diff --git a/mapgen.lua b/mapgen.lua index 3355f7c..dfbf59e 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -182,15 +182,17 @@ local function place_schematic(pos, schem, center) 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 fdy = (pos.y + y) % fcsize.y - if math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - 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] + if pos.y + y < maxp.y + 16 and pos.y + y > minp.y - 16 then + local fdy = (pos.y + y) % fcsize.y + if math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - 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] + end + local param2 = schem.data[isch].param2 or 0 + p2data[ivm] = param2 end - local param2 = schem.data[isch].param2 or 0 - p2data[ivm] = param2 end end @@ -344,15 +346,15 @@ local function generate(p_minp, p_maxp, seed) if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then data[ivm] = node['loud_walking:scrith'] else - data[ivm] = node['air'] + --data[ivm] = node['air'] end elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then - data[ivm] = node['air'] + --data[ivm] = node['air'] lightmap[ivm] = 0 in_cave = false elseif (fdx == 0 or fdx == pod_size.x - 1) or (fdz == 0 or fdz == pod_size.z - 1) or (fdy == 0 or fdy == pod_size.y - 1) or math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel + 1 then if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then - data[ivm] = node["air"] + --data[ivm] = node["air"] else if biome == "control" then data[ivm] = node[glass[3]] @@ -373,7 +375,7 @@ local function generate(p_minp, p_maxp, seed) elseif biome == "control" and fdy % 5 == 0 then data[ivm] = node["loud_walking:control_floor"] elseif biome == "control" and (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then - data[ivm] = node["air"] + --data[ivm] = node["air"] elseif biome == "control" and ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - 12) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - 12) % room_size > 3)) then data[ivm] = node["loud_walking:control_wall"] elseif biome == "control" then @@ -402,7 +404,7 @@ local function generate(p_minp, p_maxp, seed) data[ivm] = node[node_water] in_cave = false elseif fdy > height + 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(fdy / (half_pod.y * 0.2))) then cave_height = cave_height + 1 @@ -432,7 +434,7 @@ local function generate(p_minp, p_maxp, seed) 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"] + --data[ivm] = node["air"] end in_cave = true --lightmap[ivm] = 0 @@ -487,15 +489,16 @@ local function generate(p_minp, p_maxp, seed) index = index + 1 last_py = nil for y = minp.y, maxp.y do - local fdy = y % fcsize.y - local py = math_floor(y / fcsize.y) if fdz % 5 == 0 and fdx % 5 == 0 then local fdy = y % fcsize.y + local py = math_floor(y / fcsize.y) local pod = fdz < pod_size.z and fdx < pod_size.x and fdy < pod_size.y if py ~= last_py or px ~= last_px or pz ~= last_pz then biome, cave_lining = get_biome(x, y, z) + ocean = string.find(biome, "ocean") and true or false + swamp = string.find(biome, "swamp") and true or false + node_top = biomes[biome].node_top or "default:dirt_with_grass" end - local ocean = string.find(biome, "ocean") and true or false if py ~= last_py then height = get_height(fdx, fdz, y, index, heights, biomes[biome].terrain_scale, ocean) end @@ -503,8 +506,6 @@ local function generate(p_minp, p_maxp, seed) if biome ~= 'control' and 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 @@ -597,314 +598,6 @@ local function generate(p_minp, p_maxp, seed) end -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) - --p2data = vm:get_param2_data() - a = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) - csize = vector.add(vector.subtract(maxp, minp), 1) - - -- Deal with memory issues. This, of course, is supposed to be automatic. - local mem = math_floor(collectgarbage("count")/1024) - if mem > 300 then - print("Loud Walking: Manually collecting garbage...") - collectgarbage("collect") - end - - -- 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:get2d({x=minp.x, y=minp.z})) - - -- Keep this first after seeding! - local px = math_floor((minp.x + 32) / csize.x) - local pz = math_floor((minp.z + 32) / csize.z) - local biome = get_biome(px, pz) - local cave_lining = cave_stones[math.random(#cave_stones)] - if math.random(3) == 1 then - cave_lining = nil - end - - vm:set_lighting({day = 15, night = (biome == "control" and 15 or 0)}, minp, maxp) - lightmap = vm:get_light_data() - - 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 half = {x=math_floor(csize.x / 2 + 0.5), y=math_floor(csize.y / 2 + 0.5), z=math_floor(csize.z / 2 + 0.5)} - local ground = half.y - - beach = beach or dunes - if ocean then - ground = ground - 15 - elseif swamp or beach then - ground = ground - 3 - end - - terrain = minetest.get_perlin_map(terrain_noise, csize):get2dMap_flat(minp) - cave = minetest.get_perlin_map(cave_noise, csize):get3dMap_flat(minp) - cloud = minetest.get_perlin_map(cloud_noise, csize):get2dMap_flat(minp) - - local pod = is_pod(minp.x, minp.y, minp.z) - local connection = connection(minp.x, minp.y, minp.z) - - local index = 0 - local index3d = 0 - for z = minp.z, maxp.z do - local dz = z - minp.z - for x = minp.x, maxp.x do - index = index + 1 - local dx = x - minp.x - index3d = dz * csize.y * csize.x + dx + 1 - local ivm = a:index(x, minp.y, z) - - local terr = get_height(dx, dz, biomes[biome].terrain_scale, ocean, index) - local in_cave = false - if biome == "underground" then - terr = half.y - 5 - end - - local cave_height = 0 - for y = minp.y, maxp.y do - local dy = y - minp.y - if pod then - if biome == "control" and math_abs(dx - half.x) < 3 and math_abs(dz - half.z) < 3 then - 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"] - 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.y - 2) < 2 and (dz == half.z or dx == half.x) then - data[ivm] = node["air"] - else - if biome == "control" then - data[ivm] = node[glass[3]] - elseif dy < half.y then - data[ivm] = node["loud_walking:scrith"] - lightmap[ivm] = 0 - elseif biome == "underground" then - 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]] - else - 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"] - elseif biome == "control" and (math_abs(dx - half.x) < 3 or math_abs(dz - half.z) < 3) then - data[ivm] = node["air"] - elseif biome == "control" and ((math_abs(dx - half.x) % 20 == 3 and (math_abs(dz - half.z) - 12) % 20 > 3) or (math_abs(dz - half.z) % 20 == 3 and (math_abs(dx - half.x) - 12) % 20 > 3)) then - 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"] - 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]] - elseif dz >= 35 and dz <= 45 and dx >= 35 and dx <= 45 and dy == csize.y - 5 then - data[ivm] = node[glass[3]] - elseif not in_cave and (ocean or swamp or beach) and dy > terr + ground and dy <= half.y and dy == terr + ground + 1 then - -- ** water decorations ** - --local deco = get_decoration(biome) - --if deco then - -- 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] - end - elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half.y and dy >= half.y - 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.y then - data[ivm] = node[node_water] - in_cave = false - elseif dy > terr + ground then - data[ivm] = node["air"] - in_cave = false - elseif cave[index3d] ^ 2 > (biome == "underground" and 0.5 or 1.3 - math.sin(dy / (half.y * 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] - 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"] - 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 dy < half.y and math.random(20) == 1 then - data[ivm] = node["loud_walking:glowing_fungal_stone"] - elseif (ocean or swamp or beach) and dy < half.y 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(dy / (half.y * 0.2))) then - data[ivm] = node[cave_lining] - lightmap[ivm] = 0 - elseif dy > terr + ground - depth_top then - 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] - 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 - elseif biome == "control" and math_abs(dx - half.x) < 3 and math_abs(dz - half.z) < 3 then - data[ivm] = node["loud_walking:air_ladder"] - elseif connection and dy == half.y and ((dx == half.x and connection % 4 == 0) or (dz == half.z and connection % 2 == 1)) then - data[ivm] = node["loud_walking:scrith"] - lightmap[ivm] = 0 - end - - if not in_cave then - cave_height = 0 - end - ivm = ivm + a.ystride - index3d = index3d + csize.x - end - end - end - - if pod then - for dz = 0, 75, 5 do - for dx = 0, 75, 5 do - if biomes[biome].special_tree_prob and math.random(biomes[biome].special_tree_prob) == 1 then - local x = minp.x + dx + math.random(5) - 1 - local z = minp.z + dz + math.random(5) - 1 - 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 y >= minp.y and y <= maxp.y and (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=x, y=y, z=z} - -- The minetest schematic functions don't seem very accurate. - place_schematic(pos, schem, true) - end - else - -- regular schematics? - end - end - end - end - end - end - - if 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) - --minetest.generate_decorations(vm, minp, maxp) - --vm:set_param2_data(p2data) - --vm:set_lighting({day = 15, night = 0}) - if pod then - vm:set_light_data(lightmap) - end - vm:update_liquids() - vm:calc_lighting(minp, maxp, false) - vm:write_to_map() - - vm, a, heightmap, biomemap = nil, nil, nil, nil -end - - local function pgenerate(...) --local status, err = pcall(generate, ...) local status, err = true