forked from mtcontrib/darkage
0f5525177e
Thanks to CraigyDavi.
272 lines
8.3 KiB
Lua
272 lines
8.3 KiB
Lua
--Makes a stratus of rocks
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--name of the rock to generate
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--wherein kind of node to replace, for example default:stone
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--minp, maxp the corners of the map to be generated
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--seed random seed
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--stratus_chance inverse probability in a given radius 1:2, 1:3 etc
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--radius horizontal radius of the stratus
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--radius_y vertical radius of the stratus
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--deep how deep can be from the ground
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local function generate_stratus(name, wherein, ceilin, ceil, minp, maxp, seed, stratus_chance, radius, radius_y, deep, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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return
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end
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-- it will be only generate a stratus for every 100 m of area
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local stratus_per_volume=1
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local area=45
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local volume = ((maxp.x-minp.x+1)/area)*((y_max-y_min+1)/area)*((maxp.z-minp.z+1)/area)
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local pr = PseudoRandom(seed)
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local blocks = math.floor(stratus_per_volume*volume)
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minetest.log("info"," <<"..dump(name)..">>");
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if blocks == 0 then
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blocks = 1
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end
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minetest.log("info"," blocks: "..dump(blocks).." in vol: "..dump(volume).." ("..dump(maxp.x-minp.x+1)..","..dump(y_max-y_min+1)..","..dump(maxp.z-minp.z+1)..")")
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for i=1,blocks do
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local x = pr:next(1,stratus_chance)
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if x == 1 then
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-- TODO deep
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local y0=y_max-radius_y+1
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if y0 < y_min then
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y0=y_min
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else
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y0=pr:next(y_min, y0)
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end
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local x0 = maxp.x-radius+1
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if x0 < minp.x then
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x0 = minp.x
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else
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x0 = pr:next(minp.x, x0)
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end
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local z0 = maxp.z-radius+1
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if z0 < minp.z then
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x0 = minp.z
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else
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z0 = pr:next(minp.z, z0)
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end
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local p0 = {x=x0, y=y0, z=z0}
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local n = minetest.env:get_node(p0).name
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local i = 0
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--minetest.log("info"," upper node "..n)
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x = 0
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for k, v in ipairs(ceilin) do
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if n == v then
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x = 1
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break
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end
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end
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if x == 1 then
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-- search for the node to replace
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--minetest.log("info"," Searching nodes to replace from "..dump(y0-1).." to "..dump(y_min))
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for y1=y0-1,y_min,-1 do
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p0.y=y1
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n = minetest.env:get_node(p0).name
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x = 0
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for k, v in ipairs(wherein) do
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if n == v then
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x = 1
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break
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end
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end
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if x == 1 then
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y0=y1-deep
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if y0 < y_min then
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y0 = y_min
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end
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break
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end
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end
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local rx=pr:next(radius/2,radius)+1
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local rz=pr:next(radius/2,radius)+1
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local ry=pr:next(radius_y/2,radius_y)+1
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--minetest.log("info"," area of generation ("..dump(rx)..","..dump(rz)..","..dump(ry)..")")
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for x1=0,rx do
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rz = rz + 3 - pr:next(1,6)
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if rz < 1 then
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rz = 1
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end
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for z1=pr:next(1,3),rz do
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local ry0=ry+ pr:next(1,3)
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for y1=pr:next(1,3),ry0 do
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local x2 = x0+x1
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local y2 = y0+y1
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local z2 = z0+z1
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local p2 = {x=x2, y=y2, z=z2}
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n = minetest.env:get_node(p2).name
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x = 0
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for k, v in ipairs(wherein) do
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if n == v then
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x = 1
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break
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end
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end
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if x == 1 then
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if ceil == nil then
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minetest.env:set_node(p2, {name=name})
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i = i +1
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else
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local p3 = {p2.x,p2.y+1,p2}
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if minetest.env:get_node(p3).name == ceil then
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minetest.env:set_node(p2, {name=name})
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i = i +1
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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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minetest.log("info"," generated "..dump(i).." blocks in ("..dump(x0)..","..dump(y0)..","..dump(z0)..")")
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end
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end
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end
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--minetest.log("info","generate_ore done")
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end
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local function generate_claylike(data, varea, name, minp, maxp, seed, chance, minh, maxh, dirt)
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local c_ore = minetest.get_content_id(name)
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local c_sand = minetest.get_content_id("default:sand")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_lawn = minetest.get_content_id("default:dirt_with_grass")
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local c_water = minetest.get_content_id("default:water_source")
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local c_air = minetest.get_content_id("air")
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if maxp.y >= maxh+1 and minp.y <= minh-1 then
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local pr = PseudoRandom(seed)
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local divlen = 4
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local divs = (maxp.x-minp.x)/divlen+1;
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for yy=minh,maxh do
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local x = pr:next(1,chance)
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if x == 1 then
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for divx=0+1,divs-1-1 do
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for divz=0+1,divs-1-1 do
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local cx = minp.x + math.floor((divx+0.5)*divlen)
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local cz = minp.z + math.floor((divz+0.5)*divlen)
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local up = data[varea:index(cx,yy,cz)]
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local down = data[varea:index(cx,yy-1,cz)]
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if ( up == c_water or up == c_air ) and ( down == c_sand or (dirt == 1 and (down == c_dirt or down == c_lawn ))) then
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local is_shallow = true
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local num_water_around = 0
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if data[varea:index(cx-divlen*2,yy,cz)] == c_water then
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num_water_around = num_water_around + 1
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end
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if data[varea:index(cx+divlen*2,yy,cz)] == c_water then
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num_water_around = num_water_around + 1
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end
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if data[varea:index(cx,yy,cz-divlen*2)] == c_water then
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num_water_around = num_water_around + 1
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end
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if data[varea:index(cx,yy,cz+divlen*2)] == c_water then
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num_water_around = num_water_around + 1
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end
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if num_water_around >= 3 then
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is_shallow = false
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end
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if is_shallow then
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for x1=-divlen,divlen do
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for z1=-divlen,divlen do
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local p={x=cx+x1,y=yy-1,z=cz+z1}
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down = data[varea:indexp(p)]
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if down == c_sand or (dirt == 1 and (down == c_dirt or down == c_lawn)) then
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data[varea:indexp(p)] = c_ore
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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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end
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end
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end
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end
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-- Generate desert stone with iron in derset.
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minetest.register_ore({
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ore_type = "scatter",
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ore = "darkage:desert_stone_with_iron",
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wherein = "default:desert_stone",
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clust_scarcity = 12 * 12 * 12,
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clust_num_ores = 3,
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clust_size = 2,
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y_min = -1,
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y_max = 200,
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})
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-- Generate chalk inside mountains
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minetest.register_ore({
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ore_type = "sheet",
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ore = "darkage:chalk",
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wherein = {"default:stone"},
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column_height_max = 30,
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column_height_min = 20,
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y_min = -20,
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y_max = 50,
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noise_threshold = 0.45,
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noise_params = {
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offset = 0.35,
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scale = 0.2,
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spread = {x = 30, y = 30, z = 30},
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octaves = 1,
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persistence = 0.6
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},
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})
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local function generate_clay(minp, maxp, seed)
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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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generate_claylike(data, area, "darkage:mud", minp, maxp, seed+1, 4, 0, 2, 0)
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generate_claylike(data, area, "darkage:silt", minp, maxp, seed+2, 4, -1, 1, 1)
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vm:set_data(data)
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vm:write_to_map()
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end
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minetest.register_on_generated(generate_clay)
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-- TODO: Realize the following stuff with register ore. somehow.
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minetest.register_on_generated(function(minp, maxp, seed)
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-- Generate stratus
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local t1 = os.clock()
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minetest.log("info","DARKAGE: Generate stratus");
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generate_stratus("darkage:ors",
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{"default:stone"},
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{"default:stone","air","default:water_source"}, nil,
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minp, maxp, seed+4, 4, 25, 7, 50, -200, 500)
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generate_stratus("darkage:shale",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+5, 4, 23, 7, 50, -50, 20)
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generate_stratus("darkage:slate",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+6, 6, 23, 5, 50, -500, 0)
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generate_stratus("darkage:schist",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+7, 6, 19, 6, 50, -31000, -10)
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generate_stratus("darkage:basalt",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+8, 5, 20, 5, 20, -31000, -50)
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generate_stratus("darkage:marble",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+9, 4, 25, 6, 50, -31000, -75)
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generate_stratus("darkage:serpentine",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+10, 4, 28, 8, 50, -31000, -350)
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generate_stratus("darkage:gneiss",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+11, 4, 15, 5, 50, -31000, -250)
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minetest.log("info", string.format("[darkage] finished after: %.2fs", os.clock() - t1))
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end)
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