local node = loud_walking.node local bevel = 40 local cloud_i = 0.5 local glass = {"loud_walking:sky_scrith", "loud_walking:cloud_scrith", "loud_walking:transparent_scrith"} local data = {} local p2data = {} -- vm rotation data buffer local lightmap = {} local vm, emin, emax, a, csize, heightmap, biomemap local div_sz_x, div_sz_z, minp, maxp, terrain, cave local terrain_noise = {offset = 0, scale = 20, seed = 8829, spread = {x = 40, y = 40, z = 40}, octaves = 6, persist = 0.4, lacunarity = 2} local cave_noise = {offset = 0, scale = 1, seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3, persist = 0.8, lacunarity = 2} local cloud_noise = {offset = 0, scale = 1, seed = -7874, spread = {x = 30, y = 30, z = 30}, octaves = 3, persist = 0.8, lacunarity = 2} loud_walking.biomes = {} local biomes = loud_walking.biomes local biome_names = {} biome_names["common"] = {} biome_names["uncommon"] = {} 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["coniferous_forest"] = {"conifer_trees"} tree_biomes["savanna"] = {"acacia_trees"} for i, obiome in pairs(minetest.registered_biomes) do local biome = table.copy(obiome) biome.special_tree_prob = 2 if biome.name == "savanna" then biome.special_tree_prob = 30 end 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 end end biomes["control"] = {} local cave_stones = { "loud_walking:stone_with_moss", "loud_walking:stone_with_lichen", "loud_walking:stone_with_algae", "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 local function place_schematic(pos, schem, center) local rot = math.random(4) - 1 local yslice = {} if schem.yslice_prob then for _, ys in pairs(schem.yslice_prob) do yslice[ys.ypos] = ys.prob end end if center then pos.x = pos.x - math.floor(schem.size.x / 2) pos.z = pos.z - math.floor(schem.size.z / 2) end for z1 = 0, schem.size.z - 1 do for x1 = 0, schem.size.x - 1 do local x, z if rot == 0 then x, z = x1, z1 elseif rot == 1 then x, z = schem.size.z - z1 - 1, x1 elseif rot == 2 then x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1 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 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 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 ivm = ivm + a.ystride isch = isch + schem.size.x end end end 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 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 terr local half = math.floor(csize.y / 2 + 0.5) terrain_scale = terrain_scale or 1 --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 = terrain[index] else terr = terrain[index] end 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) elseif not ocean then terr = math.floor(0.5 - d) end end 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 end 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 = (string.find(biome, "rain") and deco.flower) and 500 or 1000 local range = 1000 if deco.deco_type == "simple" then if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then return deco.decoration end else -- nop end end end end function loud_walking.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) -- 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 print(biome) 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 = math.floor(csize.y / 2 + 0.5) local ground = half 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 - 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) < 3 and math.abs(dz - half) < 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 - 2) < 2 and (dz == half or dx == half) then data[ivm] = node("air") else if biome == "control" then data[ivm] = node(glass[3]) elseif dy < half 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) < 3 or math.abs(dz - half) < 3) then 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") 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 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 and dy >= half - depth_water_top then data[ivm] = node(node_water_top) in_cave = false elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half then data[ivm] = node(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 * 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 and math.random(20) == 1 then data[ivm] = node("loud_walking:glowing_fungal_stone") elseif (ocean or swamp or beach) and dy < half 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 * 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) < 3 and math.abs(dz - half) < 3 then 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") 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 (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 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 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 pos = {x=x,y=y,z=z} local node = minetest.get_node(pos) if node.name ~= "air" then player:setpos(pos) return true end end end