Splinetest
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init.lua
90
init.lua
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@ -2,31 +2,74 @@
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luamap.set_singlenode()
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-- main noise
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local recip_factors = {1115, 743, 446, 318, 202, 171, 131, 117, 97}
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local recip_factors = {371, 223, 139, 73, 31, 16}
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-- local seed = math.random(2147483647)
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function land_spline(x)
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if x < -1 or x > 1 then
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return 0
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end
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local y = 0.0
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if x <= -0.528 then
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y = 1.1948552276997075*x^3 + 3.584565683099122*x^2 + 4.286591395034321*x + 0.8968809396349067
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elseif x <= -0.336 then
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y = -6.144176980539161*x^3 - 8.040461334751244*x^2 - 1.8514228703906723*x - 0.18340957107989228
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elseif x <= -0.067 then
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y = -0.9240711699722817*x^3 - 2.778594677699831*x^2 - 0.08343567362139721*x + 0.014604994958266554
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elseif x <= 0.12 then
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y = 17.58213581226864*x^3 + 0.9411529257305944*x^2 + 0.16578741580844128*x + 0.02017097728886628
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elseif x <= 0.304 then
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y = -24.236381697286387*x^3 + 15.995819229170404*x^2 - 1.6407725406043359*x + 0.09243337554537737
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elseif x <= 0.541 then
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y = 15.137791660779909*x^3 - 19.913426873386058*x^2 + 9.27563827457283*x - 1.0137629203925753
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elseif x <= 0.77 then
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y = -12.983576263592651*x^3 + 25.727553267870604*x^2 - 15.416131981847027*x + 3.438986315848472
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else
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y = 6.180446233374517*x^3 - 18.54133870012355*x^2 + 18.670914833508473*x - 5.31002236675944
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end
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return y
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end
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for i, r_fac in ipairs(recip_factors) do
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minetest.log("warning", r_fac)
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luamap.register_noise("terrain_o" .. i, {
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type = "2d",
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np_vals = {
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offset = 0,
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scale = 1,
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spread = {x=r_fac, y=r_fac, z=r_fac},
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scale = 0.5*r_fac,
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spread = {x=0.8*r_fac, y=0.8*r_fac, z=0.8*r_fac},
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seed = math.random(2147483647),
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octaves = 1,
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persist = 1,
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lacunarity = 1.0,
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flags = ""
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octaves = 4,
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persist = 0.3,
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lacunarity = 1.5,
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flags = "",
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},
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ymin = -31000,
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ymax = 31000,
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})
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end
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local c_stone = minetest.get_content_id("default:stone")
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-- local c_water = minetest.get_content_id("default:water_source")
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luamap.register_noise("inland", {
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type = "2d",
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np_vals = {
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offset = 0,
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scale = 1,
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spread = {x=128, y=128, z=128},
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seed = math.random(2147483647),
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octaves = 4,
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persist = 0.4,
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lacunarity = 2,
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flags = "",
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},
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})
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-- local water_level = 0
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local c_stone = minetest.get_content_id("default:stone")
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local c_sandstone = minetest.get_content_id("default:sandstone")
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local c_water = minetest.get_content_id("default:water_source")
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local water_level = 0
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local old_logic = luamap.logic
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@ -34,20 +77,25 @@ function luamap.logic(noise_vals,x,y,z,seed,original_content)
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-- get any terrain defined in another mod
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local content = old_logic(noise_vals,x,y,z,seed,original_content)
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-- if y < water_level then
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-- content = c_water
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-- end
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local terrain_height = 0
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for i, r_fac in ipairs(recip_factors) do
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local name = "terrain_o" .. i
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terrain_height = terrain_height + r_fac * noise_vals[name]
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if y < water_level then
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content = c_water
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end
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if y < terrain_height * 0.1 then
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if math.random(10) == 7 then minetest.log("warning", "yes") end
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local terrain_height = 20
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for i = 1, #recip_factors do
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local name = "terrain_o" .. i
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terrain_height = terrain_height + noise_vals[name]
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end
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terrain_height = 512 * land_spline(luamap.remap(terrain_height, -512, 512, -1, 1))
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terrain_height = terrain_height * 0.4
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if y < terrain_height then
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content = c_stone
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end
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if y == math.floor(terrain_height) then
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content = c_sandstone
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end
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return content
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end
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