Unlimited size. Flolands nodes. Tunnels

This commit is contained in:
Mat 2014-06-15 06:24:19 +01:00
parent e832a29c00
commit bbb5bdca1c
5 changed files with 78 additions and 190 deletions

View File

@ -1,4 +1,4 @@
floatindev 0.2.0 by paramat floatindev 0.3.0 by paramat
For latest stable Minetest back to 0.4.8 For latest stable Minetest back to 0.4.8
Depends default Depends default
Licenses: code WTFPL Licenses: code WTFPL

260
init.lua
View File

@ -1,53 +1,58 @@
-- floatindev 0.2.0 by paramat -- floatindev 0.3.0 by paramat
-- For latest stable Minetest and back to 0.4.8 -- For latest stable Minetest and back to 0.4.8
-- Depends default -- Depends default
-- License: code WTFPL -- License: code WTFPL
-- Parameters -- Parameters
local YMIN = 128 -- Approximate realm limits. local YMIN = 1 -- Approximate realm limits.
local YMAX = 33000 local YMAX = 33000
local XMIN = -33000 local XMIN = -33000
local XMAX = 33000 local XMAX = 33000
local ZMIN = -33000 local ZMIN = -33000
local ZMAX = 33000 local ZMAX = 33000
local CHUINT = 2 -- Chunk interval for floatland layers local CHUINT = 8 -- Chunk interval for floatland layers
local WAVAMP = 16 -- Structure wave amplitude local WAVAMP = 48 -- Structure wave amplitude
local HISCAL = 24 -- Upper structure vertical scale local HISCAL = 96 -- Upper structure vertical scale
local LOSCAL = 24 -- Lower structure vertical scale local LOSCAL = 96 -- Lower structure vertical scale
local HIEXP = 0.5 -- Upper structure density gradient exponent local HIEXP = 0.33 -- Upper structure density gradient exponent
local LOEXP = 0.5 -- Lower structure density gradient exponent local LOEXP = 0.33 -- Lower structure density gradient exponent
local CLUSAV = 0 -- Large scale variation average local CLUSAV = 0 -- Large scale variation average
local CLUSAM = 0 -- Large scale variation amplitude local CLUSAM = 0 -- Large scale variation amplitude
local DIRTHR = 0.04 -- Dirt density threshold local TSTONE = 0.1 -- Stone density threshold
local STOTHR = 0.08 -- Stone density threshold local TTUN = 0.03 -- Tunnel width
local STABLE = 2 -- Minimum number of stacked stone nodes in column for dirt / sand on top local TVOID = 0.6 -- Void threshold
local FLOCHA = 1 / 17 ^ 3 -- Floc chance per stone node
local APPCHA = 0.02 -- Appletree chance
local FLOCHA = 0.02 -- Flower chance
local GRACHA = 0.11 -- Grass chance
local ORECHA = 1 / (5 * 5 * 5)
-- 3D noise for floatlands -- 3D noise for floatlands
local np_float = { local np_float = {
offset = 0, offset = 0,
scale = 1, scale = 1,
spread = {x=256, y=256, z=256}, spread = {x=384, y=192, z=384},
seed = 277777979, seed = 277777979,
octaves = 6, octaves = 5,
persist = 0.6 persist = 0.67
} }
-- 3D noise for caves -- 3D noises for tunnels
local np_caves = { local np_weba = {
offset = 0, offset = 0,
scale = 1, scale = 1,
spread = {x=8, y=8, z=8}, spread = {x=128, y=128, z=128},
seed = -89000, seed = -89000,
octaves = 2, octaves = 3,
persist = 0.5
}
local np_webb = {
offset = 0,
scale = 1,
spread = {x=127, y=127, z=127},
seed = 85911,
octaves = 3,
persist = 0.5 persist = 0.5
} }
@ -62,26 +67,15 @@ local np_cluster = {
persist = 0.5 persist = 0.5
} }
-- 2D noise for wave -- 3D noise for wave
local np_wave = { local np_wave = {
offset = 0, offset = 0,
scale = 1, scale = 1,
spread = {x=256, y=256, z=256}, spread = {x=512, y=512, z=512},
seed = -400000000089, seed = -4000000089,
octaves = 3, octaves = 3,
persist = 0.5 persist = 0.4
}
-- 2D noise for biome
local np_biome = {
offset = 0,
scale = 1,
spread = {x=250, y=250, z=250},
seed = 9130,
octaves = 3,
persist = 0.5
} }
-- Stuff -- Stuff
@ -90,90 +84,29 @@ floatindev = {}
-- Nodes -- Nodes
minetest.register_node("floatindev:stone", { minetest.register_node("floatindev:floatstone", {
description = "FLI Stone", description = "Floatstone",
tiles = {"default_stone.png"}, tiles = {"floatindev_floatstone.png"},
is_ground_content = false, -- stops cavegen removing this node is_ground_content = false, -- stops cavegen removing this node
groups = {cracky=3}, groups = {cracky=3},
drop = "default:cobble",
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
}) })
minetest.register_node("floatindev:desertstone", { minetest.register_node("floatindev:floatsand", {
description = "FLI Desert Stone", description = "Floatsand",
tiles = {"default_desert_stone.png"}, tiles = {"floatindev_floatsand.png"},
is_ground_content = false, -- stops cavegen removing this node is_ground_content = false,
groups = {cracky=3}, groups = {crumbly=3, falling_node=1, sand=1},
drop = "default:desert_stone", sounds = default.node_sound_sand_defaults(),
sounds = default.node_sound_stone_defaults(),
}) })
-- Functions minetest.register_node("floatindev:floc", {
description = "Float crystal block",
local function floatindev_appletree(x, y, z, area, data) tiles = {"floatindev_floc.png"},
local c_tree = minetest.get_content_id("default:tree") is_ground_content = false,
local c_apple = minetest.get_content_id("default:apple") groups = {cracky=1},
local c_leaves = minetest.get_content_id("default:leaves") sounds = default.node_sound_stone_defaults(),
for j = -2, 4 do })
if j >= 1 then
for i = -2, 2 do
for k = -2, 2 do
local vi = area:index(x + i, y + j + 1, z + k)
if math.random(48) == 2 then
data[vi] = c_apple
elseif math.random(3) ~= 2 then
data[vi] = c_leaves
end
end
end
end
local vi = area:index(x, y + j, z)
data[vi] = c_tree
end
end
local function floatindev_grass(data, vi)
local c_grass1 = minetest.get_content_id("default:grass_1")
local c_grass2 = minetest.get_content_id("default:grass_2")
local c_grass3 = minetest.get_content_id("default:grass_3")
local c_grass4 = minetest.get_content_id("default:grass_4")
local c_grass5 = minetest.get_content_id("default:grass_5")
local rand = math.random(5)
if rand == 1 then
data[vi] = c_grass1
elseif rand == 2 then
data[vi] = c_grass2
elseif rand == 3 then
data[vi] = c_grass3
elseif rand == 4 then
data[vi] = c_grass4
else
data[vi] = c_grass5
end
end
local function floatindev_flower(data, vi)
local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
local c_rose = minetest.get_content_id("flowers:rose")
local c_tulip = minetest.get_content_id("flowers:tulip")
local c_geranium = minetest.get_content_id("flowers:geranium")
local c_viola = minetest.get_content_id("flowers:viola")
local rand = math.random(6)
if rand == 1 then
data[vi] = c_danwhi
elseif rand == 2 then
data[vi] = c_rose
elseif rand == 3 then
data[vi] = c_tulip
elseif rand == 4 then
data[vi] = c_danyel
elseif rand == 5 then
data[vi] = c_geranium
else
data[vi] = c_viola
end
end
-- On generated function -- On generated function
@ -183,10 +116,6 @@ minetest.register_on_generated(function(minp, maxp, seed)
or minp.z < ZMIN or maxp.z > ZMAX then or minp.z < ZMIN or maxp.z > ZMAX then
return return
end end
local chulay = math.floor((minp.y + 32) / 80) -- chunk layer number, 0 = surface chunk
if math.fmod(chulay, CHUINT) ~= 0 then -- if chulay / CHUINT has a remainder
return
end
local t1 = os.clock() local t1 = os.clock()
local x1 = maxp.x local x1 = maxp.x
@ -203,109 +132,68 @@ minetest.register_on_generated(function(minp, maxp, seed)
local data = vm:get_data() local data = vm:get_data()
local c_air = minetest.get_content_id("air") local c_air = minetest.get_content_id("air")
local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
local c_stomese = minetest.get_content_id("default:stone_with_mese")
local c_stogold = minetest.get_content_id("default:stone_with_gold")
local c_stocopp = minetest.get_content_id("default:stone_with_copper")
local c_stoiron = minetest.get_content_id("default:stone_with_iron")
local c_stocoal = minetest.get_content_id("default:stone_with_coal")
local c_grass = minetest.get_content_id("default:dirt_with_grass")
local c_dirt = minetest.get_content_id("default:dirt")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_flistone = minetest.get_content_id("floatindev:stone") local c_floatstone = minetest.get_content_id("floatindev:floatstone")
local c_flidestone = minetest.get_content_id("floatindev:desertstone") local c_floatsand = minetest.get_content_id("floatindev:floatsand")
local c_floc = minetest.get_content_id("floatindev:floc")
local sidelen = x1 - x0 + 1 local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen} local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0} local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz) local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz)
local nvals_caves = minetest.get_perlin_map(np_caves, chulens):get3dMap_flat(minposxyz) local nvals_weba = minetest.get_perlin_map(np_weba, chulens):get3dMap_flat(minposxyz)
local nvals_webb = minetest.get_perlin_map(np_webb, chulens):get3dMap_flat(minposxyz)
local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz) local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz)
local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz)
local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get2dMap_flat(minposxz) local chulay = math.floor((minp.y + 32) / 80) -- chunk layer number, 0 = surface chunk
local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat({x=x0+150, y=z0+50}) local tercen = (math.floor(chulay / CHUINT) * CHUINT + CHUINT / 2) * 80 - 32 -- terrain centre of this layer
local nixyz = 1 local nixyz = 1
local nixz = 1 local nixz = 1
local stable = {} local stable = {}
local dirt = {}
local chumid = y0 + sidelen / 2
for z = z0, z1 do -- for each xy plane progressing northwards for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do for x = x0, x1 do
local si = x - x0 + 1 local si = x - x0 + 1
dirt[si] = 0
local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air" if nodename == "air"
or nodename == "default:water_source" then or nodename == "default:water_source" then
stable[si] = 0 stable[si] = 0
else -- all else including ignore in ungenerated chunks else -- all else including ignore in ungenerated chunks
stable[si] = STABLE stable[si] = 2
end end
end end
for y = y0, y1 do -- for each x row progressing upwards for y = y0, y1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z) local vi = area:index(x0, y, z)
for x = x0, x1 do -- for each node do for x = x0, x1 do -- for each node do
local si = x - x0 + 1 local si = x - x0 + 1
local flomid = chumid + nvals_wave[nixz] * WAVAMP local flomid = tercen + nvals_wave[nixyz] * WAVAMP -- y of floatland middle
local grad
local grad -- density for node
if y > flomid then if y > flomid then
grad = ((y - flomid) / HISCAL) ^ HIEXP grad = ((y - flomid) / HISCAL) ^ HIEXP
else else
grad = ((flomid - y) / LOSCAL) ^ LOEXP grad = ((flomid - y) / LOSCAL) ^ LOEXP
end end
local density = nvals_float[nixyz] - grad + CLUSAV + nvals_cluster[nixyz] * CLUSAM local density = nvals_float[nixyz] - grad + CLUSAV + nvals_cluster[nixyz] * CLUSAM
if density > 0 and density < 0.7 then -- if floatland shell
if nvals_caves[nixyz] - density > -0.7 then -- if no cave local weba = math.abs(nvals_weba[nixyz]) < TTUN -- check for tunnel
if y > flomid and density < STOTHR and stable[si] >= STABLE then local webb = math.abs(nvals_webb[nixyz]) < TTUN
if nvals_biome[nixz] > 0.45 then -- fine materials local notun = not (weba and webb)
data[vi] = c_desand
else if density > 0 and density < TVOID and notun then -- if floatland shell
if density < DIRTHR then if y > flomid and density < TSTONE and stable[si] >= 2 then
data[vi] = c_grass data[vi] = c_floatsand -- sand
else else
data[vi] = c_dirt if math.random() < FLOCHA then
end data[vi] = c_floc -- floc
dirt[si] = dirt[si] + 1
end
else else
if nvals_biome[nixz] > 0.45 then -- stone data[vi] = c_floatstone -- stone
data[vi] = c_flidestone
elseif math.random() < ORECHA then
local osel = math.random(34)
if osel == 34 then
data[vi] = c_stodiam
elseif osel >= 31 then
data[vi] = c_stomese
elseif osel >= 28 then
data[vi] = c_stogold
elseif osel >= 19 then
data[vi] = c_stocopp
elseif osel >= 10 then
data[vi] = c_stoiron
else
data[vi] = c_stocoal
end
else
data[vi] = c_flistone
end
stable[si] = stable[si] + 1
end end
else -- cave stable[si] = stable[si] + 1
stable[si] = 0
end end
elseif y > flomid and density < 0 and dirt[si] >= 1 then -- node above surface dirt else -- air
if dirt[si] >= 2 and math.random() < APPCHA then
floatindev_appletree(x, y, z, area, data)
elseif math.random() < FLOCHA then
floatindev_flower(data, vi)
elseif math.random() < GRACHA then
floatindev_grass(data, vi)
end
dirt[si] = 0
else -- atmosphere
stable[si] = 0 stable[si] = 0
end end
nixyz = nixyz + 1 nixyz = nixyz + 1

Binary file not shown.

After

Width:  |  Height:  |  Size: 723 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 541 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 206 B