mirror of
https://github.com/ShadMOrdre/lib_materials.git
synced 2024-11-11 21:10:36 +01:00
255 lines
7.8 KiB
Lua
255 lines
7.8 KiB
Lua
--[[
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1. We choose a random position in the same way plants are placed. That's the root for our lake.
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2. From there we go lx in the x direction and lz in the z direction. That gives us a rectangle.
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3. We check the sides of the rectangle for air and itterate down until the rectangle is closed.
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4. Now we repeat this itteration, but search for the opposite, not for solid nodes but for air.
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5. As soon as we found the lower limit, we check if the bottom is sealed. Now we have some jar.
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6. Now as we made sure no water can escape we can replace all air inside the volume with water.
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--]]
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--lib_lakes = {}
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_lava = minetest.get_content_id("lib_materials:liquid_lava_source")
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local c_water = minetest.get_content_id("lib_materials:liquid_water_source")
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local c_ice = minetest.get_content_id("lib_materials:ice")
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local c_murky = minetest.get_content_id("lib_materials:liquid_water_murky_source")
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local c_dirty = minetest.get_content_id("lib_materials:liquid_water_dirty_source")
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local c_river = minetest.get_content_id("lib_materials:liquid_water_river_source")
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local c_muddy = minetest.get_content_id("lib_materials:liquid_water_river_muddy_source")
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local c_quick_source = minetest.get_content_id("lib_materials:liquid_quicksand_source")
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local c_quick = minetest.get_content_id("lib_materials:quicksand")
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local c_mud_boil = minetest.get_content_id("lib_materials:liquid_mud_boiling_flowing")
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local c_mud_wet = minetest.get_content_id("lib_materials:mud_wet")
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local c_mud_dried = minetest.get_content_id("lib_materials:dirt_mud_dried")
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local c_fluid_id
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--
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-- Find position
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--
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y <= 1024 and minp.y >= -32 then
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local perlin1 = minetest.get_perlin(318, 3, 0.6, 100)
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-- Lua Voxel Machine
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local vm = minetest.get_voxel_manip()
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local vm_minp, vm_maxp = vm:read_from_map({x=minp.x, y=minp.y, z=minp.z-16}, {x=maxp.x+16, y=maxp.y+16, z=maxp.z+16})
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local a = VoxelArea:new{MinEdge=vm_minp, MaxEdge=vm_maxp}
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local data = vm:get_data()
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-- Assume X and Z lengths are equal
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local divlen = 32
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0,divs-1 do
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for divz=0,divs-1 do
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local x0 = minp.x + math.floor((divx+0)*divlen)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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local x1 = minp.x + math.floor((divx+1)*divlen)
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local z1 = minp.z + math.floor((divz+1)*divlen)
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-- Determine amount from perlin noise
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local amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 5 + 10)
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-- Find random positions based on this random
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local pr = PseudoRandom(seed+486)
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for i=0,amount do
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local x = pr:next(x0, x1)
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local z = pr:next(z0, z1)
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local ground_y = nil
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-- Prevent from starting underground
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local nn = minetest.get_node({x=x,y=maxp.y,z=z}).name
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if nn ~= "air" and nn ~= "ignore" then
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return
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end
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-- Find groundlevel
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for y=maxp.y,minp.y,-1 do
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local nn = minetest.get_node({x=x,y=y,z=z}).name
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if nn ~= "air" and nn~= "ignore" then
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--local is_leaves = minetest.registered_nodes[nn].groups.leaves
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--if is_leaves == nil or is_leaves == 0 then
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-- ground_y = y
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-- break
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--end
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local is_leaves = minetest.registered_nodes[nn].groups.leaves
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local is_plant = minetest.registered_nodes[nn].groups.plant
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local is_le_plant = minetest.registered_nodes[nn].groups.lib_ecology_plant
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local is_flora = minetest.registered_nodes[nn].groups.flora
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local is_flower = minetest.registered_nodes[nn].groups.flower
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local is_growing = minetest.registered_nodes[nn].groups.growing
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if is_leaves == nil or is_leaves == 0 then
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ground_y = y
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break
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end
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-- or is_plant == nil or is_plant == 0 or is_le_plant == nil or is_le_plant == 0 or is_flora == nil or is_flora == 0 or is_flower == nil or is_flower == 0 or is_growing == nil or is_growing == 0 then
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end
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end
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if ground_y and ground_y >= 2 then
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local p = {x=x,y=ground_y,z=z}
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local ground_name = minetest.get_node(p)
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local node_name = minetest.get_node(p).name
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if ground_name == "default:water_source" or ground_name == "lib_materials:liquid_water_source" then
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return
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end
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local lx = pr:next(10,30)
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local lz = pr:next(10,30)
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if string.find(node_name, "_black") then
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c_fluid_id = c_dirty
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end
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if string.find(node_name, "_brown") then
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c_fluid_id = c_dirty
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end
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if string.find(node_name, "_rainforest") then
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c_fluid_id = c_murky
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end
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if string.find(node_name, "_silt") then
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c_fluid_id = c_murky
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end
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if string.find(node_name, "_mud") then
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c_fluid_id = c_murky
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end
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if string.find(node_name, "_clay") then
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c_fluid_id = c_muddy
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end
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if string.find(node_name, "_gravel") then
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c_fluid_id = c_mud_dried
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end
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if string.find(node_name, "_sand") then
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c_fluid_id = c_mud_dried
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end
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if string.find(node_name, "stone_") then
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c_fluid_id = c_lava
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end
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if string.find(node_name, "snow") then
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c_fluid_id = c_ice
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end
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if ground_y >= lib_materials.minheight_snow then
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c_fluid_id = c_ice
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end
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if c_fluid_id then
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else
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c_fluid_id = c_river
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end
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-- if c_water == "" then
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-- else
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-- c_water = minetest.get_content_id("default:river_water_source")
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-- end
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lib_materials.lakes_fill(data, a, p, lx, lz)
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--c_fluid_id = ""
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end
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end
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end
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end
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-- Write to map
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vm:set_data(data)
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vm:update_liquids()
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vm:write_to_map(data)
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vm:update_map()
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end
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end)
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--
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-- Make lake
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--
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-- TODO: combine functions into one
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local function check_x(data, a, x, y, z, lx, lz)
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for xi = 0, lx do
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local vi = a:index(x+xi, y, z)
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if data[vi] == c_air or data[vi] == c_ignore then
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return true
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end
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local vii = a:index(x+xi, y, z+lz)
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if data[vii] == c_air or data[vii] == c_ignore then
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return true
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end
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end
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end
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local function check_z(data, a, x, y, z, lx, lz)
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for zi = 0, lz do
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local vi = a:index(x, y, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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return true
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end
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local vii = a:index(x+lx, y, z+zi)
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if data[vii] == c_air or data[vii] == c_ignore then
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return true
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end
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end
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end
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local function leak(data, a, j, lx, lz)
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for xi = 0, lx do
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for zi = 0, lz do
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local vi = a:index(xi, -j, zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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return true
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end
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end
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end
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end
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function lib_materials.lakes_fill(data, a, pos, lx, lz)
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local x, y, z = pos.x, pos.y, pos.z
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local water_a = VoxelArea:new{MinEdge={x=0, y=-32, z=0}, MaxEdge={x=lx, y=0, z=lz}}
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local water_buffer = {}
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-- Find upper start
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local i = 0
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while i <= 16 do
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if check_x(data, a, x, y-i, z, lx, lz) or check_z(data, a, x, y-i, z, lx, lz) then
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i = i + 1
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else
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break
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end
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end
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if i >= 16 then return end
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-- Itterate downwards
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local j = i
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while j <= (i+16) do
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if check_x(data, a, x, y-j, z, lx, lz) or check_z(data, a, x, y-j, z, lx, lz) then
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j = j - 1
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break
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else
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j = j + 1
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end
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end
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if j >= i+16 then return end
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-- print ('[lib_lakes] i = '.. i ..'')
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-- print ('[lib_lakes] j = '.. j ..'')
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-- Check bottom
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if leak(data, a, j, lx, lz) then return end
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-- Add volume to buffer
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for xi = 0, lx do
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for yi = -i, -j, -1 do
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for zi = 0, lz do
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water_buffer[water_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add the water
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for xi = water_a.MinEdge.x, water_a.MaxEdge.x do
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for yi = water_a.MinEdge.y, water_a.MaxEdge.y do
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for zi = water_a.MinEdge.z, water_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if water_buffer[water_a:index(xi, yi, zi)] then
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data[vi] = c_fluid_id
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-- print ('[lib_lakes] Wasser auf (' .. x+xi .. ',' .. y+yi .. ',' .. z+zi .. ')')
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end
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end
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end
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end
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end
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end
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end
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