Noise buffer memory optimisation. Remove inventorycube. Remove 'hot' group from lava. Add floodable to cloud/fog. Code cleanup

This commit is contained in:
paramat 2016-06-28 03:39:29 +01:00
parent 7ecd043206
commit 2c41bf50d4
4 changed files with 326 additions and 265 deletions

View File

@ -1,4 +1,4 @@
watershed 0.6.6 by paramat
For latest stable Minetest back to 0.4.8
watershed 0.7.0 by paramat
For Minetest 0.4.13 and later
Depends default stairs bucket
Licenses: code WTFPL, textures CC BY-SA

View File

@ -217,9 +217,7 @@ local SINGLENODE = true
if SINGLENODE then
-- Set mapgen parameters
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
end)
-- Spawn player function. Requires chunksize = 80 nodes (the default)
@ -363,7 +361,7 @@ minetest.register_abm({
neighbors = {"group:water"},
interval = 11,
chance = 64,
action = function(pos, node, active_object_count, active_object_count_wider)
action = function(pos)
minetest.add_node(pos, {name = "default:obsidian"})
minetest.sound_play("default_cool_lava", {pos = pos, gain = 0.25})
end,
@ -398,7 +396,7 @@ minetest.register_abm({
nodenames = {"watershed:pineling"},
interval = 59,
chance = 3,
action = function(pos, node)
action = function(pos)
local x = pos.x
local y = pos.y
local z = pos.z
@ -421,7 +419,7 @@ minetest.register_abm({
nodenames = {"watershed:acacialing"},
interval = 61,
chance = 3,
action = function(pos, node)
action = function(pos)
local x = pos.x
local y = pos.y
local z = pos.z
@ -444,7 +442,7 @@ minetest.register_abm({
nodenames = {"watershed:jungling"},
interval = 63,
chance = 3,
action = function(pos, node)
action = function(pos)
local x = pos.x
local y = pos.y
local z = pos.z

226
init.lua
View File

@ -1,10 +1,3 @@
-- watershed 0.6.6 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default stairs bucket
-- License: code WTFPL, textures CC BY-SA
-- re-add z=1 for z component of 2D noisemap size to fix crashes
-- Parameters
local YMIN = -33000 -- Approximate base of realm stone
@ -21,7 +14,8 @@ local XLSAMP = 0.1 -- Extra large scale height variation amplitude
local BASAMP = 0.3 -- Base terrain amplitude
local MIDAMP = 0.1 -- Mid terrain amplitude
local CANAMP = 0.4 -- Canyon terrain maximum amplitude
local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
local ATANAMP = 1.1 -- Arctan function amplitude,
-- smaller = more and larger floatlands above ridges
local BLENEXP = 2 -- Terrain blend exponent
local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN
@ -29,7 +23,8 @@ local TRIVER = -0.028 -- Densitybase threshold for river surface
local TRSAND = -0.035 -- Densitybase threshold for river sand
local TSTREAM = -0.004 -- Densitymid threshold for stream surface
local TSSAND = -0.005 -- Densitymid threshold for stream sand
local TLAVA = 2 -- Maximum densitybase threshold for lava, small because grad is non-linear
local TLAVA = 2 -- Maximum densitybase threshold for lava,
-- small because grad is non-linear
local TFIS = 0.01 -- Fissure threshold, controls width
local TSEAM = 0.2 -- Seam threshold, width of seams
local ORESCA = 512 -- Seam system vertical scale
@ -37,13 +32,15 @@ local ORETHI = 0.002 -- Ore seam thickness tuner
local BERGDEP = 32 -- Maximum iceberg depth
local TFOG = -0.04 -- Fog top densitymid threshold
local HITET = 0.35 -- High temperature threshold
local LOTET = -0.35 -- Low ..
local ICETET = -0.7 -- Ice ..
local HIHUT = 0.35 -- High humidity threshold
local LOHUT = -0.35 -- Low ..
local FOGHUT = 1.0 -- Fog ..
local BLEND = 0.02 -- Biome blend randomness
local biomeparams = {
HITET = 0.35, -- High temperature threshold
LOTET = -0.35, -- Low ..
ICETET = -0.7, -- Ice ..
HIHUT = 0.35, -- High humidity threshold
LOHUT = -0.35, -- Low ..
FOGHUT = 1.0, -- Fog ..
BLEND = 0.02, -- Biome blend randomness
}
local flora = {
PINCHA = 36, -- Pine tree 1/x chance per node
@ -175,9 +172,12 @@ local np_magma = {
}
-- Stuff
-- Do files
-- initialize 3D and 2D noise objects to nil
dofile(minetest.get_modpath("watershed") .. "/nodes.lua")
dofile(minetest.get_modpath("watershed") .. "/functions.lua")
-- Initialize 3D and 2D noise objects to nil
local nobj_terrain = nil
local nobj_fissure = nil
@ -191,8 +191,20 @@ local nobj_base = nil
local nobj_xlscale = nil
local nobj_magma = nil
dofile(minetest.get_modpath("watershed").."/nodes.lua")
dofile(minetest.get_modpath("watershed").."/functions.lua")
-- Localise noise buffers
local nbuf_terrain
local nbuf_fissure
local nbuf_temp
local nbuf_humid
local nbuf_seam
local nbuf_strata
local nbuf_mid
local nbuf_base
local nbuf_xlscale
local nbuf_magma
-- Mapchunk generation function
@ -240,12 +252,14 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
local c_wscloud = minetest.get_content_id("watershed:cloud")
local c_wsluxore = minetest.get_content_id("watershed:luxore")
local c_wsicydirt = minetest.get_content_id("watershed:icydirt")
-- perlinmap stuff
local sidelen = x1 - x0 + 1 -- chunk sidelength
local chulensxyz = {x=sidelen, y=sidelen+2, z=sidelen} -- chunk dimensions, '+2' for overgeneration
local chulensxz = {x=sidelen, y=sidelen, z=1} -- here x = map x, y = map z
local sidelen = x1 - x0 + 1
local chulensxyz = {x = sidelen, y = sidelen + 2, z = sidelen}
local chulensxz = {x = sidelen, y = sidelen, z = 1}
local minposxyz = {x = x0, y = y0 - 1, z = z0}
local minposxz = {x=x0, y=z0} -- here x = map x, y = map z
local minposxz = {x = x0, y = z0}
-- 3D and 2D noise objects created once on first mapchunk generation only
nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulensxyz)
nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulensxyz)
@ -258,18 +272,20 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulensxz)
nobj_xlscale = nobj_xlscale or minetest.get_perlin_map(np_xlscale, chulensxz)
nobj_magma = nobj_magma or minetest.get_perlin_map(np_magma, chulensxz)
-- 3D and 2D perlinmaps created per mapchunk
local nvals_terrain = nobj_terrain:get3dMap_flat(minposxyz)
local nvals_fissure = nobj_fissure:get3dMap_flat(minposxyz)
local nvals_temp = nobj_temp:get3dMap_flat(minposxyz)
local nvals_humid = nobj_humid:get3dMap_flat(minposxyz)
local nvals_seam = nobj_seam:get3dMap_flat(minposxyz)
local nvals_strata = nobj_strata:get3dMap_flat(minposxyz)
local nvals_mid = nobj_mid:get2dMap_flat(minposxz)
local nvals_base = nobj_base:get2dMap_flat(minposxz)
local nvals_xlscale = nobj_xlscale:get2dMap_flat(minposxz)
local nvals_magma = nobj_magma:get2dMap_flat(minposxz)
-- 3D and 2D perlinmaps created per mapchunk
local nvals_terrain = nobj_terrain:get3dMap_flat(minposxyz, nbuf_terrain)
local nvals_fissure = nobj_fissure:get3dMap_flat(minposxyz, nbuf_fissure)
local nvals_temp = nobj_temp :get3dMap_flat(minposxyz, nbuf_temp)
local nvals_humid = nobj_humid :get3dMap_flat(minposxyz, nbuf_humid)
local nvals_seam = nobj_seam :get3dMap_flat(minposxyz, nbuf_seam)
local nvals_strata = nobj_strata :get3dMap_flat(minposxyz, nbuf_strata)
local nvals_mid = nobj_mid :get2dMap_flat(minposxz, nbuf_mid)
local nvals_base = nobj_base :get2dMap_flat(minposxz, nbuf_base)
local nvals_xlscale = nobj_xlscale:get2dMap_flat(minposxz, nbuf_xlscale)
local nvals_magma = nobj_magma :get2dMap_flat(minposxz, nbuf_magma)
-- ungenerated chunk below?
local viu = area:index(x0, y0 - 1, z0)
local ungen = data[viu] == c_ignore
@ -277,13 +293,15 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
-- mapgen loop
local nixyz = 1 -- 3D and 2D perlinmap indexes
local nixz = 1
local stable = {} -- stability table of true/false. is node supported from below by 2 stone or nodes on 2 stone?
local under = {} -- biome table. biome number of previous fine material placed in column
for z = z0, z1 do -- for each xy plane progressing northwards
for y = y0 - 1, y1 + 1 do -- for each x row progressing upwards
local vi = area:index(x0, y, z) -- voxelmanip index for first node in this x row
local viu = area:index(x0, y-1, z) -- index for under node
for x = x0, x1 do -- for each node do
local stable = {} -- stability table of true/false.
-- is node supported from below by 2 stone or nodes on 2 stone?
local under = {} -- biome table.
-- biome number of previous fine material placed in column
for z = z0, z1 do
for y = y0 - 1, y1 + 1 do
local vi = area:index(x0, y, z)
local viu = area:index(x0, y - 1, z)
for x = x0, x1 do
local si = x - x0 + 1 -- stable, under tables index
-- noise values for node
local n_absterrain = math.abs(nvals_terrain[nixyz])
@ -322,26 +340,32 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
end
local biome = false -- select biome for node
if n_temp < LOTET + (math.random() - 0.5) * BLEND then
if n_humid < LOHUT + (math.random() - 0.5) * BLEND then
if n_temp < biomeparams.LOTET +
(math.random() - 0.5) * biomeparams.BLEND then
if n_humid < biomeparams.LOHUT +
(math.random() - 0.5) * biomeparams.BLEND then
biome = 1 -- tundra
elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then
elseif n_humid > biomeparams.HIHUT +
(math.random() - 0.5) * biomeparams.BLEND then
biome = 3 -- taiga
else
biome = 2 -- snowy plains
end
elseif n_temp > HITET + (math.random() - 0.5) * BLEND then
if n_humid < LOHUT + (math.random() - 0.5) * BLEND then
elseif n_temp > biomeparams.HITET +
(math.random() - 0.5) * biomeparams.BLEND then
if n_humid < biomeparams.LOHUT +
(math.random() - 0.5) * biomeparams.BLEND then
biome = 7 -- desert
elseif n_humid > HIHUT + (math.random() - 0.5) * BLEND then
elseif n_humid > biomeparams.HIHUT +
(math.random() - 0.5) * biomeparams.BLEND then
biome = 9 -- rainforest
else
biome = 8 -- savanna
end
else
if n_humid < LOHUT then
if n_humid < biomeparams.LOHUT then
biome = 4 -- dry grassland
elseif n_humid > HIHUT then
elseif n_humid > biomeparams.HIHUT then
biome = 6 -- deciduous forest
else
biome = 5 -- grassland
@ -395,11 +419,15 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
stable[si] = 1
under[si] = 0
elseif density >= tstone and nofis -- stone cut by fissures
or (density >= tstone and density < TSTONE * 1.2 and y <= YWAT) -- stone around water
or (density >= tstone and density < TSTONE * 1.2 and densitybase >= triver ) -- stone around river
or (density >= tstone and density < TSTONE * 1.2 and densitymid >= tstream ) then -- stone around stream
or (density >= tstone and density < TSTONE * 1.2 and
y <= YWAT) -- stone around water
or (density >= tstone and density < TSTONE * 1.2 and
densitybase >= triver ) -- stone around river
or (density >= tstone and density < TSTONE * 1.2 and
densitymid >= tstream ) then -- stone around stream
local densitystr = n_strata * 0.25 + (TERCEN - y) / ORESCA
local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
-- periodic strata 'density'
local densityper = densitystr - math.floor(densitystr)
if (densityper >= 0.05 and densityper <= 0.09) -- sandstone strata
or (densityper >= 0.25 and densityper <= 0.28)
or (densityper >= 0.45 and densityper <= 0.47)
@ -408,38 +436,52 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
or (densityper >= 0.84 and densityper <= 0.87)
or (densityper >= 0.95 and densityper <= 0.98) then
data[vi] = c_sandstone
elseif biome == 7 and density < TSTONE * 3 then -- desert stone as surface layer
elseif biome == 7 and density < TSTONE * 3 then
-- desert stone as surface layer
data[vi] = c_wsredstone
elseif math.abs(n_seam) < TSEAM then
if densityper >= 0 and densityper <= ORETHI * 4 then -- ore seams
-- ore seams
if densityper >= 0 and
densityper <= ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 4 then
elseif densityper >= 0.3 and
densityper <= 0.3 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then
elseif densityper >= 0.5 and
densityper <= 0.5 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI * 4 then
elseif densityper >= 0.8 and
densityper <= 0.8 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.55 and densityper <= 0.55 + ORETHI * 2 then
elseif densityper >= 0.55 and
densityper <= 0.55 + ORETHI * 2 then
data[vi] = c_gravel
elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI * 2 then
elseif densityper >= 0.1 and
densityper <= 0.1 + ORETHI * 2 then
data[vi] = c_wsluxore
elseif densityper >= 0.2 and densityper <= 0.2 + ORETHI * 2
and math.random(2) == 2 then
elseif densityper >= 0.2 and
densityper <= 0.2 + ORETHI * 2 and
math.random(2) == 2 then
data[vi] = c_stoiron
elseif densityper >= 0.65 and densityper <= 0.65 + ORETHI * 2
and math.random(2) == 2 then
elseif densityper >= 0.65 and
densityper <= 0.65 + ORETHI * 2 and
math.random(2) == 2 then
data[vi] = c_stoiron
elseif densityper >= 0.4 and densityper <= 0.4 + ORETHI * 2
and math.random(3) == 2 then
elseif densityper >= 0.4 and
densityper <= 0.4 + ORETHI * 2 and
math.random(3) == 2 then
data[vi] = c_stocopp
elseif densityper >= 0.6 and densityper <= 0.6 + ORETHI
and math.random(5) == 2 then
elseif densityper >= 0.6 and
densityper <= 0.6 + ORETHI and
math.random(5) == 2 then
data[vi] = c_stogold
elseif densityper >= 0.7 and densityper <= 0.7 + ORETHI
and math.random(7) == 2 then
elseif densityper >= 0.7 and
densityper <= 0.7 + ORETHI and
math.random(7) == 2 then
data[vi] = c_mese
elseif densityper >= 0.9 and densityper <= 0.9 + ORETHI
and math.random(11) == 2 then
elseif densityper >= 0.9 and
densityper <= 0.9 + ORETHI and
math.random(11) == 2 then
data[vi] = c_stodiam
else
data[vi] = c_wsstone
@ -449,7 +491,8 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
end
stable[si] = stable[si] + 1
under[si] = 0
elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
-- fine materials
elseif density >= 0 and density < tstone and stable[si] >= 2 then
if y == YWAT - 2 and math.abs(n_temp) < 0.05 then -- clay
data[vi] = c_clay
elseif y <= ysand then -- seabed/beach/dune sand not cut by fissures
@ -495,7 +538,7 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
under[si] = 0
end
elseif y >= YWAT - bergdep and y <= YWAT + bergdep / 8 -- icesheet
and n_temp < ICETET and density < tstone
and n_temp < biomeparams.ICETET and density < tstone
and math.abs(n_fissure) > 0.01 then
data[vi] = c_ice
under[si] = 12
@ -504,8 +547,9 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
data[vi] = c_water
under[si] = 0
stable[si] = 0
elseif densitybase >= triver and density < tstone then -- river water not in fissures
if n_temp < ICETET then
-- river water not in fissures
elseif densitybase >= triver and density < tstone then
if n_temp < biomeparams.ICETET then
data[vi] = c_wsfreshice
else
if y == YWAT + 1 then
@ -516,8 +560,9 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
end
stable[si] = 0
under[si] = 0
elseif densitymid >= tstream and density < tstone then -- stream water not in fissures
if n_temp < ICETET then
-- stream water not in fissures
elseif densitymid >= tstream and density < tstone then
if n_temp < biomeparams.ICETET then
data[vi] = c_wsfreshice
else
if y == YWAT + 1 then
@ -528,7 +573,8 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
end
stable[si] = 0
under[si] = 0
elseif density < 0 and y >= YWAT and under[si] ~= 0 then -- air above surface node
-- air above surface node
elseif density < 0 and y >= YWAT and under[si] ~= 0 then
local fnoise = n_fissure -- noise for flower colours
if under[si] == 1 then
data[viu] = c_wsicydirt
@ -568,7 +614,7 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
data[vi] = c_grass5
end
end
elseif under[si] == 7 and n_temp < HITET + 0.1 then
elseif under[si] == 7 and n_temp < biomeparams.HITET + 0.1 then
if math.random(flora.CACCHA) == 2 then
watershed_cactus(x, y, z, area, data)
elseif math.random(flora.DRYCHA) == 2 then
@ -597,17 +643,19 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
and biome >= 4 then
data[vi] = c_wsgoldengrass
end
elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
elseif under[si] == 11 and n_temp > biomeparams.HITET then -- hot biome riverbank
if math.random(flora.PAPCHA) == 2 then
watershed_papyrus(x, y, z, area, data)
end
elseif under[si] == 12
and n_humid > LOHUT + (math.random() - 0.5) * BLEND then -- snowy iceberg
-- snowy iceberg
elseif under[si] == 12 and n_humid > biomeparams.LOHUT +
(math.random() - 0.5) * biomeparams.BLEND then
data[vi] = c_snowblock
end
stable[si] = 0
under[si] = 0
elseif density < 0 and densitymid > TFOG and n_humid > FOGHUT then -- fog
elseif density < 0 and densitymid > TFOG and
n_humid > biomeparams.FOGHUT then -- fog
data[vi] = c_wscloud
stable[si] = 0
under[si] = 0
@ -626,7 +674,8 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
under[si] = 0
end
elseif y == y1 + 1 then -- plane of nodes above chunk
if density < 0 and y >= YWAT and under[si] ~= 0 then -- if air above fine materials
-- if air above fine materials
if density < 0 and y >= YWAT and under[si] ~= 0 then
if under[si] == 1 then -- add surface nodes to chunk top layer
data[viu] = c_wsicydirt
elseif under[si] == 2 then
@ -648,7 +697,7 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
end
end
end
nixyz = nixyz + 1 -- increment perlinmap and voxelarea indexes along x row
nixyz = nixyz + 1
nixz = nixz + 1
vi = vi + 1
viu = viu + 1
@ -721,8 +770,6 @@ minetest.register_on_generated(function(minp, maxp, seed)
local y0 = minp.y
local z0 = minp.z
print ("[watershed] generate mapchunk minp ("..x0.." "..y0.." "..z0..")")
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
@ -737,4 +784,3 @@ minetest.register_on_generated(function(minp, maxp, seed)
local chugent = math.ceil((os.clock() - t1) * 1000)
print ("[watershed] " .. chugent .. " ms")
end)

View File

@ -36,7 +36,8 @@ minetest.register_node("watershed:appling", {
minetest.register_node("watershed:acaciatree", {
description = "Acacia tree",
tiles = {"watershed_acaciatreetop.png", "watershed_acaciatreetop.png", "watershed_acaciatree.png"},
tiles = {"watershed_acaciatreetop.png", "watershed_acaciatreetop.png",
"watershed_acaciatree.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
@ -82,7 +83,8 @@ minetest.register_node("watershed:acacialing", {
minetest.register_node("watershed:pinetree", {
description = "Pine tree",
tiles = {"watershed_pinetreetop.png", "watershed_pinetreetop.png", "watershed_pinetree.png"},
tiles = {"watershed_pinetreetop.png", "watershed_pinetreetop.png",
"watershed_pinetree.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
@ -222,7 +224,8 @@ minetest.register_node("watershed:stone", {
minetest.register_node("watershed:cactus", {
description = "Cactus",
tiles = {"default_cactus_top.png", "default_cactus_top.png", "default_cactus_side.png"},
tiles = {"default_cactus_top.png", "default_cactus_top.png",
"default_cactus_side.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {snappy = 1, choppy = 3, flammable = 2},
@ -245,7 +248,7 @@ minetest.register_node("watershed:goldengrass", {
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
fixed = {-0.5, -0.5, -0.5, 0.5, -0.3125, 0.5},
},
})
@ -302,6 +305,7 @@ minetest.register_node("watershed:cloud", {
pointable = false,
diggable = false,
buildable_to = true,
floodable = true,
post_effect_color = {a = 23, r = 241, g = 248, b = 255},
})
@ -338,11 +342,8 @@ minetest.register_node("watershed:pinewood", {
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("watershed:freshwater", {
description = "Freshwater source",
inventory_image = minetest.inventorycube("watershed_freshwater.png"),
drawtype = "liquid",
tiles = {
{
@ -380,19 +381,20 @@ minetest.register_node("watershed:freshwater", {
minetest.register_node("watershed:freshwaterflow", {
description = "Flowing freshwater",
inventory_image = minetest.inventorycube("watershed_freshwater.png"),
drawtype = "flowingliquid",
tiles = {"watershed_freshwater.png"},
special_tiles = {
{
image = "watershed_freshwaterflowanim.png",
backface_culling = false,
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 0.8}
},
{
image = "watershed_freshwaterflowanim.png",
backface_culling = true,
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 0.8}
},
},
alpha = WATER_ALPHA,
@ -412,15 +414,18 @@ minetest.register_node("watershed:freshwaterflow", {
liquid_renewable = false,
liquid_range = 2,
post_effect_color = {a = 64, r = 100, g = 150, b = 200},
groups = {water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1},
groups = {water = 3, liquid = 3, puts_out_fire = 1,
not_in_creative_inventory = 1},
})
minetest.register_node("watershed:lava", {
description = "Lava source",
inventory_image = minetest.inventorycube("default_lava.png"),
drawtype = "liquid",
tiles = {
{name="default_lava_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
{
name = "default_lava_source_animated.png",
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 3.0}}
},
special_tiles = {
{
@ -452,7 +457,6 @@ minetest.register_node("watershed:lava", {
minetest.register_node("watershed:lavaflow", {
description = "Flowing lava",
inventory_image = minetest.inventorycube("default_lava.png"),
drawtype = "flowingliquid",
tiles = {"default_lava.png"},
special_tiles = {
@ -487,12 +491,12 @@ minetest.register_node("watershed:lavaflow", {
liquid_range = 2,
damage_per_second = 8,
post_effect_color = {a = 192, r = 255, g = 64, b = 0},
groups = {lava=3, liquid=2, hot=3, igniter=1, not_in_creative_inventory=1},
groups = {lava = 3, liquid = 2, hot =3, igniter = 1,
not_in_creative_inventory = 1},
})
minetest.register_node("watershed:mixwater", {
description = "Mixed water source",
inventory_image = minetest.inventorycube("watershed_mixwater.png"),
drawtype = "liquid",
tiles = {
{
@ -530,19 +534,20 @@ minetest.register_node("watershed:mixwater", {
minetest.register_node("watershed:mixwaterflow", {
description = "Flowing mixed water",
inventory_image = minetest.inventorycube("watershed_mixwater.png"),
drawtype = "flowingliquid",
tiles = {"watershed_mixwater.png"},
special_tiles = {
{
image = "watershed_mixwaterflowanim.png",
backface_culling = false,
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 0.8}
},
{
image = "watershed_mixwaterflowanim.png",
backface_culling = true,
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 0.8}
},
},
alpha = WATER_ALPHA,
@ -562,9 +567,11 @@ minetest.register_node("watershed:mixwaterflow", {
liquid_renewable = false,
liquid_range = 2,
post_effect_color = {a = 64, r = 100, g = 120, b = 200},
groups = {water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1},
groups = {water = 3, liquid = 3, puts_out_fire = 1,
not_in_creative_inventory = 1},
})
-- Items
minetest.register_craftitem("watershed:luxcrystal", {
@ -572,6 +579,7 @@ minetest.register_craftitem("watershed:luxcrystal", {
inventory_image = "watershed_luxcrystal.png",
})
-- Crafting
minetest.register_craft({
@ -603,6 +611,7 @@ minetest.register_craft({
}
})
-- Buckets
bucket.register_liquid(
@ -621,6 +630,7 @@ bucket.register_liquid(
"WS Lava Bucket"
)
-- Fuel
minetest.register_craft({
@ -630,18 +640,25 @@ minetest.register_craft({
replacements = {{"watershed:bucket_lava", "bucket:bucket_empty"}},
})
-- Register stairs and slabs
stairs.register_stair_and_slab("acaciawood", "watershed:acaciawood",
stairs.register_stair_and_slab(
"acaciawood",
"watershed:acaciawood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"watershed_acaciawood.png"},
"Acaciawood stair",
"Acaciawood slab",
default.node_sound_wood_defaults())
default.node_sound_wood_defaults()
)
stairs.register_stair_and_slab("pinewood", "watershed:pinewood",
stairs.register_stair_and_slab(
"pinewood",
"watershed:pinewood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"watershed_pinewood.png"},
"Pinewood stair",
"Pinewood slab",
default.node_sound_wood_defaults())
default.node_sound_wood_defaults()
)