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