levels/init.lua

248 lines
5.7 KiB
Lua

-- levels 0.2.6
-- bugfixes: rename luxoff to luxore, remove 'local' from nobj_s
-- Parameters
local TERSCA = 96
local TSPIKE = 1.2
local SPIKEAMP = 2000
local TSTONE = 0.04
local STABLE = 2
local FLOATPER = 512
local FLOATFAC = 2
local FLOATOFF = -0.2
local YSURFMAX = 256
local YSAND = 4
local YWATER = 1
local YSURFCEN = 0
local YSURFMIN = -256
local YUNDERCEN = -512
local YLAVA = -528
local UNDERFAC = 0.0001
local UNDEROFF = -0.2
local LUXCHA = 1 / 9 ^ 3
-- Noise parameters
-- 3D noise
local np_terrain = {
offset = 0,
scale = 1,
spread = {x=384, y=192, z=384},
seed = 5900033,
octaves = 5,
persist = 0.63,
lacunarity = 2.0,
--flags = ""
}
-- 2D noise
local np_spike = {
offset = 0,
scale = 1,
spread = {x=128, y=128, z=128},
seed = -188900,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
flags = "noeased"
}
-- Nodes
minetest.register_node("levels:grass", {
description = "Grass",
tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"},
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
}),
})
minetest.register_node("levels:dirt", {
description = "Dirt",
tiles = {"default_dirt.png"},
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("levels:luxore", {
description = "Lux Ore",
tiles = {"levels_luxore.png"},
paramtype = "light",
light_source = 14,
groups = {cracky=3},
sounds = default.node_sound_glass_defaults(),
})
-- Stuff
local floatper = math.pi / FLOATPER
-- Set mapgen parameters
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
end)
-- Initialize noise objects to nil
local nobj_terrain = nil
local nobj_spike = nil
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
local t0 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
print ("[levels] chunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local c_stone = minetest.get_content_id("default:stone")
local c_sand = minetest.get_content_id("default:sand")
local c_water = minetest.get_content_id("default:water_source")
local c_lava = minetest.get_content_id("default:lava_source")
local c_grass = minetest.get_content_id("levels:grass")
local c_dirt = minetest.get_content_id("levels:dirt")
local c_luxore = minetest.get_content_id("levels:luxore")
local sidelen = x1 - x0 + 1
local ystride = sidelen + 32
--local zstride = ystride ^ 2
local chulens3d = {x=sidelen, y=sidelen+17, z=sidelen}
local chulens2d = {x=sidelen, y=sidelen, z=1}
local minpos3d = {x=x0, y=y0-16, z=z0}
local minpos2d = {x=x0, y=z0}
nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulens3d)
nobj_spike = nobj_spike or minetest.get_perlin_map(np_spike, chulens2d)
local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d)
local nvals_spike = nobj_spike:get2dMap_flat(minpos2d)
local ni3d = 1
local ni2d = 1
local stable = {}
local under = {}
for z = z0, z1 do
for x = x0, x1 do
local si = x - x0 + 1
stable[si] = 0
end
for y = y0 - 16, y1 + 1 do
local vi = area:index(x0, y, z)
for x = x0, x1 do
local si = x - x0 + 1
local viu = vi - ystride
local n_terrain = nvals_terrain[ni3d]
local n_spike = nvals_spike[ni2d]
local spikeoff = 0
if n_spike > TSPIKE then
spikeoff = (n_spike - TSPIKE) ^ 4 * SPIKEAMP
end
local grad = (YSURFCEN - y) / TERSCA + spikeoff
if y > YSURFMAX then
grad = math.max(
-FLOATFAC * math.abs(math.cos((y - YSURFMAX) * floatper)),
grad
)
elseif y < YSURFMIN then
grad = math.min(
UNDERFAC * (y - YUNDERCEN) ^ 2 + UNDEROFF,
grad
)
end
local density = n_terrain + grad
if y < y0 then
if density >= TSTONE then
stable[si] = stable[si] + 1
elseif density <= 0 then
stable[si] = 0
end
if y == y0 - 1 then
local nodid = data[vi]
if nodid == c_stone
or nodid == c_sand
or nodid == c_grass
or nodid == c_dirt
or nodid == c_luxore then
stable[si] = STABLE
end
end
elseif y >= y0 and y <= y1 then
if density >= TSTONE then
if math.random() < LUXCHA and y < YSURFMIN
and density < 0.01 and data[viu] == c_stone then
data[vi] = c_luxore
else
data[vi] = c_stone
end
stable[si] = stable[si] + 1
under[si] = 0
elseif density > 0 and density < TSTONE
and stable[si] >= STABLE and y > YSURFMIN then
if y <= YSAND then
data[vi] = c_sand
under[si] = 0
else
data[vi] = c_dirt
under[si] = 1
end
elseif y > YSURFMIN and y <= YWATER then
data[vi] = c_water
stable[si] = 0
under[si] = 0
elseif y <= YLAVA then
data[vi] = c_lava
stable[si] = 0
under[si] = 0
else -- air, possibly just above surface
if under[si] == 1 then
data[viu] = c_grass
end
stable[si] = 0
under[si] = 0
end
elseif y == y1 + 1 then
if density <= 0 and y > YWATER then -- air, possibly just above surface
if under[si] == 1 then
data[viu] = c_grass
end
end
end
ni3d = ni3d + 1
ni2d = ni2d + 1
vi = vi + 1
end
ni2d = ni2d - sidelen
end
ni2d = ni2d + sidelen
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map(data)
vm:update_liquids()
local chugent = math.ceil((os.clock() - t0) * 1000)
print ("[levels] "..chugent.." ms")
end)