-- Parameters local YMIN = -8000 -- Approx lower limit local GRADCEN = 1 -- Gradient centre / terrain centre average level local YMAX = 8000 -- Approx upper limit local XMIN = -8000 -- Approx horizontal limits local XMAX = 8000 local ZMIN = -8000 local ZMAX = 8000 local CENAMP = 64 -- Grad centre amplitude, terrain centre is varied by this local HIGRAD = 128 -- Surface generating noise gradient above gradcen, controls depth of upper terrain local LOGRAD = 128 -- Surface generating noise gradient below gradcen, controls depth of lower terrain local HEXP = 0.5 -- Noise offset exponent above gradcen, 1 = normal 3D perlin terrain local LEXP = 2 -- Noise offset exponent below gradcen local STOT = 0.04 -- Stone density threshold, depth of dust local ICECHA = 1 / (13 * 13 * 13) -- Ice chance per dust node at terrain centre, decreases with altitude local ICEGRAD = 128 -- Ice gradient, vertical distance for no ice local ORECHA = 7 * 7 * 7 -- Ore 1/x chance per stone node local TFIS = 0.01 -- Fissure threshold. Controls size of fissures local FOOT = true -- Footprints in dust -- 3D noise for terrain local np_terrain = { offset = 0, scale = 1, spread = {x = 512, y = 512, z = 512}, seed = 58588900033, octaves = 6, persist = 0.67 } -- 3D noise for alt terrain, 414 / 256 = golden ratio local np_terralt = { offset = 0, scale = 1, spread = {x = 414, y = 414, z = 414}, seed = 13331930910, octaves = 6, persist = 0.67 } -- 2D noise for smooth terrain local np_smooth = { offset = 0, scale = 1, spread = {x = 828, y = 828, z = 828}, seed = 113, octaves = 4, persist = 0.4 } -- 3D noise for fissures local np_fissure = { offset = 0, scale = 1, spread = {x = 256, y = 256, z = 256}, seed = 8181112, octaves = 5, persist = 0.5 } -- 3D noise for faults local np_fault = { offset = 0, scale = 1, spread = {x = 414, y = 828, z = 414}, seed = 14440002, octaves = 4, persist = 0.5 } -- 2D noise for terrain centre local np_gradcen = { offset = 0, scale = 1, spread = {x = 1024, y = 1024, z = 1024}, seed = 9344, octaves = 4, persist = 0.4 } -- 2D noise for terrain blend local np_terblen = { offset = 0, scale = 1, spread = {x = 2048, y = 2048, z = 2048}, seed = -13002, octaves = 3, persist = 0.4 } -- Do files dofile(minetest.get_modpath("moonrealm") .. "/nodes.lua") dofile(minetest.get_modpath("moonrealm") .. "/crafting.lua") dofile(minetest.get_modpath("moonrealm") .. "/functions.lua") -- Set mapgen parameters minetest.set_mapgen_params({mgname = "singlenode", water_level = -32000}) -- Player positions, spacesuit texture status local player_pos = {} local player_pos_previous = {} local player_spacesuit = {} minetest.register_on_joinplayer(function(player) player_pos_previous[player:get_player_name()] = {x = 0, y = 0, z = 0} if player:get_inventory():contains_item("main", "moonrealm:spacesuit") then player:set_properties({textures = {"moonrealm_space_character.png"}}) player_spacesuit[player:get_player_name()] = true else player:set_properties({textures = {"moonrealm_character.png"}}) player_spacesuit[player:get_player_name()] = false end end) minetest.register_on_leaveplayer(function(player) player_pos_previous[player:get_player_name()] = nil player_spacesuit[player:get_player_name()] = nil end) -- Globalstep function minetest.register_globalstep(function(dtime) for _, player in ipairs(minetest.get_connected_players()) do if FOOT and math.random() < 0.15 and -- footprints player_pos_previous[player:get_player_name()] ~= nil then local pos = player:getpos() player_pos[player:get_player_name()] = { x = math.floor(pos.x + 0.5), y = math.floor(pos.y + 0.2), z = math.floor(pos.z + 0.5) } local p_ground = { x = math.floor(pos.x + 0.5), y = math.floor(pos.y + 0.4), z = math.floor(pos.z + 0.5) } local n_ground = minetest.get_node(p_ground).name local p_groundpl = { x = math.floor(pos.x + 0.5), y = math.floor(pos.y - 0.5), z = math.floor(pos.z + 0.5) } if player_pos[player:get_player_name()].x ~= player_pos_previous[player:get_player_name()].x or player_pos[player:get_player_name()].y < player_pos_previous[player:get_player_name()].y or player_pos[player:get_player_name()].z ~= player_pos_previous[player:get_player_name()].z then if n_ground == "moonrealm:dust" then if math.random() < 0.5 then minetest.add_node( p_groundpl, {name = "moonrealm:dustprint1"} ) else minetest.add_node( p_groundpl, {name = "moonrealm:dustprint2"} ) end end end player_pos_previous[player:get_player_name()] = { x = player_pos[player:get_player_name()].x, y = player_pos[player:get_player_name()].y, z = player_pos[player:get_player_name()].z } end if math.random() < 0.04 then -- spacesuit restores breath, reset spacesuit texture if player:get_inventory():contains_item("main", "moonrealm:spacesuit") then if player:get_breath() < 10 then player:set_breath(10) end if player_spacesuit[player:get_player_name()] == false then -- if no spacesuit texture, add player:set_properties({textures = {"moonrealm_space_character.png"}}) player_spacesuit[player:get_player_name()] = true end else -- no spacesuit in inventory if player_spacesuit[player:get_player_name()] == true then -- if spacesuit texture, remove player:set_properties({textures = {"moonrealm_character.png"}}) player_spacesuit[player:get_player_name()] = false end end end if math.random() < 0.01 then -- set gravity, skybox and override light local pos = player:getpos() if pos.y > YMIN and pos.y < YMAX then -- entering realm player:set_physics_override(1, 0.6, 0.2) -- speed, jump, gravity local skytextures = { "moonrealm_posy.png", "moonrealm_negy.png", "moonrealm_posz.png", "moonrealm_negz.png", "moonrealm_negx.png", "moonrealm_posx.png", } player:set_sky({r = 0, g = 0, b = 0, a = 0}, "skybox", skytextures) player:override_day_night_ratio(1) else -- on leaving realm player:set_physics_override(1, 1, 1) player:set_sky({}, "regular", {}) player:override_day_night_ratio(nil) end end end end) -- Initialize noise objects to nil local nobj_terrain = nil local nobj_terralt = nil local nobj_fissure = nil local nobj_fault = nil local nobj_smooth = nil local nobj_terblen = nil local nobj_gradcen = nil -- Create noise buffers local nbuf_terrain = {} local nbuf_terralt = {} local nbuf_fissure = {} local nbuf_fault = {} local nbuf_smooth = {} local nbuf_terblen = {} local nbuf_gradcen = {} -- On generated function minetest.register_on_generated(function(minp, maxp, seed) if minp.x < XMIN or maxp.x > XMAX or minp.y < YMIN or maxp.y > YMAX or minp.z < ZMIN or maxp.z > ZMAX then return end local t1 = 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 local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax} local data = vm:get_data() local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_mese = minetest.get_content_id("moonrealm:mese") local c_mrironore = minetest.get_content_id("moonrealm:ironore") local c_mrcopperore = minetest.get_content_id("moonrealm:copperore") local c_mrgoldore = minetest.get_content_id("moonrealm:goldore") local c_mrdiamondore = minetest.get_content_id("moonrealm:diamondore") local c_mrstone = minetest.get_content_id("moonrealm:stone") local c_waterice = minetest.get_content_id("moonrealm:waterice") local c_dust = minetest.get_content_id("moonrealm:dust") local c_vacuum = minetest.get_content_id("moonrealm:vacuum") local chulens = x1 - x0 + 1 local pmaplens2d = {x = chulens, y = chulens, z = 1} local pmaplens3d = {x = chulens, y = chulens, z = chulens} local minpos2d = {x = x0, y = z0} local minpos3d = {x = x0, y = y0, z = z0} nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, pmaplens3d) nobj_terralt = nobj_terralt or minetest.get_perlin_map(np_terralt, pmaplens3d) nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, pmaplens3d) nobj_fault = nobj_fault or minetest.get_perlin_map(np_fault, pmaplens3d) nobj_smooth = nobj_smooth or minetest.get_perlin_map(np_smooth, pmaplens2d) nobj_terblen = nobj_terblen or minetest.get_perlin_map(np_terblen, pmaplens2d) nobj_gradcen = nobj_gradcen or minetest.get_perlin_map(np_gradcen, pmaplens2d) local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d, nbuf_terrain) local nvals_terralt = nobj_terralt:get3dMap_flat(minpos3d, nbuf_terralt) local nvals_fissure = nobj_fissure:get3dMap_flat(minpos3d, nbuf_fissure) local nvals_fault = nobj_fault :get3dMap_flat(minpos3d, nbuf_fault) local nvals_smooth = nobj_smooth :get2dMap_flat(minpos2d, nbuf_smooth) local nvals_terblen = nobj_terblen:get2dMap_flat(minpos2d, nbuf_terblen) local nvals_gradcen = nobj_gradcen:get2dMap_flat(minpos2d, nbuf_gradcen) local ni3d = 1 local ni2d = 1 local stable = {} for z = z0, z1 do local viu = area:index(x0, y0 - 1, z) for x = x0, x1 do local si = x - x0 + 1 local nodid = data[viu] if nodid == c_vacuum then stable[si] = false else stable[si] = true end viu = viu + 1 end for y = y0, y1 do local vi = area:index(x0, y, z) -- LVM index for first node in x row local icecha = ICECHA * (1 + (GRADCEN - y) / ICEGRAD) for x = x0, x1 do local nodid = data[vi] local empty = (nodid == c_air or nodid == c_ignore) local grad local density local si = x - x0 + 1 local terblen = math.max(math.min( math.abs(nvals_terblen[ni2d]) * 4, 1.5), 0.5) - 0.5 local gradcen = GRADCEN + nvals_gradcen[ni2d] * CENAMP if y > gradcen then grad = -((y - gradcen) / HIGRAD) ^ HEXP else grad = ((gradcen - y) / LOGRAD) ^ LEXP end if nvals_fault[ni3d] >= 0 then density = (nvals_terrain[ni3d] + nvals_terralt[ni3d]) / 2 * (1 - terblen) + nvals_smooth[ni2d] * terblen + grad else density = (nvals_terrain[ni3d] - nvals_terralt[ni3d]) / 2 * (1 - terblen) - nvals_smooth[ni2d] * terblen + grad end if density > 0 and empty then -- if terrain and node empty local nofis = false if math.abs(nvals_fissure[ni3d]) > TFIS then nofis = true end if density >= STOT and nofis then -- stone, ores if math.random(ORECHA) == 2 then local osel = math.random(25) if osel == 25 then data[vi] = c_mese elseif osel >= 22 then data[vi] = c_mrdiamondore elseif osel >= 19 then data[vi] = c_mrgoldore elseif osel >= 10 then data[vi] = c_mrcopperore else data[vi] = c_mrironore end else data[vi] = c_mrstone end stable[si] = true elseif density < STOT then -- fine materials if nofis and stable[si] then if math.random() < icecha then data[vi] = c_waterice else data[vi] = c_dust end else -- fissure data[vi] = c_vacuum stable[si] = false end else -- fissure or unstable missing node data[vi] = c_vacuum stable[si] = false end else -- vacuum or spawn egg if empty then data[vi] = c_vacuum end stable[si] = false end ni3d = ni3d + 1 ni2d = ni2d + 1 vi = vi + 1 end ni2d = ni2d - chulens end ni2d = ni2d + chulens end vm:set_data(data) vm:set_lighting({day=0, night=0}) -- not "nolight" because mapgen does not run in all chunks vm:calc_lighting() vm:write_to_map(data) local chugent = math.ceil((os.clock() - t1) * 1000) print ("[moonrealm] " .. chugent .. " ms") end) -- Find spawn function, dependant on chunk size of 80 nodes (TODO allow any chunksize) local function moonrealm_find_spawn() local PSCA = 16 local nobj_terrain = nil local nobj_terralt = nil local nobj_fault = nil local nobj_smooth = nil local nobj_terblen = nil local nobj_gradcen = nil for chunk = 1, 128 do print ("[moonrealm] searching for spawn " .. chunk) local x0 = 80 * math.random(-PSCA, PSCA) - 32 local z0 = 80 * math.random(-PSCA, PSCA) - 32 local y0 = 80 * math.floor((GRADCEN + 32) / 80) - 32 local x1 = x0 + 79 local z1 = z0 + 79 local y1 = y0 + 79 local chulens = x1 - x0 + 1 local pmaplens2d = {x = chulens, y = chulens, z = 1} local pmaplens3d = {x = chulens, y = chulens, z = chulens} local minpos2d = {x = x0, y = z0} local minpos3d = {x = x0, y = y0, z = z0} nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, pmaplens3d) nobj_terralt = nobj_terralt or minetest.get_perlin_map(np_terralt, pmaplens3d) nobj_fault = nobj_fault or minetest.get_perlin_map(np_fault, pmaplens3d) nobj_smooth = nobj_smooth or minetest.get_perlin_map(np_smooth, pmaplens2d) nobj_terblen = nobj_terblen or minetest.get_perlin_map(np_terblen, pmaplens2d) nobj_gradcen = nobj_gradcen or minetest.get_perlin_map(np_gradcen, pmaplens2d) local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d) local nvals_terralt = nobj_terralt:get3dMap_flat(minpos3d) local nvals_fault = nobj_fault :get3dMap_flat(minpos3d) local nvals_smooth = nobj_smooth :get2dMap_flat(minpos2d) local nvals_terblen = nobj_terblen:get2dMap_flat(minpos2d) local nvals_gradcen = nobj_gradcen:get2dMap_flat(minpos2d) local ni3d = 1 local ni2d = 1 local stable = {} for z = z0, z1 do for y = y0, y1 do for x = x0, x1 do local si = x - x0 + 1 local grad local density local terblen = math.max(math.min( math.abs(nvals_terblen[ni2d]) * 4, 1.5), 0.5) - 0.5 local gradcen = GRADCEN + nvals_gradcen[ni2d] * CENAMP if y > gradcen then grad = -((y - gradcen) / HIGRAD) ^ HEXP else grad = ((gradcen - y) / LOGRAD) ^ LEXP end if nvals_fault[ni3d] >= 0 then density = (nvals_terrain[ni3d] + nvals_terralt[ni3d]) / 2 * (1 - terblen) + nvals_smooth[ni2d] * terblen + grad else density = (nvals_terrain[ni3d] - nvals_terralt[ni3d]) / 2 * (1 - terblen) - nvals_smooth[ni2d] * terblen + grad end if density >= STOT then stable[si] = true -- just above ground, smooth terrain, away from faults elseif stable[si] and density < 0 and terblen == 1 and math.abs(nvals_fault[ni3d]) > 0.25 then return {x = x, y = y + 3, z = z} end ni3d = ni3d + 1 ni2d = ni2d + 1 end ni2d = ni2d - chulens end ni2d = ni2d + chulens end end return {x = 0, y = GRADCEN, z = 0} -- fallback spawn point end -- Spawn newplayer function minetest.register_on_newplayer(function(player) local spawn_pos = moonrealm_find_spawn() local xsp = spawn_pos.x local ysp = spawn_pos.y local zsp = spawn_pos.z print ("[moonrealm] spawn player (" .. xsp .. " " .. ysp .. " " .. zsp .. ")") player:setpos(spawn_pos) local inv = player:get_inventory() inv:add_item("main", "default:pick_diamond 4") inv:add_item("main", "default:shovel_diamond 4") inv:add_item("main", "default:axe_diamond 4") inv:add_item("main", "default:apple 64") inv:add_item("main", "moonrealm:photovoltaic 16") inv:add_item("main", "moonrealm:light 4") inv:add_item("main", "moonrealm:glass 4") inv:add_item("main", "moonrealm:storage 4") inv:add_item("main", "moonrealm:airlock 4") inv:add_item("main", "moonrealm:airgen 4") inv:add_item("main", "moonrealm:hlsource 4") inv:add_item("main", "moonrealm:sapling 4") inv:add_item("main", "moonrealm:spacesuit 4") -- create spawn egg local vm = minetest.get_voxel_manip() local pos1 = {x = xsp - 3, y = ysp - 3, z = zsp - 3} local pos2 = {x = xsp + 3, y = ysp + 6, z = zsp + 3} local emin, emax = vm:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() local c_shell = minetest.get_content_id("moonrealm:shell") local c_light = minetest.get_content_id("moonrealm:light") local c_lsair = minetest.get_content_id("moonrealm:air") for i = -3, 3 do for j = -3, 6 do for k = -3, 3 do local vi = area:index(xsp + i, ysp + j, zsp + k) local rad if j <= 0 then rad = math.sqrt(i ^ 2 + j ^ 2 + k ^ 2) else rad = math.sqrt(i ^ 2 + j ^ 2 * 0.3 + k ^ 2) end if rad <= 3.5 then if rad >= 2.5 then data[vi] = c_shell elseif rad >= 1.5 then data[vi] = c_light else data[vi] = c_lsair end end end end end vm:set_data(data) vm:write_to_map() vm:update_map() end) -- Respawn player function minetest.register_on_respawnplayer(function(player) local spawn_pos = moonrealm_find_spawn() print ("[moonrealm] respawn player (" .. spawn_pos.x .. " " .. spawn_pos.y .. " " .. spawn_pos.z .. ")") player:setpos(spawn_pos) local inv = player:get_inventory() inv:add_item("main", "default:pick_diamond") inv:add_item("main", "default:shovel_diamond 4") inv:add_item("main", "default:apple 16") inv:add_item("main", "moonrealm:spacesuit") return true end)