1
0
mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-15 23:10:31 +01:00
server-nalc/mods/meru/init.lua

191 lines
5.5 KiB
Lua
Raw Normal View History

2015-09-05 23:31:10 +02:00
-- Parameters
local COORD = false -- Print tower co-ordinates to terminal (cheat)
local XMIN = 0 -- Area for random spawn
local XMAX = 0
local ZMIN = 0
local ZMAX = 0
local BASRAD = 64 -- Average radius at y = -32
local HEIGHT = 2048 -- Approximate height measured from y = -32
local CONVEX = 0.6 -- Convexity. <1 = concave, 1 = conical, >1 = convex
local VOID = 0.4 -- Void threshold. Controls size of central void
local NOISYRAD = 0.2 -- Noisyness of structure at base radius.
-- 0 = smooth geometric form, 0.3 = noisy.
local NOISYCEN = 0 -- Noisyness of structure at centre
local FISOFFBAS = 0.02 -- Fissure noise offset at base,
-- controls size of fissure entrances on outer surface.
local FISOFFTOP = 0.04 -- Fissure noise offset at top
local FISEXPBAS = 0.6 -- Fissure expansion rate under surface at base
local FISEXPTOP = 1.2 -- Fissure expansion rate under surface at top
-- 3D noise for primary structure
local np_structure = {
offset = 0,
scale = 1,
spread = {x = 64, y = 64, z = 64},
seed = 46893,
octaves = 5,
persist = 0.5
}
-- 3D noise for fissures
local np_fissure = {
offset = 0,
scale = 1,
spread = {x = 24, y = 24, z = 24},
seed = 92940980987,
octaves = 4,
persist = 0.5
}
-- 2D noise for biome. Parameters must match mgv6 biome noise
local np_biome = {
offset = 0,
scale = 1,
spread = {x = 250, y = 250, z = 250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- Stuff
local cxmin = math.floor((XMIN + 32) / 80) -- limits in chunk co-ordinates
local czmin = math.floor((ZMIN + 32) / 80)
local cxmax = math.floor((XMAX + 32) / 80)
local czmax = math.floor((ZMAX + 32) / 80)
local cxav = (cxmin + cxmax) / 2 -- spawn area midpoint in chunk co-ordinates
local czav = (czmin + czmax) / 2
local xnom = (cxmax - cxmin) / 4 -- noise multipliers
local znom = (czmax - czmin) / 4
-- Nodes
minetest.register_node("meru:stone", {
description = "Stone",
tiles = {"default_stone.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 1},
drop = "default:cobble",
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("meru:destone", {
description = "Desert Stone",
tiles = {"default_desert_stone.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 1},
drop = "default:desert_stone",
sounds = default.node_sound_stone_defaults(),
})
-- Initialize noise objects to nil
local nobj_structure = nil
local nobj_fissure = nil
local nobj_biome = nil
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.x < XMIN or minp.x > XMAX
or maxp.z < ZMIN or minp.z > ZMAX then
return
end
local locnoise = minetest.get_perlin(5839090, 2, 0.5, 3)
local noisex = locnoise:get2d({x = 31, y = 23})
local noisez = locnoise:get2d({x = 17, y = 11})
local cx = cxav + math.floor(noisex * xnom) -- chunk co ordinates
local cz = czav + math.floor(noisez * znom)
local merux = 80 * cx + 8
local meruz = 80 * cz + 8
if COORD then
print ("[meru] at x " .. merux .. " z " .. meruz)
end
if minp.x < merux - 120 or minp.x > merux + 40
or minp.z < meruz - 120 or minp.z > meruz + 40
or minp.y < -32 or minp.y > HEIGHT * 1.2 then
return
end
local t0 = os.clock()
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
local c_stone = minetest.get_content_id("default:stone")
local c_destone = minetest.get_content_id("default:desert_stone")
local sidelen = x1 - x0 + 1
local chulens3d = {x = sidelen, y = sidelen, z = sidelen}
local chulens2d = {x = sidelen, y = sidelen, z = 1}
local minpos3d = {x = x0, y = y0, z = z0}
nobj_structure = nobj_structure or minetest.get_perlin_map(np_structure, chulens3d)
nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulens3d)
nobj_biome = nobj_biome or minetest.get_perlin_map(np_biome, chulens2d)
local nvals_structure = nobj_structure:get3dMap_flat(minpos3d)
local nvals_fissure = nobj_fissure:get3dMap_flat(minpos3d)
local nvals_biome = nobj_biome:get2dMap_flat({x = x0 + 150, y = z0 + 50})
local nixyz = 1 -- 3D noise index
local nixz = 1 -- 2D noise index
for z = z0, z1 do
for y = y0, y1 do
local vi = area:index(x0, y, z)
for x = x0, x1 do
local n_structure = nvals_structure[nixyz]
local radius = ((x - merux) ^ 2 + (z - meruz) ^ 2) ^ 0.5
local deprop = (BASRAD - radius) / BASRAD -- radial depth proportion
local noisy = NOISYRAD + deprop * (NOISYCEN - NOISYRAD)
local heprop = ((y + 32) / HEIGHT) -- height proportion
local offset = deprop - heprop ^ CONVEX
local n_offstructure = n_structure * noisy + offset
if n_offstructure > 0 and n_offstructure < VOID then
local n_absfissure = math.abs(nvals_fissure[nixyz])
local fisoff = FISOFFBAS + heprop * (FISOFFTOP - FISOFFBAS)
local fisexp = FISEXPBAS + heprop * (FISEXPTOP - FISEXPBAS)
if n_absfissure - n_offstructure * fisexp - fisoff > 0 then
local n_biome = nvals_biome[nixz]
local desert = n_biome > 0.45
or math.random(0,10) > (0.45 - n_biome) * 100
if desert then
data[vi] = c_destone
else
data[vi] = c_stone
end
end
end
nixyz = nixyz + 1
nixz = nixz + 1
vi = vi + 1
end
nixz = nixz - sidelen
end
nixz = nixz + sidelen
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() - t0) * 1000)
print ("[meru] " .. chugent .. " ms")
end)