215 lines
5.6 KiB
Lua
215 lines
5.6 KiB
Lua
-- floatindev 0.3.0 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- Parameters
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local YMIN = 1 -- Approximate realm limits.
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local YMAX = 33000
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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 CHUINT = 8 -- Chunk interval for floatland layers
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local WAVAMP = 48 -- Structure wave amplitude
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local HISCAL = 96 -- Upper structure vertical scale
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local LOSCAL = 96 -- Lower structure vertical scale
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local HIEXP = 0.33 -- Upper structure density gradient exponent
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local LOEXP = 0.33 -- Lower structure density gradient exponent
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local CLUSAV = 0 -- Large scale variation average
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local CLUSAM = 0 -- Large scale variation amplitude
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local TSTONE = 0.1 -- Stone density threshold
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local TTUN = 0.03 -- Tunnel width
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local TVOID = 0.6 -- Void threshold
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local FLOCHA = 1 / 17 ^ 3 -- Floc chance per stone node
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-- 3D noise for floatlands
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local np_float = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=192, z=384},
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seed = 277777979,
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octaves = 5,
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persist = 0.67
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}
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-- 3D noises for tunnels
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local np_weba = {
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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 = -89000,
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octaves = 3,
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persist = 0.5
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}
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local np_webb = {
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offset = 0,
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scale = 1,
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spread = {x=127, y=127, z=127},
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seed = 85911,
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octaves = 3,
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persist = 0.5
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}
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-- 3D noise for large scale floatland size/density variation
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local np_cluster = {
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offset = 0,
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scale = 1,
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spread = {x=2048, y=2048, z=2048},
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seed = 23,
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octaves = 1,
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persist = 0.5
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}
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-- 3D noise for wave
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local np_wave = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = -4000000089,
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octaves = 3,
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persist = 0.4
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}
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-- Stuff
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floatindev = {}
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-- Nodes
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minetest.register_node("floatindev:floatstone", {
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description = "Floatstone",
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tiles = {"floatindev_floatstone.png"},
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is_ground_content = false, -- stops cavegen removing this node
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groups = {cracky=3},
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("floatindev:floatsand", {
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description = "Floatsand",
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tiles = {"floatindev_floatsand.png"},
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is_ground_content = false,
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groups = {crumbly=3, falling_node=1, sand=1},
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sounds = default.node_sound_sand_defaults(),
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})
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minetest.register_node("floatindev:floc", {
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description = "Float crystal block",
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tiles = {"floatindev_floc.png"},
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is_ground_content = false,
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groups = {cracky=1},
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sounds = default.node_sound_stone_defaults(),
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})
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-- On generated function
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minetest.register_on_generated(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 ("[floatindev] chunk minp ("..x0.." "..y0.." "..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 c_air = minetest.get_content_id("air")
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local c_floatstone = minetest.get_content_id("floatindev:floatstone")
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local c_floatsand = minetest.get_content_id("floatindev:floatsand")
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local c_floc = minetest.get_content_id("floatindev:floc")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz)
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local nvals_weba = minetest.get_perlin_map(np_weba, chulens):get3dMap_flat(minposxyz)
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local nvals_webb = minetest.get_perlin_map(np_webb, chulens):get3dMap_flat(minposxyz)
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local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz)
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local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz)
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local chulay = math.floor((minp.y + 32) / 80) -- chunk layer number, 0 = surface chunk
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local tercen = (math.floor(chulay / CHUINT) * CHUINT + CHUINT / 2) * 80 - 32 -- terrain centre of this layer
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local nixyz = 1
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local nixz = 1
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local stable = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else -- all else including ignore in ungenerated chunks
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stable[si] = 2
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local flomid = tercen + nvals_wave[nixyz] * WAVAMP -- y of floatland middle
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local grad -- density for node
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if y > flomid then
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grad = ((y - flomid) / HISCAL) ^ HIEXP
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else
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grad = ((flomid - y) / LOSCAL) ^ LOEXP
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end
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local density = nvals_float[nixyz] - grad + CLUSAV + nvals_cluster[nixyz] * CLUSAM
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local weba = math.abs(nvals_weba[nixyz]) < TTUN -- check for tunnel
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local webb = math.abs(nvals_webb[nixyz]) < TTUN
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local notun = not (weba and webb)
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if density > 0 and density < TVOID and notun then -- if floatland shell
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if y > flomid and density < TSTONE and stable[si] >= 2 then
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data[vi] = c_floatsand -- sand
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else
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if math.random() < FLOCHA then
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data[vi] = c_floc -- floc
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else
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data[vi] = c_floatstone -- stone
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end
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stable[si] = stable[si] + 1
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end
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else -- air
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stable[si] = 0
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end
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nixyz = nixyz + 1
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nixz = nixz + 1
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vi = vi + 1
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end
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nixz = nixz - 80
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end
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nixz = nixz + 80
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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 ("[floatindev] "..chugent.." ms")
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end)
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