315 lines
8.5 KiB
Lua
315 lines
8.5 KiB
Lua
local low_size = 138
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local road_level = 1
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local dirt_depth = 5
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local water_diff = 8
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local water_level = road_level - water_diff
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loud_walking.schematics = {}
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local math_floor = math.floor
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local math_ceil = math.ceil
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local math_abs = math.abs
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local math_random = math.random
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local csize
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local heat_noise = {offset = 50, scale = 50, seed = 5349, spread = {x = 750, y = 750, z = 750}, octaves = 3, persist = 0.5, lacunarity = 2}
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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}
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local humidity_noise = {offset = 50, scale = 50, seed = 842, spread = {x = 750, y = 750, z = 750}, octaves = 3, persist = 0.5, lacunarity = 2}
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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}
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do
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local biome_mod = {
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coniferous_forest_dunes = { heat_point = 35, humidity_point = 60, },
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coniferous_forest = { heat_point = 35, humidity_point = 60, },
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coniferous_forest_ocean = { heat_point = 35, humidity_point = 60, },
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deciduous_forest = { heat_point = 60, humidity_point = 60, },
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deciduous_forest_ocean = { heat_point = 60, humidity_point = 60, },
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deciduous_forest_swamp = { heat_point = 60, humidity_point = 60, },
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desert = { heat_point = 80, humidity_point = 10, },
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desert_ocean = { heat_point = 80, humidity_point = 10, },
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glacier = {},
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glacier_ocean = {},
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rainforest = { heat_point = 85, humidity_point = 70, },
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rainforest_ocean = { heat_point = 85, humidity_point = 70, },
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rainforest_swamp = { heat_point = 85, humidity_point = 70, },
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sandstone_grassland_dunes = { heat_point = 55, humidity_point = 40, },
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sandstone_grassland = { heat_point = 55, humidity_point = 40, },
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sandstone_grassland_ocean = { heat_point = 55, humidity_point = 40, },
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savanna = { heat_point = 80, humidity_point = 25, },
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savanna_ocean = { heat_point = 80, humidity_point = 25, },
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savanna_swamp = { heat_point = 80, humidity_point = 25, },
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stone_grassland_dunes = { heat_point = 35, humidity_point = 40, },
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stone_grassland = { heat_point = 35, humidity_point = 40, },
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stone_grassland_ocean = { heat_point = 35, humidity_point = 40, },
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taiga = {},
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taiga_ocean = {},
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tundra = { node_river_water = "loud_walking:thin_ice", },
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tundra_beach = { node_river_water = "loud_walking:thin_ice", },
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tundra_ocean = {},
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}
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local rereg = {}
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for n, bi in pairs(biome_mod) do
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for i, rbi in pairs(minetest.registered_biomes) do
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if rbi.name == n then
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rereg[#rereg+1] = table.copy(rbi)
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for j, prop in pairs(bi) do
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rereg[#rereg][j] = prop
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end
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end
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end
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end
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minetest.clear_registered_biomes()
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for _, bi in pairs(rereg) do
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minetest.register_biome(bi)
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end
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rereg = {}
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for _, dec in pairs(minetest.registered_decorations) do
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rereg[#rereg+1] = dec
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end
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minetest.clear_registered_decorations()
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for _, dec in pairs(rereg) do
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minetest.register_decoration(dec)
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end
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rereg = nil
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minetest.register_biome({
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name = "desertstone_grassland",
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--node_dust = "",
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node_top = "default:dirt_with_grass",
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depth_top = 1,
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node_filler = "default:dirt",
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depth_filler = 1,
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node_stone = "default:desert_stone",
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node_riverbed = "default:sand",
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depth_riverbed = 2,
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 80,
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humidity_point = 55,
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})
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minetest.register_decoration({
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deco_type = "simple",
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place_on = {"default:dirt_with_grass"},
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sidelen = 80,
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fill_ratio = 0.1,
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biomes = {"desertstone_grassland", },
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y_min = 1,
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y_max = 31000,
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decoration = "default:junglegrass",
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})
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end
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flowers.register_decorations()
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loud_walking.decorations = {}
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local bad_deco = {}
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for _, i in pairs({"apple_tree", "pine_tree", "jungle_tree", "acacia_tree", "aspen_tree", }) do
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bad_deco[i] = true
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end
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do
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for _, odeco in pairs(minetest.registered_decorations) do
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if not odeco.schematic then
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local deco = {}
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if odeco.biomes then
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deco.biomes = {}
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for _, b in pairs(odeco.biomes) do
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deco.biomes[b] = true
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end
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end
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deco.deco_type = odeco.deco_type
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deco.decoration = odeco.decoration
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deco.schematic = odeco.schematic
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deco.fill_ratio = odeco.fill_ratio
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if odeco.noise_params then
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deco.fill_ratio = math.max(0.001, (odeco.noise_params.scale + odeco.noise_params.offset) / 4)
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end
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local nod = minetest.registered_nodes[deco.decoration]
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if nod and nod.groups and nod.groups.flower then
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deco.flower = true
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end
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loud_walking.decorations[#loud_walking.decorations+1] = deco
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end
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end
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end
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minetest.clear_registered_decorations()
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local function register_flower(name, desc, biomes, chance)
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local groups = {}
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groups.snappy = 3
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groups.flammable = 2
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groups.flower = 1
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groups.flora = 1
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groups.attached_node = 1
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minetest.register_node("loud_walking:" .. name, {
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description = desc,
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drawtype = "plantlike",
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waving = 1,
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tiles = {"loud_walking_" .. name .. ".png"},
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inventory_image = "loud_walking_" .. name .. ".png",
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wield_image = "flowers_" .. name .. ".png",
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sunlight_propagates = true,
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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stack_max = 99,
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groups = groups,
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
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}
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})
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local bi = {}
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if biomes then
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bi = {}
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for _, b in pairs(biomes) do
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bi[b] = true
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end
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end
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loud_walking.decorations[#loud_walking.decorations+1] = {
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deco_type = "simple",
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place_on = {"default:dirt_with_grass"},
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biomes = bi,
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fill_ratio = chance,
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flower = true,
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decoration = "loud_walking:"..name,
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}
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end
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register_flower("orchid", "Orchid", {"rainforest", "rainforest_swamp"}, 0.025)
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register_flower("bird_of_paradise", "Bird of Paradise", {"rainforest", "desertstone_grassland"}, 0.025)
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register_flower("gerbera", "Gerbera", {"savanna", "rainforest", "desertstone_grassland"}, 0.005)
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local function register_decoration(deco, place_on, biomes, chance)
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local bi = {}
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if biomes then
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bi = {}
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for _, b in pairs(biomes) do
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bi[b] = true
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end
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end
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loud_walking.decorations[#loud_walking.decorations+1] = {
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deco_type = "simple",
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place_on = place_on,
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biomes = bi,
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fill_ratio = chance,
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decoration = deco,
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}
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end
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loud_walking.biomes = {}
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local biomes = loud_walking.biomes
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local biome_names = {}
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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"] = {"apple_tree", 'aspen_tree'}
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tree_biomes["coniferous_forest"] = {"pine_tree"}
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tree_biomes["taiga"] = {"pine_tree"}
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tree_biomes["rainforest"] = {"jungle_tree"}
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tree_biomes["rainforest_swamp"] = {"jungle_tree"}
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tree_biomes["coniferous_forest"] = {"pine_tree"}
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tree_biomes["savanna"] = {"acacia_tree"}
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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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biome.special_tree_prob = 2 * 25
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if string.match(biome.name, "^rainforest") then
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biome.special_tree_prob = 0.8 * 25
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end
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if biome.name == "savanna" then
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biome.special_tree_prob = 30 * 25
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end
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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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--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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--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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--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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--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[#biome_names+1] = biome.name
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end
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end
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local function get_decoration(biome_name)
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for i, deco in pairs(loud_walking.decorations) do
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if not deco.biomes or deco.biomes[biome_name] then
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local range = 1000
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if deco.deco_type == "simple" then
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if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
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return deco.decoration
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end
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else
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-- nop
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end
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end
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end
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end
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-- Create and initialize a table for a schematic.
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function loud_walking.schematic_array(width, height, depth)
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-- Dimensions of data array.
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local s = {size={x=width, y=height, z=depth}}
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s.data = {}
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for z = 0,depth-1 do
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for y = 0,height-1 do
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for x = 0,width-1 do
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local i = z*width*height + y*width + x + 1
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s.data[i] = {}
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s.data[i].name = "air"
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s.data[i].param1 = 000
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end
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end
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end
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s.yslice_prob = {}
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return s
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end
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dofile(loud_walking.path.."/deco_trees.lua")
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