Biome work.

master
Duane Robertson 2016-04-03 02:08:13 -05:00
parent a656d3791b
commit 20261f20b7
29 changed files with 116 additions and 44 deletions

View File

@ -18,10 +18,11 @@ local cave_noise = {offset = 0, scale = 1,
seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3,
persist = 0.8, lacunarity = 2}
loud_walking.biomes = {}
local biomes = loud_walking.biomes
local biome_names = {}
biome_names["common"] = {}
biome_names["uncommon"] = {}
local biomes = {}
do
local biome_terrain_scale = {}
biome_terrain_scale["coniferous_forest"] = 0.75
@ -59,12 +60,9 @@ do
biome.special_trees = tree_biomes[biome.name]
biomes[biome.name] = biome
biome_names[rarity][#biome_names[rarity]+1] = biome.name
--print(dump(biome))
end
end
local function place_schematic(pos, schem, center)
local yslice = {}
if schem.yslice_prob then
@ -183,23 +181,16 @@ local function get_biome(px, pz)
end
local function get_decoration(biome)
for i, deco in pairs(minetest.registered_decorations) do
local biome_match = false
if deco.biomes then
for _, b in pairs(deco.biomes) do
if biome == b then
biome_match = true
for i, deco in pairs(loud_walking.decorations) do
if not deco.biomes or deco.biomes[biome] then
--local range = (string.find(biome, "rain") and deco.flower) and 500 or 1000
local range = 1000
if deco.deco_type == "simple" then
if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
return deco.decoration
end
end
else
biome_match = true
end
if biome_match and deco.deco_type == "simple" then
if deco.fill_ratio and math.random(1000) < deco.fill_ratio * 1000 then
return deco.decoration
elseif math.random(1000) < 6 then
return deco.decoration
else
-- nop
end
end
end
@ -236,9 +227,12 @@ function loud_walking.generate(p_minp, p_maxp, seed)
local pz = math.floor((minp.z + 32) / csize.z)
local biome = get_biome(px, pz)
local top = biomes[biome].node_top or "default:dirt_with_grass"
local node_top = biomes[biome].node_top or "default:dirt_with_grass"
local node_filler = biomes[biome].node_filler or "default:dirt"
local node_water_top = biomes[biome].node_water_top or "default:water_source"
local node_water = biomes[biome].node_water or "default:water_source"
local depth_top = biomes[biome].depth_top or 1
local depth_water_top = biomes[biome].node_water_top or 1
local depth_filler = biomes[biome].depth_filler or 1
local node_stone = biomes[biome].node_stone or "default:stone"
local ocean = string.find(biome, "ocean") and true or false
@ -309,28 +303,31 @@ function loud_walking.generate(p_minp, p_maxp, seed)
data[ivm] = node(glass)
elseif dz >= 35 and dz <= 45 and dx >= 35 and dx <= 45 and dy == csize.y - 5 then
data[ivm] = node(glass)
elseif not in_cave and dy == terr + ground + 1 and dy > half then
local deco = get_decoration(biome)
if deco then
data[ivm] = node(deco)
end
write = true
elseif not in_cave and dy == terr + ground + 1 then
elseif not in_cave and (ocean or swamp or beach) and dy > terr + ground and dy <= half and dy == terr + ground + 1 then
-- ** water decorations **
--local deco = get_decoration(biome)
--if deco then
-- data[ivm] = node(deco)
--end
--write = true
elseif not in_cave and dy == terr + ground + 1 then
local deco = get_decoration(biome)
if deco then
data[ivm] = node(deco)
end
write = true
elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half and dy >= half - depth_water_top then
data[ivm] = node(node_water_top)
in_cave = false
elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half then
data[ivm] = node("default:water_source")
data[ivm] = node(node_water)
in_cave = false
elseif dy > terr + ground then
data[ivm] = node("air")
in_cave = false
elseif cave[index3d] ^ 2 > 0.1 + dy / half then
if terr + ground >= dy and not in_cave and dy > terr + ground - 10 then
data[ivm] = node(node_filler)
data[ivm] = node(node_top)
elseif dy == 1 then
local sr = math.random(9)
if not ocean and not swamp and not beach and sr == 1 then
@ -340,20 +337,20 @@ function loud_walking.generate(p_minp, p_maxp, seed)
elseif ocean or swamp or beach then
data[ivm] = node(node_filler)
end
elseif ocean or swamp or beach then
data[ivm] = node("default:water_source")
elseif ocean or swamp or beach and dy < half then
data[ivm] = node(node_water)
else
data[ivm] = node("air")
end
in_cave = true
lightmap[ivm] = 0
elseif dy > terr + ground - depth_top then
data[ivm] = node(top)
data[ivm] = node(node_top)
lightmap[ivm] = 0
in_cave = false
write = true
elseif dy > terr + ground - depth_filler - depth_top then
data[ivm] = node("default:dirt")
data[ivm] = node(node_filler)
lightmap[ivm] = 0
in_cave = false
write = true
@ -385,9 +382,8 @@ function loud_walking.generate(p_minp, p_maxp, seed)
local y = minp.y + get_height(x - minp.x, z - minp.z, biomes[biome].terrain_scale, ocean) + ground
local ivm = a:index(x, y, z)
if (data[ivm + a.ystride] == node("air") or (swamp and data[ivm + a.ystride] == node("default:water_source"))) and (data[ivm] == node("default:dirt") or data[ivm] == node("default:dirt_with_grass") or data[ivm] == node("default:dirt_with_snow")) then
if (swamp or data[ivm + a.ystride] ~= node("default:water_source")) and (data[ivm] == node("default:dirt") or data[ivm] == node("default:dirt_with_grass") or data[ivm] == node("default:dirt_with_snow")) then
if biomes[biome].special_trees then
--print(dump(biomes[biome].special_trees))
local tree_type = biomes[biome].special_trees[math.random(#biomes[biome].special_trees)]
if tree_type then
local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
@ -433,6 +429,5 @@ function loud_walking.respawn(player)
player:setpos(pos)
return true
end
--print(node.name)
end
end

View File

@ -43,13 +43,9 @@ minetest.register_node("loud_walking:controls", {
puncher:set_hp(puncher:get_hp() - sr)
elseif sr < 6 then
local pos = puncher:getpos()
if sr == 3 then
pos.x = pos.x + (math.random(-50, 50) * 160)
elseif sr == 4 then
pos.y = pos.y + (math.random(-50, 50) * 160)
elseif sr == 5 then
pos.z = pos.z + (math.random(-50, 50) * 160)
end
pos.x = pos.x + (math.random(-50, 50) * 160)
pos.y = pos.y + (math.random(-50, 50) * 160)
pos.z = pos.z + (math.random(-50, 50) * 160)
if pos.x > -31000 and pos.x < 31000 and pos.y > -31000 and pos.y < 31000 and pos.z > -31000 and pos.z < 31000 then
puncher:setpos(pos)
end
@ -83,3 +79,83 @@ minetest.register_node("loud_walking:controls", {
end
end
})
loud_walking.decorations = {}
do
for i, odeco in pairs(minetest.registered_decorations) do
local deco = {}
if odeco.biomes then
deco.biomes = {}
for _, b in pairs(odeco.biomes) do
deco.biomes[b] = true
end
end
deco.deco_type = odeco.deco_type
deco.decoration = odeco.decoration
deco.schematic = odeco.schematic
deco.fill_ratio = odeco.fill_ratio
if odeco.noise_params then
deco.fill_ratio = (odeco.noise_params.scale + odeco.noise_params.offset)
end
local nod = minetest.registered_nodes[deco.decoration]
if nod and nod.groups and nod.groups.flower then
deco.flower = true
end
loud_walking.decorations[#loud_walking.decorations+1] = deco
end
end
local function register_flower(name, desc, biomes, chance)
local groups = {}
groups.snappy = 3
groups.flammable = 2
groups.flower = 1
groups.flora = 1
groups.attached_node = 1
minetest.register_node("loud_walking:" .. name, {
description = desc,
drawtype = "plantlike",
waving = 1,
tiles = {"loud_walking_" .. name .. ".png"},
inventory_image = "loud_walking_" .. name .. ".png",
wield_image = "flowers_" .. name .. ".png",
sunlight_propagates = true,
paramtype = "light",
walkable = false,
buildable_to = true,
stack_max = 99,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
}
})
local bi = {}
if biomes then
bi = {}
for _, b in pairs(biomes) do
bi[b] = true
end
end
loud_walking.decorations[#loud_walking.decorations+1] = {
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
biomes = bi,
fill_ratio = chance,
flower = true,
decoration = "loud_walking:"..name,
}
end
register_flower("orchid", "Orchid", {"rainforest", "rainforest_swamp"}, 0.025)
register_flower("bird_of_paradise", "Bird of Paradise", {"rainforest", "desertstone_grassland"}, 0.025)
register_flower("gerbera", "Gerbera", {"savanna", "rainforest", "desertstone_grassland"}, 0.005)
print(dump(loud_walking.decorations))

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@ -0,0 +1 @@
The alien controls are based on a work by Steve LeMaster (http://obnoxiousnox.deviantart.com/art/Alien-control-panel-264724297), and used with permission.