Use default biomes. Fix respawn. Change sky.
parent
fb89aa62c6
commit
da5af62f87
3
init.lua
3
init.lua
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@ -86,6 +86,9 @@ minetest.register_on_newplayer(loud_walking.respawn)
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minetest.register_on_respawnplayer(loud_walking.respawn)
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minetest.register_on_generated(loud_walking.generate)
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minetest.register_on_joinplayer(function(player)
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player:set_sky("#000000", "plain", {})
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end)
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local function deco_list()
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for i, deco in pairs(minetest.registered_decorations) do
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227
mapgen.lua
227
mapgen.lua
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@ -1,5 +1,7 @@
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local node = loud_walking.node
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local bevel = 40
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local data = {}
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local p2data = {} -- vm rotation data buffer
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@ -7,7 +9,7 @@ local lightmap = {}
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local vm, emin, emax, a, csize, heightmap, biomemap
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local div_sz_x, div_sz_z, minp, maxp, terrain, cave
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local base_terrain_noise = {offset = 0,
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local terrain_noise = {offset = 0,
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scale = 20, seed = 8829, spread = {x = 40, y = 40, z = 40},
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octaves = 6, persist = 0.4, lacunarity = 2}
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@ -15,15 +17,52 @@ local cave_noise = {offset = 0, scale = 1,
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seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3,
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persist = 0.8, lacunarity = 2}
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local tree_biomes = {}
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tree_biomes["deciduous_forest"] = {"deciduous_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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tree_biomes["rainforest"] = {"jungle_trees"}
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local biome_names = {}
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biome_names["common"] = {}
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biome_names["uncommon"] = {}
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local biomes = {}
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do
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local biome_terrain_scale = {}
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biome_terrain_scale["coniferous_forest"] = 0.75
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biome_terrain_scale["rainforest"] = 0.33
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biome_terrain_scale["underground"] = 1.5
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local tree_biomes = {}
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tree_biomes["deciduous_forest"] = {"deciduous_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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tree_biomes["taiga"] = {"conifer_trees"}
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tree_biomes["rainforest"] = {"jungle_trees"}
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tree_biomes["rainforest_swamp"] = {"jungle_trees"}
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tree_biomes["deciduous_forest_swamp"] = {"deciduous_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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for i, obiome in pairs(minetest.registered_biomes) do
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local biome = table.copy(obiome)
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local rarity = "common"
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biome.terrain_scale = biome_terrain_scale[biome] or 0.5
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if string.find(biome.name, "ocean") then
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biome.terrain_scale = 1
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rarity = "uncommon"
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end
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if string.find(biome.name, "swamp") then
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biome.terrain_scale = 0.25
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rarity = "uncommon"
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end
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if string.find(biome.name, "beach") then
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biome.terrain_scale = 0.25
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rarity = "uncommon"
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end
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if string.find(biome.name, "^underground$") then
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biome.node_top = "default:stone"
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rarity = "uncommon"
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end
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biome.special_trees = tree_biomes[biome.name]
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biomes[biome.name] = biome
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biome_names[rarity][#biome_names[rarity]+1] = biome.name
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--print(dump(biome))
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end
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end
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local biome_terrain_scale = {}
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biome_terrain_scale["deciduous_forest"] = 0.5
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biome_terrain_scale["coniferous_forest"] = 0.75
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biome_terrain_scale["rainforest"] = 0.33
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local function place_schematic(pos, schem, center)
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@ -40,20 +79,28 @@ local function place_schematic(pos, schem, center)
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end
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for z = 0, schem.size.z - 1 do
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local dz = pos.z - minp.z + z
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for x = 0, schem.size.x - 1 do
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local ivm = a:index(pos.x + x, pos.y, pos.z + z)
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local isch = z * schem.size.y * schem.size.x + x + 1
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for y = 0, schem.size.y - 1 do
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if yslice[y] or 255 >= math.random(255) then
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local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
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if prob >= math.random(255) and schem.data[isch].name ~= "air" then
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data[ivm] = node(schem.data[isch].name)
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local dx = pos.x - minp.x + x
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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
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local ivm = a:index(pos.x + x, pos.y, pos.z + z)
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local isch = z * schem.size.y * schem.size.x + x + 1
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for y = 0, schem.size.y - 1 do
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local dy = pos.y - minp.y + y
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if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
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if yslice[y] or 255 >= math.random(255) then
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local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
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if prob >= math.random(255) and schem.data[isch].name ~= "air" then
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data[ivm] = node(schem.data[isch].name)
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end
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local param2 = schem.data[isch].param2 or 0
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p2data[ivm] = param2
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end
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end
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local param2 = schem.data[isch].param2 or 0
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p2data[ivm] = param2
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ivm = ivm + a.ystride
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isch = isch + schem.size.x
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end
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ivm = ivm + a.ystride
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isch = isch + schem.size.x
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end
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end
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end
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@ -95,28 +142,29 @@ local function connection(x, y, z)
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return nil
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end
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local function get_height(dx, dz, biome, index)
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local function get_height(dx, dz, terrain_scale, ocean, index)
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local terr
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local half = math.floor(csize.y / 2 + 0.5)
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if index == true then
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local terrain_noise = table.copy(base_terrain_noise)
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terrain_noise.scale = terrain_noise.scale * biome_terrain_scale[biome]
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terr = math.floor(minetest.get_perlin(terrain_noise):get2d({x=dx, y=dz}) + 0.5)
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-- Still need csize here...
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dx = (dx + 32) % 80
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dz = (dz + 32) % 80
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elseif not index then
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--if index == true then
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-- terr = minetest.get_perlin(terrain_noise):get2d({x=dx, y=dz})
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-- -- Still need csize here...
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-- dx = (dx + 32) % 80
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-- dz = (dz + 32) % 80
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if not index then
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index = dz * csize.x + dx + 1
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terr = math.floor(terrain[index] + 0.5)
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terr = terrain[index]
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else
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terr = math.floor(terrain[index] + 0.5)
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terr = terrain[index]
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end
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local d = 38 - math.abs(math.abs(dx - 39.5) - math.abs(dz - 39.5))
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terr = math.floor(terr * terrain_scale + 0.5)
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local d = half - 2 - math.abs(math.abs(dx - (half - 0.5)) - math.abs(dz - (half - 0.5)))
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if math.abs(terr) > d then
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if terr > 0 then
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terr = math.floor(d + 0.5)
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else
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elseif not ocean then
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terr = math.floor(0.5 - d)
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end
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end
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@ -125,7 +173,13 @@ local function get_height(dx, dz, biome, index)
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end
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local function get_biome(px, pz)
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return "deciduous_forest"
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local sr = math.random(5)
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local rarity = "common"
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if sr > 4 then
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rarity = "uncommon"
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end
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local biome = biome_names[rarity][math.random(#biome_names[rarity])]
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return biome
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end
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local function get_decoration(biome)
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@ -144,7 +198,7 @@ local function get_decoration(biome)
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if biome_match and deco.deco_type == "simple" then
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if deco.fill_ratio and math.random(1000) < deco.fill_ratio * 1000 then
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return deco.decoration
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elseif math.random(1000) < 10 then
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elseif math.random(1000) < 6 then
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return deco.decoration
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end
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end
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@ -167,23 +221,38 @@ function loud_walking.generate(p_minp, p_maxp, seed)
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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local mem = math.floor(collectgarbage("count")/1024)
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if mem > 300 then
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print("Manually collecting garbage...")
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print("Loud Walking: Manually collecting garbage...")
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collectgarbage("collect")
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end
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local px = math.floor((minp.x + 32) / csize.x)
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local pz = math.floor((minp.z + 32) / csize.z)
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local biome = get_biome(px, pz)
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local top = node("default:dirt_with_grass")
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-- use the same seed (based on perlin noise).
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local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
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seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
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persist = 0.4, lacunarity = 2})
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math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
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local terrain_noise = table.copy(base_terrain_noise)
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terrain_noise.scale = terrain_noise.scale * biome_terrain_scale[biome]
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-- Keep this first after seeding!
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local biome = get_biome(px, pz)
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local px = math.floor((minp.x + 32) / csize.x)
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local pz = math.floor((minp.z + 32) / csize.z)
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local top = biomes[biome].node_top or "default:dirt_with_grass"
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local filler = biomes[biome].node_filler or "default:dirt"
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local depth_top = biomes[biome].depth_top or 1
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local depth_filler = biomes[biome].depth_filler or 1
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local node_stone = biomes[biome].node_stone or "default:stone"
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local ocean = string.find(biome, "ocean") and true or false
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local swamp = string.find(biome, "swamp") and true or false
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local beach = string.find(biome, "beach") and true or false
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local half = math.floor(csize.y / 2 + 0.5)
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local ground = half
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if ocean then
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ground = ground - 15
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elseif swamp or beach then
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ground = ground - 3
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end
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terrain = minetest.get_perlin_map(terrain_noise, csize):get2dMap_flat(minp)
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cave = minetest.get_perlin_map(cave_noise, csize):get3dMap_flat(minp)
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@ -200,18 +269,18 @@ function loud_walking.generate(p_minp, p_maxp, seed)
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index3d = dz * csize.y * csize.x + dx + 1
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local ivm = a:index(x, minp.y, z)
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local terr = get_height(dx, dz, biome, index)
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local terr = get_height(dx, dz, biomes[biome].terrain_scale, ocean, index)
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local in_cave = false
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for y = minp.y, maxp.y do
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local dy = y - minp.y
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if pod then
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if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < 40 then
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if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < bevel then
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data[ivm] = node("air")
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--lightmap[ivm] = 0
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lightmap[ivm] = 0
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in_cave = false
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elseif math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < 41 then
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if dy < terr + 40 then
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elseif math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < bevel + 1 then
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if dy < half then
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data[ivm] = node("loud_walking:scrith")
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lightmap[ivm] = 0
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else
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@ -220,10 +289,10 @@ function loud_walking.generate(p_minp, p_maxp, seed)
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in_cave = false
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write = true
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elseif (dx == 0 or dx == csize.x - 1) or (dz == 0 or dz == csize.z - 1) or (dy == 0 or dy == csize.y - 1) then
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if math.abs(dy - 42) < 2 and (dz == 40 or dx == 40) then
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if math.abs(dy - half - 2) < 2 and (dz == half or dx == half) then
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data[ivm] = node("air")
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else
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if dy < terr + 40 then
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if dy < half then
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data[ivm] = node("loud_walking:scrith")
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lightmap[ivm] = 0
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else
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@ -232,41 +301,46 @@ function loud_walking.generate(p_minp, p_maxp, seed)
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write = true
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end
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in_cave = false
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elseif not in_cave and dy == terr + 41 then
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elseif not in_cave and dy == terr + ground + 1 then
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local deco = get_decoration(biome)
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if deco then
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data[ivm] = node(deco)
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end
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write = true
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elseif dy > terr + 40 then
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elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half then
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data[ivm] = node("default:water_source")
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in_cave = false
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elseif dy > terr + ground then
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data[ivm] = node("air")
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in_cave = false
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elseif cave[index3d] ^ 2 > 0.1 + dy / 40 then
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if terr + 40 >= dy and not in_cave and dy > terr + 30 then
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data[ivm] = node("default:dirt")
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elseif cave[index3d] ^ 2 > 0.1 + dy / half then
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if terr + ground >= dy and not in_cave and dy > terr + ground - 10 then
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data[ivm] = node(biomes[biome].node_filler)
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elseif ocean or swamp then
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data[ivm] = node("default:water_source")
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else
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data[ivm] = node("air")
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end
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in_cave = true
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lightmap[ivm] = 0
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elseif dy > terr + 39 then
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data[ivm] = top
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elseif dy > terr + ground - depth_top then
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data[ivm] = node(top)
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lightmap[ivm] = 0
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in_cave = false
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write = true
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elseif dy > terr + 37 then
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elseif dy > terr + ground - depth_filler - depth_top then
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data[ivm] = node("default:dirt")
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lightmap[ivm] = 0
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in_cave = false
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write = true
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else
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data[ivm] = node("default:stone")
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data[ivm] = node(node_stone)
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lightmap[ivm] = 0
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in_cave = false
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write = true
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end
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elseif connection and dy == 40 and ((dx == 40 and connection % 4 == 0) or (dz == 40 and connection % 2 == 1)) then
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data[ivm] = node("default:stone")
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elseif connection and dy == half and ((dx == half and connection % 4 == 0) or (dz == half and connection % 2 == 1)) then
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data[ivm] = node("loud_walking:scrith")
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lightmap[ivm] = 0
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write = true
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end
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@ -278,21 +352,27 @@ function loud_walking.generate(p_minp, p_maxp, seed)
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end
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if pod then
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print(biome)
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for dz = 0, 75, 5 do
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for dx = 0, 75, 5 do
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if math.random(2) == 1 then
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local x = minp.x + dx + math.random(0, 4)
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local z = minp.z + dz + math.random(0, 4)
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local y = minp.y + get_height(x - minp.x, z - minp.z, biome) + 40
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local y = minp.y + get_height(x - minp.x, z - minp.z, biomes[biome].terrain_scale, ocean) + ground
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local ivm = a:index(x, y, z)
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if data[ivm + a.ystride] == node("air") and (data[ivm] == node("default:dirt") or data[ivm] == node("default:dirt_with_grass") or data[ivm] == node("default:dirt_with_snow")) then
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if tree_biomes[biome] then
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local tree_type = tree_biomes[biome][math.random(#tree_biomes[biome])]
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local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
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local pos = {x=x, y=y, z=z}
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-- The minetest schematic functions don't seem very accurate.
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place_schematic(pos, schem, true)
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if biomes[biome].special_trees then
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--print(dump(biomes[biome].special_trees))
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local tree_type = biomes[biome].special_trees[math.random(#biomes[biome].special_trees)]
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if tree_type then
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local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
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local pos = {x=x, y=y, z=z}
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-- The minetest schematic functions don't seem very accurate.
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place_schematic(pos, schem, true)
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end
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else
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-- regular schematics?
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end
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end
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end
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@ -318,14 +398,11 @@ end
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function loud_walking.respawn(player)
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local success = false
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while not success do
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local px = math.random(-10, 10) * 2
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local px = math.random(-10, 10) * 2 - 1
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local pz = math.random(-10, 10) * 2
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-- How do we get csize before generation?
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local dx = math.random(80) - 1
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local dz = math.random(80) - 1
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local x = (dx - 32) + 80 * px
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local z = (dz - 32) + 80 * pz
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local y = get_height(x, z, get_biome(px, pz), true) + 8
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local x = 80 * px + 8
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local z = 80 * pz + 8
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local y = 9
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local pos = {x=x,y=y,z=z}
|
||||
local node = minetest.get_node(pos)
|
||||
|
|
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Reference in New Issue