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Add meru mod, disabled so far
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10
mods/meru/README.txt
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mods/meru/README.txt
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meru 0.3.1 by paramat
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For Minetest 0.4.12 and later
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Depends default
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License WTFPL
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Meru mod is a vertical 1 dimensional realm, 1D referring to large scale structure, and can act as a vertical connector between horizontal realms, such as the ground and the floatlands.
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A single spike shaped mountain is created in newly generated chunks, at a random location within a chosen area, by default this area is +/-1024 for use in a new world, to add a mountain to an existing world you need to edit these area parameters to a completely ungenerated part of your world.
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For testing this mod or for cheating edit parameter COORD = true, the co-ordinates of the mountain will be printed to terminal while within the generation area.
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The mountain is a hollow cone made of stone and desert stone, with a smooth transition across biome boundaries. By default the height is 2km. There are a few cave entrances on the surface, these 'fissure system' caves expand under the surface helping the creation of a path upwards. If the mountain generates over water you can use the central conical void to jump down the last few hundred metres.
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There are many parameters for fine tuning the structure, some parameters change smoothly with height or distance from the center. Reducing noise to zero at the center creates a perfect spike as a summit. Constant noise throughout often creates floating islands at the summit. Choosing zero noise throughout creates a smooth geometric conical shape. There is a parameter CONVEX to control whether the basic conical structure bulges outwards or is pinched inwards in the middle.
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mods/meru/depends.txt
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mods/meru/depends.txt
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default
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mods/meru/init.lua
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mods/meru/init.lua
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-- Parameters
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local COORD = false -- Print tower co-ordinates to terminal (cheat)
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local XMIN = 0 -- Area for random spawn
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local XMAX = 0
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local ZMIN = 0
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local ZMAX = 0
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local BASRAD = 64 -- Average radius at y = -32
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local HEIGHT = 2048 -- Approximate height measured from y = -32
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local CONVEX = 0.6 -- Convexity. <1 = concave, 1 = conical, >1 = convex
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local VOID = 0.4 -- Void threshold. Controls size of central void
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local NOISYRAD = 0.2 -- Noisyness of structure at base radius.
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-- 0 = smooth geometric form, 0.3 = noisy.
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local NOISYCEN = 0 -- Noisyness of structure at centre
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local FISOFFBAS = 0.02 -- Fissure noise offset at base,
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-- controls size of fissure entrances on outer surface.
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local FISOFFTOP = 0.04 -- Fissure noise offset at top
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local FISEXPBAS = 0.6 -- Fissure expansion rate under surface at base
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local FISEXPTOP = 1.2 -- Fissure expansion rate under surface at top
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-- 3D noise for primary structure
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local np_structure = {
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offset = 0,
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scale = 1,
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spread = {x = 64, y = 64, z = 64},
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seed = 46893,
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octaves = 5,
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persist = 0.5
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x = 24, y = 24, z = 24},
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seed = 92940980987,
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octaves = 4,
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persist = 0.5
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}
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-- 2D noise for biome. Parameters must match mgv6 biome noise
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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 = 250, y = 250, z = 250},
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seed = 9130,
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octaves = 3,
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persist = 0.5
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}
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-- Stuff
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local cxmin = math.floor((XMIN + 32) / 80) -- limits in chunk co-ordinates
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local czmin = math.floor((ZMIN + 32) / 80)
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local cxmax = math.floor((XMAX + 32) / 80)
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local czmax = math.floor((ZMAX + 32) / 80)
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local cxav = (cxmin + cxmax) / 2 -- spawn area midpoint in chunk co-ordinates
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local czav = (czmin + czmax) / 2
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local xnom = (cxmax - cxmin) / 4 -- noise multipliers
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local znom = (czmax - czmin) / 4
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-- Nodes
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minetest.register_node("meru:stone", {
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description = "Stone",
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tiles = {"default_stone.png"},
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is_ground_content = false,
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groups = {cracky = 3, stone = 1},
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drop = "default:cobble",
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("meru:destone", {
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description = "Desert Stone",
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tiles = {"default_desert_stone.png"},
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is_ground_content = false,
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groups = {cracky = 3, stone = 1},
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drop = "default:desert_stone",
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sounds = default.node_sound_stone_defaults(),
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})
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-- Initialize noise objects to nil
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local nobj_structure = nil
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local nobj_fissure = nil
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local nobj_biome = nil
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.x < XMIN or minp.x > XMAX
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or maxp.z < ZMIN or minp.z > ZMAX then
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return
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end
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local locnoise = minetest.get_perlin(5839090, 2, 0.5, 3)
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local noisex = locnoise:get2d({x = 31, y = 23})
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local noisez = locnoise:get2d({x = 17, y = 11})
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local cx = cxav + math.floor(noisex * xnom) -- chunk co ordinates
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local cz = czav + math.floor(noisez * znom)
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local merux = 80 * cx + 8
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local meruz = 80 * cz + 8
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if COORD then
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print ("[meru] at x " .. merux .. " z " .. meruz)
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end
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if minp.x < merux - 120 or minp.x > merux + 40
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or minp.z < meruz - 120 or minp.z > meruz + 40
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or minp.y < -32 or minp.y > HEIGHT * 1.2 then
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return
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end
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local t0 = os.clock()
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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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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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_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 sidelen = x1 - x0 + 1
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local chulens3d = {x = sidelen, y = sidelen, z = sidelen}
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local chulens2d = {x = sidelen, y = sidelen, z = 1}
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local minpos3d = {x = x0, y = y0, z = z0}
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nobj_structure = nobj_structure or minetest.get_perlin_map(np_structure, chulens3d)
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nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulens3d)
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nobj_biome = nobj_biome or minetest.get_perlin_map(np_biome, chulens2d)
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local nvals_structure = nobj_structure:get3dMap_flat(minpos3d)
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local nvals_fissure = nobj_fissure:get3dMap_flat(minpos3d)
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local nvals_biome = nobj_biome:get2dMap_flat({x = x0 + 150, y = z0 + 50})
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local nixyz = 1 -- 3D noise index
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local nixz = 1 -- 2D noise index
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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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local n_structure = nvals_structure[nixyz]
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local radius = ((x - merux) ^ 2 + (z - meruz) ^ 2) ^ 0.5
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local deprop = (BASRAD - radius) / BASRAD -- radial depth proportion
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local noisy = NOISYRAD + deprop * (NOISYCEN - NOISYRAD)
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local heprop = ((y + 32) / HEIGHT) -- height proportion
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local offset = deprop - heprop ^ CONVEX
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local n_offstructure = n_structure * noisy + offset
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if n_offstructure > 0 and n_offstructure < VOID then
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local n_absfissure = math.abs(nvals_fissure[nixyz])
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local fisoff = FISOFFBAS + heprop * (FISOFFTOP - FISOFFBAS)
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local fisexp = FISEXPBAS + heprop * (FISEXPTOP - FISEXPBAS)
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if n_absfissure - n_offstructure * fisexp - fisoff > 0 then
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local n_biome = nvals_biome[nixz]
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local desert = n_biome > 0.45
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or math.random(0,10) > (0.45 - n_biome) * 100
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if desert 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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end
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end
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nixyz = nixyz + 1
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nixz = nixz + 1
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vi = vi + 1
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end
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nixz = nixz - sidelen
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end
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nixz = nixz + sidelen
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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:write_to_map(data)
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local chugent = math.ceil((os.clock() - t0) * 1000)
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print ("[meru] " .. chugent .. " ms")
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end)
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mods/meru/license.txt
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mods/meru/license.txt
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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@ -26,6 +26,7 @@ load_mod_worldedge = true
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load_mod_maze = true
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load_mod_peace_areas = true
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load_mod_meru = true
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load_mod_watershed = true
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load_mod_bushes_classic = true
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load_mod_flowers_plus = true
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