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meru 0.3.1 by paramat
For Minetest 0.4.12 and later
Depends default
License WTFPL
Meru mod is a vertical 1 dimensional realm, 1D referring to large scale structure, and can act as a vertical connector between horizontal realms, such as the ground and the floatlands.
A single spike shaped mountain is created in newly generated chunks, at a random location within a chosen area, by default this area is +/-1024 for use in a new world, to add a mountain to an existing world you need to edit these area parameters to a completely ungenerated part of your world.
For testing this mod or for cheating edit parameter COORD = true, the co-ordinates of the mountain will be printed to terminal while within the generation area.
The mountain is a hollow cone made of stone and desert stone, with a smooth transition across biome boundaries. By default the height is 2km. There are a few cave entrances on the surface, these 'fissure system' caves expand under the surface helping the creation of a path upwards. If the mountain generates over water you can use the central conical void to jump down the last few hundred metres.
There are many parameters for fine tuning the structure, some parameters change smoothly with height or distance from the center. Reducing noise to zero at the center creates a perfect spike as a summit. Constant noise throughout often creates floating islands at the summit. Choosing zero noise throughout creates a smooth geometric conical shape. There is a parameter CONVEX to control whether the basic conical structure bulges outwards or is pinched inwards in the middle.

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default

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-- Parameters
local COORD = false -- Print tower co-ordinates to terminal (cheat)
local XMIN = -1024 -- Area for random spawn
local XMAX = 1024
local ZMIN = -1024
local ZMAX = 1024
local BASRAD = 64 -- Average radius at y = -32
local HEIGHT = 2048 -- Approximate height measured from y = -32
local CONVEX = 0.6 -- Convexity. <1 = concave, 1 = conical, >1 = convex
local VOID = 0.4 -- Void threshold. Controls size of central void
local NOISYRAD = 0.2 -- Noisyness of structure at base radius.
-- 0 = smooth geometric form, 0.3 = noisy.
local NOISYCEN = 0 -- Noisyness of structure at centre
local FISOFFBAS = 0.02 -- Fissure noise offset at base,
-- controls size of fissure entrances on outer surface.
local FISOFFTOP = 0.04 -- Fissure noise offset at top
local FISEXPBAS = 0.6 -- Fissure expansion rate under surface at base
local FISEXPTOP = 1.2 -- Fissure expansion rate under surface at top
-- 3D noise for primary structure
local np_structure = {
offset = 0,
scale = 1,
spread = {x = 64, y = 64, z = 64},
seed = 46893,
octaves = 5,
persist = 0.5
}
-- 3D noise for fissures
local np_fissure = {
offset = 0,
scale = 1,
spread = {x = 24, y = 24, z = 24},
seed = 92940980987,
octaves = 4,
persist = 0.5
}
-- 2D noise for biome. Parameters must match mgv6 biome noise
local np_biome = {
offset = 0,
scale = 1,
spread = {x = 250, y = 250, z = 250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- Stuff
local cxmin = math.floor((XMIN + 32) / 80) -- limits in chunk co-ordinates
local czmin = math.floor((ZMIN + 32) / 80)
local cxmax = math.floor((XMAX + 32) / 80)
local czmax = math.floor((ZMAX + 32) / 80)
local cxav = (cxmin + cxmax) / 2 -- spawn area midpoint in chunk co-ordinates
local czav = (czmin + czmax) / 2
local xnom = (cxmax - cxmin) / 4 -- noise multipliers
local znom = (czmax - czmin) / 4
-- Nodes
minetest.register_node("meru:stone", {
description = "Stone",
tiles = {"default_stone.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 1},
drop = "default:cobble",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("meru:destone", {
description = "Desert Stone",
tiles = {"default_desert_stone.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 1},
drop = "default:desert_stone",
sounds = default.node_sound_stone_defaults(),
})
-- Initialize noise objects to nil
local nobj_structure = nil
local nobj_fissure = nil
local nobj_biome = nil
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.x < XMIN or minp.x > XMAX
or maxp.z < ZMIN or minp.z > ZMAX then
return
end
local locnoise = minetest.get_perlin(5839090, 2, 0.5, 3)
local noisex = locnoise:get2d({x = 31, y = 23})
local noisez = locnoise:get2d({x = 17, y = 11})
local cx = cxav + math.floor(noisex * xnom) -- chunk co ordinates
local cz = czav + math.floor(noisez * znom)
local merux = 80 * cx + 8
local meruz = 80 * cz + 8
if COORD then
print ("[meru] at x " .. merux .. " z " .. meruz)
end
if minp.x < merux - 120 or minp.x > merux + 40
or minp.z < meruz - 120 or minp.z > meruz + 40
or minp.y < -32 or minp.y > HEIGHT * 1.2 then
return
end
local t0 = os.clock()
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
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("meru:stone")
local c_destone = minetest.get_content_id("meru:destone")
local sidelen = x1 - x0 + 1
local chulens3d = {x = sidelen, y = sidelen, z = sidelen}
local chulens2d = {x = sidelen, y = sidelen, z = 1}
local minpos3d = {x = x0, y = y0, z = z0}
nobj_structure = nobj_structure or minetest.get_perlin_map(np_structure, chulens3d)
nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulens3d)
nobj_biome = nobj_biome or minetest.get_perlin_map(np_biome, chulens2d)
local nvals_structure = nobj_structure:get3dMap_flat(minpos3d)
local nvals_fissure = nobj_fissure:get3dMap_flat(minpos3d)
local nvals_biome = nobj_biome:get2dMap_flat({x = x0 + 150, y = z0 + 50})
local nixyz = 1 -- 3D noise index
local nixz = 1 -- 2D noise index
for z = z0, z1 do
for y = y0, y1 do
local vi = area:index(x0, y, z)
for x = x0, x1 do
local n_structure = nvals_structure[nixyz]
local radius = ((x - merux) ^ 2 + (z - meruz) ^ 2) ^ 0.5
local deprop = (BASRAD - radius) / BASRAD -- radial depth proportion
local noisy = NOISYRAD + deprop * (NOISYCEN - NOISYRAD)
local heprop = ((y + 32) / HEIGHT) -- height proportion
local offset = deprop - heprop ^ CONVEX
local n_offstructure = n_structure * noisy + offset
if n_offstructure > 0 and n_offstructure < VOID then
local n_absfissure = math.abs(nvals_fissure[nixyz])
local fisoff = FISOFFBAS + heprop * (FISOFFTOP - FISOFFBAS)
local fisexp = FISEXPBAS + heprop * (FISEXPTOP - FISEXPBAS)
if n_absfissure - n_offstructure * fisexp - fisoff > 0 then
local n_biome = nvals_biome[nixz]
local desert = n_biome > 0.45
or math.random(0,10) > (0.45 - n_biome) * 100
if desert then
data[vi] = c_destone
else
data[vi] = c_stone
end
end
end
nixyz = nixyz + 1
nixz = nixz + 1
vi = vi + 1
end
nixz = nixz - sidelen
end
nixz = nixz + sidelen
end
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t0) * 1000)
print ("[meru] " .. chugent .. " ms")
end)

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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.