Initial large pod work.

master
Duane Robertson 2016-09-18 18:38:12 -05:00
parent 4f616d1e2a
commit 6752e72679
5 changed files with 1073 additions and 240 deletions

267
deco.lua
View File

@ -1,32 +1,121 @@
-----------------
-- Decorations --
-----------------
local low_size = 138
local road_level = 1
local dirt_depth = 5
local water_diff = 8
local water_level = road_level - water_diff
-- The main decoration handler, through the game's decoration manager.
-- A list of all schematics, for re-use.
loud_walking.schematics = {}
function table.contains_substring(t, s)
if type(s) ~= "string" then
return nil
local math_floor = math.floor
local math_ceil = math.ceil
local math_abs = math.abs
local math_random = math.random
local csize
local heat_noise = {offset = 50, scale = 50, seed = 5349, spread = {x = 750, y = 750, z = 750}, octaves = 3, persist = 0.5, lacunarity = 2}
local heat_blend_noise = {offset = 0, scale = 1.5, seed = 13, spread = {x = 8, y = 8, z = 8}, octaves = 2, persist = 1.0, lacunarity = 2}
local humidity_noise = {offset = 50, scale = 50, seed = 842, spread = {x = 750, y = 750, z = 750}, octaves = 3, persist = 0.5, lacunarity = 2}
local humidity_blend_noise = {offset = 0, scale = 1.5, seed = 90003, spread = {x = 8, y = 8, z = 8}, octaves = 2, persist = 1.0, lacunarity = 2}
do
local biome_mod = {
coniferous_forest_dunes = { heat_point = 35, humidity_point = 60, },
coniferous_forest = { heat_point = 35, humidity_point = 60, },
coniferous_forest_ocean = { heat_point = 35, humidity_point = 60, },
deciduous_forest = { heat_point = 60, humidity_point = 60, },
deciduous_forest_ocean = { heat_point = 60, humidity_point = 60, },
deciduous_forest_swamp = { heat_point = 60, humidity_point = 60, },
desert = { heat_point = 80, humidity_point = 10, },
desert_ocean = { heat_point = 80, humidity_point = 10, },
glacier = {},
glacier_ocean = {},
rainforest = { heat_point = 85, humidity_point = 70, },
rainforest_ocean = { heat_point = 85, humidity_point = 70, },
rainforest_swamp = { heat_point = 85, humidity_point = 70, },
sandstone_grassland_dunes = { heat_point = 55, humidity_point = 40, },
sandstone_grassland = { heat_point = 55, humidity_point = 40, },
sandstone_grassland_ocean = { heat_point = 55, humidity_point = 40, },
savanna = { heat_point = 80, humidity_point = 25, },
savanna_ocean = { heat_point = 80, humidity_point = 25, },
savanna_swamp = { heat_point = 80, humidity_point = 25, },
stone_grassland_dunes = { heat_point = 35, humidity_point = 40, },
stone_grassland = { heat_point = 35, humidity_point = 40, },
stone_grassland_ocean = { heat_point = 35, humidity_point = 40, },
taiga = {},
taiga_ocean = {},
tundra = { node_river_water = "loud_walking:thin_ice", },
tundra_beach = { node_river_water = "loud_walking:thin_ice", },
tundra_ocean = {},
}
local rereg = {}
for n, bi in pairs(biome_mod) do
for i, rbi in pairs(minetest.registered_biomes) do
if rbi.name == n then
rereg[#rereg+1] = table.copy(rbi)
for j, prop in pairs(bi) do
rereg[#rereg][j] = prop
end
end
end
end
for key, value in pairs(t) do
if type(value) == 'string' and s:find(value) then
if key then
return key
else
return true
end
end
end
return false
minetest.clear_registered_biomes()
for _, bi in pairs(rereg) do
minetest.register_biome(bi)
end
rereg = {}
for _, dec in pairs(minetest.registered_decorations) do
rereg[#rereg+1] = dec
end
minetest.clear_registered_decorations()
for _, dec in pairs(rereg) do
minetest.register_decoration(dec)
end
rereg = nil
minetest.register_biome({
name = "desertstone_grassland",
--node_dust = "",
node_top = "default:dirt_with_grass",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 1,
node_stone = "default:desert_stone",
node_riverbed = "default:sand",
depth_riverbed = 2,
--node_water_top = "",
--depth_water_top = ,
--node_water = "",
--node_river_water = "",
y_min = 6,
y_max = 31000,
heat_point = 80,
humidity_point = 55,
})
minetest.register_decoration({
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
sidelen = 80,
fill_ratio = 0.1,
biomes = {"desertstone_grassland", },
y_min = 1,
y_max = 31000,
decoration = "default:junglegrass",
})
end
-- Copy all the decorations except the ones I don't like.
flowers.register_decorations()
loud_walking.decorations = {}
local bad_deco = {}
for _, i in pairs({"apple_tree", "pine_tree", "jungle_tree", "acacia_tree", "aspen_tree", }) do
@ -35,7 +124,7 @@ end
do
for _, odeco in pairs(minetest.registered_decorations) do
if not bad_deco[odeco.schematic] then
if not odeco.schematic then
local deco = {}
if odeco.biomes then
deco.biomes = {}
@ -50,7 +139,7 @@ do
deco.fill_ratio = odeco.fill_ratio
if odeco.noise_params then
deco.fill_ratio = math.max(0.001, odeco.noise_params.scale + odeco.noise_params.offset)
deco.fill_ratio = math.max(0.001, (odeco.noise_params.scale + odeco.noise_params.offset) / 4)
end
local nod = minetest.registered_nodes[deco.decoration]
@ -65,31 +154,6 @@ end
minetest.clear_registered_decorations()
-- Create and initialize a table for a schematic.
function loud_walking.schematic_array(width, height, depth)
-- Dimensions of data array.
local s = {size={x=width, y=height, z=depth}}
s.data = {}
for z = 0,depth-1 do
for y = 0,height-1 do
for x = 0,width-1 do
local i = z*width*height + y*width + x + 1
s.data[i] = {}
s.data[i].name = "air"
s.data[i].param1 = 000
end
end
end
s.yslice_prob = {}
return s
end
dofile(loud_walking.path.."/deco_trees.lua")
local function register_flower(name, desc, biomes, chance)
local groups = {}
@ -160,24 +224,91 @@ local function register_decoration(deco, place_on, biomes, chance)
}
end
if crops then
register_decoration(
"crops:pumpkin_plant_4",
{ "default:dirt_with_grass" },
{"stone_grassland", "sandstone_grassland", "deciduous_forest",
"coniferous_forest"},
0.002
)
register_decoration(
"crops:melon_plant_4",
{ "default:dirt_with_grass" },
{"deciduous_forest", "coniferous_forest", "tundra"},
0.002
)
register_decoration(
"crops:tomato_plant_4",
{ "default:dirt_with_grass" },
{"rainforest"},
0.002
)
loud_walking.biomes = {}
local biomes = loud_walking.biomes
local biome_names = {}
do
--local biome_terrain_scale = {}
--biome_terrain_scale["coniferous_forest"] = 0.75
--biome_terrain_scale["rainforest"] = 0.33
--biome_terrain_scale["underground"] = 1.5
local tree_biomes = {}
tree_biomes["deciduous_forest"] = {"apple_tree", 'aspen_tree'}
tree_biomes["coniferous_forest"] = {"pine_tree"}
tree_biomes["taiga"] = {"pine_tree"}
tree_biomes["rainforest"] = {"jungle_tree"}
tree_biomes["rainforest_swamp"] = {"jungle_tree"}
tree_biomes["coniferous_forest"] = {"pine_tree"}
tree_biomes["savanna"] = {"acacia_tree"}
for i, obiome in pairs(minetest.registered_biomes) do
local biome = table.copy(obiome)
biome.special_tree_prob = 2 * 25
if string.match(biome.name, "^rainforest") then
biome.special_tree_prob = 0.8 * 25
end
if biome.name == "savanna" then
biome.special_tree_prob = 30 * 25
end
--biome.terrain_scale = biome_terrain_scale[biome] or 0.5
--if string.find(biome.name, "ocean") then
-- biome.terrain_scale = 1
--end
--if string.find(biome.name, "swamp") then
-- biome.terrain_scale = 0.25
--end
--if string.find(biome.name, "beach") then
-- biome.terrain_scale = 0.25
--end
--if string.find(biome.name, "^underground$") then
-- biome.node_top = "default:stone"
--end
biome.special_trees = tree_biomes[biome.name]
biomes[biome.name] = biome
biome_names[#biome_names+1] = biome.name
end
end
local function get_decoration(biome_name)
for i, deco in pairs(loud_walking.decorations) do
if not deco.biomes or deco.biomes[biome_name] then
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
else
-- nop
end
end
end
end
-- Create and initialize a table for a schematic.
function loud_walking.schematic_array(width, height, depth)
-- Dimensions of data array.
local s = {size={x=width, y=height, z=depth}}
s.data = {}
for z = 0,depth-1 do
for y = 0,height-1 do
for x = 0,width-1 do
local i = z*width*height + y*width + x + 1
s.data[i] = {}
s.data[i].name = "air"
s.data[i].param1 = 000
end
end
end
s.yslice_prob = {}
return s
end
dofile(loud_walking.path.."/deco_trees.lua")

View File

@ -1,7 +1,19 @@
default
flowers
wool
bucket
beds
stairs
vessels
mobs
farming?
hunger?
mobs_monster?
mobs_creeper?
kpgmobs?
mobs_fish?
3d_armor?
crops?
ethereal?
farming?
farming_plus?
moreores?

421
init.lua
View File

@ -1,46 +1,74 @@
-- Check for necessary mod functions and abort if they aren't available.
if not minetest.get_biome_id then
minetest.log()
minetest.log("* Not loading Cityscape *")
minetest.log("Cityscape requires mod functions which are")
minetest.log(" not exposed by your Minetest build.")
minetest.log()
return
end
loud_walking = {}
loud_walking.version = "1.0"
loud_walking.time_factor = 10 -- affects growth abms
loud_walking.light_max = 8 -- light intensity for mushroom growth
loud_walking.path = minetest.get_modpath(minetest.get_current_modname())
loud_walking.first_flag = 0
loud_walking.world = minetest.get_worldpath()
loud_walking.breakable_wood = minetest.setting_getbool('loud_walking_breakable_wood')
if loud_walking.breakable_wood == nil then
loud_walking.breakable_wood = false
end
local armor_mod = minetest.get_modpath("3d_armor") and armor and armor.set_player_armor
loud_walking.elixir_armor = minetest.setting_getbool('loud_walking_use_armor_elixirs')
if loud_walking.elixir_armor == nil then
loud_walking.elixir_armor = true
end
loud_walking.expire_elixir_on_death = minetest.setting_getbool('loud_walking_expire_elixir_on_death')
if loud_walking.expire_elixir_on_death == nil then
loud_walking.expire_elixir_on_death = true
end
loud_walking.breakable_wood = minetest.setting_getbool('loud_walking_breakable_wood')
if loud_walking.breakable_wood == nil then
loud_walking.breakable_wood = false
end
loud_walking.starting_equipment = minetest.setting_getbool('loud_walking_starting_equipment')
if loud_walking.starting_equipment == nil then
loud_walking.starting_equipment = false
end
loud_walking.quick_leaf_decay = minetest.setting_getbool('loud_walking_quick_leaf_decay')
if loud_walking.quick_leaf_decay == nil then
loud_walking.quick_leaf_decay = false
end
loud_walking.DEBUG = false -- for maintenance only
local inp = io.open(loud_walking.world..'/loud_walking_data.txt','r')
if inp then
local d = inp:read('*a')
loud_walking.db = minetest.deserialize(d)
inp:close()
end
if not loud_walking.db then
loud_walking.db = {}
end
for _, i in pairs({'teleport_data', 'hunger', 'status', 'translocators'}) do
if not loud_walking.db[i] then
loud_walking.db[i] = {}
end
end
if not minetest.set_mapgen_setting then
return
end
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
end)
if default then
if default.register_ores then
default.register_ores()
end
if default.register_blobs then
default.register_blobs()
end
if default.register_biomes then
default.register_biomes()
end
if default.register_decorations then
default.register_decorations()
end
if flowers.register_decorations then
flowers.register_decorations()
end
end
-- Modify a node to add a group
function minetest.add_group(node, groups)
local def = minetest.registered_items[node]
if not def then
if not (node and def and groups and type(groups) == 'table') then
return false
end
local def_groups = def.groups or {}
@ -56,39 +84,340 @@ function minetest.add_group(node, groups)
end
function loud_walking.clone_node(name)
if not (name and type(name) == 'string') then
return
end
local node = minetest.registered_nodes[name]
local node2 = table.copy(node)
return node2
end
function loud_walking.node(name)
if not loud_walking.node_cache then
loud_walking.node_cache = {}
loud_walking.registered_status = {}
function loud_walking.register_status(def)
if not (def and loud_walking.registered_status and type(def) == 'table') then
return
end
if not loud_walking.node_cache[name] then
loud_walking.node_cache[name] = minetest.get_content_id(name)
if name ~= "ignore" and loud_walking.node_cache[name] == 127 then
print("*** Failure to find node: "..name)
end
end
return loud_walking.node_cache[name]
loud_walking.registered_status[def.name] = {
remove = def.remove,
start = def.start,
during = def.during,
terminate = def.terminate,
}
end
function loud_walking.set_status(player_name, status, time, param)
if not (player_name and type(player_name) == 'string' and status and type(status) == 'string') and loud_walking.db and loud_walking.db.status and loud_walking.db.status[player_name] then
return
end
local player = minetest.get_player_by_name(player_name)
local def = loud_walking.registered_status[status]
if not (def and player) then
return
end
if not param then
param = {}
end
if time then
param.remove = (minetest.get_gametime() or 0) + time
end
loud_walking.db.status[player_name][status] = param
if def.start then
def.start(player)
end
end
function loud_walking.remove_status(player_name, status)
if not (player_name and type(player_name) == 'string' and status and type(status) == 'string') and loud_walking.db and loud_walking.db.status and loud_walking.db.status[player_name] then
return
end
local player = minetest.get_player_by_name(player_name)
local def = loud_walking.registered_status[status]
if player and def then
if def.terminate then
loud_walking.db.status[player_name][status] = def.terminate(player)
else
loud_walking.db.status[player_name][status] = nil
end
end
end
--dofile(loud_walking.path .. "/recipe_list.lua")
dofile(loud_walking.path .. "/nodes.lua")
dofile(loud_walking.path .. "/deco.lua")
dofile(loud_walking.path .. "/deco_caves.lua")
--dofile(loud_walking.path .. "/schematics.lua")
--dofile(loud_walking.path .. "/wallhammer.lua")
dofile(loud_walking.path .. "/mapgen.lua")
--dofile(loud_walking.path .. "/wooden_buckets.lua")
--dofile(loud_walking.path .. "/tools.lua")
--dofile(loud_walking.path .. "/molotov.lua")
--dofile(loud_walking.path .. "/elixir.lua")
--dofile(loud_walking.path .. "/chat.lua")
if minetest.get_modpath("mobs") and mobs and mobs.mod == "redo" then
--dofile(loud_walking.path .. "/mobs.lua")
end
--dofile(loud_walking.path .. "/abms.lua")
--loud_walking.print_recipes()
minetest.register_on_newplayer(loud_walking.respawn)
minetest.register_on_respawnplayer(loud_walking.respawn)
-- Attempt to save data at shutdown (as well as periodically).
minetest.register_on_shutdown(function()
local out = io.open(loud_walking.world..'/loud_walking_data.txt','w')
if out then
print('Squaresville: Saving database at shutdown')
out:write(minetest.serialize(loud_walking.db))
out:close()
end
end)
local hunger_mod = minetest.get_modpath("hunger")
loud_walking.hunger_id = {}
function loud_walking.hunger_change(player, change)
if not (player and change and type(change) == 'number') then
return
end
local player_name = player:get_player_name()
if hunger_mod then
if change < 0 and hunger and hunger.update_hunger and hunger.players then
hunger.update_hunger(player, hunger.players[player_name].lvl + change * 4)
end
return
end
if not (loud_walking.db.hunger and loud_walking.hunger_id) then
return
end
local hp = player:get_hp()
if not (hp and type(hp) == 'number') then
return
end
if change < 0 or hp >= 16 then
loud_walking.db.hunger[player_name] = math.min(20, math.max(0, loud_walking.db.hunger[player_name] + change))
player:hud_change(loud_walking.hunger_id[player_name], 'number', loud_walking.db.hunger[player_name])
if loud_walking.db.hunger[player_name] == 0 then
player:set_hp(hp - 1)
end
end
end
local hunger_hud
if not hunger_mod then
hunger_hud = function(player)
if not (player and loud_walking.db.hunger and loud_walking.hunger_id) then
return
end
local player_name = player:get_player_name()
if not loud_walking.db.hunger[player_name] then
loud_walking.db.hunger[player_name] = 20
end
local hunger_bar = {
hud_elem_type = 'statbar',
position = {x=0.52, y=1},
offset = {x = 0, y = -90},
name = "hunger",
text = "farming_bread.png",
number = loud_walking.db.hunger[player_name],
direction = 0,
size = { x=24, y=24 },
}
loud_walking.hunger_id[player_name] = player:hud_add(hunger_bar)
end
minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing)
if not (hp_change and type(hp_change) == 'number') then
return
end
if hp_change > 0 then
loud_walking.hunger_change(user, hp_change)
end
end)
end
minetest.register_on_dieplayer(function(player)
if loud_walking.db.status and not player then
return
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
if loud_walking.db.status[player_name] then
for status in pairs(loud_walking.db.status[player_name]) do
local def = loud_walking.registered_status[status]
if not def.remain_after_death then
loud_walking.remove_status(player_name, status)
end
end
end
if loud_walking.db.hunger and loud_walking.hunger_id and not hunger_mod then
loud_walking.db.hunger[player_name] = 20
player:hud_change(loud_walking.hunger_id[player_name], 'number', 20)
end
end)
loud_walking.armor_id = {}
local armor_hud
if not armor_mod then
armor_hud = function(player)
if not (player and loud_walking.armor_id) then
return
end
local player_name = player:get_player_name()
if not player_name then
return
end
local armor_icon = {
hud_elem_type = 'image',
name = "armor_icon",
text = 'loud_walking_shield.png',
scale = {x=1,y=1},
position = {x=0.8, y=1},
offset = {x = -30, y = -80},
}
local armor_text = {
hud_elem_type = 'text',
name = "armor_text",
text = '0%',
number = 0xFFFFFF,
position = {x=0.8, y=1},
offset = {x = 0, y = -80},
}
loud_walking.armor_id[player_name] = {}
loud_walking.armor_id[player_name].icon = player:hud_add(armor_icon)
loud_walking.armor_id[player_name].text = player:hud_add(armor_text)
end
loud_walking.display_armor = function(player)
if not (player and loud_walking.armor_id) then
return
end
local player_name = player:get_player_name()
local armor = player:get_armor_groups()
if not (player_name and armor and armor.fleshy) then
return
end
player:hud_change(loud_walking.armor_id[player_name].text, 'text', (100 - armor.fleshy)..'%')
end
end
if loud_walking.starting_equipment then
minetest.register_on_newplayer(function(player)
local inv = player:get_inventory()
inv:add_item("main", 'default:sword_wood')
inv:add_item("main", 'default:axe_wood')
inv:add_item("main", 'default:pick_wood')
inv:add_item("main", 'default:apple 10')
inv:add_item("main", 'default:torch 10')
if minetest.registered_items['unified_inventory:bag_small'] then
inv:add_item("main", 'unified_inventory:bag_small')
end
end)
end
-- Inserting helps to ensure that loud_walking operates first.
table.insert(minetest.registered_on_generateds, 1, loud_walking.generate)
minetest.register_on_joinplayer(function(player)
player:set_sky("#000000", "plain", {})
if not (player and loud_walking.db.status) then
return
end
local player_name = player:get_player_name()
if not (player_name and type(player_name) == 'string' and player_name ~= '') then
return
end
if not loud_walking.db.status[player_name] then
loud_walking.db.status[player_name] = {}
end
if armor_hud then
armor_hud(player)
end
if hunger_hud then
hunger_hud(player)
end
-- If there's an armor mod, we wait for it to load armor.
if loud_walking.load_armor_elixir and not armor_mod then
loud_walking.load_armor_elixir(player)
end
end)
-- support for 3d_armor
-- This may or may not work with all versions.
if armor_mod then
local old_set_player_armor = armor.set_player_armor
armor.set_player_armor = function(self, player)
old_set_player_armor(self, player)
if loud_walking.load_armor_elixir then
loud_walking.load_armor_elixir(player)
end
end
end
----------------------------------------------------------------------
if loud_walking.quick_leaf_decay then
for name, node in pairs(minetest.registered_nodes) do
if node.groups.leafdecay then
node.groups.leafdecay = 0
node.groups.qfc_leafdecay = 0
end
end
end
local breakable = {}
breakable['loud_walking:wood_rotten'] = true
breakable['loud_walking:glowing_fungal_wood'] = true
if not loud_walking.breakable_wood then
print('* Fun Caves: Wood is NOT breakable by hand.')
for _, item in pairs(minetest.registered_items) do
if (item.groups.tree or item.groups.wood) and not breakable[item.name] then
local groups = table.copy(item.groups)
groups.oddly_breakable_by_hand = nil
minetest.override_item(item.name, {groups=groups})
end
end
end
minetest.register_on_joinplayer(function(player)
player:set_sky("#4070FF", "plain", {})
end)

View File

@ -1,6 +1,17 @@
local node = loud_walking.node
-- This tables looks up nodes that aren't already stored.
local node = setmetatable({}, {
__index = function(t, k)
if not (t and k and type(t) == 'table') then
return
end
t[k] = minetest.get_content_id(k)
return t[k]
end
})
loud_walking.node = node
local bevel = 40
local cloud_i = 0.5
local glass = {"loud_walking:sky_scrith", "loud_walking:cloud_scrith", "loud_walking:transparent_scrith"}
@ -82,9 +93,59 @@ local cave_stones = {
"loud_walking:stone_with_salt",
}
local mushroom_stones = {}
mushroom_stones[node("default:stone")] = true
mushroom_stones[node("loud_walking:stone_with_algae")] = true
mushroom_stones[node("loud_walking:stone_with_lichen")] = true
mushroom_stones[node["default:stone"]] = true
mushroom_stones[node["loud_walking:stone_with_algae"]] = true
mushroom_stones[node["loud_walking:stone_with_lichen"]] = true
local function connection(x, y, z)
local min_x = math.floor((x + 32) / csize.x)
local min_y = math.floor((y + 32) / csize.y)
local min_z = math.floor((z + 32) / csize.z)
--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
--persist = 0.4, lacunarity = 2})
--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
local ct = min_x % 2 + min_y % 2 + min_z % 2
local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
if ct == 1 then
return r
end
return nil
end
local function get_decoration(biome)
if not loud_walking.decorations then
return
end
for i, deco in pairs(loud_walking.decorations) do
if not deco.biomes or deco.biomes[biome] then
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
else
-- nop
end
end
end
end
local pod_size = 100
local half_pod = math.floor(pod_size / 2)
local bridge_size = 50
local fcsize = pod_size + bridge_size
local bevel = half_pod
local room_size = 20
local control_off = math.floor(room_size / 4)
local biome_look = {}
local cave_look = {}
local function place_schematic(pos, schem, center)
local rot = math.random(4) - 1
@ -112,18 +173,18 @@ local function place_schematic(pos, schem, center)
elseif rot == 3 then
x, z = z1, schem.size.x - x1 - 1
end
local dz = pos.z - minp.z + z
local dx = pos.x - minp.x + x
if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then
local fdz = (pos.z + z) % fcsize
local fdx = (pos.x + x) % fcsize
if fdz < pod_size - 1 and fdz > 0 and fdx < pod_size - 1 and fdx > 0 then
local ivm = a:index(pos.x + x, pos.y, pos.z + z)
local isch = z1 * schem.size.y * schem.size.x + x1 + 1
for y = 0, schem.size.y - 1 do
local dy = pos.y - minp.y + y
if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
local fdy = (pos.y + y) % fcsize
if math.min(fdx, pod_size - fdx) + math.min(fdy, pod_size - fdy) + math.min(fdz, pod_size - fdz) > bevel then
if yslice[y] or 255 >= math.random(255) then
local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
if prob >= math.random(255) and schem.data[isch].name ~= "air" then
data[ivm] = node(schem.data[isch].name)
data[ivm] = node[schem.data[isch].name]
end
local param2 = schem.data[isch].param2 or 0
p2data[ivm] = param2
@ -138,43 +199,41 @@ local function place_schematic(pos, schem, center)
end
end
local function is_pod(x, y, z)
local min_x = math.floor((x + 32) / csize.x)
local min_y = math.floor((y + 32) / csize.y)
local min_z = math.floor((z + 32) / csize.z)
if min_x % 2 == 0 and min_y % 2 == 0 and min_z % 2 == 0 then
return true
local function get_biome(x, y, z)
local px = math.floor(x / fcsize)
local py = math.floor(y / fcsize)
local pz = math.floor(z / fcsize)
if px % 10 == 6 and pz % 10 == 6 then
return "control"
else
local hash = px * 1000000 + py * 1000 + pz
if not biome_look[hash] then
-- use the same seed (based on perlin noise).
local seed_noise = minetest.get_perlin({offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2})
math.randomseed(seed_noise:get3d({x=px, y=py, z=pz}))
local rarity = "common"
if math.random(5) > 4 then
rarity = "uncommon"
end
biome_look[hash] = biome_names[rarity][math.random(#biome_names[rarity])]
local cave_lining
if math.random(3) ~= 1 then
cave_lining = cave_stones[math.random(#cave_stones)]
end
cave_look[hash] = cave_lining
end
--return biome_look[hash], cave_look[hash]
return 'deciduous_forest', nil
end
--if min_x % 2 == 1 and min_y % 4 == 0 and min_z % 2 == 1 then
-- return true
--elseif min_x % 2 == 0 and min_y % 4 == 2 and min_z % 2 == 0 then
-- return true
--end
return false
end
local function connection(x, y, z)
local min_x = math.floor((x + 32) / csize.x)
local min_y = math.floor((y + 32) / csize.y)
local min_z = math.floor((z + 32) / csize.z)
--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
--persist = 0.4, lacunarity = 2})
--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
local ct = min_x % 2 + min_y % 2 + min_z % 2
local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
if ct == 1 then
return r
end
return nil
end
local function get_height(dx, dz, terrain_scale, ocean, index)
local function get_height_old(dx, dz, terrain_scale, ocean, index)
local terr
local half = math.floor(csize.y / 2 + 0.5)
terrain_scale = terrain_scale or 1
@ -205,37 +264,319 @@ local function get_height(dx, dz, terrain_scale, ocean, index)
return terr
end
local function get_biome(px, pz)
if px % 10 == 6 and pz % 10 == 6 then
return "control"
else
local sr = math.random(5)
local rarity = "common"
if sr > 4 then
rarity = "uncommon"
end
local biome = biome_names[rarity][math.random(#biome_names[rarity])]
return biome
local function get_height(fdx, fdz, y, index, heights, terrain_scale, ocean)
local py = math.floor(y / fcsize)
if not terrain_scale then
return
end
if not heights[py] then
heights[py] = minetest.get_perlin_map(terrain_noise, csize):get2dMap_flat({x=minp.x, y=minp.z})
end
local terr = math.floor(heights[py][index] * terrain_scale + 0.5)
local d = half_pod - 2 - math.abs(math.abs(fdx - (half_pod - 0.5)) - math.abs(fdz - (half_pod - 0.5)))
if math.abs(terr) > d then
if terr > 0 then
terr = math.floor(d + 0.5)
elseif not ocean then
terr = math.floor(0.5 - d)
end
end
return terr
end
local function get_decoration(biome)
for i, deco in pairs(loud_walking.decorations) do
if not deco.biomes or deco.biomes[biome] then
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
local function generate(p_minp, p_maxp, seed)
minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
--p2data = vm:get_param2_data()
a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1)
vm:set_lighting({day = 15, night = 0}, minp, maxp)
lightmap = vm:get_light_data()
local ground = half_pod
local heights = {}
cloud = minetest.get_perlin_map(cloud_noise, csize):get2dMap_flat(minp)
cave = minetest.get_perlin_map(cave_noise, csize):get3dMap_flat(minp)
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
local fdz = z % fcsize
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
local fdx = x % fcsize
local in_cave = false
index3d = dz * csize.y * csize.x + dx + 1
local ivm = a:index(x, minp.y, z)
local cave_height = 0
for y = minp.y, maxp.y do
local dy = y - minp.y
local fdy = y % fcsize
local biome, cave_lining = get_biome(x, y, z)
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
local swamp = string.find(biome, "swamp") and true or false
local beach = string.find(biome, "beach") and true or false
local dunes = string.find(biome, "dunes") and true or false
local height = half_pod - 5
if not (biome == "underground" or biome == 'control') then
height = get_height(fdx, fdz, y, index, heights, biomes[biome].terrain_scale, ocean)
end
else
-- nop
if biome == "control" and math.abs(fdx - half_pod) < 3 and math.abs(fdz - half_pod) < 3 then
data[ivm] = node["loud_walking:air_ladder"]
elseif fdz >= pod_size or fdx >= pod_size or fdy >= pod_size then
if (fdy == half_pod and fdx == half_pod) or (fdy == half_pod and fdz == half_pod) then
data[ivm] = node['loud_walking:scrith']
else
data[ivm] = node['air']
end
elseif math.min(fdx, pod_size - fdx) + math.min(fdy, pod_size - fdy) + math.min(fdz, pod_size - fdz) < bevel then
data[ivm] = node['air']
lightmap[ivm] = 0
in_cave = false
elseif (fdx == 0 or fdx == pod_size - 1) or (fdz == 0 or fdz == pod_size - 1) or (fdy == 0 or fdy == pod_size - 1) or math.min(fdx, pod_size - fdx) + math.min(fdy, pod_size - fdy) + math.min(fdz, pod_size - fdz) < bevel + 1 then
if math.abs(fdy - half_pod - 2) < 2 and (fdz == half_pod or fdx == half_pod) then
data[ivm] = node["air"]
else
if biome == "control" then
data[ivm] = node[glass[3]]
elseif fdy < half_pod then
data[ivm] = node["loud_walking:scrith"]
lightmap[ivm] = 0
elseif biome == "underground" then
data[ivm] = node["loud_walking:scrith"]
lightmap[ivm] = 0
elseif fdy == pod_size - 1 then
data[ivm] = node[glass[cloud[index] < cloud_i and 1 or 2]]
else
data[ivm] = node[glass[1]]
end
end
elseif fdz == 0 and fdz == pod_size - 1 or fdx == 0 and fdx == pod_size - 1 or fdy == 0 and fdy == pod_size - 1 then
data[ivm] = node['loud_walking:scrith']
elseif biome == "control" and fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
elseif biome == "control" and (math.abs(fdx - half_pod) < 3 or math.abs(fdz - half_pod) < 3) then
data[ivm] = node["air"]
elseif biome == "control" and ((math.abs(fdx - half_pod) % room_size == 3 and (math.abs(fdz - half_pod) - 12) % room_size > 3) or (math.abs(fdz - half_pod) % room_size == 3 and (math.abs(fdx - half_pod) - 12) % room_size > 3)) then
data[ivm] = node["loud_walking:control_wall"]
elseif biome == "control" then
--
elseif (((fdx == (half_pod - control_off) or fdx == (half_pod + control_off)) and fdz >= (half_pod - control_off) and fdz <= (half_pod + control_off)) or ((fdz == (half_pod - control_off) or fdz == (half_pod + control_off)) and fdx >= (half_pod - control_off) and fdx <= (half_pod + control_off))) and fdx ~= half_pod and fdz ~= half_pod and fdy == csize.y - 2 then
data[ivm] = node["loud_walking:controls"]
elseif (((fdx == (half_pod - control_off) or fdx == (half_pod + control_off)) and fdz >= (half_pod - control_off) and fdz <= (half_pod + control_off)) or ((fdz == (half_pod - control_off) or fdz == (half_pod + control_off)) and fdx >= (half_pod - control_off) and fdx <= (half_pod + control_off))) and fdx ~= half_pod and fdz ~= half_pod and fdy > csize.y - control_off then
data[ivm] = node[glass[3]]
elseif fdz >= (half_pod - control_off) and fdz <= (half_pod + control_off) and fdx >= (half_pod - control_off) and fdx <= (half_pod + control_off) and fdy == csize.y - control_off then
data[ivm] = node[glass[3]]
elseif not in_cave and (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod and fdy == height + ground + 1 then
-- ** water decorations **
--local deco = get_decoration(biome)
--if deco then
-- data[ivm] = node[deco]
--end
elseif not in_cave and fdy == height + ground + 1 then
local deco = get_decoration(biome)
if deco then
data[ivm] = node[deco]
end
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod and fdy >= half_pod - depth_water_top then
data[ivm] = node[node_water_top]
in_cave = false
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod then
data[ivm] = node[node_water]
in_cave = false
elseif fdy > height + ground then
data[ivm] = node["air"]
in_cave = false
elseif cave[index3d] ^ 2 > (biome == "underground" and 0.5 or 1.3 - math.sin(fdy / (half_pod * 0.2))) then
cave_height = cave_height + 1
if height + ground >= fdy and not in_cave and fdy > height + ground - 10 then
data[ivm] = node[node_top]
elseif fdy == 1 then
if not cave_lining and not ocean and not swamp and not beach and biome ~= "glacier" and math.random(6) == 1 then
data[ivm] = node["default:lava_source"]
elseif ocean or swamp or beach then
data[ivm] = node[node_filler]
end
elseif (ocean or swamp or beach) and not in_cave and node_stone == "default:stone" and fdy < half_pod and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif (ocean or swamp or beach) and fdy < half_pod then
data[ivm] = node[node_water]
elseif cave_height == 3 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 3 * a.ystride]] and math.random(40) == 1 then
data[ivm] = node["loud_walking:giant_mushroom_cap"]
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * a.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 3 * a.ystride] = node[node_filler]
elseif cave_height == 2 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 2 * a.ystride]] and math.random(20) == 1 then
data[ivm] = node["loud_walking:huge_mushroom_cap"]
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * a.ystride] = node[node_filler]
elseif not in_cave and node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm] = node["loud_walking:stalagmite"]
elseif not in_cave and node_stone == "default:ice" and math.random(10) == 1 then
data[ivm] = node["loud_walking:icicle_up"]
else
data[ivm] = node["air"]
end
in_cave = true
--lightmap[ivm] = 0
elseif cave_lining and cave[index3d] ^ 2 > (biome == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod * 0.2))) then
data[ivm] = node[cave_lining]
lightmap[ivm] = 0
elseif fdy > height + ground - depth_top then
data[ivm] = node[node_top]
lightmap[ivm] = 0
in_cave = false
elseif fdy > height + ground - depth_filler - depth_top then
data[ivm] = node[node_filler]
lightmap[ivm] = 0
in_cave = false
else
data[ivm] = node[node_stone]
if in_cave and node_stone == "default:stone" and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif in_cave and not (ocean or swamp or beach) and node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm - a.ystride] = node["loud_walking:stalactite"]
elseif in_cave and not (ocean or swamp or beach) and node_stone == "default:ice" and math.random(10) == 1 then
data[ivm - a.ystride] = node["loud_walking:icicle_down"]
end
lightmap[ivm] = 0
in_cave = false
end
if not in_cave then
cave_height = 0
end
ivm = ivm + a.ystride
index3d = index3d + csize.x
end
end
end
local index = 0
for z = minp.z, maxp.z do
local fdz = z % fcsize
for x = minp.x, maxp.x do
local fdx = x % fcsize
index = index + 1
for y = minp.y, maxp.y do
local fdy = y % fcsize
if fdz % 5 == 0 and fdx % 5 == 0 then
local fdy = y % fcsize
local pod = fdz < pod_size and fdx < pod_size and fdy < pod_size
local biome, cave_lining = get_biome(x, y, z)
local ocean = string.find(biome, "ocean") and true or false
local height = get_height(fdx, fdz, y, index, heights, biomes[biome].terrain_scale, ocean)
if pod and fdy == height + ground and biomes[biome].special_tree_prob and math.random(biomes[biome].special_tree_prob) == 1 then
local rx = x + math.random(5) - 1
local rz = z + math.random(5) - 1
local swamp = string.find(biome, "swamp") and true or false
local node_top = biomes[biome].node_top or "default:dirt_with_grass"
local ivm = a:index(rx, y, rz)
if (swamp or data[ivm + a.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then
if biomes[biome].special_trees then
local tree_type = biomes[biome].special_trees[math.random(#biomes[biome].special_trees)]
if tree_type and loud_walking.schematics then
local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
local pos = {x=rx, y=y, z=rz}
-- The minetest schematic functions don't seem very accurate.
place_schematic(pos, schem, true)
end
else
-- regular schematics?
end
end
end
end
end
end
end
if false and pod and biome == "control" then
for dy = 0, 15 do
for dz = 0, 1 do
for dx = 0, 1 do
local x1 = minp.x + dx * 26 + 17
local z1 = minp.z + dz * 26 + 17
local y1 = minp.y + dy * 5
local sr = math.random(6)
for z = 0, 20 do
local ivm = a:index(x1, y1, z1 + z)
for x = 0, 20 do
if sr == 1 then
if dy > 0 then
if data[ivm] == node["loud_walking:control_floor_alert_down"] then
data[ivm] = node["loud_walking:control_floor_alert_both"]
else
data[ivm] = node["loud_walking:control_floor_alert_up"]
end
end
if dy < 15 then
data[ivm + a.ystride * 5] = node["loud_walking:control_floor_alert_down"]
end
elseif sr == 2 then
if x > 1 and x < 19 and z > 1 and z < 19 and (z - 2) % 4 ~= 0 and (x - 2) % 4 ~= 0 then
for y = 1, 4 do
data[ivm + y * a.ystride] = node["loud_walking:air_ladder"]
end
end
elseif sr == 3 then
if dy > 0 and data[ivm] ~= node["loud_walking:control_floor_alert_down"] and x > 0 and z > 0 and x < 20 and z < 20 then
data[ivm] = node["loud_walking:control_floor_growth"]
local sr2 = math.random(20)
if sr2 == 1 then
data[ivm + a.ystride] = node["loud_walking:control_plant_1"]
elseif sr2 == 2 then
data[ivm + a.ystride] = node["loud_walking:control_plant_2"]
end
end
elseif sr == 4 then
if dy < 15 and (x > 0 and x < 20 and z > 0 and z < 20) and (((x == 1 or x == 19) and math.abs(z - 10) > 3) or ((z == 1 or z == 19) and math.abs(x - 10) > 3)) then
data[ivm + 3 * a.ystride] = node["loud_walking:controls"]
end
end
ivm = ivm + 1
end
end
end
end
end
end
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
--vm:set_param2_data(p2data)
vm:set_light_data(lightmap)
vm:update_liquids()
vm:calc_lighting(minp, maxp, false)
vm:write_to_map()
end
function loud_walking.generate(p_minp, p_maxp, seed)
local function generate_old(p_minp, p_maxp, seed)
minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
@ -318,123 +659,123 @@ function loud_walking.generate(p_minp, p_maxp, seed)
local dy = y - minp.y
if pod then
if biome == "control" and math.abs(dx - half) < 3 and math.abs(dz - half) < 3 then
data[ivm] = node("loud_walking:air_ladder")
data[ivm] = node["loud_walking:air_ladder"]
elseif math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < bevel then
data[ivm] = node("air")
data[ivm] = node["air"]
lightmap[ivm] = 0
in_cave = false
elseif (dx == 0 or dx == csize.x - 1) or (dz == 0 or dz == csize.z - 1) or (dy == 0 or dy == csize.y - 1) or math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < bevel + 1 then
if math.abs(dy - half - 2) < 2 and (dz == half or dx == half) then
data[ivm] = node("air")
data[ivm] = node["air"]
else
if biome == "control" then
data[ivm] = node(glass[3])
data[ivm] = node[glass[3]]
elseif dy < half then
data[ivm] = node("loud_walking:scrith")
data[ivm] = node["loud_walking:scrith"]
lightmap[ivm] = 0
elseif biome == "underground" then
data[ivm] = node("loud_walking:scrith")
data[ivm] = node["loud_walking:scrith"]
lightmap[ivm] = 0
elseif dy == csize.y - 1 then
data[ivm] = node(glass[cloud[index] < cloud_i and 1 or 2])
data[ivm] = node[glass[cloud[index] < cloud_i and 1 or 2]]
else
data[ivm] = node(glass[1])
data[ivm] = node[glass[1]]
end
end
in_cave = false
elseif biome == "control" and dy % 5 == 0 then
data[ivm] = node("loud_walking:control_floor")
data[ivm] = node["loud_walking:control_floor"]
elseif biome == "control" and (math.abs(dx - half) < 3 or math.abs(dz - half) < 3) then
data[ivm] = node("air")
data[ivm] = node["air"]
elseif biome == "control" and ((math.abs(dx - half) % 20 == 3 and (math.abs(dz - half) - 12) % 20 > 3) or (math.abs(dz - half) % 20 == 3 and (math.abs(dx - half) - 12) % 20 > 3)) then
data[ivm] = node("loud_walking:control_wall")
data[ivm] = node["loud_walking:control_wall"]
elseif biome == "control" then
--
elseif (((dx == 35 or dx == 45) and dz >= 35 and dz <= 45) or ((dz == 35 or dz == 45) and dx >= 35 and dx <= 45)) and dx ~= 40 and dz ~= 40 and dy == csize.y - 2 then
data[ivm] = node("loud_walking:controls")
data[ivm] = node["loud_walking:controls"]
elseif (((dx == 35 or dx == 45) and dz >= 35 and dz <= 45) or ((dz == 35 or dz == 45) and dx >= 35 and dx <= 45)) and dx ~= 40 and dz ~= 40 and dy > csize.y - 5 then
data[ivm] = node(glass[3])
data[ivm] = node[glass[3]]
elseif dz >= 35 and dz <= 45 and dx >= 35 and dx <= 45 and dy == csize.y - 5 then
data[ivm] = node(glass[3])
data[ivm] = node[glass[3]]
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)
-- data[ivm] = node[deco]
--end
elseif not in_cave and dy == terr + ground + 1 then
local deco = get_decoration(biome)
if deco then
data[ivm] = node(deco)
data[ivm] = node[deco]
end
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)
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(node_water)
data[ivm] = node[node_water]
in_cave = false
elseif dy > terr + ground then
data[ivm] = node("air")
data[ivm] = node["air"]
in_cave = false
elseif cave[index3d] ^ 2 > (biome == "underground" and 0.5 or 1.3 - math.sin(dy / (half * 0.2))) then
cave_height = cave_height + 1
if terr + ground >= dy and not in_cave and dy > terr + ground - 10 then
data[ivm] = node(node_top)
data[ivm] = node[node_top]
elseif dy == 1 then
if not cave_lining and not ocean and not swamp and not beach and biome ~= "glacier" and math.random(6) == 1 then
data[ivm] = node("default:lava_source")
data[ivm] = node["default:lava_source"]
elseif ocean or swamp or beach then
data[ivm] = node(node_filler)
data[ivm] = node[node_filler]
end
elseif (ocean or swamp or beach) and not in_cave and node_stone == "default:stone" and dy < half and math.random(20) == 1 then
data[ivm] = node("loud_walking:glowing_fungal_stone")
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif (ocean or swamp or beach) and dy < half then
data[ivm] = node(node_water)
data[ivm] = node[node_water]
elseif cave_height == 3 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 3 * a.ystride]] and math.random(40) == 1 then
data[ivm] = node("loud_walking:giant_mushroom_cap")
data[ivm - a.ystride] = node("loud_walking:giant_mushroom_stem")
data[ivm - 2 * a.ystride] = node("loud_walking:giant_mushroom_stem")
data[ivm - 3 * a.ystride] = node(node_filler)
data[ivm] = node["loud_walking:giant_mushroom_cap"]
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * a.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 3 * a.ystride] = node[node_filler]
elseif cave_height == 2 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 2 * a.ystride]] and math.random(20) == 1 then
data[ivm] = node("loud_walking:huge_mushroom_cap")
data[ivm - a.ystride] = node("loud_walking:giant_mushroom_stem")
data[ivm - 2 * a.ystride] = node(node_filler)
data[ivm] = node["loud_walking:huge_mushroom_cap"]
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * a.ystride] = node[node_filler]
elseif not in_cave and node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm] = node("loud_walking:stalagmite")
data[ivm] = node["loud_walking:stalagmite"]
elseif not in_cave and node_stone == "default:ice" and math.random(10) == 1 then
data[ivm] = node("loud_walking:icicle_up")
data[ivm] = node["loud_walking:icicle_up"]
else
data[ivm] = node("air")
data[ivm] = node["air"]
end
in_cave = true
lightmap[ivm] = 0
elseif cave_lining and cave[index3d] ^ 2 > (biome == "underground" and 0.4 or 1.2 - math.sin(dy / (half * 0.2))) then
data[ivm] = node(cave_lining)
data[ivm] = node[cave_lining]
lightmap[ivm] = 0
elseif dy > terr + ground - depth_top then
data[ivm] = node(node_top)
data[ivm] = node[node_top]
lightmap[ivm] = 0
in_cave = false
elseif dy > terr + ground - depth_filler - depth_top then
data[ivm] = node(node_filler)
data[ivm] = node[node_filler]
lightmap[ivm] = 0
in_cave = false
else
data[ivm] = node(node_stone)
data[ivm] = node[node_stone]
if in_cave and node_stone == "default:stone" and math.random(20) == 1 then
data[ivm] = node("loud_walking:glowing_fungal_stone")
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif in_cave and not (ocean or swamp or beach) and node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm - a.ystride] = node("loud_walking:stalactite")
data[ivm - a.ystride] = node["loud_walking:stalactite"]
elseif in_cave and not (ocean or swamp or beach) and node_stone == "default:ice" and math.random(10) == 1 then
data[ivm - a.ystride] = node("loud_walking:icicle_down")
data[ivm - a.ystride] = node["loud_walking:icicle_down"]
end
lightmap[ivm] = 0
in_cave = false
end
elseif biome == "control" and math.abs(dx - half) < 3 and math.abs(dz - half) < 3 then
data[ivm] = node("loud_walking:air_ladder")
data[ivm] = node["loud_walking:air_ladder"]
elseif connection and dy == half and ((dx == half and connection % 4 == 0) or (dz == half and connection % 2 == 1)) then
data[ivm] = node("loud_walking:scrith")
data[ivm] = node["loud_walking:scrith"]
lightmap[ivm] = 0
end
@ -456,10 +797,10 @@ 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 (swamp or data[ivm + a.ystride] ~= node("default:water_source")) and (data[ivm] == node(node_top)) then
if (swamp or data[ivm + a.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then
if biomes[biome].special_trees then
local tree_type = biomes[biome].special_trees[math.random(#biomes[biome].special_trees)]
if tree_type then
if tree_type and loud_walking.schematics then
local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
local pos = {x=x, y=y, z=z}
-- The minetest schematic functions don't seem very accurate.
@ -488,34 +829,34 @@ function loud_walking.generate(p_minp, p_maxp, seed)
for x = 0, 20 do
if sr == 1 then
if dy > 0 then
if data[ivm] == node("loud_walking:control_floor_alert_down") then
data[ivm] = node("loud_walking:control_floor_alert_both")
if data[ivm] == node["loud_walking:control_floor_alert_down"] then
data[ivm] = node["loud_walking:control_floor_alert_both"]
else
data[ivm] = node("loud_walking:control_floor_alert_up")
data[ivm] = node["loud_walking:control_floor_alert_up"]
end
end
if dy < 15 then
data[ivm + a.ystride * 5] = node("loud_walking:control_floor_alert_down")
data[ivm + a.ystride * 5] = node["loud_walking:control_floor_alert_down"]
end
elseif sr == 2 then
if x > 1 and x < 19 and z > 1 and z < 19 and (z - 2) % 4 ~= 0 and (x - 2) % 4 ~= 0 then
for y = 1, 4 do
data[ivm + y * a.ystride] = node("loud_walking:air_ladder")
data[ivm + y * a.ystride] = node["loud_walking:air_ladder"]
end
end
elseif sr == 3 then
if dy > 0 and data[ivm] ~= node("loud_walking:control_floor_alert_down") and x > 0 and z > 0 and x < 20 and z < 20 then
data[ivm] = node("loud_walking:control_floor_growth")
if dy > 0 and data[ivm] ~= node["loud_walking:control_floor_alert_down"] and x > 0 and z > 0 and x < 20 and z < 20 then
data[ivm] = node["loud_walking:control_floor_growth"]
local sr2 = math.random(20)
if sr2 == 1 then
data[ivm + a.ystride] = node("loud_walking:control_plant_1")
data[ivm + a.ystride] = node["loud_walking:control_plant_1"]
elseif sr2 == 2 then
data[ivm + a.ystride] = node("loud_walking:control_plant_2")
data[ivm + a.ystride] = node["loud_walking:control_plant_2"]
end
end
elseif sr == 4 then
if dy < 15 and (x > 0 and x < 20 and z > 0 and z < 20) and (((x == 1 or x == 19) and math.abs(z - 10) > 3) or ((z == 1 or z == 19) and math.abs(x - 10) > 3)) then
data[ivm + 3 * a.ystride] = node("loud_walking:controls")
data[ivm + 3 * a.ystride] = node["loud_walking:controls"]
end
end
@ -542,13 +883,30 @@ function loud_walking.generate(p_minp, p_maxp, seed)
vm, a, heightmap, biomemap = nil, nil, nil, nil
end
local function pgenerate(...)
--local status, err = pcall(generate, ...)
local status, err = true
generate(...)
if not status then
print('Squaresville: Could not generate terrain:')
print(dump(err))
collectgarbage("collect")
end
end
-- Inserting helps to ensure that squaresville operates first.
table.insert(minetest.registered_on_generateds, 1, pgenerate)
function loud_walking.respawn(player)
while true do
local px = math.random(-10, 10) * 2 - 1
local pz = math.random(-10, 10) * 2
local x = 80 * px + 8
local z = 80 * pz + 8
local y = 9
local x = pod_size * px
local z = pod_size * pz
local y = half_pod + 1
local pos = {x=x,y=y,z=z}
local node = minetest.get_node(pos)
@ -558,3 +916,6 @@ function loud_walking.respawn(player)
end
end
end
minetest.register_on_newplayer(loud_walking.respawn)
minetest.register_on_respawnplayer(loud_walking.respawn)

View File

@ -36,7 +36,7 @@ minetest.register_node("loud_walking:sky_scrith", {
local node = loud_walking.clone_node("loud_walking:sky_scrith")
node.tiles = {"loud_walking_cloud_glass.png"}
minetest.register_node("loud_walking:cloud_scrith", node)
local node = loud_walking.clone_node("loud_walking:sky_scrith")
node = loud_walking.clone_node("loud_walking:sky_scrith")
node.tiles = {"loud_walking_glass_detail.png"}
minetest.register_node("loud_walking:transparent_scrith", node)
@ -49,10 +49,10 @@ minetest.register_node("loud_walking:control_floor", {
groups = {},
sounds = default.node_sound_stone_defaults(),
})
local node = loud_walking.clone_node("loud_walking:control_floor")
node = loud_walking.clone_node("loud_walking:control_floor")
node.tiles = { "loud_walking_control_floor.png", "loud_walking_control_floor_alert.png", "loud_walking_control_floor.png"}
minetest.register_node("loud_walking:control_floor_alert_down", node)
local node = loud_walking.clone_node("loud_walking:control_floor")
node = loud_walking.clone_node("loud_walking:control_floor")
node.tiles = {"loud_walking_control_floor_alert.png", "loud_walking_control_floor.png", "loud_walking_control_floor.png"}
minetest.register_node("loud_walking:control_floor_alert_up", node)
node.tiles = {"loud_walking_control_floor_alert.png", "loud_walking_control_floor_alert.png", "loud_walking_control_floor.png"}