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df6f0eb05d
Author | SHA1 | Date |
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paramat | df6f0eb05d | |
paramat | fa581919c6 | |
paramat | 74084dbe65 | |
paramat | 575a64bb83 | |
paramat | 93d4cbb5d6 |
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@ -1,4 +1,5 @@
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stability 0.2.0 by paramat
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For latest stable Minetest back to 0.4.8
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stability 0.4.2 by paramat
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For Minetest 0.4.14 or later
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Depends default
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Licenses: code WTFPL
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License: Source code: MIT
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See license.txt for license information
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336
init.lua
336
init.lua
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@ -1,43 +1,99 @@
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-- stability 0.2.0 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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-- License: code WTFPL
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-- Parameters
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local YMIN = 6000 -- Upper and lower realm limits
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local YMAX = 8000
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local TCEN = 7000 -- Terrain centre, average surface level
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local WATY = 7000 -- Approximate water y, is rounded down to near base of chunk
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local TSCA = 128 -- Terrain scale, approximate average height of hills
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local STOT = 0.04 -- Stone threshold, depth of stone surface
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local STABLE = 2 -- Minimum number of stacked stone nodes in column required to support sand
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local YWATER = 1 -- y of water level
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local YSURF = 4 -- y of surface centre and top of beach
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local TERSCA = 128 -- Terrain vertical scale in nodes
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local TSTONE = 0.04 -- Stone density threshold, depth of sand or biome nodes
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local DEBUG = false
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-- 3D noise for terrain
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-- 3D noise
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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=256, y=192, z=256},
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spread = {x = 384, y = 192, z = 384},
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seed = 5900033,
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octaves = 5,
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persist = 0.67
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persist = 0.63,
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lacunarity = 2.0,
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--flags = ""
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}
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-- Stuff
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-- 2D noise
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stability = {}
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local np_biome = {
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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 = -188900,
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octaves = 3,
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persist = 0.4,
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lacunarity = 2.0,
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--flags = ""
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}
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waty = (80 * math.floor((WATY + 32) / 80)) - 32 + 15
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-- Nodes
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minetest.register_node("stability:grass", {
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description = "Grass",
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tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"},
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groups = {crumbly = 3},
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sounds = default.node_sound_dirt_defaults({
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footstep = {name = "default_grass_footstep", gain = 0.25},
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}),
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})
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minetest.register_node("stability:dirt", {
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description = "Dirt",
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tiles = {"default_dirt.png"},
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groups = {crumbly = 3},
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sounds = default.node_sound_dirt_defaults(),
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})
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-- Set mapgen parameters
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minetest.set_mapgen_params({mgname = "singlenode",
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flags = "nolight", water_level = YWATER})
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-- Constants
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local c_air = minetest.CONTENT_AIR
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local c_ignore = minetest.CONTENT_IGNORE
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local c_stone = minetest.get_content_id("default:stone")
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local c_destone = minetest.get_content_id("default:desert_stone")
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local c_sand = minetest.get_content_id("default:sand")
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local c_desand = minetest.get_content_id("default:desert_sand")
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local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
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local c_water = minetest.get_content_id("default:water_source")
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local c_grass = minetest.get_content_id("stability:grass")
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local c_dirt = minetest.get_content_id("stability:dirt")
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-- Initialize noise objects to nil
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local nobj_terrain = nil
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local nobj_biome = nil
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-- Localise noise buffers
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local nbuf_terrain
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local nbuf_biome
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-- Localise data buffer
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local dbuf
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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.y < YMIN or maxp.y > YMAX then
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return
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end
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local t0 = os.clock()
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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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@ -45,65 +101,201 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local y0 = minp.y
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local z0 = minp.z
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print ("[stability] 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_stone = minetest.get_content_id("default:stone")
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local c_sand = minetest.get_content_id("default:sand")
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local c_water = minetest.get_content_id("default:water_source")
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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 ystridevm = sidelen + 32 -- strides for voxelmanip
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local zstridevm = ystridevm ^ 2
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local ystridepm = sidelen + 2 -- strides for perlinmaps, densitymap, stability map
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local zstridepm = ystridepm ^ 2
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local chulens3d = {x = sidelen + 2, y = sidelen + 2, z = sidelen + 2}
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local chulens2d = {x = sidelen + 2, y = sidelen + 2, z = 1}
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local minpos3d = {x = x0 - 1, y = y0 - 1, z = z0 - 1}
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local minpos2d = {x = x0 - 1, y = z0 - 1}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minpos)
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nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulens3d)
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nobj_biome = nobj_biome or minetest.get_perlin_map(np_biome, chulens2d)
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local ni = 1
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local stable = {} -- 80 entry table, each entry is a count of consecutive stone nodes in that vertical column
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do -- set initial values of stability table by scanning top x row of chunk below
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local si = x - x0 + 1 -- stability table index
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else -- solid nodes, but also "ignore" in ungenerated chunks, this assumption looks better than
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stable[si] = STABLE -- assuming ignore is unstable, and creates some fun sand to collapse
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local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d, nbuf_terrain)
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local nvals_biome = nobj_biome:get2dMap_flat(minpos2d, nbuf_biome)
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local dvals = {} -- 3D densitymap
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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(dbuf)
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-- Place stone
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local ni3d = 1
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local ni2d = 1
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for z = z0 - 1, z1 + 1 do
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for y = y0 - 1, y1 + 1 do
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local vi = area:index(x0 - 1, y, z)
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for x = x0 - 1, x1 + 1 do
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local n_terrain = nvals_terrain[ni3d]
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local n_biome = nvals_biome[ni2d]
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local grad = (YSURF - y) / TERSCA
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local tstone = TSTONE
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if y < YSURF then -- make shore and seabed shallower
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grad = grad * 4
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tstone = TSTONE * 4
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end
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local density = n_terrain + grad
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dvals[ni3d] = density
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if density >= tstone then
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if n_biome > 0.4 then
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data[vi] = c_destone
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else
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data[vi] = c_stone
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end
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elseif y == y1 + 1 and x >= x0 and x <= x1 and z >= z0 and z <= z1 then
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data[vi] = c_air
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end
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ni3d = ni3d + 1
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ni2d = ni2d + 1
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vi = vi + 1
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end
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ni2d = ni2d - ystridepm
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end
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ni2d = ni2d + ystridepm
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end
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-- Place sub-surface biome nodes
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local stable = {} -- stability map
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for y = y0, y1 + 1 do
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local tstone = TSTONE
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if y < YSURF then
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tstone = TSTONE * 4
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end
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for z = z0, z1 do
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local vi = area:index(x0, y, z)
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local di = (z - z0 + 1) * zstridepm + -- densitymap index
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(y - y0 + 1) * ystridepm + 2 -- +2 because starting at x = x0
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local ni2d = (z - z0 + 1) * ystridepm + 2 -- biome noise and stability maps
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for x = x0, x1 do
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local density = dvals[di]
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local n_biome = nvals_biome[ni2d]
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if density >= tstone then -- existing stone
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stable[ni2d] = true
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elseif density >= 0 and (stable[ni2d] or y == y0) then -- biome layer
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local nodu = data[(vi - ystridevm)]
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local node = data[(vi - ystridevm + 1)]
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local nodw = data[(vi - ystridevm - 1)]
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local nodn = data[(vi - ystridevm + zstridevm)]
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local nods = data[(vi - ystridevm - zstridevm)]
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local nodne = data[(vi - ystridevm + zstridevm + 1)]
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local nodnw = data[(vi - ystridevm + zstridevm - 1)]
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local nodse = data[(vi - ystridevm - zstridevm + 1)]
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local nodsw = data[(vi - ystridevm - zstridevm - 1)]
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if y == y0 then -- also check for ignore
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if nodu == c_air or nodu == c_ignore
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or node == c_air or node == c_ignore
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or nodw == c_air or nodw == c_ignore
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or nodn == c_air or nodn == c_ignore
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or nods == c_air or nods == c_ignore
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or nodne == c_air or nodne == c_ignore
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or nodnw == c_air or nodnw == c_ignore
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or nodse == c_air or nodse == c_ignore
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or nodsw == c_air or nodsw == c_ignore then
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stable[ni2d] = false
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else
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stable[ni2d] = true
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end
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else
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if node == c_air
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or nodw == c_air
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or nodn == c_air
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or nods == c_air
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or nodne == c_air
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or nodnw == c_air
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or nodse == c_air
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or nodsw == c_air then
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stable[ni2d] = false
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end
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end
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if stable[ni2d] then
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if y <= YSURF then
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data[vi] = c_sand
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elseif n_biome > 0.4 then
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data[vi] = c_desand
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elseif n_biome < -0.4 then
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data[vi] = c_dirt
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else
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data[vi] = c_dirt
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end
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end
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else
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stable[ni2d] = false
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end
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vi = vi + 1
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di = di + 1
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ni2d = ni2d + 1
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z) -- get voxel index for first node in x row
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local grad = (TCEN - y) / TSCA
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local density = nvals_terrain[ni] + grad
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if density >= STOT then
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data[vi] = c_stone -- only stone can reset an unstable column to stable
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stable[si] = stable[si] + 1 -- increment count of consecutive stone nodes in column
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elseif density >= 0 and density < STOT and stable[si] >= STABLE then
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data[vi] = c_sand -- only add if enough supporting stone nodes below
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elseif y <= waty then
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data[vi] = c_water
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stable[si] = 0 -- set to unstable
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else
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data[vi] = c_air
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stable[si] = 0 -- set to unstable
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end
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if y1 > YSURF then
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-- Place surface biome nodes
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for z = z0, z1 do
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local ni2d = (z - z0 + 1) * ystridepm + 2
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for x = x0, x1 do
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local aircount = 0
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local n_biome = nvals_biome[ni2d]
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local vi = area:index(x, y1 + 2, z)
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for y = y1 + 2, y0, -1 do
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if y <= YSURF then
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break
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end
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local nodid = data[vi]
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if nodid == c_air then
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aircount = aircount + 1
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elseif aircount >= 1 then -- surface found
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if nodid == c_dirt then
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if n_biome < -0.4 then
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data[vi] = c_dirtsnow
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else
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data[vi] = c_grass
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end
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end
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aircount = 0
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end
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vi = vi - ystridevm
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end
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ni2d = ni2d + 1
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end
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end
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end
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if y0 <= YWATER then
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-- Place water
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for z = z0, z1 do
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for y = y0, y1 do
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local vi = area:index(x0, y, z)
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for x = x0, x1 do
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if data[vi] == c_air and y <= YWATER then
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data[vi] = c_water
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end
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vi = vi + 1
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end
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ni = ni + 1 -- increment perlinmap noise index
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vi = vi + 1 -- increment voxel index along x row
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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:calc_lighting({x = x0, y = y0 - 1, z = z0}, {x = x1, y = y1 + 1, z = z1})
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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 ("[stability] "..chugent.." ms")
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end)
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vm:update_liquids()
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if DEBUG then
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local chugent = math.ceil((os.clock() - t0) * 1000)
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print ("[stability] "..chugent.." ms")
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end
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end)
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30
license.txt
30
license.txt
|
@ -1,14 +1,24 @@
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
|
||||
Version 2, December 2004
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License of source code
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||||
----------------------
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||||
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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The MIT License (MIT)
|
||||
Copyright (C) 2014-2016 paramat
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||||
|
||||
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.
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
without restriction, including without limitation the rights to use, copy, modify, merge,
|
||||
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
The above copyright notice and this permission notice shall be included in all copies or
|
||||
substantial portions of the Software.
|
||||
|
||||
0. You just DO WHAT THE FUCK YOU WANT TO.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
|
||||
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more details:
|
||||
https://opensource.org/licenses/MIT
|
||||
|
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