-- moonrealm 0.7.1 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- Licenses: code WTFPL, textures CC BY-SA -- give more stuff at spawn -- terrain will not overwrite egg -- lights as yolk -- Parameters local XMIN = -8000 -- -- Approx horizontal limits. 1/4 of normal realm size. local XMAX = 8000 local ZMIN = -8000 local ZMAX = 8000 local YMIN = -8000 -- -- Approx lower limit local GRADCEN = 1 -- -- Gradient centre / terrain centre average level local YMAX = 8000 -- -- Approx upper limit local FOOT = true -- -- Footprints in dust 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 FISTS = 0 -- -- Fissure threshold at surface. Controls size of fissure entrances at surface local FISEXP = 0.05 -- -- Fissure expansion rate under surface -- 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 } -- 3D 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 } -- Stuff moonrealm = {} dofile(minetest.get_modpath("moonrealm").."/nodes.lua") dofile(minetest.get_modpath("moonrealm").."/functions.lua") -- Player positions local player_pos = {} local player_pos_previous = {} minetest.register_on_joinplayer(function(player) player_pos_previous[player:get_player_name()] = {x=0,y=0,z=0} end) minetest.register_on_leaveplayer(function(player) player_pos_previous[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() < 0.3 and player_pos_previous[player:get_player_name()] ~= nil then -- eternal footprints 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() < 0.1 then if player:get_inventory():contains_item("main", "moonrealm:spacesuit") and player:get_breath() < 10 then player:set_breath(10) end end if math.random() > 0.99 then local pos = player:getpos() if pos.y > YMIN and pos.y < YMAX then player:set_physics_override(1, 0.6, 0.2) else player:set_physics_override(1, 1, 1) -- speed, jump, gravity end end end end) -- 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 print ("[moonrealm] 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_air = minetest.get_content_id("air") local c_mese = minetest.get_content_id("default: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 sidelen = x1 - x0 + 1 local chulens = {x=sidelen, y=sidelen, z=sidelen} local minpos = {x=x0, y=y0, z=z0} local minposd = {x=x0, y=z0} local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos) local nvals_terralt = minetest.get_perlin_map(np_terralt, chulens):get3dMap_flat(minpos) local nvals_smooth = minetest.get_perlin_map(np_smooth, chulens):get3dMap_flat(minpos) local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minpos) local nvals_fault = minetest.get_perlin_map(np_fault, chulens):get3dMap_flat(minpos) local nvals_terblen = minetest.get_perlin_map(np_terblen, chulens):get2dMap_flat(minposd) local nvals_gradcen = minetest.get_perlin_map(np_gradcen, chulens):get2dMap_flat(minposd) local ni = 1 local nid = 1 -- 2D noise index local stable = {} for z = z0, z1 do for x = x0, x1 do local si = x - x0 + 1 local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name if nodename == "moonrealm:vacuum" then stable[si] = false else -- solid nodes and ignore in ungenerated chunks stable[si] = true end 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 -- for each node local nodid = data[vi] local empty = (nodid == c_air or nodid == c_ignore) local grad local density local si = x - x0 + 1 -- indexes start from 1 local terblen = math.max(math.min(math.abs(nvals_terblen[nid]) * 4, 1.5), 0.5) - 0.5 -- terrain blend with smooth local gradcen = GRADCEN + nvals_gradcen[nid] * CENAMP if y > gradcen then grad = -((y - gradcen) / HIGRAD) ^ HEXP else grad = ((gradcen - y) / LOGRAD) ^ LEXP end if nvals_fault[ni] >= 0 then density = (nvals_terrain[ni] + nvals_terralt[ni]) / 2 * (1 - terblen) + nvals_smooth[ni] * terblen + grad else density = (nvals_terrain[ni] - nvals_terralt[ni]) / 2 * (1 - terblen) - nvals_smooth[ni] * terblen + grad end if density > 0 and empty then -- if terrain and node empty local nofis = false if math.abs(nvals_fissure[ni]) > FISTS + math.sqrt(density) * FISEXP 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 ni = ni + 1 nid = nid + 1 vi = vi + 1 end nid = nid - 80 end nid = nid + 80 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() - t1) * 1000) print ("[moonrealm] "..chugent.." ms") end)