Fix water tiles, new jungletrees, set continent parameters
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@ -1,4 +1,4 @@
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watershed 0.2.10 by paramat
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watershed 0.2.11 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default
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Licenses: code WTFPL
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@ -66,29 +66,43 @@ end
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function watershed_jungletree(x, y, z, area, data)
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local c_juntree = minetest.get_content_id("default:jungletree")
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local c_wsjunleaf = minetest.get_content_id("watershed:jungleleaf")
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local c_wsvine = minetest.get_content_id("watershed:vine")
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for j = -5, 17 do
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if j == 11 or j == 17 then
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for i = -2, 2 do
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local c_vine = minetest.get_content_id("watershed:vine")
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local top = math.random(17,23)
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local branch = math.floor(top * 0.6)
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for j = -5, top do
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if j == top or j == top - 1 or j == branch + 1 or j == branch + 2 then
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for i = -2, 2 do -- leaves
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for k = -2, 2 do
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local vil = area:index(x + i, y + j + math.random(0, 1), z + k)
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local vi = area:index(x + i, y + j, z + k)
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if math.random(5) ~= 2 then
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data[vil] = c_wsjunleaf
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data[vi] = c_wsjunleaf
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end
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end
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end
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elseif j >= 0 then
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elseif j <= -1 or j == top - 2 or j == branch then -- branches, roots
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for i = -1, 1 do
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for k = -1, 1 do
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if math.abs(i) + math.abs(k) == 1 then
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local viv = area:index(x + i, y + j, z + k)
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data[viv] = c_wsvine
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if math.abs(i) + math.abs(k) == 2 then
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local vi = area:index(x + i, y + j, z + k)
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data[vi] = c_juntree
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end
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end
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end
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end
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local vit = area:index(x, y + j, z)
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data[vit] = c_juntree
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if j >= 0 and j <= top - 3 then -- climbable nodes
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for i = -1, 1 do
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for k = -1, 1 do
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if math.abs(i) + math.abs(k) == 1 then
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local vi = area:index(x + i, y + j, z + k)
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data[vi] = c_vine
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end
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end
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end
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end
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if j >= -1 and j <= top - 3 then -- trunk
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local vi = area:index(x, y + j, z)
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data[vi] = c_juntree
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end
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end
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end
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20
init.lua
20
init.lua
@ -1,32 +1,32 @@
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-- watershed 0.2.10 by paramat
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-- watershed 0.2.11 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- 0.2.10
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-- flower colour areas
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-- faults and cliffs
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-- desert stone as a thin density layer
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-- climbable jungletrees
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-- 0.2.11
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-- water special tiles re-added
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-- import jungletrees from rainforest mod
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-- XLSAMP set, TERCEN reset, for continent / archipelago testing
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-- TODO
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-- fog
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-- jungletrees from rainforest mod
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-- singlenode y = 0 realm option
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-- lava, it's own tapering fissure system?
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-- Parameters
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local YMIN = 6000 -- Approximate base of realm stone
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local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands
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local TERCEN = 6960 -- Terrain 'centre', average seabed level
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local TERCEN = 6864 -- Terrain 'centre', average seabed level
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local YWAT = 7024 -- Sea level
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local YCLOUD = 7152 -- Cloud level
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local TERSCA = 384 -- Vertical terrain scale
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local XLSAMP = 0 -- Extra large scale height variation amplitude
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local XLSAMP = 0.4 -- Extra large scale height variation amplitude
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local BASAMP = 0.4 -- Base terrain amplitude
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local CANAMP = 0.6 -- Canyon terrain amplitude
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local CANEXP = 1.33 -- Canyon shape exponent
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local ATANAMP = 1.2 -- Arctan function amplitude, controls size and number of floatlands / caves
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local ATANAMP = 1.2 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
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local TSTONE = 0.02-- 0.02 -- Density threshold for stone, depth of soil at TERCEN
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local TRIV = -0.015 -- Maximum densitybase threshold for river water
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14
nodes.lua
14
nodes.lua
@ -151,7 +151,19 @@ minetest.register_node("watershed:water", {
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inventory_image = minetest.inventorycube("default_water.png"),
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drawtype = "liquid",
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tiles = {
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{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}}
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{
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name="default_water_source_animated.png",
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animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=2.0}
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}
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},
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special_tiles = {
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{
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name="default_water_source_animated.png",
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animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=2.0},
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backface_culling = false,
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}
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},
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alpha = WATER_ALPHA,
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paramtype = "light",
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