677 lines
19 KiB
Lua
677 lines
19 KiB
Lua
-- Parameters
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local YFLAT = 7 -- Flat area elevation y
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local YSAND = 4 -- Top of beach y
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local TERSCA = 192 -- Vertical terrain scale in nodes
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local STODEP = 5 -- Stone depth below surface in nodes at sea level
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local TGRID = 0.18 -- City grid area width
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local TFLAT = 0.2 -- Flat coastal area width
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local TCITY = 0 -- City size.
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-- 0.3 = 1/3 of coastal land area, 0 = 1/2 of coastal land area.
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local TFIS = 0.01 -- Fissure width
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local TTUN = 0.02 -- Tunnel width
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local LUXCHA = 1 / 9 ^ 3 -- Luxore chance per stone node.
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local ORECHA = 1 / 5 ^ 3 -- Ore chance per stone node.
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-- 1 / n ^ 3 where n = average distance between ores.
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local APPCHA = 1 / 4 ^ 2 -- Appletree maximum chance per grass node.
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-- 1 / n ^ 2 where n = minimum average distance between flora.
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local FLOCHA = 1 / 13 ^ 2 -- Flowers maximum chance per grass node
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local GRACHA = 1 / 5 ^ 2 -- Grasses maximum chance per grass node
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local PSCA = 16 -- Player scatter. Maximum distance in chunks (80 nodes)
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-- of player spawn points from (0, 0, 0).
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-- 2D noise for base terrain
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local np_base = {
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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 = -9111,
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octaves = 6,
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persist = 0.6
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}
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-- 2D noise for intercity roads
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local np_road = {
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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 = -9111, -- same seed as above for similar structre but smoother
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octaves = 5,
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persist = 0.5
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}
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-- 2D noise for alt roads and tunnels
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local np_alt = {
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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 = 11,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noise for city areas
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local np_city = {
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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 = 3166616,
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octaves = 2,
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persist = 0.5
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}
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-- 2D noise for paths
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local np_path = {
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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 = 7000023,
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octaves = 4,
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persist = 0.4
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}
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local np_path2 = {
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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 = -2315551,
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octaves = 4,
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persist = 0.4
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}
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-- 2D noise for trees
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local np_tree = {
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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 = 133338,
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octaves = 3,
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persist = 0.5
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}
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-- 2D noise for grasses
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local np_grass = {
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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 = 133,
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octaves = 2,
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persist = 0.5
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}
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-- 2D noise for flowers
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local np_flower = {
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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 = -70008,
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octaves = 1,
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persist = 0.5
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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 = 384, y = 384, z = 384},
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seed = 2001,
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octaves = 4,
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persist = 0.5
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}
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-- 3D noise for web a
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local np_weba = {
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offset = 0,
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scale = 1,
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spread = {x = 192, y = 192, z = 192},
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seed = 5900033,
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octaves = 3,
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persist = 0.5
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}
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-- 3D noise for web b
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local np_webb = {
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offset = 0,
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scale = 1,
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spread = {x = 191, y = 191, z = 191},
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seed = 33,
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octaves = 3,
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persist = 0.5
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}
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-- 3D noise for web c
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local np_webc = {
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offset = 0,
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scale = 1,
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spread = {x = 190, y = 190, z = 190},
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seed = -18000001,
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octaves = 3,
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persist = 0.5
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}
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-- Do files
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dofile(minetest.get_modpath("noisegrid") .. "/functions.lua")
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dofile(minetest.get_modpath("noisegrid") .. "/nodes.lua")
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-- Set mapgen parameters
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minetest.register_on_mapgen_init(function(mgparams)
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minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
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end)
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-- Initialize noise objects to nil
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local nobj_base = nil
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local nobj_road = nil
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local nobj_alt = nil
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local nobj_city = nil
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local nobj_path = nil
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local nobj_path2 = nil
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local nobj_tree = nil
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local nobj_grass = nil
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local nobj_flower = nil
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local nobj_fissure = nil
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local nobj_weba = nil
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local nobj_webb = nil
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local nobj_webc = nil
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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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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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_grass = minetest.get_content_id("noisegrid:grass")
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local c_dirt = minetest.get_content_id("noisegrid:dirt")
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local c_stone = minetest.get_content_id("noisegrid:stone")
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local c_roadblack = minetest.get_content_id("noisegrid:roadblack")
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local c_roadwhite = minetest.get_content_id("noisegrid:roadwhite")
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local c_slab = minetest.get_content_id("noisegrid:slab")
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local c_path = minetest.get_content_id("noisegrid:path")
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local c_concrete = minetest.get_content_id("noisegrid:concrete")
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local c_light = minetest.get_content_id("noisegrid:light")
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local c_luxore = minetest.get_content_id("noisegrid:luxore")
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local c_water = minetest.get_content_id("default:water_source")
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local c_sand = minetest.get_content_id("default:sand")
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local c_wood = minetest.get_content_id("default:wood")
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local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
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local c_stomese = minetest.get_content_id("default:stone_with_mese")
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local c_stogold = minetest.get_content_id("default:stone_with_gold")
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local c_stocopp = minetest.get_content_id("default:stone_with_copper")
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local c_stoiron = minetest.get_content_id("default:stone_with_iron")
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local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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local sidelen = x1 - x0 + 1
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local overlen = sidelen + 1
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local chulensxyz = {x = overlen, y = sidelen, z = overlen}
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local minposxyz = {x = x0 - 1, y = y0, z = z0 - 1}
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local chulensxz = {x = overlen, y = overlen, z = 1} -- different because here x=x, y=z
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local minposxz = {x = x0 - 1, y = z0 - 1}
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nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulensxz)
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nobj_road = nobj_road or minetest.get_perlin_map(np_road, chulensxz)
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nobj_alt = nobj_alt or minetest.get_perlin_map(np_alt, chulensxz)
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nobj_city = nobj_city or minetest.get_perlin_map(np_city, chulensxz)
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nobj_path = nobj_path or minetest.get_perlin_map(np_path, chulensxz)
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nobj_path2 = nobj_path2 or minetest.get_perlin_map(np_path2, chulensxz)
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nobj_tree = nobj_tree or minetest.get_perlin_map(np_tree, chulensxz)
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nobj_grass = nobj_grass or minetest.get_perlin_map(np_grass, chulensxz)
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nobj_flower = nobj_flower or minetest.get_perlin_map(np_flower, chulensxz)
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nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulensxyz)
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nobj_weba = nobj_weba or minetest.get_perlin_map(np_weba, chulensxyz)
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nobj_webb = nobj_webb or minetest.get_perlin_map(np_webb, chulensxyz)
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nobj_webc = nobj_webc or minetest.get_perlin_map(np_webc, chulensxyz)
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local nvals_base = nobj_base :get2dMap_flat(minposxz)
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local nvals_road = nobj_road :get2dMap_flat(minposxz)
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local nvals_alt = nobj_alt :get2dMap_flat(minposxz)
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local nvals_city = nobj_city :get2dMap_flat(minposxz)
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local nvals_path = nobj_path :get2dMap_flat(minposxz)
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local nvals_path2 = nobj_path2 :get2dMap_flat(minposxz)
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local nvals_tree = nobj_tree :get2dMap_flat(minposxz)
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local nvals_grass = nobj_grass :get2dMap_flat(minposxz)
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local nvals_flower = nobj_flower:get2dMap_flat(minposxz)
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local nvals_fissure = nobj_fissure:get3dMap_flat(minposxyz)
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local nvals_weba = nobj_weba :get3dMap_flat(minposxyz)
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local nvals_webb = nobj_webb :get3dMap_flat(minposxyz)
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local nvals_webc = nobj_webc :get3dMap_flat(minposxyz)
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local cross = math.abs(nvals_base[3281]) < TGRID and nvals_city[3281] > TCITY -- grid elements
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local nroad = math.abs(nvals_base[6521]) < TGRID and nvals_city[6521] > TCITY -- enabled per chunk,
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local eroad = math.abs(nvals_base[3321]) < TGRID and nvals_city[3321] > TCITY -- dependant on
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local sroad = math.abs(nvals_base[122]) < TGRID and nvals_city[122] > TCITY -- chunksize = 5.
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local wroad = math.abs(nvals_base[3242]) < TGRID and nvals_city[3242] > TCITY
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local nixz = 1
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local nixyz = 1
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local stable = {}
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for z = z0 - 1, z1 do
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for x = x0 - 1, x1 do
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local si = x - x0 + 2 -- +2 because overgeneration
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stable[si] = 2
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end
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for y = y0, y1 do
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local vi = area:index(x0 - 1, y, z)
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local via = area:index(x0 - 1, y + 1, z)
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local n_xprepath = false
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local n_xprepath2 = false
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local n_xpreroad = false
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local n_xprealt = false
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for x = x0 - 1, x1 do
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local nodid = data[vi]
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local xr = x - x0
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local zr = z - z0
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local si = xr + 2
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local chunk = (x >= x0 and z >= z0)
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local sea = false
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local flat = false
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local ysurf
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local n_base = nvals_base[nixz]
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local n_absbase = math.abs(n_base)
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if n_base > TFLAT then
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ysurf = YFLAT + math.floor((n_base - TFLAT) * TERSCA)
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elseif n_base < -TFLAT then
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ysurf = YFLAT - math.floor((-TFLAT - n_base) * TERSCA)
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sea = true
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else
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ysurf = YFLAT
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flat = true
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end
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local weba = math.abs(nvals_weba[nixyz]) < TTUN
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local webb = math.abs(nvals_webb[nixyz]) < TTUN
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local webc = math.abs(nvals_webc[nixyz]) < TTUN
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local n_fissure = nvals_fissure[nixyz]
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local n_absfissure = math.abs(n_fissure)
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local nofis = n_absfissure > TFIS and
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not (weba and webb) and not (weba and webc)
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local wood = n_absfissure < TFIS * 2 and not flat
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local n_city = nvals_city[nixz]
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local city = n_city > TCITY
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local n_tree = math.min(math.max(nvals_tree[nixz], 0), 1)
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local n_grass = math.min(math.max(nvals_grass[nixz], 0), 1)
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local n_flower = math.min(math.max(nvals_flower[nixz], 0), 1)
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local n_path = nvals_path[nixz]
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local n_abspath = math.abs(n_path)
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local n_zprepath = nvals_path[(nixz - overlen)]
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local n_path2 = nvals_path2[nixz]
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local n_abspath2 = math.abs(n_path2)
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local n_zprepath2 = nvals_path2[(nixz - overlen)]
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local n_road = nvals_road[nixz]
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local n_absroad = math.abs(n_road)
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local n_zpreroad = nvals_road[(nixz - overlen)]
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local n_alt = nvals_alt[nixz]
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local n_absalt = math.abs(n_alt)
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local n_zprealt = nvals_alt[(nixz - overlen)]
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local stodep = math.max(STODEP * (TERSCA - y) / TERSCA, 1)
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if chunk then
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-- tunnel road
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if y == YFLAT and n_base > -TGRID and
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(((n_alt >= 0 and n_xprealt < 0) or
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(n_alt < 0 and n_xprealt >= 0)) or
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((n_alt >= 0 and n_zprealt < 0) or
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(n_alt < 0 and n_zprealt >= 0))) then
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data[vi] = c_roadwhite
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for i = -3, 3 do
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for k = -3, 3 do
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if (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2 <= 13 then
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local vi = area:index(x + i, y, z + k)
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local via = area:index(x + i, y + 1, z + k)
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local nodid = data[vi]
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if nodid ~= c_roadwhite then
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data[vi] = c_roadblack
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end
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data[via] = c_air -- to remove pavements
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end
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end
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end
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-- tunnel air
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elseif y <= ysurf and y >= YFLAT + 1 and y <= YFLAT + 4 and
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n_absalt < 0.025 then
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data[vi] = c_air
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stable[si] = 0
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-- tunnel lights
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elseif y <= ysurf - 1 and y == YFLAT + 5 and n_absalt > 0.003 and
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n_absalt < 0.007 then
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data[vi] = c_light
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stable[si] = stable[si] + 1
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-- tunnel concrete
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elseif y <= ysurf and y >= YFLAT and y <= YFLAT + 6 and
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n_absalt < 0.035 and n_base > TFLAT and
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nodid ~= c_roadblack then
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data[vi] = c_concrete
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stable[si] = stable[si] + 1
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-- stone and ores
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elseif y <= ysurf - stodep and nodid ~= c_roadblack and
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(nofis or ((flat or sea) and y >= ysurf - 16)) then
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if math.random() < LUXCHA then
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data[vi] = c_luxore
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elseif math.random() < ORECHA then
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local osel = math.random(24)
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if osel == 24 then
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data[vi] = c_stodiam
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elseif osel == 23 then
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data[vi] = c_stomese
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elseif osel == 22 then
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data[vi] = c_stogold
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elseif osel >= 19 then
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data[vi] = c_stocopp
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elseif osel >= 10 then
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data[vi] = c_stoiron
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else
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data[vi] = c_stocoal
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end
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else
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data[vi] = c_stone
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end
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stable[si] = stable[si] + 1
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-- surface layer
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elseif y == ysurf and y > YSAND then
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-- intercity road
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if ((n_road >= 0 and n_xpreroad < 0) or
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(n_road < 0 and n_xpreroad >= 0)) or
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((n_road >= 0 and n_zpreroad < 0) or
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(n_road < 0 and n_zpreroad >= 0)) then
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data[vi] = c_roadwhite
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for i = -3, 3 do
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for k = -3, 3 do
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if (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2 <= 13 then
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local vi = area:index(x + i, y, z + k)
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local via = area:index(x + i, y + 1, z + k)
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local nodid = data[vi]
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if nodid ~= c_roadwhite then
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data[vi] = c_roadblack
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end
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data[via] = c_air
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end
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end
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end
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-- city grid
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-- junction
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elseif xr >= 36 and xr <= 42 and zr >= 36 and zr <= 42 and
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(nroad or eroad or sroad or wroad) and
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cross and nodid ~= c_roadblack then
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if xr == 39 and zr == 39 then
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data[vi] = c_roadwhite
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else
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data[vi] = c_roadblack
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end
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-- north road
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elseif xr >= 33 and xr <= 45 and zr >= 43 and nroad and
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cross and nodid ~= c_roadblack then
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if xr == 39 then
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data[vi] = c_roadwhite
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elseif xr >= 36 and xr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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-- east road
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elseif xr >= 43 and zr >= 33 and zr <= 45 and eroad and
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cross and nodid ~= c_roadblack then
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if zr == 39 then
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data[vi] = c_roadwhite
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elseif zr >= 36 and zr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
|
|
end
|
|
-- south road
|
|
elseif xr >= 33 and xr <= 45 and zr <= 35 and sroad and
|
|
cross and nodid ~= c_roadblack then
|
|
if xr == 39 then
|
|
data[vi] = c_roadwhite
|
|
elseif xr >= 36 and xr <= 42 then
|
|
data[vi] = c_roadblack
|
|
else
|
|
data[vi] = c_dirt
|
|
data[via] = c_slab
|
|
end
|
|
-- west road
|
|
elseif xr <= 35 and zr >= 33 and zr <= 45 and wroad and
|
|
cross and nodid ~= c_roadblack then
|
|
if zr == 39 then
|
|
data[vi] = c_roadwhite
|
|
elseif zr >= 36 and zr <= 42 then
|
|
data[vi] = c_roadblack
|
|
else
|
|
data[vi] = c_dirt
|
|
data[via] = c_slab
|
|
end
|
|
-- pavement in junction gaps
|
|
elseif xr >= 33 and xr <= 45 and zr >= 33 and zr <= 45 and
|
|
(nroad or eroad or sroad or wroad) and
|
|
cross and nodid ~= c_roadblack then
|
|
data[vi] = c_dirt
|
|
data[via] = c_slab
|
|
-- path 1
|
|
elseif ((n_path >= 0 and n_xprepath < 0) or
|
|
(n_path < 0 and n_xprepath >= 0)) or
|
|
((n_path >= 0 and n_zprepath < 0) or
|
|
(n_path < 0 and n_zprepath >= 0)) then
|
|
if wood then
|
|
local viu = area:index(x, y - 1, z)
|
|
local viuu = area:index(x, y - 2, z)
|
|
data[viu] = c_wood
|
|
data[viuu] = c_wood
|
|
end
|
|
for i = -1, 1 do
|
|
for k = -1, 1 do
|
|
local vi = area:index(x + i, y, z + k)
|
|
local nodid = data[vi]
|
|
if nodid ~= c_roadwhite and
|
|
nodid ~= c_roadblack then
|
|
if wood then
|
|
data[vi] = c_wood
|
|
else
|
|
data[vi] = c_path
|
|
end
|
|
end
|
|
end
|
|
end
|
|
-- path 2
|
|
elseif ((n_path2 >= 0 and n_xprepath2 < 0) or
|
|
(n_path2 < 0 and n_xprepath2 >= 0)) or
|
|
((n_path2 >= 0 and n_zprepath2 < 0) or
|
|
(n_path2 < 0 and n_zprepath2 >= 0)) then
|
|
if wood then
|
|
local viu = area:index(x, y - 1, z)
|
|
local viuu = area:index(x, y - 2, z)
|
|
data[viu] = c_wood
|
|
data[viuu] = c_wood
|
|
end
|
|
for i = -1, 1 do
|
|
for k = -1, 1 do
|
|
local vi = area:index(x + i, y, z + k)
|
|
local nodid = data[vi]
|
|
if nodid ~= c_roadwhite and
|
|
nodid ~= c_roadblack then
|
|
if wood then
|
|
data[vi] = c_wood
|
|
else
|
|
data[vi] = c_path
|
|
end
|
|
end
|
|
end
|
|
end
|
|
-- stable dirt with grass
|
|
elseif stable[si] >= 2 and nodid ~= c_roadblack and
|
|
nodid ~= c_path then
|
|
-- appletrees
|
|
if math.random() < APPCHA * n_tree and
|
|
n_abspath > 0.015 and
|
|
n_abspath2 > 0.015 and
|
|
n_absroad > 0.02 and
|
|
(n_absalt > 0.04 or y > YFLAT) then
|
|
noisegrid_appletree(x, y + 1, z, area, data)
|
|
else
|
|
data[vi] = c_grass
|
|
-- flowers
|
|
if math.random() < FLOCHA * n_flower and
|
|
n_absroad > 0.015 and
|
|
n_absalt > 0.03 then
|
|
noisegrid_flower(data, via)
|
|
-- grasses
|
|
elseif math.random() < GRACHA * n_grass and
|
|
n_absroad > 0.015 and
|
|
n_absalt > 0.03 then
|
|
noisegrid_grass(data, via)
|
|
end
|
|
end
|
|
end
|
|
-- sand
|
|
elseif y <= ysurf and y >= ysurf - 16 and y <= YSAND then
|
|
data[vi] = c_sand
|
|
-- stable dirt
|
|
elseif y < ysurf and y > ysurf - stodep and stable[si] >= 2 and
|
|
nodid ~= c_roadblack then
|
|
data[vi] = c_dirt
|
|
-- water
|
|
elseif y <= 1 and y > ysurf then
|
|
data[vi] = c_water
|
|
stable[si] = 0
|
|
-- air
|
|
else
|
|
stable[si] = 0
|
|
end
|
|
end
|
|
|
|
n_xprepath = n_path
|
|
n_xprepath2 = n_path2
|
|
n_xpreroad = n_road
|
|
n_xprealt = n_alt
|
|
nixz = nixz + 1
|
|
nixyz = nixyz + 1
|
|
vi = vi + 1
|
|
via = via + 1
|
|
end
|
|
nixz = nixz - overlen
|
|
end
|
|
nixz = nixz + overlen
|
|
end
|
|
|
|
vm:set_data(data)
|
|
vm:calc_lighting()
|
|
vm:write_to_map(data)
|
|
vm:update_liquids()
|
|
|
|
local chugent = math.ceil((os.clock() - t1) * 1000)
|
|
print ("[noisegrid] " .. chugent .. " ms")
|
|
end)
|
|
|
|
|
|
-- Spawn player function
|
|
|
|
local function noisegrid_spawnplayer(player)
|
|
local xsp
|
|
local ysp
|
|
local zsp
|
|
local nobj_base = nil
|
|
|
|
for chunk = 1, 128 do
|
|
print ("[noisegrid] searching for spawn " .. chunk)
|
|
local x0 = 80 * math.random(-PSCA, PSCA) - 32
|
|
local z0 = 80 * math.random(-PSCA, PSCA) - 32
|
|
local y0 = -32
|
|
local x1 = x0 + 79
|
|
local z1 = z0 + 79
|
|
local y1 = 47
|
|
|
|
local sidelen = 80
|
|
local chulens = {x = sidelen, y = sidelen, z = 1}
|
|
local minposxz = {x = x0, y = z0}
|
|
|
|
nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulens)
|
|
|
|
local nvals_base = nobj_base:get2dMap_flat(minposxz)
|
|
|
|
local nixz = 1
|
|
for z = z0, z1 do
|
|
for x = x0, x1 do
|
|
local ysurf
|
|
local n_base = nvals_base[nixz]
|
|
local n_absbase = math.abs(n_base)
|
|
if n_base > TFLAT then
|
|
ysurf = YFLAT + math.floor((n_base - TFLAT) * TERSCA)
|
|
elseif n_base < -TFLAT then
|
|
ysurf = YFLAT - math.floor((-TFLAT - n_base) * TERSCA)
|
|
else
|
|
ysurf = YFLAT
|
|
end
|
|
if ysurf >= 1 then
|
|
ysp = ysurf + 1
|
|
xsp = x
|
|
zsp = z
|
|
break
|
|
end
|
|
nixz = nixz + 1
|
|
end
|
|
if ysp then
|
|
break
|
|
end
|
|
end
|
|
if ysp then
|
|
break
|
|
end
|
|
end
|
|
if ysp then
|
|
print ("[noisegrid] spawn player (" .. xsp .. " " .. ysp .. " " .. zsp .. ")")
|
|
player:setpos({x = xsp, y = ysp, z = zsp})
|
|
else
|
|
print ("[noisegrid] no suitable spawn found")
|
|
player:setpos({x = 0, y = 2, z = 0})
|
|
end
|
|
end
|
|
|
|
minetest.register_on_newplayer(function(player)
|
|
noisegrid_spawnplayer(player)
|
|
end)
|
|
|
|
minetest.register_on_respawnplayer(function(player)
|
|
noisegrid_spawnplayer(player)
|
|
return true
|
|
end)
|