fun_caves/asteroids.lua
2016-07-15 02:58:33 -05:00

111 lines
3.1 KiB
Lua

local max_depth = 31000
newnode = fun_caves.clone_node("default:water_source")
newnode.description = "Water"
newnode.liquid_range = 0
newnode.liquid_viscosity = 1
newnode.liquid_renewable = false
newnode.liquid_renewable = false
newnode.liquid_alternative_flowing = "fun_caves:asteroid_water"
newnode.liquid_alternative_source = "fun_caves:asteroid_water"
newnode.drowning = 0
newnode.light_source = 2
newnode.sunlight_propagates = true
newnode.post_effect_color = {a = 50, r = 30, g = 60, b = 90},
minetest.register_node("fun_caves:asteroid_water", newnode)
--bucket.liquids['fun_caves:asteroid_water'] = {
-- source = 'fun_caves:asteroid_water',
-- flowing = 'fun_caves:asteroid_water',
-- itemname = 'bucket:bucket_water',
--}
minetest.register_node("fun_caves:vacuum", {
description = "Vacuum",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drawtype = "glasslike",
sunlight_propagates = true,
drowning = 1,
post_effect_color = {a = 20, r = 220, g = 200, b = 200},
tiles = {'fun_caves_blank.png'},
alpha = 0.1,
paramtype = "light",
})
local asteroid_noise_1 = {offset = 0, scale = 1, seed = -7620, spread = {x = 40, y = 40, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = -2525, octaves = 3, persist = 0.7, lacunarity = 2.0}
local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = -1471, octaves = 3, persist = 0.5, lacunarity = 2.0}
fun_caves.asteroids = function(minp, maxp, data, p2data, area, node)
if not (minp and maxp and data and p2data and area and node and type(data) == 'table' and type(p2data) == 'table') then
return
end
if minp.y < 11168 or minp.y > 15168 then
return
end
-- What's this for?
--math.randomseed(minetest.get_us_time())
local density = 4 + math.abs(minp.y - 13168) / 500
local empty = false
if math.random(math.floor(density)) ~= 1 then
empty = true
--return
end
local csize = vector.add(vector.subtract(maxp, minp), 1)
local map_max = {x = csize.x, y = csize.y, z = csize.z}
local map_min = {x = minp.x, y = minp.y, z = minp.z}
local asteroid_1 = minetest.get_perlin_map(asteroid_noise_1, map_max):get3dMap_flat(map_min)
if not asteroid_1 then
return
end
local write = false
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
local dx = x - minp.x
index = index + 1
index3d = (z - minp.z) * (csize.y) * csize.x + (x - minp.x) + 1
local ivm = area:index(x, minp.y, z)
for y = minp.y, maxp.y do
local dy = y - minp.y
if empty then
data[ivm] = node['fun_caves:vacuum']
write = true
else
local dist2 = (40 - dy) ^ 2 + (40 - dx) ^ 2 + (40 - dz) ^ 2
if dist2 < (40 - math.abs(asteroid_1[index3d]) * 30) ^ 2 then
data[ivm] = node['default:stone']
write = true
elseif dist2 < 35 ^ 2 then
data[ivm] = node['fun_caves:asteroid_water']
write = true
else
data[ivm] = node['fun_caves:vacuum']
write = true
end
end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
end
end
return write
end