273 lines
8.3 KiB
Lua
273 lines
8.3 KiB
Lua
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-- submodule
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otherworlds.asteroids = {}
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-- Approximate realm limits.
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local XMIN = -33000
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local XMAX = 33000
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local ZMIN = -33000
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local ZMAX = 33000
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local ASCOT = 1.0 -- Large asteroid / comet nucleus noise threshold.
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local SASCOT = 1.0 -- Small asteroid / comet nucleus noise threshold.
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local STOT = 0.125 -- Asteroid stone threshold.
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local COBT = 0.05 -- Asteroid cobble threshold.
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local GRAT = 0.02 -- Asteroid gravel threshold.
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local ICET = 0.05 -- Comet ice threshold.
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local ATMOT = -0.2 -- Comet atmosphere threshold.
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local FISTS = 0.01 -- Fissure noise threshold at surface. Controls size of fissures and amount / size of fissure entrances.
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local FISEXP = 0.3 -- Fissure expansion rate under surface.
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local ORECHA = 3*3*3 -- Ore 1/x chance per stone node.
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local CPCHU = 0 -- Maximum craters per chunk.
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local CRMIN = 5 -- Crater radius minimum, radius includes dust and obsidian layers.
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local CRRAN = 8 -- Crater radius range.
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-- Note: for fewer large objects: increase the 'spread' numbers in 'np_large' noise parameters. For fewer small objects do the same in 'np_small'. Then tune size with 'ASCOT'.
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-- 3D Perlin noise 1 for large structures
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local np_large = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=128, z=256},
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seed = -83928935,
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octaves = 5,
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persist = 0.6
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}
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-- 3D Perlin noise 3 for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x=64, y=64, z=64},
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seed = -188881,
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octaves = 4,
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persist = 0.5
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}
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-- 3D Perlin noise 4 for small structures
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local np_small = {
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offset = 0,
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scale = 1,
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spread = {x=128, y=64, z=128},
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seed = 1000760700090,
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octaves = 4,
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persist = 0.6
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}
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-- 3D Perlin noise 5 for ore selection
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local np_ores = {
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offset = 0,
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scale = 1,
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spread = {x=128, y=128, z=128},
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seed = -70242,
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octaves = 1,
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persist = 0.5
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}
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-- 3D Perlin noise 6 for comet atmosphere
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local np_latmos = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=128, z=256},
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seed = -83928935,
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octaves = 3,
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persist = 0.6
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}
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-- 3D Perlin noise 7 for small comet atmosphere
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local np_satmos = {
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offset = 0,
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scale = 1,
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spread = {x=128, y=64, z=128},
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seed = 1000760700090,
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octaves = 2,
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persist = 0.6
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}
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-- On dignode function. Atmosphere flows into a dug hole.
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minetest.register_on_dignode(function(pos, oldnode, digger)
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if minetest.find_node_near(pos, 1, {"asteroid:atmos"}) then
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minetest.set_node(pos, {name = "asteroid:atmos"})
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end
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end)
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-- Generate on_generated function based on parameters
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function otherworlds.asteroids.create_on_generated(ymin, ymax, content_ids)
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local YMIN = ymin
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local YMAX = ymax
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local c_air = content_ids.c_air
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local c_stone = content_ids.c_stone
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local c_cobble = content_ids.c_cobble
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local c_gravel = content_ids.c_gravel
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local c_dust = content_ids.c_dust
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local c_ironore = content_ids.c_ironore
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local c_copperore = content_ids.c_copperore
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local c_goldore = content_ids.c_goldore
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local c_diamondore = content_ids.c_diamondore
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local c_meseore = content_ids.c_meseore
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local c_waterice = content_ids.c_waterice
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local c_atmos = content_ids.c_atmos
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local c_snowblock = content_ids.c_snowblock
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local c_obsidian = content_ids.c_obsidian
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-- return the function closed over the upvalues we want
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return function(minp, maxp, seed)
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if minp.x < XMIN or maxp.x > XMAX
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or minp.y < YMIN or maxp.y > YMAX
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or minp.z < ZMIN or maxp.z > ZMAX then
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return
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end
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-- local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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--print ("[asteroid] chunk ("..x0.." "..y0.." "..z0..")")
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local sidelen = x1 - x0 + 1 -- chunk side length
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--local vplanarea = sidelen ^ 2 -- vertical plane area, used if calculating noise index from x y z
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minpos = {x=x0, y=y0, z=z0}
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local nvals1 = minetest.get_perlin_map(np_large, chulens):get3dMap_flat(minpos)
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local nvals3 = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minpos)
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local nvals4 = minetest.get_perlin_map(np_small, chulens):get3dMap_flat(minpos)
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local nvals5 = minetest.get_perlin_map(np_ores, chulens):get3dMap_flat(minpos)
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local nvals6 = minetest.get_perlin_map(np_latmos, chulens):get3dMap_flat(minpos)
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local nvals7 = minetest.get_perlin_map(np_satmos, chulens):get3dMap_flat(minpos)
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local ni = 1
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for z = z0, z1 do -- for each vertical plane do
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for y = y0, y1 do -- for each horizontal row do
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local vi = area:index(x0, y, z) -- LVM index for first node in x row
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for x = x0, x1 do -- for each node do
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local noise1abs = math.abs(nvals1[ni])
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local noise4abs = math.abs(nvals4[ni])
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local comet = false
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if nvals6[ni] < -(ASCOT + ATMOT) or (nvals7[ni] < -(SASCOT + ATMOT) and nvals1[ni] < ASCOT) then
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comet = true -- comet biome
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end
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if noise1abs > ASCOT or noise4abs > SASCOT then -- if below surface then
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local noise1dep = noise1abs - ASCOT -- noise1dep zero at surface, positive beneath
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if math.abs(nvals3[ni]) > FISTS + noise1dep * FISEXP then -- if no fissure then
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local noise4dep = noise4abs - SASCOT -- noise4dep zero at surface, positive beneath
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if not comet or (comet and (noise1dep > math.random() + ICET or noise4dep > math.random() + ICET)) then
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-- asteroid or asteroid materials in comet
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if noise1dep >= STOT or noise4dep >= STOT then
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-- stone/ores
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if math.random(ORECHA) == 2 then
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if nvals5[ni] > 0.6 then
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data[vi] = c_goldore
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elseif nvals5[ni] < -0.6 then
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data[vi] = c_diamondore
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elseif nvals5[ni] > 0.2 then
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data[vi] = c_meseore
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elseif nvals5[ni] < -0.2 then
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data[vi] = c_copperore
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else
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data[vi] = c_ironore
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end
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else
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data[vi] = c_stone
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end
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elseif noise1dep >= COBT or noise4dep >= COBT then
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data[vi] = c_cobble
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elseif noise1dep >= GRAT or noise4dep >= GRAT then
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data[vi] = c_gravel
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else
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data[vi] = c_dust
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end
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else -- comet materials
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if noise1dep >= ICET or noise4dep >= ICET then
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data[vi] = c_waterice
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else
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data[vi] = c_snowblock
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end
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end
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elseif comet then -- fissures, if comet then add comet atmosphere
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data[vi] = c_atmos
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end
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elseif comet then -- if comet atmosphere then
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data[vi] = c_atmos
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end
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ni = ni + 1
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vi = vi + 1
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end
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end
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end
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-- craters
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for ci = 1, CPCHU do -- iterate
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local cr = CRMIN + math.floor(math.random() ^ 2 * CRRAN) -- exponential radius
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local cx = math.random(minp.x + cr, maxp.x - cr) -- centre x
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local cz = math.random(minp.z + cr, maxp.z - cr) -- centre z
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local comet = false
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local surfy = false
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for y = y1, y0 + cr, -1 do
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local vi = area:index(cx, y, cz) -- LVM index for node
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local nodeid = data[vi]
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if nodeid == c_dust
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or nodeid == c_gravel
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or nodeid == c_cobble then
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surfy = y
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break
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elseif nodename == c_snowblock
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or nodename == c_waterice then
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comet = true
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surfy = y
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break
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end
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end
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if surfy and y1 - surfy > 8 then -- if surface found and 8 node space above impact node then
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for x = cx - cr, cx + cr do -- for each plane do
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for z = cz - cr, cz + cr do -- for each column do
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for y = surfy - cr, surfy + cr do -- for each node do
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local vi = area:index(x, y, z) -- LVM index for node
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local nr = ((x - cx) ^ 2 + (y - surfy) ^ 2 + (z - cz) ^ 2) ^ 0.5
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if nr <= cr - 2 then
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if comet then
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data[vi] = c_atmos
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else
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data[vi] = c_air
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end
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elseif nr <= cr - 1 then
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local nodeid = data[vi]
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if nodeid == c_gravel
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or nodeid == c_cobble
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or nodeid == c_stone
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or nodeid == c_diamondore
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or nodeid == c_goldore
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or nodeid == c_meseore
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or nodeid == c_copperore
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or nodeid == c_ironore then
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data[vi] = c_dust
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end
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elseif nr <= cr then
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local nodeid = data[vi]
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if nodeid == c_cobble
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or nodeid == c_stone then
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data[vi] = c_obsidian -- obsidian buried under dust
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end
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end
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end
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end
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end
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end
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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-- local chugent = math.ceil((os.clock() - t1) * 1000)
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--print ("[asteroid] time "..chugent.." ms")
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data = nil
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end
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end
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