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paramat 2014-01-23 04:32:14 +00:00
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README.txt Normal file
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stability 0.1.1 by paramat
For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL

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default

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-- stability 0.1.1 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL
-- Parameters
local YMIN = 6000
local YMAX = 8000
local TCEN = 7000
local WATY = 7000 -- approximate water y, is rounded down to near base of chunk
local GRAD = 128
local STOT = 0.04
-- 3D noise for terrain
local np_terrain = {
offset = 0,
scale = 1,
spread = {x=256, y=192, z=256},
seed = 5900033,
octaves = 5,
persist = 0.67
}
-- Stuff
stability = {}
waty = (80 * math.floor((WATY + 32) / 80)) - 32 + 12
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y < YMIN or maxp.y > YMAX then
return
end
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
print ("[stability] chunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local c_air = minetest.get_content_id("air")
local c_stone = minetest.get_content_id("default:stone")
local c_sand = minetest.get_content_id("default:sand")
local c_water = minetest.get_content_id("default:water_source")
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minpos = {x=x0, y=y0, z=z0}
local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos)
local ni = 1
local stable = {} -- stability table, a true/false entry for the top node in each vertical column of xy plane
for z = z0, z1 do -- for each xy plane progressing northwards
for x = x0, x1 do -- set initial values of stability table by scanning top x row of chunk below
local si = x - x0 + 1 -- stability table index starts from 1 not 0
local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
if nodename == "air"
or nodename == "default:water_source" then
stable[si] = false
else -- solid nodes
stable[si] = true -- assume "ignore" in ungenerated chunks is solid
end
end
for y = y0, y1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z) -- get voxel index for first node in x row
for x = x0, x1 do -- for each node do
local si = x - x0 + 1
local grad = (TCEN - y) / GRAD
local density = nvals_terrain[ni] + grad
if density >= STOT then
data[vi] = c_stone
stable[si] = true -- only stone can reset an unstable column to stable
elseif density >= 0 and density < STOT and stable[si] then -- only add if node is stable
data[vi] = c_sand
elseif y <= waty then
data[vi] = c_water
stable[si] = false -- set to unstable
else
data[vi] = c_air
stable[si] = false -- set to unstable
end
ni = ni + 1 -- increment perlinmap noise index
vi = vi + 1 -- increment voxel index along x row
end
end
end
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[stability] "..chugent.." ms")
end)

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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.