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Vine generation now uses Perlin noise

This commit is contained in:
Wuzzy 2017-05-27 03:19:19 +02:00
parent f7393cf970
commit b0f36500cf
1 changed files with 23 additions and 20 deletions

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@ -2,8 +2,6 @@
-- Aliases for map generator outputs
--
mcl_mapgen_core = {}
minetest.register_alias("mapgen_air", "air")
minetest.register_alias("mapgen_stone", "mcl_core:stone")
minetest.register_alias("mapgen_tree", "mcl_core:tree")
@ -884,7 +882,8 @@ else
end
-- Perlin noise objects
local perlin
local perlin_structures
local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length
-- Generate clay and structures
-- TODO: Try to use more efficient structure generating code
@ -931,7 +930,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
if maxp.y >= 3 and minp.y <= 64 then
-- Generate desert temples
perlin = perlin or minetest.get_perlin(329, 3, 0.6, 100)
perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100)
-- Assume X and Z lengths are equal
local divlen = 5
local divs = (maxp.x-minp.x)/divlen+1;
@ -942,7 +941,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
local x1 = minp.x + math.floor((divx+1)*divlen)
local z1 = minp.z + math.floor((divz+1)*divlen)
-- Determine amount from perlin noise
local amount = math.floor(perlin:get2d({x=x0, y=z0}) * 9)
local amount = math.floor(perlin_structures:get2d({x=x0, y=z0}) * 9)
-- Find random positions based on this random
local pr = PseudoRandom(seed+1)
for i=0, amount do
@ -1175,31 +1174,34 @@ minetest.register_on_generated(function(minp, maxp)
end
-- Pass 2: Generate vines at jungle wood and jungle leaves
perlin_vines = perlin_vines or minetest.get_perlin(555, 4, 0.6, 500)
perlin_vines_fine = perlin_vines_fine or minetest.get_perlin(43000, 4, 0.6, 2)
perlin_vines_length = perlin_vines_length or minetest.get_perlin(435, 4, 0.6, 5)
perlin_vines_upwards = perlin_vines_upwards or minetest.get_perlin(436, 3, 0.6, 400)
local junglething
for i=1, 2 do
if i==1 then junglething = jungletree
else junglething = jungleleaves end
for n = 1, #junglething do
pos = junglething[n]
treepos = table.copy(pos)
dir = math.random(1, 4)
local dirs = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1},
}
if dir == 1 then
pos.z = pos.z + 1
elseif dir == 2 then
pos.z = pos.z - 1
elseif dir == 3 then
pos.x = pos.x + 1
elseif dir == 4 then
pos.x = pos.x -1
end
for d = 1, #dirs do
local pos = vector.add(pos, dirs[d])
local nn = minetest.get_node(pos).name
if math.random(1,3) == 1 and nn == "air" then
if perlin_vines:get2d(pos) > -0.1 and perlin_vines_fine:get3d(pos) > 0.4 and nn == "air" then
local newnode = {
name = "mcl_core:vine",
param2 = minetest.dir_to_wallmounted(vector.subtract(treepos, pos))
@ -1209,13 +1211,13 @@ minetest.register_on_generated(function(minp, maxp)
local grow_upwards = false
-- Only possible on the wood, not on the leaves
if i == 1 then
grow_upwards = math.random(1,8) == 1
grow_upwards = perlin_vines_upwards:get3d(pos) > 0.8
end
if grow_upwards then
-- Grow vines up 1-4 nodes, even through jungleleaves.
-- This may give climbing access all the way to the top of the tree :-)
-- But this will be fairly rare.
local length = math.random(1, 4)
local length = math.ceil(math.abs(perlin_vines_length:get3d(pos)) * 4)
for l=0, length-1 do
local tnn = minetest.get_node(treepos).name
local nn = minetest.get_node(pos).name
@ -1229,7 +1231,7 @@ minetest.register_on_generated(function(minp, maxp)
end
else
-- Grow vines down 1-7 nodes
local length = math.random(1, 7)
local length = math.ceil(math.abs(perlin_vines_length:get3d(pos)) * 7)
for l=0, length-1 do
if minetest.get_node(pos).name == "air" then
minetest.set_node(pos, newnode)
@ -1243,6 +1245,7 @@ minetest.register_on_generated(function(minp, maxp)
end
end
end
end
end)