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MIT License | ||
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Copyright (c) 2023 srifqi | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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Far Glitch Land | ||
=============== | ||
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This mod adds glitchy-looking lands at the edge of the world. It is inspired by [Minecraft's Far Lands](https://minecraft.wiki/w/Far_Lands). | ||
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## Configuration | ||
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To configure this mod, use the Settings menu > Content: Mods > Far Glitch Land. The configuration is _not_ saved per world, but saved globally, and affects new world generations. | ||
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| Name | Description | Default | | ||
|:---------------------- |:------------------------- | --------:| | ||
| `fgl_thickness` | Far Glitch Land Thickness | `80` | | ||
| `fgl_clean_generation` | Clean Land Generation | `true` | | ||
| `fgl_min_height` | Minimum Land Height | `-31000` | | ||
| `fgl_max_height` | Maximum Land Height | `31000` | | ||
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## License | ||
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MIT License |
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-- Far Glitch Land | ||
-- MIT License | ||
-- To change parameters, use the Settings menu. | ||
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---------------- | ||
-- Parameters -- | ||
---------------- | ||
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local thickness = 80 | ||
local is_clean_gen = true | ||
local height_min = -31000 | ||
local height_max = 31000 | ||
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------------------- | ||
-- Read settings -- | ||
------------------- | ||
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local thickness_setting = minetest.settings:get("fgl_thickness") | ||
if thickness_setting ~= nil then | ||
thickness = tonumber(thickness_setting) | ||
end | ||
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if thickness <= 0 then | ||
return -- Do nothing | ||
end | ||
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is_clean_gen = minetest.settings:get_bool("fgl_clean_generation", false) | ||
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local height_min_setting = minetest.settings:get("fgl_min_height") | ||
if height_min_setting ~= nil then | ||
height_min = tonumber(height_min_setting) | ||
end | ||
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local height_max_setting = minetest.settings:get("fgl_max_height") | ||
if height_max_setting ~= nil then | ||
height_max = tonumber(height_max_setting) | ||
end | ||
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if height_max < height_min then | ||
return -- Do nothing | ||
end | ||
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----------------------- | ||
-- Initial variables -- | ||
----------------------- | ||
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local edge_min, edge_max = minetest.get_mapgen_edges() | ||
local chunksize = tonumber(minetest.get_mapgen_setting("chunksize")) | ||
local sidelen = chunksize * 16 -- 16*16*16 nodes per chunk | ||
local sidelen_v = {x = sidelen, y = sidelen, z = sidelen} | ||
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local water_level = tonumber(minetest.get_mapgen_setting("water_level")) | ||
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-- Land generation limits | ||
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thickness = thickness - 1 -- Offset by 1 | ||
local e_xmin = edge_min.x + thickness | ||
local e_xmax = edge_max.x - thickness | ||
local e_zmin = edge_min.z + thickness | ||
local e_zmax = edge_max.z - thickness | ||
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local g_ymin = math.max(edge_min.y, height_min) | ||
local g_ymax = math.min(edge_max.y, height_max) | ||
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-- Main noise | ||
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local spread_base = 3 | ||
local spread_mult_y = 2 | ||
local spread_mult_side = 32 | ||
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local np_shape = { | ||
offset = 0, | ||
scale = 1, | ||
spread = {x = spread_base, y = spread_base, z = spread_base}, | ||
seed = 40, | ||
octaves = 1, | ||
persistence = 0.5, | ||
lacunarity = 2.0, | ||
} | ||
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-------------------- | ||
-- Map generation -- | ||
-------------------- | ||
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minetest.register_on_generated(function(minp, maxp, seed) | ||
if minp.y > g_ymax and maxp.y < g_ymin and | ||
minp.x > e_xmin and maxp.x < e_xmax and | ||
minp.z > e_zmin and maxp.z < e_zmax then | ||
return -- Do nothing | ||
end | ||
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minetest.log("info", "far_glitch_land is generating | " .. | ||
"minp: (" .. minp.x .. ", " .. minp.y .. ", " .. minp.z .. ") | " .. | ||
"maxp: (" .. maxp.x .. ", " .. maxp.y .. ", " .. maxp.z .. ")") | ||
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-- Initial variables | ||
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local cid = minetest.get_content_id | ||
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local air_block = cid("air") | ||
local stone_block = cid("mapgen_stone") | ||
local water_block = cid("mapgen_water_source") | ||
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local pr = PseudoRandom(seed) | ||
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") | ||
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) | ||
local data = vm:get_data() | ||
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-- Noises | ||
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local p3d_shape_x = nil | ||
local p3d_shape_z = nil | ||
local p3d_shape_xz = nil | ||
if minp.x <= e_xmin or maxp.x >= e_xmax then | ||
np_shape.spread.x = spread_base * spread_mult_side | ||
np_shape.spread.y = spread_base * spread_mult_y | ||
np_shape.spread.z = spread_base | ||
local pm_shape_x = minetest.get_perlin_map(np_shape, sidelen_v) | ||
p3d_shape_x = pm_shape_x:get_3d_map_flat(minp) | ||
end | ||
if minp.z <= e_zmin or maxp.z >= e_zmax then | ||
np_shape.spread.x = spread_base | ||
np_shape.spread.y = spread_base * spread_mult_y | ||
np_shape.spread.z = spread_base * spread_mult_side | ||
local pm_shape_z = minetest.get_perlin_map(np_shape, sidelen_v) | ||
p3d_shape_z = pm_shape_z:get_3d_map_flat(minp) | ||
end | ||
if (minp.x <= e_xmin or maxp.x >= e_xmax) and | ||
(minp.z <= e_zmin or maxp.z >= e_zmax) then | ||
np_shape.spread.x = spread_base * spread_mult_side | ||
np_shape.spread.y = spread_base | ||
np_shape.spread.z = spread_base * spread_mult_side | ||
local pm_shape_xz = minetest.get_perlin_map(np_shape, sidelen_v) | ||
p3d_shape_xz = pm_shape_xz:get_3d_map_flat(minp) | ||
end | ||
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-- Main generation | ||
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local ni = 1 | ||
for z = minp.z, maxp.z do | ||
for x = minp.x, maxp.x do | ||
ni = ni + sidelen * (sidelen - 1) | ||
if x <= e_xmin or x >= e_xmax or | ||
z <= e_zmin or z >= e_zmax then | ||
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-- Read biome data | ||
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local biome_id = minetest.get_biome_data(vector.new(x, maxp.y, z))["biome"] | ||
local biome_name = minetest.get_biome_name(biome_id) | ||
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local biome_data = minetest.registered_biomes[biome_name] | ||
if biome_data == nil then | ||
biome_data = {} | ||
end | ||
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local block_top = stone_block | ||
if biome_data["node_top"] ~= nil then | ||
block_top = cid(biome_data["node_top"]) | ||
end | ||
local depth_top = 0 | ||
if biome_data["depth_top"] ~= nil then | ||
depth_top = biome_data["depth_top"] | ||
end | ||
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local block_filler = stone_block | ||
if biome_data["node_filler"] ~= nil then | ||
block_filler = cid(biome_data["node_filler"]) | ||
end | ||
local depth_filler = 0 | ||
if biome_data["depth_filler"] ~= nil then | ||
depth_filler = biome_data["depth_filler"] | ||
depth_filler = pr:next(0, depth_filler) | ||
end | ||
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local block_riverbed = stone_block | ||
if biome_data["node_riverbed"] ~= nil then | ||
block_riverbed = cid(biome_data["node_riverbed"]) | ||
end | ||
local depth_riverbed = 0 | ||
if biome_data["depth_riverbed"] ~= nil then | ||
depth_riverbed = biome_data["depth_riverbed"] | ||
end | ||
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local block_stone = stone_block | ||
if biome_data["node_stone"] ~= nil then | ||
block_stone = cid(biome_data["node_stone"]) | ||
end | ||
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-- Generation is run from top to bottom to make it easier when | ||
-- placing land cover (block_top), below it (block_filler), | ||
-- and stone (block_stone). | ||
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local last_air_block = maxp.y + sidelen * sidelen | ||
local last_water_block = maxp.y + sidelen * sidelen | ||
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for y = maxp.y, minp.y, -1 do | ||
local vi = area:index(x, y, z) | ||
if y >= g_ymin and y <= g_ymax then | ||
if is_clean_gen or | ||
data[vi] == air_block or | ||
data[vi] == stone_block or | ||
data[vi] == water_block then | ||
local value = 0 | ||
if (x <= e_xmin or x >= e_xmax) and | ||
(z <= e_zmin or z >= e_zmax) then | ||
value = p3d_shape_xz[ni] + 0.25 -- More air | ||
elseif x <= e_xmin or x >= e_xmax then | ||
value = p3d_shape_x[ni] | ||
elseif z <= e_zmin or z >= e_zmax then | ||
value = p3d_shape_z[ni] | ||
end | ||
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if value <= 0 then -- Is solid | ||
local dist_to_air = last_air_block - y | ||
local dist_to_water = last_water_block - y | ||
local depth_both = depth_filler + depth_top | ||
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if dist_to_air > depth_top and dist_to_air <= depth_both or | ||
dist_to_water > depth_riverbed and dist_to_water <= depth_both then | ||
data[vi] = block_filler | ||
elseif dist_to_air > 0 and dist_to_air <= depth_top then | ||
data[vi] = block_top | ||
elseif dist_to_water > 0 and dist_to_water <= depth_riverbed then | ||
data[vi] = block_riverbed | ||
else | ||
data[vi] = block_stone | ||
end | ||
elseif is_clean_gen then | ||
if y > water_level then | ||
data[vi] = air_block | ||
else | ||
data[vi] = water_block | ||
end | ||
end | ||
end | ||
end | ||
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if data[vi] == air_block then | ||
last_air_block = y | ||
elseif data[vi] == water_block then | ||
last_water_block = y | ||
end | ||
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ni = ni - sidelen | ||
end -- For each y | ||
else | ||
ni = ni - sidelen * sidelen | ||
end | ||
ni = ni + sidelen + 1 | ||
end -- For each x | ||
ni = ni + sidelen * (sidelen - 1) | ||
end -- For each z | ||
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-- Decorations and ores | ||
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vm:set_data(data) | ||
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minetest.generate_decorations(vm) | ||
minetest.generate_ores(vm) | ||
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vm:calc_lighting() | ||
vm:write_to_map() | ||
vm:update_liquids() | ||
end) |
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name = far_glitch_land | ||
description = Add glitchy-looking lands at the edge of the world | ||
author = srifqi | ||
title = Far Glitch Land |
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# This file contains settings of Far Glitch Land that can be changed in | ||
# minetest.conf. | ||
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# The thickness/size of Far Glitch Land from the edge of the world. | ||
# Zero thickness disables Far Glitch Land generation. | ||
fgl_thickness (Land Thickness) int 80 0 31000 | ||
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# Whether the Far Glitch Land generation removes engine-generated chunks. | ||
fgl_clean_generation (Clean Land Generation) bool true | ||
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# The maximum height of Far Glitch Land. | ||
fgl_min_height (Minimum Land Height) int -31000 -31000 31000 | ||
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# The maximum height of Far Glitch Land. | ||
fgl_max_height (Maximum Land Height) int 31000 -31000 31000 |