386 lines
10 KiB
Lua
386 lines
10 KiB
Lua
-- moonrealm 0.6.1 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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-- Licenses: code WTFPL, textures CC BY-SA
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-- TODO
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-- Footprints
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-- Smooth terrain
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-- Craters
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-- Parameters
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local XMIN = -33000 -- -- Approx horizontal limits
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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 YMIN = 14000 -- -- Approx lower limit
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local GRADCEN = 15000 -- -- Grad centre / terrain centre average level
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local YMAX = 16000 -- -- Approx upper limit
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local CENAMP = 128 -- -- Grad centre amplitude, terrain centre is varied by this
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local HIGRAD = 128 -- -- Surface generating noise gradient above gradcen, controls depth of upper terrain
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local LOGRAD = 128 -- -- Surface generating noise gradient below gradcen, controls depth of lower terrain
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local HEXP = 0.5 -- -- Noise offset exponent above gradcen, 1 = normal 3D perlin terrain
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local LEXP = 2 -- -- Noise offset exponent below gradcen
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local FISTS = 0 -- -- Fissure threshold at surface. Controls size of fissure entrances at surface
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local FISEXP = 0.05 -- -- Fissure expansion rate under surface
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local STOT = 0.04 -- -- Stone density threshold, depth of dust at terrain centre
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local THIDIS = 192 -- -- Vertical thinning distance for dust
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local ICECHA = 13*13*13 -- -- Ice 1/x chance per dust node
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local ORECHA = 7*7*7 -- -- Ore 1/x chance per stone node
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-- 3D noise for terrain
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local np_terrain = {
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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 = 58588900033,
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octaves = 6,
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persist = 0.67
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}
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-- 3D noise for alt terrain, 414 / 256 = golden ratio
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local np_terralt = {
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offset = 0,
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scale = 1,
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spread = {x=414, y=414, z=414},
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seed = 13331930910,
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octaves = 6,
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persist = 0.67
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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seed = 8181112,
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octaves = 5,
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persist = 0.5
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}
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-- 3D noise for gradient centre
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local np_gradcen = {
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offset = 0,
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scale = 1,
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spread = {x=1024, y=1024, z=1024},
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seed = 9344,
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octaves = 3,
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persist = 0.6
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}
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-- 3D noise for faults
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local np_fault = {
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offset = 0,
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scale = 1,
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spread = {x=414, y=828, z=414},
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seed = 14440002,
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octaves = 4,
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persist = 0.5
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}
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-- Stuff
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moonrealm = {}
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dofile(minetest.get_modpath("moonrealm").."/nodes.lua")
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dofile(minetest.get_modpath("moonrealm").."/functions.lua")
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-- Globalstep function
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minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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if math.random() < 0.1 then
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if player:get_inventory():contains_item("main", "moonrealm:spacesuit")
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and player:get_breath() < 10 then
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player:set_breath(10)
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end
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end
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if math.random() > 0.99 then
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local pos = player:getpos()
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if pos.y > YMIN and pos.y < YMAX then
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player:set_physics_override(1, 0.6, 0.2)
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else
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player:set_physics_override(1, 1, 1) -- speed, jump, gravity
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end
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end
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end
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end)
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-- On dignode function, vacuum or air flows into a dug hole from face-connected neighbours only
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minetest.register_on_dignode(function(pos, oldnode, digger)
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local x = pos.x
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local y = pos.y
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local z = pos.z
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for i = -1,1 do
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for j = -1,1 do
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for k = -1,1 do
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if math.abs(i) + math.abs(j) + math.abs(k) == 1 then
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local nodename = minetest.get_node({x=x+i,y=y+j,z=z+k}).name
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if nodename == "moonrealm:vacuum" then -- vacuum has priority to avoid air lweaks
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minetest.add_node({x=x,y=y,z=z},{name="moonrealm:vacuum"})
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print ("[moonrealm] Vacuum flows into hole")
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return
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elseif nodename == "moonrealm:air" then
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minetest.add_node({x=x,y=y,z=z},{name="moonrealm:air"})
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print ("[moonrealm] Air flows into hole")
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return
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end
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end
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end
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end
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end
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end)
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-- ABMs
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-- Air spreads into face-connected neighbours
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minetest.register_abm({
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nodenames = {"moonrealm:air"},
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neighbors = {"moonrealm:vacuum"},
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interval = 29,
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chance = 9,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local x = pos.x
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local y = pos.y
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local z = pos.z
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local nodair = 0
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local nodvac = 0
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for i = -1,1 do
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for j = -1,1 do
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for k = -1,1 do
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if not (i == 0 and j == 0 and k == 0) then
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local nodename = minetest.get_node({x=x+i,y=y+j,z=z+k}).name
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if nodename == "moonrealm:air" then
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nodair = nodair + 1
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elseif nodename == "moonrealm:vacuum" then
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nodair = nodvac + 1
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end
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end
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end
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end
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end
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if nodair == 0 or nodvac >= 17 then
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return
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end
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for i = -1,1 do
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for j = -1,1 do
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for k = -1,1 do
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if math.abs(i) + math.abs(j) + math.abs(k) == 1 then -- face connected neighbours
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local nodename = minetest.get_node({x=x+i,y=y+j,z=z+k}).name
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if nodename == "moonrealm:vacuum" then
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minetest.add_node({x=x+i,y=y+j,z=z+k},{name="moonrealm:air"})
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print ("[moonrealm] Air spreads")
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end
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end
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end
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end
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end
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end
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})
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-- Hydroponics, saturation and drying
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minetest.register_abm({
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nodenames = {"moonrealm:hlsource", "moonrealm:hlflowing"},
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neighbors = {"moonrealm:dust"},
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interval = 31,
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chance = 9,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local x = pos.x
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local y = pos.y
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local z = pos.z
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for i = -1,1 do
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for j = -2,0 do -- saturates out and downwards to pos.y - 2, a 3x3 cube.
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for k = -1,1 do
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if not (i == 0 and j == 0 and k == 0) then
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local nodename = minetest.get_node({x=x+i,y=y+j,z=z+k}).name
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if nodename == "moonrealm:dust" then
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minetest.add_node({x=x+i,y=y+j,z=z+k},{name="moonrealm:soil"})
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print ("[moonrealm] Hydroponic liquid saturates ("..i.." "..j.." "..k..")")
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end
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end
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end
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end
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end
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end
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})
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minetest.register_abm({
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nodenames = {"moonrealm:soil"},
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interval = 31,
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chance = 27,
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action = function(pos, node)
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local x = pos.x
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local y = pos.y
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local z = pos.z
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for i = -1, 1 do
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for j = 0, 2 do -- search above for liquid
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for k = -1, 1 do
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if not (i == 0 and j == 0 and k == 0) then
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local nodename = minetest.get_node({x=x+i,y=y+j,z=z+k}).name
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if nodename == "moonrealm:hlsource" or nodename == "moonrealm:hlflowing" then
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return
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end
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end
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end
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end
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end
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minetest.add_node(pos,{name="moonrealm:dust"})
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print ("[moonrealm] Moon soil dries ("..x.." "..y.." "..z..")")
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end,
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})
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-- Space appletree from sapling
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minetest.register_abm({
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nodenames = {"moonrealm:sapling"},
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interval = 57,
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chance = 2,
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action = function(pos, node, active_object_count, active_object_count_wider)
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moonrealm_appletree(pos)
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end,
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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 ("[moonrealm] 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_mese = minetest.get_content_id("default:mese")
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local c_mrironore = minetest.get_content_id("moonrealm:ironore")
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local c_mrcopperore = minetest.get_content_id("moonrealm:copperore")
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local c_mrgoldore = minetest.get_content_id("moonrealm:goldore")
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local c_mrdiamondore = minetest.get_content_id("moonrealm:diamondore")
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local c_mrstone = minetest.get_content_id("moonrealm:stone")
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local c_waterice = minetest.get_content_id("moonrealm:waterice")
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local c_dust = minetest.get_content_id("moonrealm:dust")
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local c_vacuum = minetest.get_content_id("moonrealm:vacuum")
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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 minpos = {x=x0, y=y0, z=z0}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos)
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local nvals_terralt = minetest.get_perlin_map(np_terralt, chulens):get3dMap_flat(minpos)
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local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minpos)
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local nvals_gradcen = minetest.get_perlin_map(np_gradcen, chulens):get3dMap_flat(minpos)
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local nvals_fault = minetest.get_perlin_map(np_fault, chulens):get3dMap_flat(minpos)
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local ni = 1
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local stable = {}
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for z = z0, z1 do
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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 == "moonrealm:vacuum" then
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stable[si] = false
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else -- solid nodes and ignore in ungenerated chunks
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stable[si] = true
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end
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end
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for y = y0, y1 do
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local vi = area:index(x0, y, z) -- LVM index for first node in x row
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for x = x0, x1 do -- for each node
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local grad
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local density
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local si = x - x0 + 1 -- indexes start from 1
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local gradcen = GRADCEN + nvals_gradcen[ni] * CENAMP
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if y > gradcen then
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grad = -((y - gradcen) / HIGRAD) ^ HEXP
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else
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grad = ((gradcen - y) / LOGRAD) ^ LEXP
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end
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if nvals_fault[ni] >= 0 then
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density = (nvals_terrain[ni] + nvals_terralt[ni]) / 2 + grad
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else
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density = (nvals_terrain[ni] - nvals_terralt[ni]) / 2 + grad
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end
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if density > 0 then -- if terrain
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local nofis = false
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if math.abs(nvals_fissure[ni]) > FISTS + math.sqrt(density) * FISEXP then
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nofis = true
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end
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local stot = math.max((1 - (y - GRADCEN) / THIDIS) * STOT, 0)
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if density >= stot and nofis then -- stone, ores
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if math.random(ORECHA) == 2 then
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local osel = math.random(25)
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if osel == 25 then
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data[vi] = c_mese
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elseif osel >= 22 then
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data[vi] = c_mrdiamondore
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elseif osel >= 19 then
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data[vi] = c_mrgoldore
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elseif osel >= 10 then
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data[vi] = c_mrcopperore
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else
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data[vi] = c_mrironore
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end
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else
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data[vi] = c_mrstone
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end
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stable[si] = true
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elseif density < stot then -- fine materials
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if nofis and stable[si] then
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if math.random(ICECHA) == 2 then
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data[vi] = c_waterice
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else
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data[vi] = c_dust
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end
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else -- fissure
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data[vi] = c_vacuum
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stable[si] = false
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end
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else -- fissure or unstable missing node
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data[vi] = c_vacuum
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stable[si] = false
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end
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else -- vacuum
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data[vi] = c_vacuum
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stable[si] = false
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end
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ni = ni + 1
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vi = vi + 1
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end
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end
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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 ("[moonrealm] "..chugent.." ms")
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end) |