watershed/functions.lua

461 lines
12 KiB
Lua

function watershed_appletree(x, y, z, area, data)
local c_tree = minetest.get_content_id("default:tree")
local c_apple = minetest.get_content_id("default:apple")
local c_wsappleaf = minetest.get_content_id("watershed:appleleaf")
for j = -2, 4 do
if j == 3 or j == 4 then
for i = -2, 2 do
for k = -2, 2 do
local vil = area:index(x + i, y + j, z + k)
if math.random(64) == 2 then
data[vil] = c_apple
elseif math.random(5) ~= 2 then
data[vil] = c_wsappleaf
end
end
end
elseif j == 2 then
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
local vit = area:index(x + i, y + j, z + k)
data[vit] = c_tree
end
end
end
else
local vit = area:index(x, y + j, z)
data[vit] = c_tree
end
end
end
function watershed_pinetree(x, y, z, area, data)
local c_wspitree = minetest.get_content_id("watershed:pinetree")
local c_wsneedles = minetest.get_content_id("watershed:needles")
local c_snowblock = minetest.get_content_id("default:snowblock")
for j = -4, 14 do
if j == 3 or j == 6 or j == 9 or j == 12 then
for i = -2, 2 do
for k = -2, 2 do
if math.abs(i) == 2 or math.abs(k) == 2 then
if math.random(7) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsneedles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_snowblock
end
end
end
end
elseif j == 4 or j == 7 or j == 10 then
for i = -1, 1 do
for k = -1, 1 do
if not (i == 0 and j == 0) then
if math.random(11) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsneedles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_snowblock
end
end
end
end
elseif j == 13 then
for i = -1, 1 do
for k = -1, 1 do
if not (i == 0 and j == 0) then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsneedles
local vila = area:index(x + i, y + j + 1, z + k)
data[vila] = c_wsneedles
local vilaa = area:index(x + i, y + j + 2, z + k)
data[vilaa] = c_snowblock
end
end
end
end
local vit = area:index(x, y + j, z)
data[vit] = c_wspitree
end
local vil = area:index(x, y + 15, z)
local vila = area:index(x, y + 16, z)
local vilaa = area:index(x, y + 17, z)
data[vil] = c_wsneedles
data[vila] = c_wsneedles
data[vilaa] = c_snowblock
end
function watershed_jungletree(x, y, z, area, data)
local c_juntree = minetest.get_content_id("default:jungletree")
local c_wsjunleaf = minetest.get_content_id("watershed:jungleleaf")
local c_vine = minetest.get_content_id("watershed:vine")
local top = math.random(17,23)
local branch = math.floor(top * 0.6)
for j = -5, top do
if j == top or j == top - 1 or j == branch + 1 or j == branch + 2 then
for i = -2, 2 do -- leaves
for k = -2, 2 do
local vi = area:index(x + i, y + j, z + k)
if math.random(5) ~= 2 then
data[vi] = c_wsjunleaf
end
end
end
elseif j == top - 2 or j == branch then -- branches
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
local vi = area:index(x + i, y + j, z + k)
data[vi] = c_juntree
end
end
end
end
if j >= 0 and j <= top - 3 then -- climbable nodes
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 1 then
local vi = area:index(x + i, y + j, z + k)
data[vi] = c_vine
end
end
end
end
if j <= top - 3 then -- trunk
local vi = area:index(x, y + j, z)
data[vi] = c_juntree
end
end
end
function watershed_acaciatree(x, y, z, area, data)
local c_wsactree = minetest.get_content_id("watershed:acaciatree")
local c_wsacleaf = minetest.get_content_id("watershed:acacialeaf")
for j = -3, 6 do
if j == 6 then
for i = -4, 4 do
for k = -4, 4 do
if not (i == 0 or k == 0) then
if math.random(7) ~= 2 then
local vil = area:index(x + i, y + j, z + k)
data[vil] = c_wsacleaf
end
end
end
end
elseif j == 5 then
for i = -2, 2, 4 do
for k = -2, 2, 4 do
local vit = area:index(x + i, y + j, z + k)
data[vit] = c_wsactree
end
end
elseif j == 4 then
for i = -1, 1 do
for k = -1, 1 do
if math.abs(i) + math.abs(k) == 2 then
local vit = area:index(x + i, y + j, z + k)
data[vit] = c_wsactree
end
end
end
else
local vit = area:index(x, y + j, z)
data[vit] = c_wsactree
end
end
end
function watershed_flower(data, vi, noise)
local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
local c_rose = minetest.get_content_id("flowers:rose")
local c_tulip = minetest.get_content_id("flowers:tulip")
local c_geranium = minetest.get_content_id("flowers:geranium")
local c_viola = minetest.get_content_id("flowers:viola")
if noise > 0.8 then
data[vi] = c_danwhi
elseif noise > 0.4 then
data[vi] = c_rose
elseif noise > 0 then
data[vi] = c_tulip
elseif noise > -0.4 then
data[vi] = c_danyel
elseif noise > -0.8 then
data[vi] = c_geranium
else
data[vi] = c_viola
end
end
function watershed_cactus(x, y, z, area, data)
local c_wscactus = minetest.get_content_id("watershed:cactus")
for j = -2, 4 do
for i = -2, 2 do
if i == 0 or j == 2 or (j == 3 and math.abs(i) == 2) then
local vic = area:index(x + i, y + j, z)
data[vic] = c_wscactus
end
end
end
end
function watershed_papyrus(x, y, z, area, data)
local c_papyrus = minetest.get_content_id("default:papyrus")
local ph = math.random(1, 4)
for j = 0, ph do
local vip = area:index(x, y + j, z)
data[vip] = c_papyrus
end
end
-- Singlenode option
local SINGLENODE = true
if SINGLENODE then
-- Set mapgen parameters
minetest.set_mapgen_params({mgname = "singlenode", flags = "nolight"})
-- Spawn player function. Requires chunksize = 80 nodes (the default)
function spawnplayer(player)
local TERCEN = -128
local TERSCA = 512
local XLSAMP = 0.1
local BASAMP = 0.3
local MIDAMP = 0.1
local CANAMP = 0.4
local ATANAMP = 1.1
local BLENEXP = 2
local xsp
local ysp
local zsp
local np_terrain = {
offset = 0,
scale = 1,
spread = {x=384, y=192, z=384},
seed = 593,
octaves = 5,
persist = 0.67
}
local np_mid = {
offset = 0,
scale = 1,
spread = {x=768, y=768, z=1},
seed = 85546,
octaves = 5,
persist = 0.5
}
local np_base = {
offset = 0,
scale = 1,
spread = {x=4096, y=4096, z=1},
seed = 8890,
octaves = 3,
persist = 0.33
}
local np_xlscale = {
offset = 0,
scale = 1,
spread = {x=8192, y=8192, z=1},
seed = -72,
octaves = 3,
persist = 0.33
}
local nobj_terrain = nil
local nobj_mid = nil
local nobj_base = nil
local nobj_xlscale = nil
for chunk = 1, 64 do
print ("[watershed] searching for spawn "..chunk)
local x0 = 80 * math.random(-32, 32) - 32
local z0 = 80 * math.random(-32, 32) - 32
local y0 = -32
local x1 = x0 + 79
local z1 = z0 + 79
local y1 = 47
local sidelen = 80
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}
nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulensxyz)
nobj_mid = nobj_mid or minetest.get_perlin_map(np_mid, chulensxz)
nobj_base = nobj_base or minetest.get_perlin_map(np_base, chulensxz)
nobj_xlscale = nobj_xlscale or minetest.get_perlin_map(np_xlscale, chulensxz)
local nvals_terrain = nobj_terrain: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 nixz = 1
local nixyz = 1
for z = z0, z1 do
for y = y0, y1 do
for x = x0, x1 do
local n_absterrain = math.abs(nvals_terrain[nixyz])
local n_absmid = math.abs(nvals_mid[nixz])
local n_absbase = math.abs(nvals_base[nixz])
local n_xlscale = nvals_xlscale[nixz]
local n_invbase = (1 - n_absbase)
local terblen = (math.max(n_invbase, 0)) ^ BLENEXP
local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
local densitybase = n_invbase * BASAMP + n_xlscale * XLSAMP + grad
local densitymid = n_absmid * MIDAMP + densitybase
local canexp = 0.5 + terblen * 0.5
local canamp = terblen * CANAMP
local density = n_absterrain ^ canexp * canamp * n_absmid + densitymid
if y >= 1 and density > -0.005 and density < 0 then
ysp = y + 1
xsp = x
zsp = z
break
end
nixz = nixz + 1
nixyz = nixyz + 1
end
if ysp then
break
end
nixz = nixz - 80
end
if ysp then
break
end
nixz = nixz + 80
end
if ysp then
break
end
end
print ("[watershed] spawn player (" .. xsp .. " " .. ysp .. " " .. zsp .. ")")
player:setpos({x = xsp, y = ysp, z = zsp})
end
minetest.register_on_newplayer(function(player)
spawnplayer(player)
end)
minetest.register_on_respawnplayer(function(player)
spawnplayer(player)
return true
end)
end
-- ABM
-- Lava-water cooling
minetest.register_abm({
nodenames = {"group:lava"},
neighbors = {"group:water"},
interval = 11,
chance = 64,
action = function(pos)
minetest.add_node(pos, {name = "default:obsidian"})
minetest.sound_play("default_cool_lava", {pos = pos, gain = 0.25})
end,
})
-- Appletree sapling
minetest.register_abm({
nodenames = {"watershed:appling"},
interval = 57,
chance = 3,
action = function(pos, node)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x = x - 2, y = y - 2, z = z - 2}
local pos2 = {x = x + 2, y = y + 4, z = z + 2}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
watershed_appletree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Pine sapling
minetest.register_abm({
nodenames = {"watershed:pineling"},
interval = 59,
chance = 3,
action = function(pos)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x = x - 2, y = y - 4, z = z - 2}
local pos2 = {x = x + 2, y = y + 17, z = z + 2}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
watershed_pinetree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Acacia sapling
minetest.register_abm({
nodenames = {"watershed:acacialing"},
interval = 61,
chance = 3,
action = function(pos)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x = x - 4, y = y - 3, z = z - 4}
local pos2 = {x = x + 4, y = y + 6, z = z + 4}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
watershed_acaciatree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Jungletree sapling
minetest.register_abm({
nodenames = {"watershed:jungling"},
interval = 63,
chance = 3,
action = function(pos)
local x = pos.x
local y = pos.y
local z = pos.z
local vm = minetest.get_voxel_manip()
local pos1 = {x = x - 2, y = y - 5, z = z - 2}
local pos2 = {x = x + 2, y = y + 23, z = z + 2}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
watershed_jungletree(x, y, z, area, data)
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})