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unused_args = false
allow_defined_top = true
max_line_length = 999
ignore = {
"name", "drops", "i",
}
globals = {
"minetest",
}
read_globals = {
string = {fields = {"split", "trim"}},
table = {fields = {"copy", "getn"}},
"vector", "ItemStack",
"dump",
}

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- The `master` branch should be stable to end-users at all times. It should target latest Minetest point release.
- Put rewrites and new features in branches.
- Conform with setting defaults so that end-user upgrades doesn't change expected in-game behavior. Discuss default changes in an issue if one really need to change.

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That's all there is to it!

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# Item Drop [![](https://github.com/minetest-mods/item_drop/workflows/build/badge.svg)](https://github.com/minetest-mods/item_drop/actions) [![License](https://img.shields.io/badge/license-LGPLv2.1%2B-blue.svg)](https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html)
A highly configurable mod providing item magnet and in-world node drops\
By [PilzAdam](https://github.com/PilzAdam),
[texmex](https://github.com/tacotexmex/), [hybriddog](https://github.com/hybriddog/).
## Licensing
LGPLv2.1/CC BY-SA 3.0. Particle code from WCILA mod by Aurailus, originally licensed MIT.
## Notes
`item_drop` can be played with Minetest 0.4.16 or above. It was originally
developed by [PilzAdam](https://github.com/PilzAdam/item_drop).
## List of features
* All settings may be configured from within the game itself.
(Settings tab > Advanced settings > Mods > item_drop)
* Drops nodes as in-world items on dig if `item_drop.enable_item_drop` is
`true` (true by default) It does nothing in creative mode.
* Puts dropped items to the player's inventory if `item_drop.enable_item_pickup`
is `true` (true by default)
* Multiple items are picked in a quick succession instead of all at once which
is indicated by the pickup sound.
* It uses a node radius set in `item_drop.pickup_radius` (default 0.75),
if items are within this radius around the player's belt, they're picked.
* If `item_drop.pickup_age` is something positive, items dropped by players
are ignored for this time to avoid instantly picking up when dropping.
* If `item_drop.pickup_age` is `-1`, items are only picked when they don't
move, it's another fix for instant item picking.
* If `item_drop.magnet_radius` is bigger than `item_drop.pickup_radius`,
items between these radii are flying to the player for
`item_drop.magnet_time` seconds, after this time, they're picked or stop
flying.
* Enable manual item pickups by mouse only if `item_drop.mouse_pickup` is
`true` (true by default)
* Plays a sound when the items are picked up with the gain level set to
`item_drop.pickup_sound_gain` (default 0.2)
* Requires a key to be pressed in order to pick items if
`item_drop.enable_pickup_key` is `true` (true by default)
* The keytypes to choose from by setting `item_pickup_keytype` are:
* Use key (`Use`)
* Sneak key (`Sneak`)
* Left and Right keys combined (`LeftAndRight`)
* Right mouse button (`RMB`)
* Sneak key and right mouse button combined (`SneakAndRMB`)
* If `item_drop.pickup_keyinvert` is `true`, items are
collected when the key is not pressed instead of when it's pressed.
* Displays a particle of the picked item above the player if
`item_drop.pickup_particle` is `true` (true by default)
## Known issues
## Bug reports and suggestions
You can report bugs or suggest ideas by
[filing an issue](http://github.com/minetest-mods/item_drop/issues/new).
## Links
* [Download ZIP](https://github.com/minetest-mods/item_drop/archive/master.zip)
* [Source](https://github.com/minetest-mods/item_drop/)
* [Forum thread](https://forum.minetest.net/viewtopic.php?t=16913)

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A highly configurable mod providing item magnet and in-world node drops

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local load_time_start = minetest.get_us_time()
-- Functions which can be overridden by mods
item_drop = {
-- This function is executed before picking up an item or making it fly to
-- the player. If it does not return true, the item is ignored.
-- It is also executed before collecting the item after it flew to
-- the player and did not reach him/her for magnet_time seconds.
can_pickup = function(entity, player)
if entity.item_drop_picked then
-- Ignore items where picking has already failed
return false
end
return true
end,
-- before_collect and after_collect are executed before and after an item
-- is collected by a player
before_collect = function(entity, pos, player)
end,
after_collect = function(entity, pos, player)
entity.item_drop_picked = true
end,
}
local function legacy_setting_getbool(name_new, name_old, default)
local v = minetest.settings:get_bool(name_new)
if v == nil then
v = minetest.settings:get_bool(name_new)
end
if default then
return v ~= false
end
return v
end
local function legacy_setting_getnumber(name_new, name_old, default)
return tonumber(minetest.settings:get(name_new))
or tonumber(minetest.settings:get(name_old))
or default
end
if legacy_setting_getbool("item_drop.enable_item_pickup",
"enable_item_pickup", true) then
local pickup_gain = legacy_setting_getnumber("item_drop.pickup_sound_gain",
"item_pickup_gain", 0.2)
local pickup_particle =
minetest.settings:get_bool("item_drop.pickup_particle", true)
local pickup_radius = legacy_setting_getnumber("item_drop.pickup_radius",
"item_pickup_radius", 0.75)
local magnet_radius = tonumber(
minetest.settings:get("item_drop.magnet_radius")) or -1
local magnet_time = tonumber(
minetest.settings:get("item_drop.magnet_time")) or 5.0
local pickup_age = tonumber(
minetest.settings:get("item_drop.pickup_age")) or 0.5
local key_triggered = legacy_setting_getbool("item_drop.enable_pickup_key",
"enable_item_pickup_key", true)
local key_invert = minetest.settings:get_bool(
"item_drop.pickup_keyinvert") ~= false
local keytype
if key_triggered then
keytype = minetest.settings:get("item_drop.pickup_keytype") or
minetest.settings:get("item_pickup_keytype") or "Use"
-- disable pickup age if picking is explicitly enabled by the player
if not key_invert then
pickup_age = math.min(pickup_age, 0)
end
end
local mouse_pickup = minetest.settings:get_bool(
"item_drop.mouse_pickup") ~= false
if not mouse_pickup then
minetest.registered_entities["__builtin:item"].pointable = false
end
local magnet_mode = magnet_radius > pickup_radius
local zero_velocity_mode = pickup_age == -1
if magnet_mode
and zero_velocity_mode then
error"zero velocity mode can't be used together with magnet mode"
end
-- tells whether an inventorycube should be shown as pickup_particle or not
-- for known drawtypes
local inventorycube_drawtypes = {
normal = true,
allfaces = true,
allfaces_optional = true,
glasslike = true,
glasslike_framed = true,
glasslike_framed_optional = true,
liquid = true,
flowingliquid = true,
}
-- adds the item to the inventory and removes the object
local function collect_item(ent, pos, player)
item_drop.before_collect(ent, pos, player)
minetest.sound_play("item_drop_pickup", {
pos = pos,
gain = pickup_gain,
})
if pickup_particle then
local item = minetest.registered_nodes[
ent.itemstring:gsub("(.*)%s.*$", "%1")]
local image
if item and item.tiles and item.tiles[1] then
if inventorycube_drawtypes[item.drawtype] then
local tiles = item.tiles
local top = tiles[1]
if type(top) == "table" then
top = top.name
end
local left = tiles[3] or top
if type(left) == "table" then
left = left.name
end
local right = tiles[5] or left
if type(right) == "table" then
right = right.name
end
image = minetest.inventorycube(top, left, right)
else
image = item.inventory_image or item.tiles[1]
end
minetest.add_particle({
pos = {x = pos.x, y = pos.y + 1.5, z = pos.z},
velocity = {x = 0, y = 1, z = 0},
acceleration = {x = 0, y = -4, z = 0},
expirationtime = 0.2,
size = 3,--math.random() + 0.5,
vertical = false,
texture = image,
})
end
end
ent:on_punch(player)
item_drop.after_collect(ent, pos, player)
end
-- opt_get_ent gets the object's luaentity if it can be collected
local opt_get_ent
if zero_velocity_mode then
function opt_get_ent(object)
if object:is_player()
or not vector.equals(object:get_velocity(), {x=0, y=0, z=0}) then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or ent.itemstring == "" then
return
end
return ent
end
else
function opt_get_ent(object)
if object:is_player() then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or (ent.dropped_by and ent.age < pickup_age)
or ent.itemstring == "" then
return
end
return ent
end
end
local afterflight
if magnet_mode then
-- take item or reset velocity after flying a second
function afterflight(object, inv, player)
-- TODO: test what happens if player left the game
local ent = opt_get_ent(object)
if not ent then
return
end
local item = ItemStack(ent.itemstring)
if inv
and inv:room_for_item("main", item)
and item_drop.can_pickup(ent, player) then
collect_item(ent, object:get_pos(), player)
else
-- the acceleration will be reset by the object's on_step
object:set_velocity({x=0,y=0,z=0})
ent.is_magnet_item = false
end
end
-- disable velocity and acceleration changes of items flying to players
minetest.after(0, function()
local ObjectRef
local blocked_methods = {"set_acceleration", "set_velocity",
"setacceleration", "setvelocity"}
local itemdef = minetest.registered_entities["__builtin:item"]
local old_on_step = itemdef.on_step
local function do_nothing() end
function itemdef.on_step(self, ...)
if not self.is_magnet_item then
return old_on_step(self, ...)
end
ObjectRef = ObjectRef or getmetatable(self.object)
local old_funcs = {}
for i = 1, #blocked_methods do
local method = blocked_methods[i]
old_funcs[method] = ObjectRef[method]
ObjectRef[method] = do_nothing
end
old_on_step(self, ...)
for i = 1, #blocked_methods do
local method = blocked_methods[i]
ObjectRef[method] = old_funcs[method]
end
end
end)
end
-- set keytype to the key name if possible
if keytype == "Use" then
keytype = "aux1"
elseif keytype == "Sneak" then
keytype = "sneak"
elseif keytype == "LeftAndRight" then -- LeftAndRight combination
keytype = 0
elseif keytype == "SneakAndRMB" then -- SneakAndRMB combination
keytype = 1
end
-- tests if the player has the keys pressed to enable item picking
local function has_keys_pressed(player)
if not key_triggered then
return true
end
local control = player:get_player_control()
local keys_pressed
if keytype == 0 then -- LeftAndRight combination
keys_pressed = control.left and control.right
elseif keytype == 1 then -- SneakAndRMB combination
keys_pressed = control.sneak and control.RMB
else
keys_pressed = control[keytype]
end
return keys_pressed ~= key_invert
end
local function is_inside_map(pos)
local bound = 31000
return -bound < pos.x and pos.x < bound
and -bound < pos.y and pos.y < bound
and -bound < pos.z and pos.z < bound
end
-- called for each player to possibly collect an item, returns true if so
local function pickupfunc(player)
if not has_keys_pressed(player)
or not minetest.get_player_privs(player:get_player_name()).interact
or player:get_hp() <= 0 then
return
end
local pos = player:get_pos()
if not is_inside_map(pos) then
-- get_objects_inside_radius crashes for too far positions
return
end
pos.y = pos.y+0.5
local inv = player:get_inventory()
local objectlist = minetest.get_objects_inside_radius(pos,
magnet_mode and magnet_radius or pickup_radius)
for i = 1,#objectlist do
local object = objectlist[i]
local ent = opt_get_ent(object)
if ent
and item_drop.can_pickup(ent, player) then
local item = ItemStack(ent.itemstring)
if inv:room_for_item("main", item) then
local flying_item
local pos2
if magnet_mode then
pos2 = object:get_pos()
flying_item = vector.distance(pos, pos2) > pickup_radius
end
if not flying_item then
-- The item is near enough to pick it
collect_item(ent, pos, player)
-- Collect one item at a time to avoid the loud pop
return true
end
-- The item is not too far a way but near enough to be
-- magnetised, make it fly to the player
local vel = vector.multiply(vector.subtract(pos, pos2), 3)
vel.y = vel.y + 0.6
object:set_velocity(vel)
if not ent.is_magnet_item then
ent.object:set_acceleration({x=0, y=0, z=0})
ent.is_magnet_item = true
minetest.after(magnet_time, afterflight,
object, inv, player)
end
end
end
end
end
local function pickup_step()
local got_item
local players = minetest.get_connected_players()
for i = 1,#players do
got_item = got_item or pickupfunc(players[i])
end
-- lower step if takeable item(s) were found
local time
if got_item then
time = 0.02
else
time = 0.2
end
minetest.after(time, pickup_step)
end
minetest.after(3.0, pickup_step)
end
if legacy_setting_getbool("item_drop.enable_item_drop", "enable_item_drop", true)
and not minetest.settings:get_bool("creative_mode") then
-- Workaround to test if an item metadata (ItemStackMetaRef) is empty
local function itemmeta_is_empty(meta)
local t = meta:to_table()
for k, v in pairs(t) do
if k ~= "fields" then
return false
end
assert(type(v) == "table")
if next(v) ~= nil then
return false
end
end
return true
end
-- Tests if the item has special information such as metadata
local function can_split_item(item)
return item:get_wear() == 0 and itemmeta_is_empty(item:get_meta())
end
local function spawn_items(pos, items_to_spawn)
for i = 1,#items_to_spawn do
local obj = minetest.add_item(pos, items_to_spawn[i])
if not obj then
error("Couldn't spawn item " .. name .. ", drops: "
.. dump(drops))
end
local vel = obj:get_velocity()
local x = math.random(-5, 4)
if x >= 0 then
x = x+1
end
vel.x = 1 / x
local z = math.random(-5, 4)
if z >= 0 then
z = z+1
end
vel.z = 1 / z
obj:set_velocity(vel)
end
end
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, player)
if not player or player.is_fake_player then
-- Node Breaker or similar machines should receive items in the
-- inventory
return old_handle_node_drops(pos, drops, player)
end
for i = 1,#drops do
local item = drops[i]
if type(item) == "string" then
-- The string is not necessarily only the item name,
-- so always convert it to ItemStack
item = ItemStack(item)
end
local count = item:get_count()
local name = item:get_name()
-- Sometimes nothing should be dropped
if name == ""
or not minetest.registered_items[name] then
count = 0
end
if count > 0 then
-- Split items if possible
local items_to_spawn = {item}
if can_split_item(item) then
for i = 1,count do
items_to_spawn[i] = name
end
end
spawn_items(pos, items_to_spawn)
end
end
end
end
local time = (minetest.get_us_time() - load_time_start) / 1000000
local msg = "[item_drop] loaded after ca. " .. time .. " seconds."
if time > 0.01 then
print(msg)
else
minetest.log("info", msg)
end

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name = item_drop
description = A highly configurable mod providing item magnet and in-world node drops

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#Pick up items automatically
item_drop.enable_item_pickup (Enable item pickups) bool true
#Drop items in-world on dig, does nothing in creative mode
item_drop.enable_item_drop (Enable item drops) bool true
#Use a key to pick up items
item_drop.enable_pickup_key (Use pickup key) bool true
#Collect items when the key is not pressed instead of when it is pressed
item_drop.pickup_keyinvert (Invert pickup key) bool true
#What keytype to use as pickup key
item_drop.pickup_keytype (Pickup keytype) enum Use Use,Sneak,LeftAndRight,RMB,SneakAndRMB
#The volume of the pickup sound
item_drop.pickup_sound_gain (Pickup sound gain) float 0.4
#Display a particle of the item picked up above the player
item_drop.pickup_particle (Pickup particle) bool true
#Player pickup radius, the maximum distance from which items can be collected
item_drop.pickup_radius (Pickup radius) float 0.75
#Magnet radius, items between pickup_radius and this begin flying to the player
#Set it to -1 (or something else smaller than pickup_radius) to disable item
#flying
item_drop.magnet_radius (Magnet radius) float -1
#Item flight duration, items flying for more than this time are added to the
#player's inventory
item_drop.magnet_time (Magnet time) float 5.0
#Time delay in seconds after autopicking an item if it's dropped by a player
item_drop.pickup_age (Pickup age) float 0.5
#Enable manual item pickups by mouse
item_drop.mouse_pickup (Mouse pickup) bool true

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# minetest-toolranks
Minetest tool ranks mod
## Original mod by lisacvuk
https://github.com/lisacvuk/minetest-toolranks
Tool gains levels for digging nodes. Higher level tools take longer to
wear out.
## Are you a mod developer?
Does one of your mods add new tools?
If so, to support this mod, check if it is loaded with
```minetest.get_modpath("toolranks")```
and then replace all after_use definitions with toolranks.new_afteruse.
Optionaly, you can also replace tools description with
```toolranks.create_description("Tool Name", 0, 1)```
and then set original_description to your tools name.
### This is a fork
Yep, this is a simplified version of toolranks with lesser dependencies.

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toolranks = {
colors = {
grey = minetest.get_color_escape_sequence("#9d9d9d"),
green = minetest.get_color_escape_sequence("#1eff00"),
gold = minetest.get_color_escape_sequence("#ffdf00"),
white = minetest.get_color_escape_sequence("#ffffff")
}
}
function toolranks.create_description(name, uses, level)
return toolranks.colors.green .. (name or "") .. "\n"
.. toolranks.colors.gold .. "Level: " .. (level or 1) .. "\n"
.. toolranks.colors.grey .. "Used: " .. (uses or 0) .. " times"
end
function toolranks.get_level(uses)
if uses >= 3200 then
return 6
elseif uses >= 2000 then
return 5
elseif uses >= 1000 then
return 4
elseif uses >= 400 then
return 3
elseif uses >= 200 then
return 2
else
return 1
end
end
function toolranks.new_afteruse(itemstack, user, node, digparams)
-- Get tool metadata and number of times used
local itemmeta = itemstack:get_meta()
local dugnodes = tonumber(itemmeta:get_string("dug")) or 0
-- Only count nodes that spend the tool
if digparams.wear > 0 then
dugnodes = dugnodes + 1
itemmeta:set_string("dug", dugnodes)
else
return
end
-- Get tool description and last level
local itemdef = itemstack:get_definition()
local itemdesc = itemdef.original_description or itemdef.description or "Tool"
local lastlevel = tonumber(itemmeta:get_string("lastlevel")) or 1
local name = user:get_player_name()
-- Warn player when tool is almost broken
if itemstack:get_wear() > 60100 then
minetest.chat_send_player(name,
toolranks.colors.gold .. "Your tool is almost broken!")
minetest.sound_play("default_tool_breaks", {
to_player = name,
gain = 1.0
})
end
local level = toolranks.get_level(dugnodes)
-- Alert player when tool has leveled up
if lastlevel < level then
minetest.chat_send_player(name, "Your "
.. toolranks.colors.green .. itemdesc
.. toolranks.colors.white .. " just leveled up!")
minetest.sound_play("toolranks_levelup", {
to_player = name,
gain = 1.0
})
itemmeta:set_string("lastlevel", level)
end
-- Set new meta
itemmeta:set_string("description",
toolranks.create_description(itemdesc, dugnodes, level))
local wear = digparams.wear
-- Set wear level
if level > 1 then
wear = digparams.wear * 4 / (4 + level)
end
itemstack:add_wear(wear)
return itemstack
end
-- Default tool list
local tools = {
"default:sword_wood", "default:sword_stone", "default:sword_steel",
"default:sword_bronze", "default:sword_mese", "default:sword_diamond",
"default:pick_wood", "default:pick_stone", "default:pick_steel",
"default:pick_bronze", "default:pick_mese", "default:pick_diamond",
"default:axe_wood", "default:axe_stone", "default:axe_steel",
"default:axe_bronze", "default:axe_mese", "default:axe_diamond",
"default:shovel_wood", "default:shovel_stone", "default:shovel_steel",
"default:shovel_bronze", "default:shovel_mese", "default:shovel_diamond",
--"nether:shovel_nether", "nether:axe_nether", "nether:sword_nether",
--"nether:pick_nether",
}
-- Loop through tool list and add new toolranks description
for n = 1, #tools do
local name = tools[n]
local def = minetest.registered_tools[name]
local desc = def and def.description
if desc then
minetest.override_item(name, {
original_description = desc,
description = toolranks.create_description(desc),
after_use = toolranks.new_afteruse
})
end
end

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Code: LGPLv2.1+
Sounds: CC BY 3.0

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name = toolranks
depends = default
optional_depends =
description = Add ability to level up tools to make them last longer.

3
mods/sumpf/.luacheckrc Normal file
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read_globals = {"minetest", "vector", "PseudoRandom", "ItemStack", "VoxelArea",
"table", "stairs", "default", "bucket", "treecapitator", "habitat"}
globals = {"sumpf"}

6
mods/sumpf/LICENSE.txt Normal file
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Sounds from: http://www.freesound.org/people/dobroide/sounds/16771/
CC by 3.0
Textures made with gimp
CC by 3.0
Code
MIT

22
mods/sumpf/README.md Normal file
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[Mod] sumpf [sumpf]
**Depends:** see [depends.txt](https://raw.githubusercontent.com/HybridDog/sumpf/master/sumpf/depends.txt)<br/>
**License:** see [LICENSE.txt](https://raw.githubusercontent.com/HybridDog/sumpf/master/LICENSE.txt)<br/>
**Download:** [zip](https://github.com/HybridDog/sumpf/archive/master.zip), [tar.gz](https://github.com/HybridDog/sumpf/archive/master.tar.gz)<br/>
![I'm a screenshot!](http://bit.ly/1wOCWpq)
If you got ideas or found bugs, please tell them to me.
TODO:
* Test and find reasonable values for probabilities:
* Probability of hut spawning
* Probability of spawning a ruined instead of normal hut
* Perlin noise parameters (default values)
* Make the perlin noise parameters (i.e. biome probabiltiy) configurable
* Add dried, rotten grass roofing nodes for the ruined hut so that it differs
more from the normal hut
* Use the mapgen decoration function instead of habitat to rarely spawn swamp
grass and birches
* Sometimes the huts have visible gaps in the roofs; this should be fixed

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WTFPL
https://github.com/bas080/jungletree
http://minetest.net/forum/viewtopic.php?pid=39943#p39943

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sumpf = rawget(_G, "sumpf") or {}
local jungletree_seed = 112
local function jungletree_get_random(pos)
return PseudoRandom(math.abs(pos.x+pos.y*3+pos.z*5)+jungletree_seed)
end
-- Nodes
local leaves = {"green","yellow","red"}
local spawn_jungletree
minetest.register_node("jungletree:sapling", {
description = "jungle tree sapling",
drawtype = "plantlike",
tiles = {"jungletree_sapling.png"},
inventory_image = "jungletree_sapling.png",
wield_image = "jungletree_sapling.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1},
on_construct = function(pos)
if minetest.settings:get_bool"creative_mode" then
spawn_jungletree(pos)
end
end
})
local tab = {
description = "jungle tree leaves",
is_ground_content = false, -- because default:jungletree's is_ground_content
waving = 1, --warum 1?
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2, leaves=1},
drop = {
max_items = 1,
items = {
{
items = {'jungletree:sapling'},
rarity = 20,
},
{
items = {},
}
}
},
sounds = default.node_sound_leaves_defaults(),
}
-- Remove a bit from the bottom of the plantlike leaves node to reduce
-- Z-fighting when waving leaves are disabled.
-- There is still a bit of overlap for some reason
local tex_sc = (1.0 - (1.0 / math.sqrt(2.0))) * 100.0 - 4.0
for color = 1, 3 do
local leaf_name = "jungletree:leaves_"..leaves[color]
tab.visual_scale = math.sqrt(2)
tab.drawtype = "plantlike"
tab.tiles = {"jungletree_leaves_" .. leaves[color] ..
".png^[lowpart:" .. tex_sc ..
":jungletree_invmat.png^[makealpha:255,126,126"}
tab.inventory_image = minetest.inventorycube("jungletree_leaves_" ..
leaves[color] .. ".png")
tab.drop.items[2].items[1] = leaf_name
minetest.register_node(leaf_name, table.copy(tab))
end
-- tree functions and abm
local c_leaves_green = minetest.get_content_id("jungletree:leaves_green")
local c_leaves_red = minetest.get_content_id("jungletree:leaves_red")
local c_leaves_yellow = minetest.get_content_id("jungletree:leaves_yellow")
local c_jungletree = minetest.get_content_id("default:jungletree")
local ndtable = {c_leaves_green, c_leaves_red, c_leaves_yellow}
local airlike_cs = {minetest.get_content_id("air"),
minetest.get_content_id("ignore")}
local function soft_node(id)
for i = 1,#airlike_cs do
if airlike_cs[i] == id then
return true
end
end
return false
end
local function tree_branch(pos, area, nodes, pr)
--choose random leaves
--green leaves are more common
local leaf = 1
if pr:next(1,5) < 2 then
leaf = pr:next(1,3)
end
nodes[area:indexp(pos)] = c_jungletree
for i = pr:next(1,2), -pr:next(1,2), -1 do
for k = pr:next(1,2), -pr:next(1,2), -1 do
local vi = area:index(pos.x+i, pos.y, pos.z+k)
if soft_node(nodes[vi]) then
nodes[vi] = ndtable[leaf]
end
if math.abs(i+k) < 1 then
vi = vi + area.ystride
if soft_node(nodes[vi]) then
nodes[vi] = ndtable[leaf]
end
end
end
end
end
local function small_jungletree(pos, height, area, nodes, pr)
for _,p in ipairs({
{x=pos.x, y=pos.y+height+pr:next(0,1), z=pos.z},
{x=pos.x, y=pos.y+height+pr:next(0,1), z=pos.z},
{x=pos.x+1, y=pos.y+height-pr:next(1,2), z=pos.z},
{x=pos.x-1, y=pos.y+height-pr:next(1,2), z=pos.z},
{x=pos.x, y=pos.y+height-pr:next(1,2), z=pos.z+1},
{x=pos.x, y=pos.y+height-pr:next(1,2), z=pos.z-1},
}) do
tree_branch(p, area, nodes, pr)
end
local vi = area:index(pos.x, pos.y-1, pos.z)
for _ = -1, height do
nodes[vi] = c_jungletree
vi = vi + area.ystride
end
for i = height, 4, -1 do
if math.sin(i*i/height) < 0.2
and pr:next(0,2) ~= 2 then -- < 1.5
tree_branch({x=pos.x+pr:next(0,1), y=pos.y+i, z=pos.z-pr:next(0,1)},
area, nodes, pr)
end
end
end
local function big_jungletree(pos, height, area, nodes, pr)
local h_root = pr:next(0,1)-1
local vi = area:index(pos.x, pos.y-2, pos.z)
for _ = -2, h_root do
nodes[vi + area.zstride + 1] = c_jungletree
nodes[vi - area.zstride + 2] = c_jungletree
nodes[vi - 2 * area.zstride] = c_jungletree
nodes[vi - 1] = c_jungletree
vi = vi + area.ystride
end
for i = height, -2, -1 do
if i > 3
and math.sin(i*i/height) < 0.2
and pr:next(0,2) < 1.5 then
tree_branch({x=pos.x+pr:next(0,1), y=pos.y+i, z=pos.z-pr:next(0,1)},
area, nodes, pr)
end
if i == height then
for _,p in ipairs({
{x=pos.x+1, y=pos.y+i, z=pos.z+1},
{x=pos.x+2, y=pos.y+i, z=pos.z-1},
{x=pos.x, y=pos.y+i, z=pos.z-2},
{x=pos.x-1, y=pos.y+i, z=pos.z},
{x=pos.x+1, y=pos.y+i, z=pos.z+2},
{x=pos.x+3, y=pos.y+i, z=pos.z-1},
{x=pos.x, y=pos.y+i, z=pos.z-3},
{x=pos.x-2, y=pos.y+i, z=pos.z},
{x=pos.x+1, y=pos.y+i, z=pos.z},
{x=pos.x+1, y=pos.y+i, z=pos.z-1},
{x=pos.x, y=pos.y+i, z=pos.z-1},
{x=pos.x, y=pos.y+i, z=pos.z},
}) do
tree_branch(p, area, nodes, pr)
end
else
for _,p in pairs({
{pos.x+1, pos.y+i, pos.z},
{pos.x+1, pos.y+i, pos.z-1},
{pos.x, pos.y+i, pos.z-1},
{pos.x, pos.y+i, pos.z},
}) do
nodes[area:index(p[1], p[2], p[3])] = c_jungletree
end
end
end
end
function sumpf.generate_jungletree(pos, area, nodes, pr, ymax)
local h_max = 15
-- should fix trees on upper chunk corners
local max_heigth = ymax+16-pos.y
if max_heigth < 21 then
h_max = max_heigth-5-1
end
local height = 5 + pr:next(1,h_max)
if height < 10 then
small_jungletree(pos, height, area, nodes, pr)
else
big_jungletree(pos, height, area, nodes, pr)
end
end
function spawn_jungletree(pos)
local t1 = minetest.get_us_time()
local pr = jungletree_get_random(pos)
local height = 5 + pr:next(1,15)
local small = height < 10
local vwidth, vheight, vdepth
if small then
vheight = 2
vdepth = -1
vwidth = 3
else
vheight = 1
vdepth = -2
vwidth = 5
end
vheight = height+vheight
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(
{x = pos.x - vwidth, y = pos.y + vdepth, z = pos.z - vwidth},
{x = pos.x + vwidth, y = pos.y + vheight, z = pos.z + vwidth})
local area = VoxelArea:new{MinEdge=emerged_pos1, MaxEdge=emerged_pos2}
local nodes = manip:get_data()
if small then
small_jungletree(pos, height, area, nodes, pr)
else
big_jungletree(pos, height, area, nodes, pr)
end
manip:set_data(nodes)
manip:write_to_map()
sumpf.inform("a jungletree grew at " .. minetest.pos_to_string(pos), 2, t1)
end
minetest.register_abm({
nodenames = {"jungletree:sapling"},
neighbors = {"group:soil"},
interval = 40,
chance = 5,
action = function(pos)
if sumpf.tree_allowed(pos, 7) then
spawn_jungletree(pos)
end
end
})
--very old mod compatible
--minetest.register_alias("jungletree:leaves", "jungletree:leaves_green")
minetest.log("info", "[jungletree] loaded!")

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mods/sumpf/modpack.txt Normal file
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291
mods/sumpf/sumpf/birke.lua Normal file
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local sumpf_birch_seed = 113
local function get_random(pos)
return PseudoRandom(math.abs(pos.x+pos.y*3+pos.z*5)+sumpf_birch_seed)
end
-- Nodes and crafting
minetest.register_node("sumpf:sapling", {
description = "birch",
drawtype = "plantlike",
tiles = {"birke_sapling.png"},
inventory_image = "birke_sapling.png",
wield_image = "birke_sapling.png",
paramtype = "light",
waving = 1,
walkable = false,
groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
furnace_burntime = 9,
})
local spawn_birch
minetest.register_node("sumpf:birk", {
tiles = {"birke_tree_top.png"},
inventory_image = "birke_tree_top.png^birke_sapling.png",
paramtype = "light",
stack_max = 1024,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
spawn_birch(pos)
end,
})
minetest.register_node("sumpf:leaves", {
description = "birch leaves",
drawtype = "glasslike",
tiles = {"birke_leaves.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2, leaves=1},
drop = {
max_items = 1,
items = {
{
items = {'sumpf:sapling'},
rarity = 20,
},
{
items = {'sumpf:leaves'},
rarity = 20,
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("sumpf:tree", {
description = "birch trunk",
tiles = {"birke_tree_top.png", "birke_tree_top.png",
{name = "birke_tree.png", tileable_vertical = false}
},
paramtype2 = "facedir",
on_place = minetest.rotate_node,
groups = {tree=1,snappy=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("sumpf:mossytree", {
description = "mossy birch trunk",
tiles = {"birke_tree_top.png", "sumpf.png", {
name = "birke_tree.png^(sumpf_transition.png^[transformR180)",
tileable_vertical = false
}
},
groups = {tree=1,snappy=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
sounds = default.node_sound_wood_defaults(),
})
if minetest.register_fence then
minetest.register_fence({fence_of = "sumpf:leaves"})
minetest.register_fence(
{fence_of = "sumpf:tree", texture = "birke_tree.png"},
{tiles = {"birke_tree.png"}}
)
minetest.register_fence({fence_of = "sumpf:mossytree",
texture = "birke_tree.png^(sumpf_transition.png^[transformR180)"},
{tiles = {"birke_tree.png^(sumpf_transition.png^[transformR180)"}})
end
minetest.register_craft({
output = 'default:wood 4',
recipe = {{"sumpf:tree"}}
})
minetest.register_craft({
output = 'default:wood 4',
recipe = {{"sumpf:mossytree"}}
})
-- tree functions and abm
local sumpf_c_mossytree = minetest.get_content_id("sumpf:mossytree")
local sumpf_c_tree = minetest.get_content_id("sumpf:tree")
local sumpf_c_leaves = minetest.get_content_id("sumpf:leaves")
local airlike_cs = {minetest.get_content_id"air",
minetest.get_content_id"ignore"}
local function soft_node(id)
for i = 1,#airlike_cs do
if airlike_cs[i] == id then
return true
end
end
return false
end
local function tree_branch(pos, dir, area, nodes, pr, param2s)
local vi_pos = area:indexp(pos)
nodes[vi_pos] = sumpf_c_tree
if dir == 0 then
param2s[vi_pos] = 4
else
param2s[vi_pos] = 12
end
for i = pr:next(1,2), -pr:next(1,2), -1 do
for k = pr:next(1,2), -pr:next(1,2), -1 do
local vi = area:index(pos.x+i, pos.y, pos.z+k)
if soft_node(nodes[vi]) then
nodes[vi] = sumpf_c_leaves
end
if math.abs(i + k) < 1 then
vi = vi + area.ystride
if soft_node(nodes[vi]) then
nodes[vi] = sumpf_c_leaves
end
end
end
end
end
local function birch(pos, height, area, nodes, pr, param2s)
local vi = area:indexp(pos)
nodes[vi] = sumpf_c_mossytree
for _ = 1, height do
vi = vi + area.ystride
nodes[vi] = sumpf_c_tree
param2s[vi] = 0
end
for i = height, 4, -1 do
if math.sin(i*i/height) < 0.2
and pr:next(0,2) < 1.5 then
tree_branch(
{x=pos.x+pr:next(0,1), y=pos.y+i, z=pos.z-pr:next(0,1)},
pr:next(0,1),
area, nodes, pr, param2s)
end
end
for _,i in ipairs({
{{x=pos.x, y=pos.y+height+pr:next(0,1), z=pos.z}, pr:next(0,1)},
{{x=pos.x+1, y=pos.y+height-pr:next(1,2), z=pos.z,}, 1},
{{x=pos.x-1, y=pos.y+height-pr:next(1,2), z=pos.z}, 1},
{{x=pos.x, y=pos.y+height-pr:next(1,2), z=pos.z+1}, 0},
{{x=pos.x, y=pos.y+height-pr:next(1,2), z=pos.z-1}, 0},
}) do
tree_branch(i[1], i[2], area, nodes, pr, param2s)
end
end
function sumpf.generate_birch(pos, area, nodes, pr, param2s)
birch(pos, 3+pr:next(1,2), area, nodes, pr, param2s)
end
function spawn_birch(pos)
local t1 = minetest.get_us_time()
local pr = get_random(pos)
local height = 3 + pr:next(1,2)
local vwidth = 3
local vheight = height+2
local manip = minetest.get_voxel_manip()
local emin, emax = manip:read_from_map(
{x = pos.x - vwidth, y = pos.y, z = pos.z - vwidth},
{x = pos.x + vwidth, y = pos.y + vheight, z = pos.z + vwidth}
)
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local nodes = manip:get_data()
local param2s = manip:get_param2_data()
birch(pos, height, area, nodes, pr, param2s)
manip:set_data(nodes)
manip:set_param2_data(param2s)
manip:write_to_map()
sumpf.inform("a birch grew at " .. minetest.pos_to_string(pos), 2, t1)
end
minetest.register_abm({
nodenames = {"sumpf:sapling"},
neighbors = {"group:soil"},
interval = 20,
chance = 8,
action = function(pos)
if sumpf.tree_allowed(pos, 8) then
spawn_birch(pos)
end
end
})
-- treecapitator support
if rawget(_G, "treecapitator") then
treecapitator.register_tree{
trees = {"sumpf:tree", "sumpf:mossytree"},
leaves = {"sumpf:leaves"},
range = 3,
fruits = {"sumpf:tree"}
}
end
-- habitat support
if sumpf.spawn_plants
and rawget(_G, "habitat") then
habitat:generate("sumpf:sapling", "default:dirt_with_grass", nil, nil, 20,
25, 100, 500, {"default:water_source"},30,{"default:desert_sand"})
habitat:generate("sumpf:gras", "default:dirt_with_grass", nil, nil, 0, 25,
90, 100, {"default:water_source"},30,{"default:desert_sand"})
end
-- legacy
minetest.register_node("sumpf:tree_horizontal", {
description = "horizontal birch trunk",
tiles = {"birke_tree.png", "birke_tree.png", "birke_tree.png^[transformR90",
"birke_tree.png^[transformR90", "birke_tree_top.png"},
paramtype2 = "facedir",
drop = "sumpf:tree",
groups = {snappy=1, choppy=2, oddly_breakable_by_hand=1, flammable=2,
not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
on_place = function(stack)
local backup = ItemStack(stack)
if stack:set_name("sumpf:tree") then
return stack
end
return backup
end
})
minetest.register_craft({
output = "sumpf:tree",
recipe = {{"sumpf:tree_horizontal"}}
})
minetest.register_lbm({
name = "sumpf:birch_legacy",
nodenames = {"sumpf:tree_horizontal"},
--run_at_every_load = true,
action = function(pos, node)
local t1 = minetest.get_us_time()
node.name = "sumpf:tree"
if node.param2 == 0
or node.param2 == 2 then
node.param2 = 4
elseif node.param2 == 1 then
node.param2 = 12
else
minetest.log("error",
"[sumpf] legacy: unknown birch trunk param2 " .. node.param2 ..
" " .. minetest.pos_to_string(pos))
return -- don't destroy houses
end
minetest.set_node(pos, node)
sumpf.inform("legacy: a horizontal tree node became changed at " ..
minetest.pos_to_string(pos), 3, t1)
end
})

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default
jungletree
riesenpilz
stairs
bucket?
fence_registration?
function_delayer?
habitat?
moreblocks?
treecapitator?

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if sumpf.log_level > 0 then
function sumpf.inform(msg, spam, t)
if spam <= sumpf.log_level then
local info
if t then
info = "[sumpf] " .. msg .. (" after ca. %.3g s"):format(
(minetest.get_us_time() - t) / 1000000)
else
info = "[sumpf] "..msg
end
minetest.log("info", info)
if sumpf.log_to_chat then
minetest.chat_send_all(info)
end
end
end
else
function sumpf.inform()
end
end
function sumpf.tree_allowed(pos, minlight)
local light = minetest.get_node_light(pos)
if minetest.get_item_group(
minetest.get_node{x=pos.x, y=pos.y-1, z=pos.z}.name, "soil") ~= 1
or not light then
return false
end
if light < minlight then
return false
end
return true
end

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mods/sumpf/sumpf/huts.lua Normal file
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--[[ tests if a hut might intersect with one in a mapchunk next to it
local chance = sumpf.hut_chance
local function is_allowed(pos)
return (PseudoRandom(math.abs(pos.x+pos.z*5)+325):next(1,chance) == 1
end
function sumpf.hut_allowed(minp, maxp)
if not is_allowed(minp) then
return false
end
local sidelen = maxp.x-minp.x+1
minp.x = minp.x+sidelen
local there_allowed = is_allowed(minp)
minp.x = minp.x-sidelen
if there_allowed then
return false
end
minp.z = minp.z+sidelen
local there_allowed = is_allowed(minp)
minp.z = minp.z-sidelen
if there_allowed then
return false
end
return true
end--]]
local chance = sumpf.hut_chance
function sumpf.hut_allowed(pos)
return (PseudoRandom(math.abs(pos.x+pos.z*5)+325)):next(1,chance) == 1
end
--~ local used_nodes = {
--~ floor1 = "default:cobble",
--~ floor2 = "default:desert_cobble",
--~ wall = "default:stone",
--~ glass = "default:glass",
--~ roof1 = "default:wood",
--~ roof2 = "stairs:slab_wood",
--~ bef = "wool:white"
--~ }
--~ local function log(msg, t)
--~ sumpf.inform(msg, 3, t)
--~ end
-- functions for indexing by x and y
local function get(tab, y,x)
local data = tab[y]
if data then
return data[x]
end
end
local function set(tab, y,x, data)
if tab[y] then
tab[y][x] = data
return
end
tab[y] = {[x] = data}
end
--~ local function remove(tab, y,x)
--~ if get(tab, y,x) == nil then
--~ return
--~ end
--~ tab[y][x] = nil
--~ if not next(tab[y]) then
--~ tab[y] = nil
--~ end
--~ end
local function gtab2tab(tab)
local t,n = {},1
local miny, minx, maxy, maxx
for y,xs in pairs(tab) do
if not miny then
miny = y
maxy = y
else
miny = math.min(miny, y)
maxy = math.max(maxy, y)
end
for x,v in pairs(xs) do
if not minx then
minx = x
maxx = x
else
minx = math.min(minx, x)
maxx = math.max(maxx, x)
end
t[n] = {y,x, v}
n = n+1
end
end
return t, {x=minx, y=miny}, {x=maxx, y=maxy}, n-1
end
--~ local typ_order = {"floor1", "floor2", "wall", "glass", "roof1", "roof2"}
--~ local function vmanip_nodes(tab, nodes, area)
--~ for typ,ps in pairs(tab) do
--~ local id = minetest.get_content_id(used_nodes[typ_order[typ]])
--~ for _,p in pairs(ps) do
--~ local z,y,x = unpack(p)
--~ nodes[area:index(x,y,z)] = id
--~ end
--~ end
--~ end
--~ local function vmanip_spawn_nodes(tab)
--~ local minz,miny,minx, maxz,maxy,maxx
--~ for _,ps in pairs(tab) do
--~ for _,p in pairs(ps) do
--~ local z,y,x = unpack(p)
--~ if not minz then
--~ minz = z
--~ miny = y
--~ minx = x
--~ maxz = z
--~ maxy = y
--~ maxx = x
--~ else
--~ minz = math.min(z, minz)
--~ miny = math.min(y, miny)
--~ minx = math.min(x, minx)
--~ maxz = math.max(z, maxz)
--~ maxy = math.max(y, maxy)
--~ maxx = math.max(x, maxx)
--~ end
--~ end
--~ end
--~ minp = {x=minx, y=miny, z=minz}
--~ maxp = {x=maxx, y=maxy, z=maxz}
--~ local manip = minetest.get_voxel_manip()
--~ local emerged_pos1, emerged_pos2 = manip:read_from_map(minp, maxp)
--~ local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--~ local nodes = manip:get_data()
--~ vmanip_nodes(tab, nodes, area)
--~ manip:set_data(nodes)
--~ manip:write_to_map()
--~ log("nodes set after ", t1)
--~ log("map updated", t1)
--~ end
-- [[ gibt die Positionen innerhalb an (Wandprüfung)
-- und erneuert die Wand Positionen
local function get_inside_ps(startpos, ps, corners)
local todo,n = {startpos},1
local avoid = {}
local tab2 = {}
local itab = {}
local new_wall_ps = {}
local new_wall_tab = {}
while n do
local pos = todo[n]
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, z=pos.z},
{x=pos.x, z=pos.z+i},
}) do
local z,x = p.z,p.x
if x < corners[1]
or x > corners[2]
or z < corners[3]
or z > corners[4] then
return false
end
if not get(avoid, z,x) then
set(avoid, z,x, true)
if get(ps, z,x) then
set(new_wall_ps, z,x, true)
new_wall_tab[#new_wall_tab+1] = p
else
set(tab2, z,x, true)
itab[#itab+1] = p
todo[#todo+1] = p
end
end
end
end
todo[n] = nil
n = next(todo)
end
return tab2, itab, new_wall_ps, new_wall_tab
end--]]
-- gibt die min und max Werte an
local function get_minmax_coord(oldmin, oldmax, new)
if not oldmin then
return new, new
end
return math.min(oldmin, new), math.max(oldmax, new)
end
-- gibt die Boden Positionen
local function get_floor_ps(ps, ps_list)
local xmin, xmax, zmin, zmax
for _,p in pairs(ps_list) do
xmin, xmax = get_minmax_coord(xmin, xmax, p.x)
zmin, zmax = get_minmax_coord(zmin, zmax, p.z)
end
return get_inside_ps(
{x = math.floor((xmin + xmax) / 2), z = math.floor((zmin + zmax) / 2)},
ps, {xmin-1, xmax+1, zmin-1, zmax+1})
end
-- gibt die Dach Positionen
local function get_roof_ps(wall_ps_list, ps, ps_list)
for _,p in pairs(wall_ps_list) do
if not get(ps, p.z,p.x) then
table.insert(ps_list, p)
set(ps, p.z,p.x, true)
end
end
for _,p in pairs(wall_ps_list) do
for i = -1,1,2 do
for _,pos in pairs({
{x=p.x+i, z=p.z},
{x=p.x, z=p.z+i},
}) do
if not get(ps, pos.z,pos.x) then
set(ps, pos.z,pos.x, true)
pos.h = true
table.insert(ps_list, pos)
end
end
end
end
end
-- gibt die Distanz zur naechsten Wandsaeule, Manhattan-Metrik
local function get_wall_dist(pos, wall_ps)
if pos.h then
return -1
end
if get(wall_ps, pos.z,pos.x) then
return 0
end
local dist = 1
while dist <= 999 do
for z = -dist,dist do
for x = -dist,dist do
if math.abs(x+z) == dist
and get(wall_ps, pos.z+z,pos.x+x) then
return dist
end
end
end
dist = dist+1
end
return 1000
end
-- macht eine Saeule der Wand
local glass_count = -1
local function make_wall(tab, z,y,x)
local nam
local n = #tab[3]+1
tab[3][n] = {z,y-1,x}
tab[3][n+1] = {z,y,x}
if glass_count >= 8
or (math.random(8) == 1 and glass_count >= 4)
or glass_count == -1 then
nam = 3
glass_count = 0
else
nam = 4
glass_count = glass_count+1
end
for i = 1,3 do
tab[nam][#tab[nam]+1] = {z,y+i,x}
end
end
-- macht einen Block des Bodens
local function make_floor_node(tab, z,y,x)
local typ
if z%2 == 0
or (x%4 == 1 and z%4 == 1)
or (x%4 == 3 and z%4 == 3) then
typ = 1
else
typ = 2
end
tab[typ][#tab[typ]+1] = {z,y,x}
end
-- erstellt den Boden und das Dach
local function make_floor_and_roof(ps,ps_list, wall_ps, wall_ps_list, y, tab)
y = y-1
for _,p in pairs(ps_list) do
make_floor_node(tab, p.z,y,p.x)
end
y = y+1
get_roof_ps(wall_ps_list, ps, ps_list)
local n1 = 1
local n2 = 1
for _,p in pairs(ps_list) do
local h = get_wall_dist(p, wall_ps)/2
local h2 = math.ceil(h)
if h == h2 then
tab[5][n1] = {p.z,y+4+h,p.x}
n1 = n1+1
else
tab[6][n2] = {p.z,y+4+h2,p.x}
n2 = n2+1
end
end
end
-- reiht die wandpositionen auf
local function arrange_wall_ps_list(pos, wall_ps)
local ps_list,n = {},1
local dones = {}
local current = {pos.z,pos.x}
while current do
local yc,xc = unpack(current)
current = false
for y = yc-1, yc+1 do
for x = xc-1, xc+1 do
if get(wall_ps, y,x)
and not get(dones, y,x) then
set(dones, y,x, true)
ps_list[n] = {y,x}
n = n+1
current = {y,x}
break
end
end
if current then
break
end
end
end
return ps_list
end
-- erstellt die Wände
local function make_walls(pos, ps, y, tab)
for _,p in ipairs(arrange_wall_ps_list(pos, ps)) do
make_wall(tab, p[1],y,p[2])
end
glass_count = -1
end
local function get_hut_node_ps(wall_ps_initial, wall_ps_list_initial, y)
local ps,ps_list, wall_ps,wall_ps_list = get_floor_ps(wall_ps_initial,
wall_ps_list_initial)
local node_ps = {{},{},{},{},{},{}}
if not ps
or #wall_ps_list < 2 then
return node_ps
end
make_walls(wall_ps_list[1], wall_ps, y, node_ps)
make_floor_and_roof(ps,ps_list, wall_ps, wall_ps_list, y, node_ps)
return node_ps
end
-- returns a perlin chunk field of positions
local default_nparams = {
offset = 0,
scale = 1,
seed = 3337,
octaves = 6,
persist = 0.6
}
local function get_perlin_field(rmin, rmax, nparams)
local t1 = minetest.get_us_time()
local r = math.ceil(rmax)
nparams = nparams or {}
for i,v in pairs(default_nparams) do
nparams[i] = nparams[i] or v
end
nparams.spread = nparams.spread or vector.from_number(r*5)
local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000)}
local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)):get2dMap_flat(pos)
local id = 1
local bare_maxdist = rmax*rmax
local bare_mindist = rmin*rmin
local mindist = math.sqrt(bare_mindist)
local dist_diff = math.sqrt(bare_maxdist)-mindist
mindist = mindist/dist_diff
local pval_min, pval_max
local tab = {}
for z=-r,r do
local bare_dist_z = z*z
for x=-r,r do
local bare_dist = bare_dist_z + x*x
local add = bare_dist < bare_mindist
local pval, distdiv
if not add
and bare_dist <= bare_maxdist then
distdiv = math.sqrt(bare_dist)/dist_diff-mindist
pval = math.abs(map[id]) -- strange perlin values…
if not pval_min then
pval_min = pval
pval_max = pval
else
pval_min = math.min(pval, pval_min)
pval_max = math.max(pval, pval_max)
end
add = true--distdiv < 1-math.abs(map[id])
end
if add then
tab[#tab+1] = {z,x, pval, distdiv}
end
id = id+1
end
end
-- change strange values
local pval_diff = pval_max - pval_min
pval_min = pval_min/pval_diff
for n,i in pairs(tab) do
if i[3] then
local new_pval = math.abs(i[3]/pval_diff - pval_min)
if i[4] < new_pval then
tab[n] = {i[1], i[2]}
else
tab[n] = nil
end
end
end
minetest.log("info", ("[home_builder] table created after ca. %.3g s"
):format((minetest.get_us_time() - t1) / 1000000))
return tab
end
--[[ tests if it's a round corner
local function outcorner(tab, y,x)
return (
get(tab, y+1,x)
or get(tab, y-1,x)
)
and (
get(tab, y,x+1)
or get(tab, y,x-1)
)
end--]]
-- filters possible wall positions from the perlin field
local function get_wall_ps(rmin, rmax)
local tab = get_perlin_field(rmin, rmax)
local gtab = {}
for _,p in pairs(tab) do
set(gtab, p[1],p[2], true)
end
for _,p in pairs(tab) do
local y,x = unpack(p)
local is_wall
for i = -1,1,2 do
if get(gtab, y+i,x) == nil
or get(gtab, y,x+i) == nil then
is_wall = true
break
end
end
if not is_wall then
set(gtab, y,x, false)
end
end
--[[for _,p in pairs(tab) do
local y,x = unpack(p)
if get(gtab, y,x)
and outcorner(gtab, y,x) then
remove(gtab, y,x)
end
end--]]
return gtab,gtab2tab(gtab)
end
-- returns table of positions and which type would be there
local function get_hut_nodes(pos, rmin, rmax)
local _, wall_ps_list_rel = get_wall_ps(rmin, rmax)
local wall_ps = {}
local wall_ps_list,n = {},1
for _,p in pairs(wall_ps_list_rel) do
if p[3] then
local x = pos.x+p[2]
local z = pos.z+p[1]
wall_ps_list[n] = {x=x, y=pos.y, z=z}
n = n+1
set(wall_ps, z,x, true)
end
end
if not wall_ps
or #wall_ps_list < 2 then
return
end
return get_hut_node_ps(wall_ps, wall_ps_list, pos.y)
end
-- in time makes a table of nodes where the house can stand on
local hard_nodes = {}
local function hard_node(id)
if not id then
return false
end
local hard = hard_nodes[id]
if hard ~= nil then
return hard
end
local name = minetest.get_name_from_content_id(id)
hard = name == "ignore" or minetest.get_item_group(name, "cracky") > 0
hard_nodes[id] = hard
return hard
end
local norm_nodes = {} --in time makes a table of nodes which are usual
local function usual_node(id)
if not id then
return false
end
local hard = norm_nodes[id]
if hard ~= nil then
return hard
end
local name = minetest.get_name_from_content_id(id)
sumpf.inform("<swampwater> testing if "..name.."is an usual node", 3)
local node = minetest.registered_nodes[name]
if not node then
norm_nodes[id] = false
return false
end
local drawtype = node.drawtype
if not drawtype
or drawtype == "normal" then
norm_nodes[id] = true
return true
end
norm_nodes[id] = false
return false
end
local c_air = minetest.get_content_id("air")
local c_birch = minetest.get_content_id("sumpf:tree")
local c_jungletree = minetest.get_content_id("default:jungletree")
local c_primfloor = minetest.get_content_id("sumpf:cobble")
local c_secofloor = minetest.get_content_id("sumpf:junglestonebrick")
local c_wall = c_birch
local c_glass
if minetest.registered_nodes["moreblocks:super_glow_glass"] then
c_glass = minetest.get_content_id("moreblocks:super_glow_glass")
else
c_glass = minetest.get_content_id("default:glass")
end
local c_primroof = minetest.get_content_id("sumpf:roofing")
local c_secoroof = minetest.get_content_id("stairs:slab_sumpf_roofing") --slab
local c_glass_ruin = minetest.get_content_id("default:obsidian_glass")
-- should be a ruin with somehow fresh grass roofing (todo: how???)
local function generate_ruin_hut(area, nodes, tab, floor_y)
-- the primary floor is a fairly stable bottom plate
for _,p in pairs(tab[1]) do
local z,y,x = unpack(p)
nodes[area:index(x,y,z)] = c_primfloor
end
-- the secondary floor means decoration in the plate
for _,p in pairs(tab[2]) do
local z,y,x = unpack(p)
p = area:index(x,y,z)
if not usual_node(nodes[p]) then
nodes[p] = c_secofloor
end
end
-- the wall is made of birch wood,
-- the builders didn't know it doesn't last long
for _,p in pairs(tab[3]) do
local z,y,x = unpack(p)
local vi = area:index(x,y,z)
if not hard_node(nodes[vi]) then
nodes[vi] = c_wall
if y == floor_y+1 then
vi = vi - 3 * area.ystride
for _ = 0, 98 do
if hard_node(nodes[vi]) then
break
end
nodes[vi] = c_wall
vi = vi - area.ystride
end
end
end
end
-- the obisidian glass is used to not get dirty so fast
for _,p in pairs(tab[4]) do
local z,y,x = unpack(p)
p = area:index(x,y,z)
if not usual_node(nodes[p]) then
nodes[p] = c_glass_ruin
end
end
-- the primary roofing's stability must be researched
for _,p in pairs(tab[5]) do
local z,y,x = unpack(p)
p = area:index(x,y,z)
if nodes[p] == c_air then
nodes[p] = c_primroof
end
end
-- increasing stability a bit the secondary roofing becomes primary if a not
-- air is above it (e.g. leaves)
for _,p in pairs(tab[6]) do
local z,y,x = unpack(p)
p = area:index(x,y,z)
if nodes[p] == c_air then
if nodes[area:index(x,y+1,z)] == c_air then
nodes[p] = c_secoroof
else
nodes[p] = c_primroof
end
end
end
end
-- this one shouldn't be a ruin
local function generate_fresh_hut(area, nodes, tab, floor_y)
-- the primary floor is a fairly stable bottom plate
for _,p in pairs(tab[1]) do
local z,y,x = unpack(p)
nodes[area:index(x,y,z)] = c_primfloor
end
-- the secondary floor means decoration in the plate
for _,p in pairs(tab[2]) do
local z,y,x = unpack(p)
nodes[area:index(x,y,z)] = c_secofloor
end
-- the wall is made of birch wood
for _,p in pairs(tab[3]) do
local z,y,x = unpack(p)
local vi = area:index(x,y,z)
nodes[vi] = c_wall
if y == floor_y+1 then
vi = vi - 3 * area.ystride
for _ = 0, 98 do
if hard_node(nodes[vi]) then
break
end
nodes[vi] = c_wall
vi = vi - area.ystride
end
end
end
-- glass needs to glow for lighting
for _,p in pairs(tab[4]) do
local z,y,x = unpack(p)
p = area:index(x,y,z)
if (not usual_node(nodes[p])
and y == floor_y+1)
or not usual_node(nodes[p + (floor_y + 1 - y) * area.ystride]) then
nodes[p] = c_glass
else
nodes[p] = c_wall
end
end
-- the primary roofing
for _,p in pairs(tab[5]) do
local z,y,x = unpack(p)
local vi = area:index(x,y,z)
-- [[ jungletree pillars for stability
if y >= floor_y+8
and nodes[vi] == c_jungletree then
vi = vi + (floor_y - y) * area.ystride
for _ = 0,y-1-floor_y do
if nodes[vi] == c_jungletree then
break
end
nodes[vi] = c_jungletree
vi = vi + area.ystride
end
else--]]
nodes[vi] = c_primroof
if y ~= floor_y+4 then
vi = vi + (floor_y - y) * area.ystride
for _ = 0,y-1-floor_y do
nodes[vi] = c_air
vi = vi + area.ystride
end
end
end
end
-- increasing stability a bit the secondary roofing becomes primary if a not
-- air is above it (e.g. leaves)
for _,p in pairs(tab[6]) do
local z,y,x = unpack(p)
local vi = area:index(x,y,z)
-- [[ jungletree pillars also here
if y >= floor_y+8
and nodes[vi] == c_jungletree then
vi = vi + (floor_y - y) * area.ystride
for _ = 0,y-1-floor_y do
if nodes[vi] == c_jungletree then
break
end
nodes[vi] = c_jungletree
vi = vi + area.ystride
end
else--]]
local free_above = nodes[vi + area.ystride] == c_air
if y == floor_y+4 then
if free_above
and not usual_node(nodes[vi]) then
nodes[vi] = c_secoroof
end
else
if free_above then
nodes[vi] = c_secoroof
else
nodes[vi] = c_primroof
end
vi = vi + (floor_y - y) * area.ystride
for _ = 0,y-1-floor_y do
nodes[vi] = c_air
vi = vi + area.ystride
end
end
end
end
end
function sumpf.generate_hut(pos, area, nodes, rmin, rmax, ruin)
local tab = get_hut_nodes(pos, rmin, rmax)
if ruin then
generate_ruin_hut(area, nodes, tab, pos.y)
else
generate_fresh_hut(area, nodes, tab, pos.y)
end
end

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local load_time_start = minetest.get_us_time()
minetest.register_craft({
output = "sumpf:junglestonebrick",
recipe = {
{"sumpf:junglestone", "sumpf:junglestone"},
{"sumpf:junglestone", "sumpf:junglestone"},
}
})
minetest.register_craft({
output = "sumpf:junglestone 4",
recipe = {
{"sumpf:junglestonebrick"},
}
})
minetest.register_craft({
output = "sumpf:roofing",
recipe = {
{"sumpf:gras", "default:junglegrass", "sumpf:gras"},
{"default:junglegrass", "sumpf:gras", "default:junglegrass"},
{"sumpf:gras", "default:junglegrass", "sumpf:gras"},
}
})
minetest.register_craft({
type = "cooking",
output = "sumpf:junglestone",
recipe = "sumpf:cobble",
})
minetest.register_node("sumpf:junglestone", {
description = "swamp stone",
tiles = {"sumpf_swampstone.png"},
groups = {cracky=3},
drop = "sumpf:cobble",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("sumpf:cobble", {
description = "swamp cobble stone",
tiles = {"sumpf_cobble.png"},
groups = {cracky=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("sumpf:junglestonebrick", {
description = "swamp stone brick",
tiles = {"sumpf_swampstone_brick.png"},
groups = {cracky=2, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("sumpf:peat", {
description = "peat",
tiles = {"sumpf_peat.png"},
groups = {crumbly=3, falling_node=1, sand=1, soil=1},
sounds = default.node_sound_sand_defaults({
footstep = {name="sumpf", gain=0.4},
place = {name="sumpf", gain=0.4},
dig = {name="sumpf", gain=0.4},
dug = {name="default_dirt_footstep", gain=0.25}
}),
})
minetest.register_node("sumpf:kohle", {
description = "coal ore",
tiles = {"sumpf_swampstone.png^default_mineral_coal.png"},
groups = {cracky=3},
drop = 'default:coal_lump',
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("sumpf:eisen", {
description = "iron ore",
tiles = {"sumpf_swampstone.png^default_mineral_iron.png"},
groups = {cracky=3},
drop = 'default:iron_lump',
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("sumpf:sumpf", {
description = "swamp",
--~ tiles = {"sumpf.png"},
tiles = {{name="sumpf.png", align_style="world", scale=2}},
groups = {crumbly=3, soil=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="sumpf", gain=0.4},
}),
})
minetest.register_node("sumpf:sumpf2", {
tiles = {"sumpf.png", "sumpf_swampstone.png",
{name="sumpf_swampstone.png^sumpf_transition.png", tileable_vertical = false}
},
groups = {cracky=3, soil=1},
drop = "sumpf:cobble",
sounds = default.node_sound_stone_defaults({
footstep = {name="sumpf", gain=0.4},
}),
})
minetest.register_node("sumpf:roofing", {
description = "swamp grass roofing",
tiles = {"sumpf_roofing.png"},
is_ground_content = false,
groups = {snappy = 3, flammable = 1, level = 2},
sounds = default.node_sound_leaves_defaults(),
furnace_burntime = 13,
})
--------------------------fences------------------------
if minetest.register_fence then
minetest.register_fence({fence_of = "sumpf:junglestone"})--, {drop = "sumpf:fence_cobble"})
minetest.register_fence({fence_of = "sumpf:cobble"})
minetest.register_fence({fence_of = "sumpf:junglestonebrick"})
minetest.register_fence({fence_of = "sumpf:peat"})
minetest.register_fence({fence_of = "sumpf:sumpf"})
minetest.register_fence({fence_of = "sumpf:roofing"}, {furnace_burntime = 6.5})
end
--------------------------------------------------------
----------------------stairs and slabs------------------
if rawget(_G, "stairs") then
stairs.register_stair_and_slab("swampstone", "sumpf:junglestone",
{cracky=3},
{"sumpf_swampstone.png"},
"swamp stone stair",
"swamp stone slab",
default.node_sound_stone_defaults()
)
stairs.register_stair_and_slab("swampcobble", "sumpf:cobble",
{cracky=3},
{"sumpf_cobble.png"},
"swamp cobble stone stair",
"swamp cobble stone slab",
default.node_sound_stone_defaults()
)
stairs.register_stair_and_slab("swampstonebrick", "sumpf:junglestonebrick",
{cracky=2, stone=1},
{"sumpf_swampstone_brick.png"},
"swamp stone brick stair",
"swamp stone brick slab",
default.node_sound_stone_defaults()
)
stairs.register_stair_and_slab("sumpf_roofing", "sumpf:roofing",
{snappy = 3, flammable = 1, level = 2},
{"sumpf_roofing.png"},
"swamp grass roofing stair",
"swamp grass roofing slab",
default.node_sound_leaves_defaults()
)
end
---------------------------------------------------------
minetest.register_node("sumpf:gras", {
description = "swamp grass",
tiles = {"sumpfgrass.png"},
inventory_image = "sumpfgrass.png",
drawtype = "plantlike",
paramtype = "light",
waving = 1,
selection_box = {type = "fixed",fixed = {-1/3, -1/2, -1/3, 1/3, -1/5, 1/3},},
buildable_to = true,
walkable = false,
groups = {snappy=3,flammable=3,flora=1,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
furnace_burntime = 1,
})
local ani = {type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}--17
minetest.register_node("sumpf:dirtywater_flowing", {
drawtype = "flowingliquid",
tiles = {"default_water.png"},
special_tiles = {
{name="sumpf_water_flowing.png", backface_culling=false, animation=ani},
{name="sumpf_water_flowing.png", backface_culling=true, animation=ani}
},
use_texture_alpha = "blend",
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
liquidtype = "flowing",
liquid_alternative_flowing = "sumpf:dirtywater_flowing",
liquid_alternative_source = "sumpf:dirtywater_source",
liquid_viscosity = 1,
post_effect_color = {a=64, r=70, g=90, b=120},
groups = {water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1},
})
minetest.register_node("sumpf:dirtywater_source", {
description = "swampwater",
drawtype = "liquid",
tiles = {
{name="sumpf_water_source.png", animation=ani},
{name="sumpf_water_source.png", animation=ani},
{name="sumpf_water_flowing.png", animation=ani}
},
special_tiles = {{name="sumpf_water_source.png", animation=ani, backface_culling=false},},
use_texture_alpha = "blend",
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
liquidtype = "source",
liquid_alternative_flowing = "sumpf:dirtywater_flowing",
liquid_alternative_source = "sumpf:dirtywater_source",
liquid_viscosity = 1,
post_effect_color = {a=64, r=70, g=90, b=120},
groups = {water=3, liquid=3, puts_out_fire=1},
})
if minetest.global_exists("bucket") then
bucket.register_liquid(
"sumpf:dirtywater_source",
"sumpf:dirtywater_flowing",
"sumpf:bucket_dirtywater",
"bucket.png^sumpf_bucket_dirtywater.png",
"swampwater bucket"
)
end
--sumpf = rawget(_G, "sumpf") or {}
local modpath = minetest.get_modpath"sumpf".."/"
dofile(modpath.."settings.lua")
dofile(modpath.."functions.lua")
dofile(modpath .. "birke.lua")
if sumpf.enable_mapgen then
dofile(modpath .. "mapgen.lua")
end
-- legacy
minetest.register_alias("sumpf:pilz", "riesenpilz:brown")
local time = (minetest.get_us_time() - load_time_start) / 1000000
local msg = "[sumpf] loaded after ca. " .. time .. " seconds."
if time > 0.01 then
print(msg)
else
minetest.log("info", msg)
end

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-- might decrease lag a bit
local minetest = minetest
local hut_allowed
if sumpf.hut_chance > 0 then
dofile(minetest.get_modpath("sumpf") .. "/huts.lua")
hut_allowed = sumpf.hut_allowed
else
function hut_allowed()
return false
end
end
local plants_enabled = sumpf.enable_plants
local swampwater = sumpf.swampwater
local c, is_ground, water_allowed
local function define_contents()
c = {
air = minetest.get_content_id("air"),
stone = minetest.get_content_id("default:stone"),
water = minetest.get_content_id("default:water_source"),
dirtywater = minetest.get_content_id("sumpf:dirtywater_source"),
coal = minetest.get_content_id("default:stone_with_coal"),
iron = minetest.get_content_id("default:stone_with_iron"),
sumpfg = minetest.get_content_id("sumpf:sumpf"),
sumpf2 = minetest.get_content_id("sumpf:sumpf2"),
sumpfstone = minetest.get_content_id("sumpf:junglestone"),
sumpfcoal = minetest.get_content_id("sumpf:kohle"),
sumpfiron = minetest.get_content_id("sumpf:eisen"),
peat = minetest.get_content_id("sumpf:peat"),
brown_shroom = minetest.get_content_id("riesenpilz:brown"),
red_shroom = minetest.get_content_id("riesenpilz:red"),
fly_agaric = minetest.get_content_id("riesenpilz:fly_agaric"),
sumpfgrass = minetest.get_content_id("sumpf:gras"),
junglegrass = minetest.get_content_id("default:junglegrass"),
USUAL_STUFF = {
[minetest.get_content_id("default:dry_shrub")] = true,
[minetest.get_content_id("default:cactus")] = true,
[minetest.get_content_id("default:papyrus")] = true
},
TREE_STUFF = {
[minetest.get_content_id("default:tree")] = true,
[minetest.get_content_id("default:leaves")] = true,
[minetest.get_content_id("default:apple")] = true,
},
}
local grounds = {[c.water] = true}
function is_ground(id)
local is = grounds[id]
if is ~= nil then
return is
end
local data = minetest.registered_nodes[
minetest.get_name_from_content_id(id)]
if not data
or data.paramtype == "light" then
grounds[id] = false
return false
end
local groups = data.groups
if groups
and (groups.crumbly == 3 or groups.soil == 1) then
grounds[id] = true
return true
end
grounds[id] = false
return false
end
if swampwater then
-- a cache table of nodes which are allowed to be next to swampwater
local hard_nodes = {}
setmetatable(hard_nodes, {__mode = "kv"})
local function hard_node(id)
if not id then
return false
end
local hard = hard_nodes[id]
if hard ~= nil then
return hard
end
local name = minetest.get_name_from_content_id(id)
sumpf.inform("<swampwater> testing if "..name.."is a hard node", 3)
local node = minetest.registered_nodes[name]
if not node then
hard_nodes[id] = false
return false
end
local drawtype = node.drawtype
if not drawtype
or drawtype == "normal" then
hard_nodes[id] = true
return true
end
hard_nodes[id] = false
return false
end
--tests if swampwater is allowed to generate at this position
function water_allowed(data, area, x, y, z)
local vi = area:index(x, y, z) + 1
local offsets = {
-2,
area.zstride + 1,
-2 * area.zstride,
0
}
for i = 1,4 do
local id = data[vi]
if id ~= c.dirtywater
and not hard_node(id) then
return false
end
vi = vi + offsets[i]
end
return true
end
end
end
local smooth = sumpf.smooth
local perlin_scale = 500
local nosmooth_rarity = 0.6
local smooth_rarity_max = 0.64
local smooth_rarity_min = 0.6
local smooth_rarity_dif = smooth_rarity_max - smooth_rarity_min
local contents_defined
local data = {}
minetest.register_on_generated(function(minp, maxp, seed)
--avoid calculating perlin noises for unneeded places
if maxp.y <= -6
or minp.y >= 150 then
return
end
local x0,z0,x1,z1 = minp.x,minp.z,maxp.x,maxp.z
--Get map specific perlin
local perlin1 = minetest.get_perlin(1123,3, 0.5, perlin_scale)
if not sumpf.always_generate then
local biome_allowed
for x = x0, x1, 16 do
for z = z0, z1, 16 do
if perlin1:get2d({x=x, y=z}) > nosmooth_rarity then
biome_allowed = true
break
end
end
if biome_allowed then
break
end
end
if not biome_allowed then
return
end
end
local t1 = minetest.get_us_time()
--Information:
sumpf.inform("tries to generate a swamp at: x=["..x0.."; "..x1.."]; y=[" ..
minp.y.."; "..maxp.y.."]; z=["..z0.."; "..z1.."]", 2)
local divs = x1-x0
local pr = PseudoRandom(seed+68)
if not contents_defined then
define_contents()
contents_defined = true
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
for vi in area:iterp(minp, maxp) do --remove tree stuff
if data[vi] ~= c.air
and c.TREE_STUFF[data[vi]] then
data[vi] = c.air
end
end
local hut
if hut_allowed(minp) then
hut = {
rmin = pr:next(4,6),
rmax = pr:next(10,20),
ruin = pr:next(1,2) == 1
}
-- sidelen-2*radius_max-2*roof_outside
local sidelen = maxp.x-minp.x+1
local hsidelen = math.floor(sidelen/2)
local diff = math.max(hsidelen-hut.rmax-1, 0)
hut.x = minp.x+hsidelen+pr:next(-diff,diff)
hut.z = minp.z+hsidelen+pr:next(-diff,diff)
end
local num = 1
local tab = {}
local heightmap = minetest.get_mapgen_object("heightmap")
local hmi = 1
for j=0,divs do
for i=0,divs do
local x,z = x0+i,z0+j
--Check if we are in a "Swamp biome"
local in_biome = false
local test = perlin1:get2d{x=x, y=z} / 1.75
if sumpf.always_generate then
in_biome = true
elseif smooth then
--smooth transitions, sinus not used yet
if test >= smooth_rarity_max
or (
test > smooth_rarity_min
and pr:next(1, 1000) <= 1000 *
(test - smooth_rarity_min) / smooth_rarity_dif
) then
in_biome = true
end
elseif test > nosmooth_rarity then
in_biome = true
end
if in_biome then
-- subtract 5 because of cave entrances
local ymin = math.max(heightmap[hmi]-5, minp.y)
-- skip the air part
local ground
local ytop = math.min(heightmap[hmi]+20, maxp.y)
local vi = area:index(x, ytop, z)
for y = ytop,ymin,-1 do
if data[vi] ~= c.air then
ground = y
break
end
vi = vi - area.ystride
end
local ground_y
if ground then
for y = ground,ymin,-1 do
local id = data[vi]
if c.USUAL_STUFF[id] then --remove usual stuff
data[vi] = c.air
elseif is_ground(id) then --else search ground_y
ground_y = y
break
end
vi = vi - area.ystride
end
end
if ground_y then
if hut
and not hut.y
and x == hut.x
and z == hut.z then
hut.y = math.max(1, ground_y)
hut.y = hut.y + 1
end
if data[vi] == c.water then --Dreckseen:
local h
if smooth then
h = pr:next(4, 5)
else
h = 5
end --find_node_near may be a laggy function here
if minetest.find_node_near({x=x, y=ground_y, z=z}, h,
"group:crumbly"
) then
--if data[area:index(x, ground_y-(3+pr:next(1,2)), z)]
--~= c.water then
for _ = 0, math.min(pr:next(16, 20),
ground_y - minp.y + 16
) do
if data[vi] == c.water then
data[vi] = c.dirtywater
else
data[vi] = c.peat
end
vi = vi - area.ystride
end
end
else
local p_boden = vi + area.ystride
local d_p_boden = data[p_boden]
local plant_allowed = plants_enabled
if swampwater
and ground_y ~= 1
and d_p_boden == c.air
and pr:next(1,2) == 2
and water_allowed(data, area, x, ground_y, z) then
plant_allowed = false --disable plants on swampwater
for _ = 0, math.min(pr:next(1, 9) + 10,
ground_y - minp.y + 16
) do
if data[vi] == c.air then
break
end
data[vi] = c.dirtywater
vi = vi - area.ystride
end
else
local p_uground = vi - area.ystride
if sumpf.wet_beaches
and ground_y == 1
and d_p_boden == c.air
and pr:next(1,3) == 1 then
-- disable plants on swampwater
plant_allowed = false
data[vi] = c.dirtywater
if pr:next(1,3) == 1 then
data[p_uground] = c.dirtywater
else
data[p_uground] = c.peat
end
data[p_uground - area.ystride] = c.peat
else --Sumpfboden:
data[vi] = c.sumpfg
data[p_uground] = c.sumpfg
data[p_uground - area.ystride] = c.sumpf2
end
vi = vi - 3 * area.ystride
for _ = 0,math.min(27, ground_y-minp.y+13) do
local id = data[vi]
if id == c.air then
break
end
if id == c.coal then
data[vi] = c.sumpfcoal
elseif id == c.iron then
data[vi] = c.sumpfiron
else
data[vi] = c.sumpfstone
end
vi = vi - area.ystride
end
end
if plant_allowed then --Pflanzen (und Pilz):
if pr:next(1,80) == 1 then -- Birke
tab[num] = {1, {x=x, y=ground_y+1, z=z}}
num = num+1
elseif pr:next(1,20) == 1 then -- jungletree
tab[num] = {2, {x=x, y=ground_y+1, z=z}}
num = num+1
elseif pr:next(1,50) == 1 then
data[p_boden] = c.brown_shroom
elseif pr:next(1,100) == 1 then
data[p_boden] = c.red_shroom
elseif pr:next(1,200) == 1 then
data[p_boden] = c.fly_agaric
elseif pr:next(1,4) == 1 then
data[p_boden] = c.sumpfgrass
elseif pr:next(1,6) == 1 then
data[p_boden] = c.junglegrass
end
end
end
end
end
hmi = hmi+1
end
end
sumpf.inform("ground finished", 2, t1)
local param2s
if num ~= 1 then
-- spawn trees
local t2 = minetest.get_us_time()
for _,v in pairs(tab) do
if v[1] == 1 then
param2s = param2s or vm:get_param2_data()
sumpf.generate_birch(v[2], area, data, pr, param2s)
else
sumpf.generate_jungletree(v[2], area, data, pr, maxp.y)
end
end
sumpf.inform("trees made", 2, t2)
end
if hut
and hut.y then
local t2 = minetest.get_us_time()
sumpf.generate_hut({x=hut.x, y=hut.y, z=hut.z}, area, data, hut.rmin,
hut.rmax, hut.ruin)
sumpf.inform("hut made", 2, t2)
end
local t2 = minetest.get_us_time()
vm:set_data(data)
if param2s then
vm:set_param2_data(param2s)
end
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map()
sumpf.inform("data set", 2, t2)
sumpf.inform("done", 1, t1)
--[[local t3 =
minetest.after(0, function(param)
local tab, minp, maxp, t1, t3 = unpack(param)
sumpf.inform("continuing", 2, t3)
local t2 =
if plants_enabled then --Trees:
for _,v in ipairs(tab) do
local p = v[2]
if v[1] == 1 then
mache_birke(p, 1)
else
sumpf_make_jungletree(p, 1)
end
end
end
sumpf.inform("trees made", 2, t2)
local t2 =
fix_light(minp, maxp)
sumpf.inform("shadows added", 2, t2)
sumpf.inform("done", 1, t1)
end, {tab, minp, maxp, t1, t3})]]
end)

View File

@ -0,0 +1,29 @@
local default_settings = {
enable_mapgen = true,
always_generate = false,
smooth = true,
enable_plants = true,
swampwater = true,
wet_beaches = true, --swampwater
hut_chance = 50,
spawn_plants = true,
log_to_chat = false, --minetest.is_singleplayer()
log_level = 2,
}
for name,dv in pairs(default_settings) do
local setting
local setting_name = "sumpf."..name
if type(dv) == "boolean" then
setting = minetest.settings:get_bool(setting_name)
elseif type(dv) == "number" then
setting = tonumber(minetest.settings:get(setting_name))
else
error"[sumpf] only boolean and number settings are available"
end
if setting == nil then
sumpf[name] = dv
else
sumpf[name] = setting
end
end

View File

@ -0,0 +1,35 @@
# Enable swamps mapgen
sumpf.enable_mapgen (enable mapgen) bool true
# Generate swamps everywhere and not just in a few biomes
sumpf.always_generate (always generate) bool false
# Enable smooth transition of biomes
sumpf.smooth (smooth transitions) bool true
# Generate plants; this is usually disabled only for testing
sumpf.enable_plants (enable plants) bool true
# Enable swampwater; it might be a bit buggy with mapgen v6
sumpf.swampwater (swampwater) bool true
# Add swampwater near sea (different behaviour than on land)
sumpf.wet_beaches (wet beaches) bool true
# Chance of spawning a hut in a mapchunk, set to 0 to disable it.
# If enabled, a hut spawns with probability 1/k, where k is the value of this
# setting, i.e. 1 means always spawn a hut, 2 means every second time, etc.
sumpf.hut_chance (hut chance) int 50
# Use the habitat mod to spawn some plants outside of swamp biomes
sumpf.spawn_plants (spawn plants) bool true
# If enabled, show log messages in the chat and not only in debug.txt
sumpf.log_to_chat (inform everyone) bool false
# Specify how much text is printed for debugging purposes
# 0: Disabled
# 1: A bit of information
# 2: Acceptable amount of information
# 3: Lots of text
sumpf.log_level (max spam) int 2 1 3

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