332 lines
9.9 KiB
Lua
332 lines
9.9 KiB
Lua
-- moonrealm 0.7.2 by paramat
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-- For Minetest 0.4.9 dev with custom skybox commit
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-- Depends default
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-- Licenses: code WTFPL, textures CC BY-SA
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-- improved skybox textures
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-- 204 px width crescent in 1280x1280 posy skybox texture, is 4x width of moon in normal sky
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-- scaling from screenshot to 1280x1280 skybox texture is 14/11
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-- Parameters
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local XMIN = -8000 -- -- Approx horizontal limits. 1/4 of normal realm size.
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local XMAX = 8000
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local ZMIN = -8000
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local ZMAX = 8000
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local YMIN = -8000 -- -- Approx lower limit
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local GRADCEN = 1 -- -- Gradient centre / terrain centre average level
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local YMAX = 8000 -- -- Approx upper limit
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local FOOT = true -- -- Footprints in dust
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local CENAMP = 64 -- -- 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 STOT = 0.04 -- -- Stone density threshold, depth of dust
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local ICECHA = 1 / (13*13*13) -- -- Ice chance per dust node at terrain centre, decreases with altitude
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local ICEGRAD = 128 -- -- Ice gradient, vertical distance for no ice
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local ORECHA = 7*7*7 -- -- Ore 1/x chance per stone node
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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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-- 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 smooth terrain
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local np_smooth = {
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offset = 0,
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scale = 1,
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spread = {x=828, y=828, z=828},
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seed = 113,
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octaves = 4,
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persist = 0.4
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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 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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-- 2D noise for terrain 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 = 4,
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persist = 0.4
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}
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-- 2D noise for terrain blend
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local np_terblen = {
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offset = 0,
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scale = 1,
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spread = {x=2048, y=2048, z=2048},
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seed = -13002,
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octaves = 3,
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persist = 0.4
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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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-- Player positions
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local player_pos = {}
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local player_pos_previous = {}
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minetest.register_on_joinplayer(function(player)
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player_pos_previous[player:get_player_name()] = {x=0,y=0,z=0}
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end)
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minetest.register_on_leaveplayer(function(player)
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player_pos_previous[player:get_player_name()] = nil
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end)
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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 FOOT and math.random() < 0.3 and player_pos_previous[player:get_player_name()] ~= nil then -- footprints
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local pos = player:getpos()
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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)}
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local p_ground = {x=math.floor(pos.x+0.5),y=math.floor(pos.y+0.4),z=math.floor(pos.z+0.5)}
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local n_ground = minetest.get_node(p_ground).name
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local p_groundpl = {x=math.floor(pos.x+0.5),y=math.floor(pos.y-0.5),z=math.floor(pos.z+0.5)}
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if player_pos[player:get_player_name()].x ~= player_pos_previous[player:get_player_name()].x
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or player_pos[player:get_player_name()].y < player_pos_previous[player:get_player_name()].y
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or player_pos[player:get_player_name()].z ~= player_pos_previous[player:get_player_name()].z then
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if n_ground == "moonrealm:dust" then
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if math.random() < 0.5 then
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minetest.add_node(p_groundpl,{name="moonrealm:dustprint1"})
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else
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minetest.add_node(p_groundpl,{name="moonrealm:dustprint2"})
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end
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end
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end
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player_pos_previous[player:get_player_name()] = {
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x=player_pos[player:get_player_name()].x,
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y=player_pos[player:get_player_name()].y,
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z=player_pos[player:get_player_name()].z
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}
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end
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if math.random() < 0.1 then -- spacesuit restores breath
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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 -- set gravity and skybox when entering/leaving moonrealm
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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) -- speed, jump, gravity
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--skytextures = {
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-- "moonrealm_posy.png",
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-- "moonrealm_negy.png",
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-- "moonrealm_posz.png",
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-- "moonrealm_negz.png",
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-- "moonrealm_negx.png",
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-- "moonrealm_posx.png",
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--}
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--player:set_sky({r=0, g=0, b=0, a=0}, "skybox", skytextures)
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else
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player:set_physics_override(1, 1, 1)
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--player:set_sky({}, "regular", {}) -- changing back to this segfaults
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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 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_air = minetest.get_content_id("air")
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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 minposd = {x=x0, y=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_smooth = minetest.get_perlin_map(np_smooth, 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_fault = minetest.get_perlin_map(np_fault, chulens):get3dMap_flat(minpos)
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local nvals_terblen = minetest.get_perlin_map(np_terblen, chulens):get2dMap_flat(minposd)
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local nvals_gradcen = minetest.get_perlin_map(np_gradcen, chulens):get2dMap_flat(minposd)
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local ni = 1
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local nid = 1 -- 2D noise index
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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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local icecha = ICECHA * (1 + (GRADCEN - y) / ICEGRAD)
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for x = x0, x1 do -- for each node
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local nodid = data[vi]
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local empty = (nodid == c_air or nodid == c_ignore)
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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 terblen = math.max(math.min(math.abs(nvals_terblen[nid]) * 4, 1.5), 0.5) - 0.5 -- terrain blend with smooth
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local gradcen = GRADCEN + nvals_gradcen[nid] * 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 * (1 - terblen)
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+ nvals_smooth[ni] * terblen + grad
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else
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density = (nvals_terrain[ni] - nvals_terralt[ni]) / 2 * (1 - terblen)
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- nvals_smooth[ni] * terblen + grad
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end
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if density > 0 and empty then -- if terrain and node empty
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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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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 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 or spawn egg
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if empty then
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data[vi] = c_vacuum
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end
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stable[si] = false
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end
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ni = ni + 1
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nid = nid + 1
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vi = vi + 1
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end
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nid = nid - 80
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end
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nid = nid + 80
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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)
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