Initial fortress work (mazes).
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4 changed files with 248 additions and 67 deletions
140
mapgen.lua
140
mapgen.lua
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@ -120,89 +120,95 @@ local function 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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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 cave_3 = minetest.get_perlin_map(cave_noise_3, {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 fortress = maxp.y / 3100
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if maxp.y < -250 and (DEBUG or math.random(200) == 1) then
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fun_caves.fortress(node, data, area, minp, maxp, math.ceil(maxp.y / 3100))
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write = true
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else
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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 cave_3 = minetest.get_perlin_map(cave_noise_3, {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 ivm, ivm2, height, new_node
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local ivm, ivm2, height, new_node
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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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for x = minp.x, maxp.x do
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index = index + 1
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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ivm = area:index(x, minp.y, z)
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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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for x = minp.x, maxp.x do
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index = index + 1
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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ivm = area:index(x, minp.y, z)
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height = heightmap[index]
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if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then
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height = 31000
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heightmap[index] = height
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elseif height <= minp.y then
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height = -31000
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heightmap[index] = height
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end
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height = heightmap[index]
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if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then
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height = 31000
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heightmap[index] = height
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elseif height <= minp.y then
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height = -31000
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heightmap[index] = height
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end
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for y = minp.y, maxp.y do
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if data[ivm] ~= node('air') and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > 0.05 then
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data[ivm] = node("air")
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write = true
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for y = minp.y, maxp.y do
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if data[ivm] ~= node('air') and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > 0.05 then
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data[ivm] = node("air")
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write = true
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if y > 0 and cave_3[index] < 1 and y == height then
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-- Clear the air above a cave mouth.
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ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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if data[ivm2] ~= node("default:water_source") then
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data[ivm2] = node("air")
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if y > 0 and cave_3[index] < 1 and y == height then
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-- Clear the air above a cave mouth.
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ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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if data[ivm2] ~= node("default:water_source") then
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data[ivm2] = node("air")
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end
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end
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end
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end
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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end
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-- Air needs to be placed prior to decorations.
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local index = 0
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local index3d = 0
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local pn, biome
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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index = index + 1
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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ivm = area:index(x, minp.y, z)
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-- Air needs to be placed prior to decorations.
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local index = 0
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local index3d = 0
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local pn, biome
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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index = index + 1
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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ivm = area:index(x, minp.y, z)
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height = heightmap[index]
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height = heightmap[index]
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for y = minp.y, maxp.y do
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if y <= height - deco_depth and (height < 31000 or y < 0) then
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new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
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if new_node then
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data[ivm] = new_node
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write = true
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end
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elseif y < height then
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if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then
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data[ivm - area.ystride] = node("dirt")
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write = true
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end
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else
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pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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biome = biome_ids[biomemap[index]]
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new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
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if new_node then
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data[ivm] = new_node
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write = true
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for y = minp.y, maxp.y do
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if y <= height - deco_depth and (height < 31000 or y < 0) then
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new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
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if new_node then
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data[ivm] = new_node
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write = true
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end
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elseif y < height then
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if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then
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data[ivm - area.ystride] = node("dirt")
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write = true
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end
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else
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pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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biome = biome_ids[biomemap[index]]
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new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
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if new_node then
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data[ivm] = new_node
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write = true
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end
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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