Adjustments and add sand monster.
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10 changed files with 32 additions and 35 deletions
31
mapgen.lua
31
mapgen.lua
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@ -4,7 +4,6 @@ local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y =
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local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2}
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local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = 903, octaves = 3, persist = 0.5, lacunarity = 2.0}
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local biome_blend = {offset = 0.0, scale = 0.1, spread = {x = 8, y = 8, z = 8}, seed = 4023, octaves = 2, persist = 1.0, lacunarity = 2.0}
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local node = fun_caves.node
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@ -176,14 +175,9 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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-- use the same seed (based on perlin noise).
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math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
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-- Keep this first after seeding!
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local px = math.floor((minp.x + 32) / csize.x)
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local pz = math.floor((minp.z + 32) / csize.z)
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local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp)
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local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
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local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local biome_bn = minetest.get_perlin_map(biome_blend, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
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local biome_avg = 0
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local biome_ct = 0
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@ -209,7 +203,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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data[ivm] = node("default:stone")
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end
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local biome_val = biome_n[index] + biome_bn[index]
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local biome_val = biome_n[index3d]
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biome_avg = biome_avg + biome_val
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biome_ct = biome_ct + 1
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@ -225,6 +219,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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minetest.generate_ores(vm, minp, maxp)
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vm:get_data(data)
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local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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local index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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@ -232,7 +227,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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for x = minp.x, maxp.x do
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index = index + 1
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local dx = x - minp.x
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index3d = (dz + 1) * csize.y * csize.x + dx
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index3d = noise_area:index(dx, csize.y - 1, dz)
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local air_count = 0
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local ivm = area:index(x, maxp.y, z)
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@ -245,7 +240,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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-------------------
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local stone_type = node("default:stone")
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local stone_depth = 1
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local biome_val = biome_n[index] + biome_bn[index]
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local biome_val = biome_n[index3d]
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if biome_val < -0.8 then
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if true then
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stone_type = node("default:ice")
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@ -298,9 +293,9 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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local sr = math.random(1,1000)
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-- fluids
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if (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 20 then
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if (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 3 then
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data[ivm] = node("default:lava_source")
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 5 then
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 3 then
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data[ivm] = node("default:water_source")
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-- hanging down
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elseif data[ivm_above] == node("default:ice") and sr < 80 then
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@ -332,6 +327,8 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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elseif data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("default:stone") then
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data[ivm] = node("fun_caves:stalagmite")
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end
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 100 then
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data[ivm_below] = node("fun_caves:glowing_fungal_stone")
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-- vegetation
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elseif (data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_below] == node("fun_caves:stone_with_algae")) and biome_val >= -0.7 then
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if sr < 110 then
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@ -387,17 +384,15 @@ function fun_caves.respawn(player)
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local pos = {x=0,y=0,z=0}
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local cave_1 = minetest.get_perlin(cave_noise_1):get3d(pos)
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local cave_2 = minetest.get_perlin(cave_noise_2):get3d(pos)
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local biome_n = minetest.get_perlin(biome_noise):get2d({x=pos.x, y=pos.z})
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local biome_bn = minetest.get_perlin(biome_blend):get2d({x=pos.x, y=pos.z})
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local biome = biome_n + biome_bn
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local biome_n = minetest.get_perlin(biome_noise):get3d({x=pos.x, y=pos.y, z=pos.z})
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local biome = biome_n
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while biome < -0.3 or biome > 0.3 do
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pos.x = pos.x + math.random(20) - 10
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pos.z = pos.z + math.random(20) - 10
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biome_n = minetest.get_perlin(biome_noise):get2d({x=pos.x, y=pos.z})
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biome_bn = minetest.get_perlin(biome_blend):get2d({x=pos.x, y=pos.z})
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biome = biome_n + biome_bn
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biome_n = minetest.get_perlin(biome_noise):get3d({x=pos.x, y=pos.y, z=pos.z})
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biome = biome_n
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end
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while cave_1 * cave_2 <= 0.05 do
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