Use default biomes. Fix respawn. Change sky.

master
Duane Robertson 2016-04-01 12:55:51 -05:00
parent fb89aa62c6
commit da5af62f87
2 changed files with 155 additions and 75 deletions

View File

@ -86,6 +86,9 @@ minetest.register_on_newplayer(loud_walking.respawn)
minetest.register_on_respawnplayer(loud_walking.respawn)
minetest.register_on_generated(loud_walking.generate)
minetest.register_on_joinplayer(function(player)
player:set_sky("#000000", "plain", {})
end)
local function deco_list()
for i, deco in pairs(minetest.registered_decorations) do

View File

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