riverdev/functions.lua

447 lines
11 KiB
Lua

function riverdev_appletree(x, y, z, area, data)
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_appleleaf = minetest.get_content_id("riverdev:appleleaf")
local top = 3 + math.random(2)
for j = -2, top do
if j == top - 1 or j == top then
for k = -2, 2 do
local vi = area:index(x - 2, y + j, z + k)
local viu = area:index(x - 2, y + j - 1, z + k)
for i = -2, 2 do
if math.random() < 0.8 then
data[vi] = c_appleleaf
if j == top and math.random() < 0.04 then
data[viu] = c_apple
end
end
vi = vi + 1
viu = viu + 1
end
end
elseif j == top - 2 then
for k = -1, 1 do
local vi = area:index(x - 1, y + j, z + k)
for i = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
data[vi] = c_tree
end
vi = vi + 1
end
end
else
local vi = area:index(x, y + j, z)
data[vi] = c_tree
end
end
end
function riverdev_pinetree(x, y, z, area, data)
local c_pinetree = minetest.get_content_id("riverdev:pinetree")
local c_needles = minetest.get_content_id("riverdev:needles")
for j = -4, 14 do
if j == 3 or j == 6 or j == 9 or j == 12 then
for k = -2, 2 do
local vi = area:index(x - 2, y + j, z + k)
for i = -2, 2 do
if math.abs(i) == 1 and math.abs(k) == 1 then
data[vi] = c_pinetree
elseif math.abs(i) + math.abs(k) == 2
or math.abs(i) + math.abs(k) == 3 then
data[vi] = c_needles
end
vi = vi + 1
end
end
elseif j == 4 or j == 7 or j == 10 or j == 13 then
for k = -1, 1 do
local vi = area:index(x - 1, y + j, z + k)
for i = -1, 1 do
if not (i == 0 and j == 0) then
data[vi] = c_needles
end
vi = vi + 1
end
end
elseif j == 14 then
for k = -1, 1 do
local vi = area:index(x - 1, y + j, z + k)
for i = -1, 1 do
if math.abs(i) + math.abs(k) == 1 then
data[vi] = c_needles
end
vi = vi + 1
end
end
end
local vi = area:index(x, y + j, z)
data[vi] = c_pinetree
end
local vi = area:index(x, y + 15, z)
local via = area:index(x, y + 16, z)
data[vi] = c_needles
data[via] = c_needles
end
function riverdev_snowypine(x, y, z, area, data)
local c_pinetree = minetest.get_content_id("riverdev:pinetree")
local c_needles = minetest.get_content_id("riverdev:needles")
local c_snowblock = minetest.get_content_id("default:snowblock")
for j = -4, 14 do
if j == 3 or j == 6 or j == 9 or j == 12 then
for i = -2, 2 do
for k = -2, 2 do
if math.abs(i) == 2 or math.abs(k) == 2 then
if math.random(7) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_needles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_snowblock
end
end
end
end
elseif j == 4 or j == 7 or j == 10 then
for i = -1, 1 do
for k = -1, 1 do
if not (i == 0 and j == 0) then
if math.random(11) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_needles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_snowblock
end
end
end
end
elseif j == 13 then
for i = -1, 1 do
for k = -1, 1 do
if not (i == 0 and j == 0) then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_needles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_needles
local vilaa = area:index(x + i, y + j + 2, z + k)
data[vilaa] = c_snowblock
end
end
end
end
local vit = area:index(x, y + j, z)
data[vit] = c_pinetree
end
local vil = area:index(x, y + 15, z)
local vila = area:index(x, y + 16, z)
local vilaa = area:index(x, y + 17, z)
data[vil] = c_needles
data[vila] = c_needles
data[vilaa] = c_snowblock
end
function riverdev_jungletree(x, y, z, area, data)
local c_juntree = minetest.get_content_id("default:jungletree")
local c_junleaf = minetest.get_content_id("riverdev:jungleleaf")
local c_vine = minetest.get_content_id("riverdev:vine")
local top = math.random(17,23)
local branch = math.floor(top * 0.6)
for j = -5, top do
if j == top or j == top - 1 or j == branch + 1 or j == branch + 2 then
for i = -2, 2 do -- leaves
for k = -2, 2 do
local vi = area:index(x + i, y + j, z + k)
if math.random(5) ~= 2 then
data[vi] = c_junleaf
end
end
end
elseif j == top - 2 or j == branch then -- branches
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
local vi = area:index(x + i, y + j, z + k)
data[vi] = c_juntree
end
end
end
end
if j >= 0 and j <= top - 3 then -- climbable nodes
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 1 then
local vi = area:index(x + i, y + j, z + k)
data[vi] = c_vine
end
end
end
end
if j <= top - 3 then -- trunk
local vi = area:index(x, y + j, z)
data[vi] = c_juntree
end
end
end
function riverdev_boulder(x, y, z, area, data)
local c_stone = minetest.get_content_id("riverdev:stone")
local dx = math.random() * 15 + 1
local dy = math.random() * 15 + 1
local dz = math.random() * 15 + 1
for k = -8, 8 do
for j = -8, 8 do
local vi = area:index(x-8, y+j, z+k)
for i = -8, 8 do
if (i ^ 2 * dx + j ^ 2 * dy + k ^ 2 * dz) ^ 0.5 < 8 then
data[vi] = c_stone
end
vi = vi + 1
end
end
end
end
function riverdev_flower(data, vi)
local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
local c_rose = minetest.get_content_id("flowers:rose")
local c_tulip = minetest.get_content_id("flowers:tulip")
local c_geranium = minetest.get_content_id("flowers:geranium")
local c_viola = minetest.get_content_id("flowers:viola")
local rand = math.random(6)
if rand == 1 then
data[vi] = c_danwhi
elseif rand == 2 then
data[vi] = c_rose
elseif rand == 3 then
data[vi] = c_tulip
elseif rand == 4 then
data[vi] = c_danyel
elseif rand == 5 then
data[vi] = c_geranium
else
data[vi] = c_viola
end
end
-- ABM
-- Appletree sapling
minetest.register_abm({
nodenames = {"riverdev:appling"},
interval = 31,
chance = 5,
action = function(pos, node)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x=x-2, y=y-2, z=z-2}
local pos2 = {x=x+2, y=y+5, z=z+2}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
riverdev_appletree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Pinetree sapling
minetest.register_abm({
nodenames = {"riverdev:pineling"},
interval = 29,
chance = 5,
action = function(pos, node)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x=x-2, y=y-4, z=z-2}
local pos2 = {x=x+2, y=y+17, z=z+2}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
riverdev_pinetree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Jungletree sapling
minetest.register_abm({
nodenames = {"riverdev:jungling"},
interval = 63,
chance = 3,
action = function(pos, node)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x=x-2, y=y-5, z=z-2}
local pos2 = {x=x+2, y=y+23, z=z+2}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
-- check temp/humid
riverdev_jungletree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Set mapgen parameters
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode"})
end)
-- Spawn player. Only works with chunksize = 5 mapblocks
function spawnplayer(player)
local PSCA = 16 -- Player scatter. Maximum distance in chunks (80 nodes) of player spawn from (0, 0, 0)
local YWATER = 1
local YTER = -64 -- Deepest seabed y
local TERSCA = 512 -- Terrain vertical scale in nodes
local BASAMP = 0.3 -- Base amplitude relative to 3D noise amplitude. Ridge network structure
local MIDAMP = 0.05 -- Mid amplitude relative to 3D noise amplitude. River valley structure
local np_terrain = {
offset = 0,
scale = 1,
spread = {x=192, y=192, z=192},
seed = 5900033,
octaves = 4,
persist = 0.67
}
local np_mid = {
offset = 0,
scale = 1,
spread = {x=768, y=768, z=768},
seed = 85546,
octaves = 5,
persist = 0.4
}
local np_base = {
offset = 0,
scale = 1,
spread = {x=3072, y=3072, z=3072},
seed = -990054,
octaves = 2,
persist = 0.4
}
local np_patha = {
offset = 0,
scale = 1,
spread = {x=768, y=768, z=768},
seed = 7000023,
octaves = 4,
persist = 0.4
}
local np_pathb = {
offset = 0,
scale = 1,
spread = {x=768, y=768, z=768},
seed = 23,
octaves = 4,
persist = 0.4
}
local xsp
local ysp
local zsp
for chunk = 1, 128 do
print ("[riverdev] searching for spawn "..chunk)
local x0 = 80 * math.random(-PSCA, PSCA) - 32
local z0 = 80 * math.random(-PSCA, PSCA) - 32
local y0 = 80 * math.floor((YWATER + 32) / 80) - 32
local x1 = x0 + 79
local z1 = z0 + 79
local y1 = y0 + 79
local sidelen = 80
local chulensxyz = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local chulensxz = {x=sidelen, y=sidelen, z=sidelen}
local minposxz = {x=x0, y=z0}
local nvals_terrain = minetest.get_perlin_map(np_terrain, chulensxyz):get3dMap_flat(minposxyz)
local nvals_mid = minetest.get_perlin_map(np_mid, chulensxz):get2dMap_flat(minposxz)
local nvals_base = minetest.get_perlin_map(np_base, chulensxz):get2dMap_flat(minposxz)
local nvals_patha = minetest.get_perlin_map(np_patha, chulensxz):get2dMap_flat(minposxz)
local nvals_pathb = minetest.get_perlin_map(np_pathb, chulensxz):get2dMap_flat(minposxz)
local nixyz = 1
local nixz = 1
for z = z0, z1 do
for y = y0, y1 do
for x = x0, x1 do
local n_patha = nvals_patha[nixz]
local n_abspatha = math.abs(n_patha)
local n_pathb = nvals_pathb[nixz]
local n_abspathb = math.abs(n_pathb)
local n_terrain = (nvals_terrain[nixyz] + 2) / 2
local n_absmid = (math.abs(nvals_mid[nixz])) ^ 0.8
local n_absbase = (math.abs(nvals_base[nixz])) ^ 0.8
local n_invbase = math.max(1 - n_absbase, 0)
local grad = (YTER - y) / TERSCA
local densitybase = n_invbase * BASAMP + grad
local densitymid = n_absmid * MIDAMP + densitybase
local density = n_terrain * n_invbase * n_absmid * n_abspatha ^ 1.5 * n_abspathb ^ 1.5
+ densitymid
if y >= YWATER and density > -0.01 and density < 0 then
ysp = y + 1
xsp = x
zsp = z
break
end
nixz = nixz + 1
nixyz = nixyz + 1
end
if ysp then
break
end
nixz = nixz - 80
end
if ysp then
break
end
nixz = nixz + 80
end
if ysp then
break
end
end
if ysp then
print ("[riverdev] spawn player ("..xsp.." "..ysp.." "..zsp..")")
player:setpos({x=xsp, y=ysp, z=zsp})
else
print ("[riverdev] no suitable spawn found")
player:setpos({x=0, y=2, z=0})
end
end
minetest.register_on_newplayer(function(player)
spawnplayer(player)
end)
minetest.register_on_respawnplayer(function(player)
spawnplayer(player)
return true
end)