 -- Stone density threshold
local STABLE = 2 -- Minimum number of stacked stone nodes in column for dirt / sand on top
local APPCHA = 0.02 -- Appletree chance
local PINCHA = 0.015 -- Pine tree chance
local SPINCHA = 0.01 -- Pine tree chance for snow plains
local ACACHA = 0.01 -- Acacia tree chance
local JUNTCHA = 0.04 -- Jungle tree chance
local FLOCHA = 0.02 -- Flower chance
local GRACHA = 0.11 -- Grass chance
local CACCHA = 0.02 -- Cactus chance
local JUNGCHA = 0.2 -- Junglegrass chance
local FIRCHA = 0.03 -- Fire chance
local LAKCHA = 0.002
local ORECHA = 1 / (6 * 6 * 6)
-- 3D noise for floatlands
local np_float = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = 277777979,
octaves = 6,
persist = 0.6
}
-- 3D noise for caves
local np_caves = {
offset = 0,
scale = 1,
spread = {x=8, y=8, z=8},
seed = -89000,
octaves = 2,
persist = 0.5
}
-- 3D noise for large scale floatland size/density variation
local np_cluster = {
offset = 0,
scale = 1,
spread = {x=2048, y=2048, z=2048},
seed = 23,
octaves = 1,
persist = 0.5
}
-- 2D noise for wave
local np_wave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.5
}
-- 2D noise for biome
local np_biome = {
offset = 0,
scale = 1,
spread = {x=250, y=250, z=250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- 3D noise for temperature
local np_temp = {
offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- 3D noise for humidity
local np_humid = {
offset = 0,
scale = 1,
spread = {x=512, y=512, z=512},
seed = -55500,
octaves = 3,
persist = 0.5
}
-- Stuff
skylands = {}
dofile(minetest.get_modpath("skylands").."/nodes.lua")
dofile(minetest.get_modpath("skylands").."/wheat.lua")
-- Functions
local function skylands_appletree(x, y, z, area, data)
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_leaves = minetest.get_content_id("default:leaves")
for j = -2, 4 do
if j >= 1 then
for i = -2, 2 do
for k = -2, 2 do
local vi = area:index(x + i, y + j + 1, z + k)
if math.random(48) == 2 then
data[vi] = c_apple
elseif math.random(3) ~= 2 then
data[vi] = c_leaves
end
end
end
end
local vi = area:index(x, y + j, z)
data[vi] = c_tree
end
end
local function skylands_grass(data, vi)
local c_grass1 = minetest.get_content_id("default:grass_1")
local c_grass2 = minetest.get_content_id("default:grass_2")
local c_grass3 = minetest.get_content_id("default:grass_3")
local c_grass4 = minetest.get_content_id("default:grass_4")
local c_grass5 = minetest.get_content_id("default:grass_5")
local rand = math.random(5)
if rand == 1 then
data[vi] = c_grass1
elseif rand == 2 then
data[vi] = c_grass2
elseif rand == 3 then
data[vi] = c_grass3
elseif rand == 4 then
data[vi] = c_grass4
else
data[vi] = c_grass5
end
end
local function skylands_wheat(data, vi)
local c_wgrass1 = minetest.get_content_id("skylands:wheat_grass_1")
local c_wgrass2 = minetest.get_content_id("skylands:wheat_grass_2")
local c_wgrass3 = minetest.get_content_id("skylands:wheat_grass_3")
local c_wgrass4 = minetest.get_content_id("skylands:wheat_grass_4")
local c_wgrass5 = minetest.get_content_id("skylands:wheat_grass_5")
local rand = math.random(5)
if rand == 1 then
data[vi] = c_wgrass1
elseif rand == 2 then
data[vi] = c_wgrass2
elseif rand == 3 then
data[vi] = c_wgrass3
elseif rand == 4 then
data[vi] = c_wgrass4
else
data[vi] = c_wgrass5
end
end
local function skylands_flower(data, vi)
local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
local c_rose = minetest.get_content_id("flowers:rose")
local c_tulip = minetest.get_content_id("flowers:tulip")
local c_geranium = minetest.get_content_id("flowers:geranium")
local c_viola = minetest.get_content_id("flowers:viola")
local rand = math.random(6)
if rand == 1 then
data[vi] = c_danwhi
elseif rand == 2 then
data[vi] = c_rose
elseif rand == 3 then
data[vi] = c_tulip
elseif rand == 4 then
data[vi] = c_danyel
elseif rand == 5 then
data[vi] = c_geranium
else
data[vi] = c_viola
end
end
local function skylands_desertplant(data, vi)
local c_cactus = minetest.get_content_id("default:cactus")
local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
local rand = math.random(2)
if rand == 1 then
data[vi] = c_dry_shrub
else
data[vi] = c_cactus
end
end
--function from highlandpools mod
function highlandpools_remtree(x, y, z, area, data)
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_leaves = minetest.get_content_id("default:leaves")
local c_air = minetest.get_content_id("air")
for j = 1, 7 do
for i = -2, 2 do
for k = -2, 2 do
local vi = area:index(x+i, y+j, z+k)
if data[vi] == c_tree
or data[vi] == c_apple
or data[vi] == c_leaves then
data[vi] = c_air
end
end
end
end
for j = 1, 7 do
for i = -2, 2 do
for k = -2, 2 do
local vi = area:index(x+i, y-j, z+k)
if data[vi] == c_tree
or data[vi] == c_apple
or data[vi] == c_leaves then
data[vi] = c_air
end
end
end
end
end
--function to remove flowers and grass
function highlandpools_remplant(x, y, z, area, data)
local c_grass1 = minetest.get_content_id("default:grass_1")
local c_grass2 = minetest.get_content_id("default:grass_2")
local c_grass3 = minetest.get_content_id("default:grass_3")
local c_grass4 = minetest.get_content_id("default:grass_4")
local c_grass5 = minetest.get_content_id("default:grass_5")
local c_wgrass1 = minetest.get_content_id("skylands:wheat_grass_1")
local c_wgrass2 = minetest.get_content_id("skylands:wheat_grass_2")
local c_wgrass3 = minetest.get_content_id("skylands:wheat_grass_3")
local c_wgrass4 = minetest.get_content_id("skylands:wheat_grass_4")
local c_wgrass5 = minetest.get_content_id("skylands:wheat_grass_5")
local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
local c_rose = minetest.get_content_id("flowers:rose")
local c_tulip = minetest.get_content_id("flowers:tulip")
local c_geranium = minetest.get_content_id("flowers:geranium")
local c_viola = minetest.get_content_id("flowers:viola")
local c_cactus = minetest.get_content_id("default:cactus")
local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
local c_golgrass = minetest.get_content_id("skylands:goldengrass")
local c_jungrass = minetest.get_content_id("default:junglegrass")
local c_air = minetest.get_content_id("air")
local c_water = minetest.get_content_id("default:water_source")
for j = 1, 7 do
for i = -2, 2 do
for k = -2, 2 do
local vi = area:index(x+i, y+j, z+k)
if data[vi] == c_grass1
or data[vi] == c_grass2
or data[vi] == c_grass3
or data[vi] == c_grass4
or data[vi] == c_grass5
or data[vi] == c_wgrass1
or data[vi] == c_wgrass2
or data[vi] == c_wgrass3
or data[vi] == c_wgrass4
or data[vi] == c_wgrass5
or data[vi] == c_golgrass
or data[vi] == c_jungrass
or data[vi] == c_danwhi
or data[vi] == c_danyel
or data[vi] == c_rose
or data[vi] == c_tulip
or data[vi] == c_geranium
or data[vi] == c_viola
or data[vi] == c_cactus
or data[vi] == c_dry_shrub then
data[vi] = c_air
end
end
end
end
for j = 1, 7 do
for i = -2, 2 do
for k = -2, 2 do
local vi = area:index(x+i, y-j, z+k)
if data[vi] == c_grass1
or data[vi] == c_grass2
or data[vi] == c_grass3
or data[vi] == c_grass4
or data[vi] == c_grass5
or data[vi] == c_wgrass1
or data[vi] == c_wgrass2
or data[vi] == c_wgrass3
or data[vi] == c_wgrass4
or data[vi] == c_wgrass5
or data[vi] == c_golgrass
or data[vi] == c_jungrass
or data[vi] == c_danwhi
or data[vi] == c_danyel
or data[vi] == c_rose
or data[vi] == c_tulip
or data[vi] == c_geranium
or data[vi] == c_viola
or data[vi] == c_cactus
or data[vi] == c_dry_shrub then
data[vi] = c_air
end
end
end
end
end
--watershed functions
function skylands_pinetree(x, y, z, area, data)
local c_wspitree = minetest.get_content_id("skylands:pinetree")
local c_wsneedles = minetest.get_content_id("skylands:needles")
local c_snowblock = minetest.get_content_id("default:snowblock")
for j = -4, 14 do
if j == 3 or j == 6 or j == 9 or j == 12 then
for i = -2, 2 do
for k = -2, 2 do
if math.abs(i) == 2 or math.abs(k) == 2 then
if math.random(7) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsneedles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_snowblock
end
end
end
end
elseif j == 4 or j == 7 or j == 10 then
for i = -1, 1 do
for k = -1, 1 do
if not (i == 0 and j == 0) then
if math.random(11) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsneedles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_snowblock
end
end
end
end
elseif j == 13 then
for i = -1, 1 do
for k = -1, 1 do
if not (i == 0 and j == 0) then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsneedles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_wsneedles
local vilaa = area:index(x + i, y + j + 2, z + k)
data[vilaa] = c_snowblock
end
end
end
end
local vit = area:index(x, y + j, z)
data[vit] = c_wspitree
end
local vil = area:index(x, y + 15, z)
local vila = area:index(x, y + 16, z)
local vilaa = area:index(x, y + 17, z)
data[vil] = c_wsneedles
data[vila] = c_wsneedles
data[vilaa] = c_snowblock
end
function skylands_jungletree(x, y, z, area, data)
local c_juntree = minetest.get_content_id("default:jungletree")
local c_wsjunleaf = minetest.get_content_id("default:jungleleaves")
local c_vine = minetest.get_content_id("skylands:vine")
local top = math.random(17,23)
local branch = math.floor(top * 0.6)
for j = -5, top do
if j == top or j == top - 1 or j == branch + 1 or j == branch + 2 then
for i = -2, 2 do -- leaves
for k = -2, 2 do
local vi = area:index(x + i, y + j, z + k)
if math.random(5) ~= 2 then
data[vi] = c_wsjunleaf
end
end
end
elseif j == top - 2 or j == branch then -- branches
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
local vi = area:index(x + i, y + j, z + k)
data[vi] = c_juntree
end
end
end
end
if j >= 0 and j <= top - 3 then -- climbable nodes
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 1 then
local vi = area:index(x + i, y + j, z + k)
data[vi] = c_vine
end
end
end
end
if j <= top - 3 then -- trunk
local vi = area:index(x, y + j, z)
data[vi] = c_juntree
end
end
end
function skylands_acaciatree(x, y, z, area, data)
local c_wsactree = minetest.get_content_id("skylands:acaciatree")
local c_wsacleaf = minetest.get_content_id("skylands:acacialeaf")
for j = -3, 6 do
if j == 6 then
for i = -4, 4 do
for k = -4, 4 do
if not (i == 0 or k == 0) then
if math.random(7) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsacleaf
end
end
end
end
elseif j == 5 then
for i = -2, 2, 4 do
for k = -2, 2, 4 do
local vit = area:index(x + i, y + j, z + k)
data[vit] = c_wsactree
end
end
elseif j == 4 then
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
local vit = area:index(x + i, y + j, z + k)
data[vit] = c_wsactree
end
end
end
else
local vit = area:index(x, y + j, z)
data[vit] = c_wsactree
end
end
end
--vars for it moreblocks and moreores are installed
local mblocks = false
local mores = false
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if (minetest.get_modpath("moreblocks")) then
--let the generator know it can use moreblocks
mblocks = minetest.get_modpath("moreblocks")
end
if (minetest.get_modpath("moreores")) then
mores = minetest.get_modpath("moreores")
end
if minp.x < XMIN or maxp.x > XMAX
or minp.y < YMIN or maxp.y > YMAX
or minp.z < ZMIN or maxp.z > ZMAX then
return
end
local chulay = math.floor((minp.y + 32) / 80) -- chunk layer number, 0 = surface chunk
if math.fmod(chulay, CHUINT) ~= 0 then -- if chulay / CHUINT has a remainder
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
print ("[skylands] chunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local c_air = minetest.get_content_id("air")
local c_stodiam = minetest.get_content_id("skylands:stone_with_diamond")
local c_stomese = minetest.get_content_id("skylands:stone_with_mese")
local c_stogold = minetest.get_content_id("skylands:stone_with_gold")
local c_stocopp = minetest.get_content_id("skylands:stone_with_copper")
local c_stoiron = minetest.get_content_id("skylands:stone_with_iron")
local c_stocoal = minetest.get_content_id("skylands:stone_with_coal")
local c_grass = minetest.get_content_id("default:dirt_with_grass")
local c_golgrass = minetest.get_content_id("skylands:goldengrass")
local c_jungrass = minetest.get_content_id("default:junglegrass")
local c_dryshrub = minetest.get_content_id("default:dry_shrub")
local c_dirt = minetest.get_content_id("default:dirt")
local c_desand = minetest.get_content_id("default:desert_sand")
--Newly added
local c_snow = minetest.get_content_id("default:dirt_with_snow")
local c_fliobsidian = minetest.get_content_id("skylands:obsidian")
local c_mese = minetest.get_content_id("default:mese")
local c_gravel = minetest.get_content_id("default:gravel")
local c_cinder = minetest.get_content_id("skylands:cinder")
local c_cindblock = minetest.get_content_id("skylands:cinder_block")
local c_fire = minetest.get_content_id("skylands:constant_flame")
--moreblocks
local c_coalstone = minetest.get_content_id("skylands:coal_stone")
local c_ironstone = minetest.get_content_id("skylands:iron_stone")
--moreores
local c_stotin = minetest.get_content_id("skylands:mineral_tin")
local c_stomithril = minetest.get_content_id("skylands:mineral_mithril")
local c_stosilver = minetest.get_content_id("skylands:mineral_silver")
local c_flistone = minetest.get_content_id("skylands:stone")
local c_flidestone = minetest.get_content_id("skylands:desertstone")
--watershed nodes for more biomes
local c_icydirt = minetest.get_content_id("skylands:icydirt")
local c_drygrass = minetest.get_content_id("skylands:drygrass")
local c_permafrost = minetest.get_content_id("skylands:permafrost")
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz)
local nvals_caves = minetest.get_perlin_map(np_caves, chulens):get3dMap_flat(minposxyz)
local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz)
local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get2dMap_flat(minposxz)
local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat({x=x0+150, y=z0+50})
local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz)
local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz)
local nixyz = 1
local nixz = 1
local stable = {}
local dirt = {}
local chumid = y0 + sidelen / 2
for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do
local si = x - x0 + 1
dirt[si] = 0
local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air"
or nodename == "default:water_source"
or nodename == "default:lava_source" then
stable[si] = 0
else -- all else including ignore in ungenerated chunks
stable[si] = STABLE
end
end
for y = y0, y1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z)
for x = x0, x1 do -- for each node do
local si = x - x0 + 1
local flomid = chumid + nvals_wave[nixz] * WAVAMP
local grad
if y > flomid then
grad = ((y - flomid) / HISCAL) ^ HIEXP
else
grad = ((flomid - y) / LOSCAL) ^ LOEXP
end
local density = nvals_float[nixyz] - grad + CLUSAV + nvals_cluster[nixyz] * CLUSAM
if density > 0 and density < 0.7 then -- if floatland shell
if nvals_caves[nixyz] - density > -0.7 then -- if no cave
n_temp = nvals_temp[nixyz]
n_humid = nvals_humid[nixyz]
local biome = false
if n_temp < -0.35 then
if n_humid < -0.35 then
biome = 1 -- tundra
elseif n_humid > 0.35 then
biome = 3 -- taiga
else
biome = 2 -- snowy plains
end
elseif n_temp > 0.35 then
if n_humid < -0.35 then
biome = 7 -- desert
elseif n_humid > 0.35 then
biome = 9 -- rainforest
else
biome = 8 -- savanna
end
else
if n_humid < -0.35 then
biome = 4 -- dry grassland
elseif n_humid > 0.35 then
if n_humid > 0.55 and n_humid < 0.75 then
biome = 10 -- wheat field
else
biome = 6 -- deciduous forest
end
else
biome = 5 -- grassland
end
end
if y > flomid and density < STOTHR and stable[si] >= STABLE then
--if nvals_biome[nixz] > 0.15 and nvals_biome[nixz] <= 0.65 then -- fine materials
if biome == 7 then
data[vi] = c_desand
dirt[si] = dirt[si] + 1
elseif biome == 4 or biome == 8 then --dry grassland or savanna
if density < DIRTHR then
data[vi] = c_drygrass
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
--snow biome
elseif biome == 2 then --nvals_biome[nixz] < -0.45 then
if density < DIRTHR then
data[vi] = c_snow
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
elseif biome == 1 then --tundra
if density < DIRTHR then
data[vi] = c_permafrost
else
data[vi] = c_permafrost
end
dirt[si] = dirt[si] + 1
elseif biome == 3 then --taiga
if density < DIRTHR then
data[vi] = c_icydirt
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
--volcano biome
elseif nvals_biome[nixz] > 0.65 then
if density < DIRTHR then
if nvals_biome[nixz] > 0.80 then
data[vi] = c_cinder
else
data[vi] = c_gravel
end
else
if nvals_biome[nixz] > 0.80 then
data[vi] = c_cindblock
else
if mblocks == true then
data[vi] = c_coalstone
else
data[vi] = c_flistone
end
end
end
dirt[si] = dirt[si] + 1
else
if density < DIRTHR then
data[vi] = c_grass
else
data[vi] = c_dirt
end
dirt[si] = dirt[si] + 1
end
else
if biome == 7 then--nvals_biome[nixz] > 0.15 and nvals_biome[nixz] <= 0.65 then -- stone
data[vi] = c_flidestone
elseif nvals_biome[nixz] > 0.65 then
if nvals_biome[nixz] > 0.80 then
data[vi] = c_fliobsidian
else
if mblocks then
data[vi] = c_coalstone
else
data[vi] = c_fliobsidian
end
end
elseif biome == 2 then--nvals_biome[nixz] < -0.45 then
if mblocks then
data[vi] = c_ironstone
else
data[vi] = c_flistone
end
elseif math.random() < ORECHA then
local osel = math.random(35)
if osel >= 34 then
if mores then
if osel == 35 then
data[vi] = c_mese
else
data[vi] = c_stodiam
end
else
data[vi] = c_stodiam
end
elseif osel >= 31 then
data[vi] = c_stomese
elseif osel >= 28 then
if mores then
if osel == 30 then
data[vi] = c_stomithril
else
data[vi] = c_stogold
end
else
data[vi] = c_stogold
end
elseif osel >= 19 then
data[vi] = c_stocopp
elseif osel >= 10 then
if mores then
if osel >= 16 then
data[vi] = c_stotin
else
data[vi] = c_stoiron
end
else
data[vi] = c_stoiron
end
else
data[vi] = c_stocoal
end
else
data[vi] = c_flistone
end
stable[si] = stable[si] + 1
end
else -- cave
stable[si] = 0
end
elseif y > flomid and density < 0 and dirt[si] >= 1 then -- node above surface dirt
n_temp = nvals_temp[nixyz]
n_humid = nvals_humid[nixyz]
local biome = false
if n_temp < -0.35 then
if n_humid < -0.35 then
biome = 1 -- tundra
elseif n_humid > 0.35 then
biome = 3 -- taiga
else
biome = 2 -- snowy plains
end
elseif n_temp > 0.35 then
if n_humid < -0.35 then
biome = 7 -- desert
elseif n_humid > 0.35 then
biome = 9 -- rainforest
else
biome = 8 -- savanna
end
else
if n_humid < -0.35 then
biome = 4 -- dry grassland
elseif n_humid > 0.35 then
if n_humid > 0.55 and n_humid < 0.75 then
biome = 10 --wheat field
else
biome = 6 -- deciduous forest
end
else
biome = 5 -- grassland
end
end
if biome == 7 then --desert
if dirt[si] >= 2 and math.random() < CACCHA then
skylands_desertplant(data, vi)
end
dirt[si] = 0
elseif nvals_biome[nixz] > 0.65 then --volcano
if math.random() < FIRCHA then
data[vi] = c_fire
end
dirt[si] = 0
elseif biome == 5 then --grassland
if dirt[si] >= 2 and math.random() < (APPCHA * 0.5) then
skylands_appletree(x, y, z, area, data)
elseif math.random() < FLOCHA then
skylands_flower(data, vi)
elseif math.random() < GRACHA then
skylands_grass(data, vi)
end
dirt[si] = 0
elseif biome == 10 then --wheat field
skylands_wheat(data, vi)
dirt[si] = 0
elseif biome == 6 then --deciduous forest
if dirt[si] >= 2 and math.random() < APPCHA then
skylands_appletree(x, y, z, area, data)
end
dirt[si] = 0
elseif biome == 4 then -- drylands
if dirt[si] >= 2 and math.random() < GRACHA then
data[vi] = c_dryshrub
end
dirt[si] = 0
elseif biome == 3 then --taiga
if dirt[si] >= 2 and math.random() < PINCHA then
skylands_pinetree(x, y, z, area, data)
end
dirt[si] = 0
elseif biome == 2 then --snowy plains
if dirt[si] >= 2 and math.random() < SPINCHA then
skylands_pinetree(x, y, z, area, data)
end
dirt[si] = 0
elseif biome == 8 then --savanna
if dirt[si] >= 2 and math.random() < ACACHA then
skylands_acaciatree(x, y, z, area, data)
elseif dirt[si] >= 2 and math.random() < GRACHA then
data[vi] = c_golgrass
end
dirt[si] = 0
elseif biome == 9 then --rainforest
if dirt[si] >= 2 and math.random() < JUNTCHA then
skylands_jungletree(x, y, z, area, data)
elseif math.random() < JUNGCHA then
data[vi] = c_jungrass
end
dirt[si] = 0
end
else -- atmosphere
stable[si] = 0
end
nixyz = nixyz + 1
nixz = nixz + 1
vi = vi + 1
end
nixz = nixz - 80
end
nixz = nixz + 80
end
--pools code
local y0 = minp.y
if y0 < YMIN or y0 > YMAX then
return
end
local t1 = os.clock()
local x0 = minp.x
local z0 = minp.z
print ("[highlandpools] chunk ("..x0.." "..y0.." "..z0..")")
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local sidelen = x1 - x0 -- actually sidelen - 1
--local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
--local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
--local data = vm:get_data()
local c_ignore = minetest.get_content_id("ignore")
local c_watsour = minetest.get_content_id("default:water_source")
local c_lavasour = minetest.get_content_id("default:lava_source")
local c_ice = minetest.get_content_id("default:ice")
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_leaves = minetest.get_content_id("default:leaves")
for xcen = x0 + 8, x1 - 7, 8 do
for zcen = z0 + 8, z1 - 7, 8 do
local yasurf = false -- y of above surface node
local fluidtype = "water" --type of fluid to fill in
for y = y1, 2, -1 do
local vi = area:index(xcen, y, zcen)
local c_node = data[vi]
if y == y1 and c_node ~= c_air then -- if top node solid
break
elseif c_node == c_watsour then
break
elseif c_node == c_grass then
yasurf = y + 1
fluidtype = "water"
break
elseif c_node == c_snow then
yasurf = y + 1
fluidtype = "ice"
break
elseif c_node == c_cinder then
yasurf = y + 1
fluidtype = "lava"
break
elseif c_node == c_gravel then
yasurf = y + 1
fluidtype = "lava"
break
elseif c_node == c_obsidian then
yasurf = y + 1
fluidtype = "lava"
break
end
end
if yasurf then
local abort = false
for ser = 1, 80 do
local vi = area:index(xcen + ser, yasurf, zcen)
local c_node = data[vi]
if xcen + ser == x1 then
abort = true
elseif c_node ~= c_air
and c_node ~= c_tree
and c_node ~= c_leaves
and c_node ~= c_apple then
break
end
end
for ser = 1, 80 do
local vi = area:index(xcen - ser, yasurf, zcen)
local c_node = data[vi]
if xcen - ser == x0 then
abort = true
elseif c_node ~= c_air
and c_node ~= c_tree
and c_node ~= c_leaves
and c_node ~= c_apple then
break
end
end
for ser = 1, 80 do
local vi = area:index(xcen, yasurf, zcen + ser)
local c_node = data[vi]
if zcen + ser == z1 then
abort = true
elseif c_node ~= c_air
and c_node ~= c_tree
and c_node ~= c_leaves
and c_node ~= c_apple then
break
end
end
for ser = 1, 80 do
local vi = area:index(xcen, yasurf, zcen - ser)
local c_node = data[vi]
if zcen - ser == z0 then
abort = true
elseif c_node ~= c_air
and c_node ~= c_tree
and c_node ~= c_leaves
and c_node ~= c_apple then
break
end
end
if abort then
break
end
local vi = area:index(xcen, yasurf, zcen)
if fluidtype == "water" then
data[vi] = c_watsour
elseif fluidtype == "lava" then
data[vi] = c_lavasour
elseif fluidtype == "ice" then
data[vi] = c_ice
end
local flab = false -- flow abort
for flow = 1, FLOW do
for z = z0, z1 do
for x = x0, x1 do
local vif = area:index(x, yasurf, z)
if data[vif] == c_watsour or data[vif] == c_lavasour or data[vif] == c_ice then
if x == x0 or x == x1 or z == z0 or z == z1 then
flab = true -- if water at chunk edge abort flow
break
else -- flow water
local vie = area:index(x + 1, yasurf, z)
local viw = area:index(x - 1, yasurf, z)
local vin = area:index(x, yasurf, z + 1)
local vis = area:index(x, yasurf, z - 1)
if data[vie] == c_tree then
highlandpools_remtree(x + 1, yasurf, z, area, data)
if fluidtype == "water" then
data[vie] = c_watsour
elseif fluidtype == "lava" then
data[vie] = c_lavasour
elseif fluidtype == "ice" then
data[vie] = c_ice
end
elseif data[vie] == c_air
or data[vie] == c_apple
or data[vie] == c_fire
or data[vie] == c_leaves then
highlandpools_remplant(x + 1, yasurf, z, area, data)
if fluidtype == "water" then
data[vie] = c_watsour
elseif fluidtype == "lava" then
data[vie] = c_lavasour
elseif fluidtype == "ice" then
data[vie] = c_ice
end
end
if data[viw] == c_tree then
highlandpools_remtree(x - 1, yasurf, z, area, data)
if fluidtype == "water" then
data[viw] = c_watsour
elseif fluidtype == "lava" then
data[viw] = c_lavasour
elseif fluidtype == "ice" then
data[viw] = c_ice
end
elseif data[viw] == c_air
or data[viw] == c_apple
or data[viw] == c_fire
or data[viw] == c_leaves then
highlandpools_remplant(x + 1, yasurf, z, area, data)
if fluidtype == "water" then
data[viw] = c_watsour
elseif fluidtype == "lava" then
data[viw] = c_lavasour
elseif fluidtype == "ice" then
data[viw] = c_ice
end
end
if data[vin] == c_tree then
highlandpools_remtree(x, yasurf, z + 1, area, data)
if fluidtype == "water" then
data[vin] = c_watsour
elseif fluidtype == "lava" then
data[vin] = c_lavasour
elseif fluidtype == "ice" then
data[vin] = c_ice
end
elseif data[vin] == c_air
or data[vin] == c_apple
or data[vin] == c_fire
or data[vin] == c_leaves then
highlandpools_remplant(x + 1, yasurf, z, area, data)
if fluidtype == "water" then
data[vin] = c_watsour
elseif fluidtype == "lava" then
data[vin] = c_lavasour
elseif fluidtype == "ice" then
data[vin] = c_ice
end
end
if data[vis] == c_tree then
highlandpools_remtree(x, yasurf, z - 1, area, data)
if fluidtype == "water" then
data[vis] = c_watsour
elseif fluidtype == "lava" then
data[vis] = c_lavasour
elseif fluidtype == "ice" then
data[vis] = c_ice
end
elseif data[vis] == c_air
or data[vis] == c_apple
or data[vis] == c_fire
or data[vis] == c_leaves then
highlandpools_remplant(x + 1, yasurf, z, area, data)
if fluidtype == "water" then
data[vis] = c_watsour
elseif fluidtype == "lava" then
data[vis] = c_lavasour
elseif fluidtype == "ice" then
data[vis] = c_ice
end
end
end
end
end
if flab then
break
end
end
if flab then
break
end
end
if flab then -- erase water from this y level
for z = z0, z1 do
for x = x0, x1 do
local vi = area:index(x, yasurf, z)
if data[vi] == c_watsour then
data[vi] = c_air
end
if data[vi] == c_lavasour then
data[vi] = c_air
end
if data[vi] == c_ice then
data[vi] = c_air
end
end
end
else -- flow downwards add dirt
for z = z0, z1 do
for x = x0, x1 do
local vi = area:index(x, yasurf, z)
if data[vi] == c_watsour or data[vif] == c_lavasour then
for y = yasurf - 1, y0, -1 do
local viu = area:index(x, y, z)
if data[viu] == c_air then
if fluidtype == "water" or fluidtype == "ice" then
data[viu] = c_watsour
elseif fluidtype == "lava" then
data[viu] = c_lavasour
end
elseif data[viu] == c_grass or data[viu] == c_snow then
data[viu] = c_dirt
break
elseif data[viu] == c_cinder or data[viu] == c_gravel then
data[viu] = c_fliobsidian
break
else
highlandpools_remplant(x + 1, yasurf, z, area, data)
break
end
end
end
end
end
end
end
end
end
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[skylands] "..chugent.." ms")
end)
--generate ore clusters
minetest.register_abm({
nodenames = {"group:skyores"},
--neighbors = {"group:stone"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--variable to store name of node to place
local orename = ""
--variable to determine how large of a cluster to create
local orerad = 1
--determine above variables
if node.name == "skylands:stone_with_coal" then
orename = "default:stone_with_coal"
orerad = 2
end
if node.name == "skylands:stone_with_iron" then
orename = "default:stone_with_iron"
orerad = 1
end
if node.name == "skylands:stone_with_gold" then
orename = "default:stone_with_gold"
orerad = 1
end
if node.name == "skylands:stone_with_mese" then
orename = "default:stone_with_mese"
orerad = 1
end
if node.name == "skylands:stone_with_diamond" then
orename = "default:stone_with_diamond"
orerad = 1
end
if node.name == "skylands:stone_with_copper" then
orename = "default:stone_with_copper"
orerad = 1
end
if node.name == "skylands:mineral_tin" then
orename = "moreores:mineral_tin"
orerad = 1
end
if node.name == "skylands:mineral_silver" then
orename = "moreores:mineral_silver"
orerad = 1
end
if node.name == "skylands:mineral_mithril" then
orename = "moreores:mineral_mithril"
orerad = 1
end
--in a cube of length orerad*2
for x = -orerad, orerad do
for y = -orerad, orerad do
for z = -orerad, orerad do
--store new position
local np = {x=x+pos.x,y=y+pos.y,z=z+pos.z}
--on random chance, spread.
if math.random(6) == 1 then --needs balancing
--only affect stone nodes
targ = minetest.get_node(np)
if targ.name == "skylands:stone" then
minetest.set_node(np, {name=orename})
end
end
end
end
end
--ensure this node dies so as to stop the abm
minetest.set_node(pos, {name=orename})
end,
})