acaciatree, pinetree nodes. bugix spawn function. biome blend
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@ -1,4 +1,4 @@
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watershed 0.3.7 by paramat
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watershed 0.3.8 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default bucket
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Licenses: code WTFPL, textures CC BY-SA
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@ -30,7 +30,7 @@ function watershed_appletree(x, y, z, area, data)
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end
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function watershed_pinetree(x, y, z, area, data)
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local c_tree = minetest.get_content_id("default:tree")
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local c_wspitree = minetest.get_content_id("watershed:pinetree")
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local c_wsneedles = minetest.get_content_id("watershed:needles")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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for j = -4, 14 do
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@ -75,7 +75,7 @@ function watershed_pinetree(x, y, z, area, data)
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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_tree
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data[vit] = c_wspitree
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end
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local vil = area:index(x, y + 15, z)
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local vila = area:index(x, y + 16, z)
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@ -129,8 +129,8 @@ function watershed_jungletree(x, y, z, area, data)
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end
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function watershed_acaciatree(x, y, z, area, data)
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local c_tree = minetest.get_content_id("default:tree")
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local c_wsaccleaf = minetest.get_content_id("watershed:acacialeaf")
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local c_wsactree = minetest.get_content_id("watershed:acaciatree")
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local c_wsacleaf = minetest.get_content_id("watershed:acacialeaf")
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for j = -3, 6 do
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if j == 6 then
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for i = -4, 4 do
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@ -138,7 +138,7 @@ function watershed_acaciatree(x, y, z, area, data)
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if not (i == 0 or k == 0) then
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if math.random(7) ~= 2 then
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local vil = area:index(x + i, y + j, z + k)
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data[vil] = c_wsaccleaf
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data[vil] = c_wsacleaf
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end
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end
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end
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@ -147,7 +147,7 @@ function watershed_acaciatree(x, y, z, area, data)
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for i = -2, 2, 4 do
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for k = -2, 2, 4 do
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local vit = area:index(x + i, y + j, z + k)
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data[vit] = c_tree
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data[vit] = c_wsactree
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end
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end
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elseif j == 4 then
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@ -155,13 +155,13 @@ function watershed_acaciatree(x, y, z, area, data)
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for k = -1, 1 do
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if math.abs(i) + math.abs(k) == 2 then
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local vit = area:index(x + i, y + j, z + k)
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data[vit] = c_tree
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data[vit] = c_wsactree
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end
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end
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end
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else
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local vit = area:index(x, y + j, z)
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data[vit] = c_tree
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data[vit] = c_wsactree
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end
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end
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end
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@ -247,15 +247,7 @@ if SINGLENODE then
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 6,
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persist = 0.3
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}
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local np_fault = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=1024, z=512},
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seed = 14440002,
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octaves = 6,
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persist = 0.5
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persist = 0.4
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}
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local np_base = {
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offset = 0,
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@ -273,23 +265,7 @@ if SINGLENODE then
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octaves = 3,
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persist = 0.4
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}
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local np_temp = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 9130,
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octaves = 2,
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persist = 0.5
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}
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local np_humid = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = -55500,
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octaves = 2,
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persist = 0.5
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}
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for chunk = 1, 32 do
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for chunk = 1, 64 do
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print ("[watershed] searching for spawn "..chunk)
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local x0 = 80 * math.random(-24, 24) - 32
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local z0 = 80 * math.random(-24, 24) - 32
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@ -305,9 +281,6 @@ if SINGLENODE then
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local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
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local nvals_smooth = minetest.get_perlin_map(np_smooth, chulens):get3dMap_flat(minposxyz)
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local nvals_fault = minetest.get_perlin_map(np_fault, chulens):get3dMap_flat(minposxyz)
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local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz)
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local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz)
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local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz)
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local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
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@ -317,22 +290,12 @@ if SINGLENODE then
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for z = z0, z1 do
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for y = y0, y1 do
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for x = x0, x1 do
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
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local n_base = nvals_base[nixz]
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
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local densitybase = (1 - math.abs(n_base)) * BASAMP + nvals_xlscale[nixz] * XLSAMP + grad
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local terblen = math.max(1 - math.abs(n_base), 0)
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local n_temp = nvals_temp[nixyz]
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local n_humid = nvals_humid[nixyz]
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local density
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if nvals_fault[nixyz] >= 0 then
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density = densitybase
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+ math.abs(nvals_rough[nixyz] * terblen
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+ nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP * (1 + n_temp * 0.5)
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else
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density = densitybase
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+ math.abs(nvals_rough[nixyz] * terblen
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+ nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP * (1 + n_humid * 0.5)
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end
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local density = densitybase
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+ math.abs(nvals_rough[nixyz] * terblen + nvals_smooth[nixyz] * (1 - terblen)) ^ CANEXP * CANAMP
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if y >= 1 and density > -0.01 and density < 0 then
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ysp = y + 1
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xsp = x
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@ -372,9 +335,11 @@ end
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-- ABM
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-- update luxore light
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minetest.register_abm({
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nodenames = {"watershed:luxoreoff"},
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interval = 7,
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interval = 13,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.remove_node(pos)
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35
init.lua
35
init.lua
@ -1,12 +1,16 @@
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-- watershed 0.3.7 by paramat
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-- watershed 0.3.8 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default bucket
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-- License: code WTFPL, textures CC BY-SA
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-- Red cobble texture CC BY-SA by brunob.santos minetestbr.blogspot.com
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-- thicker layer of redstone in deserts
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-- ice thicker with lower temperature
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-- papyrus on riverbank not beach
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-- pine, acacia tree trunks
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-- bugfix spawning function
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-- temperature / humidity randomness for biome blend
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-- TODO
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-- pine wood
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-- acacia wood
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-- better appletree design with branches
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-- Parameters
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@ -28,7 +32,7 @@ local TSTONE = 0.02 -- Density threshold for stone, depth of soil at TERCEN
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local TRIV = -0.02 -- Maximum densitybase threshold for river water
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local TSAND = -0.025 -- Maximum densitybase threshold for river sand
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local TLAVA = 2.3 -- Maximum densitybase threshold for lava, small because grad is non-linear
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local FISEXP = 0.02 -- Fissure expansion rate under surface
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local FISEXP = 0.03 -- Fissure expansion rate under surface
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local ORETHI = 0.002 -- Ore seam thickness tuner
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local SEAMT = 0.2 -- Seam threshold, width of seams
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local ICETHI = 32 -- Controls maximum ice thickness
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@ -38,19 +42,20 @@ local LOTET = -0.35 -- Low ..
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local ICETET = -0.7 -- Ice ..
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local HIHUT = 0.35 -- High humidity threshold
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local LOHUT = -0.35 -- Low ..
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local BLEND = 0.03 -- Biome blend randomness
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local PINCHA = 36 -- Pine tree 1/x chance per node
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local APTCHA = 36 -- Appletree
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local FLOCHA = 36 -- Flower
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local FOGCHA = 9 -- Forest grass
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local GRACHA = 3 -- Grassland grasses
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local GRACHA = 4 -- Grassland grasses
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local JUTCHA = 16 -- Jungletree
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local JUGCHA = 9 -- Junglegrass
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local CACCHA = 841 -- Cactus
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local DRYCHA = 169 -- Dry shrub
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local PAPCHA = 2 -- Papyrus
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local ACACHA = 529 -- Acacia tree
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local GOGCHA = 3 -- Golden grass
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local GOGCHA = 4 -- Golden grass
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-- 3D noise for rough terrain
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@ -70,7 +75,7 @@ local np_smooth = {
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 593,
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octaves = 5,
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octaves = 6,
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persist = 0.4
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}
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@ -266,20 +271,20 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local n_rough = nvals_rough[nixyz] -- noise values for node
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local n_smooth = nvals_smooth[nixyz]
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local n_fissure = nvals_fissure[nixyz]
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local n_temp = nvals_temp[nixyz]
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local n_humid = nvals_humid[nixyz]
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local n_temp = nvals_temp[nixyz] + (math.random() - 0.5) * BLEND
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local n_humid = nvals_humid[nixyz] + (math.random() - 0.5) * BLEND
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local n_seam = nvals_seam[nixyz]
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local n_strata = nvals_strata[nixyz]
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local n_base = nvals_base[nixz]
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local n_xlscale = nvals_xlscale[nixz]
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local n_magma = nvals_magma[nixz]
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP -- get densitybase and density
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local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad
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local terblen = math.max(1 - math.abs(n_base), 0)
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-- get densitybase and density
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP -- vertical density gradient
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local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad -- base terrain or ridge networks
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local terblen = math.max(1 - math.abs(n_base), 0) -- terrain blend rough and smooth
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local density = densitybase
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+ math.abs(n_rough * terblen + n_smooth * (1 - terblen)) ^ CANEXP * CANAMP
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+ math.abs(n_rough * terblen + n_smooth * (1 - terblen)) ^ CANEXP * CANAMP -- add canyon terrain
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local triv = TRIV * (1 - terblen) -- other values
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local tsand = TSAND * (1 - terblen)
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20
nodes.lua
20
nodes.lua
@ -13,13 +13,22 @@ minetest.register_node("watershed:acacialeaf", {
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description = "WS Acacia Leaves",
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drawtype = "allfaces_optional",
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visual_scale = 1.3,
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tiles = {"default_leaves.png"},
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tiles = {"watershed_acacialeaf.png"},
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paramtype = "light",
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is_ground_content = false,
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groups = {snappy=3, flammable=2, leaves=1},
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sounds = default.node_sound_leaves_defaults(),
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})
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minetest.register_node("watershed:acaciatree", {
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description = "WS Acacia Tree",
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tiles = {"watershed_acaciatreetop.png", "watershed_acaciatreetop.png", "watershed_acaciatree.png"},
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paramtype2 = "facedir",
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groups = {tree=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
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sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node
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})
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minetest.register_node("watershed:needles", {
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description = "WS Pine Needles",
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drawtype = "allfaces_optional",
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@ -31,6 +40,15 @@ minetest.register_node("watershed:needles", {
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sounds = default.node_sound_leaves_defaults(),
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})
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minetest.register_node("watershed:pinetree", {
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description = "WS Pine Tree",
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tiles = {"watershed_pinetreetop.png", "watershed_pinetreetop.png", "watershed_pinetree.png"},
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paramtype2 = "facedir",
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groups = {tree=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
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sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node
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})
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minetest.register_node("watershed:jungleleaf", {
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description = "WS Jungletree Leaves",
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drawtype = "allfaces_optional",
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BIN
textures/watershed_acacialeaf.png
Normal file
BIN
textures/watershed_acacialeaf.png
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After Width: | Height: | Size: 340 B |
BIN
textures/watershed_acaciatree.png
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BIN
textures/watershed_acaciatree.png
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After Width: | Height: | Size: 682 B |
BIN
textures/watershed_acaciatreetop.png
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BIN
textures/watershed_acaciatreetop.png
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After Width: | Height: | Size: 731 B |
BIN
textures/watershed_pinetree.png
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BIN
textures/watershed_pinetree.png
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After Width: | Height: | Size: 693 B |
BIN
textures/watershed_pinetreetop.png
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BIN
textures/watershed_pinetreetop.png
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After Width: | Height: | Size: 802 B |
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