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init.lua
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init.lua
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--minetest.clear_registered_biomes()
local needprivs = minetest.get_modpath("sethome") or nil
if needprivs then
spawnprivs = { interact = true, server = true, home = true }
else
spawnprivs = { interact = true, server = true }
end
-- Get setting or default
local mgv = minetest.get_mapgen_setting("mg_name") or nil
local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") or "mountains, ridges, floatlands, caverns"
local captures_float = string.match(mgv7_spflags, "floatlands")
local captures_nofloat = string.match(mgv7_spflags, "nofloatlands")
local n1 = {
offset = -0.6,
scale = 1.5,
spread = {x = 600, y = 600, z= 600},
seed = 114,
octaves = 5,
persistence = 0.6,
lacunarity = 2.0,
flags = "eased"
}
local n2 = {
offset = 48,
scale = 24,
spread = {x = 300, y = 300, z = 300},
seed = 907,
octaves = 4,
persistence = 0.7,
lacunarity = 2.0,
flags = "eased"
}
local n3 = {
offset = -0.6,
scale = 1,
spread = {x = 250, y = 350, z = 250},
seed = 5333,
octaves = 5,
persistence = 0.63,
lacunarity = 2.0,
flags = ""
}
local noise_b = minetest.get_mapgen_setting_noiseparams("mgv7_np_floatland_base") or n1
local noise_h = minetest.get_mapgen_setting_noiseparams("mgv7_np_float_base_height") or n2
local noise_m = minetest.get_mapgen_setting_noiseparams("mgv7_np_mountain") or n3
local floatland_y = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280
local worldlimit = minetest.get_mapgen_setting("mapgen_limit") or 31000
local mount_height = minetest.get_mapgen_setting("mgv7_float_mount_height") or 128
local mount_dens = minetest.get_mapgen_setting("mgv7_float_mount_density") or 0.6
-- Make global for mods to use to register floatland biomes
default.mgv7_floatland_level = floatland_y
default.mgv7_shadow_limit = minetest.get_mapgen_setting("mgv7_shadow_limit") or 1024
if mgv == "v7" then
minetest.register_node("floatland_realm:grass", {
description = "Float Grass",
tiles = {"floatland_realm_grass.png", "floatland_realm_dirt.png",
{name = "floatland_realm_dirt.png^floatland_realm_grass_side.png",
tileable_vertical = false}},
groups = {fcrumbly = 3, soil = 1, spreading_dirt_type = 1},
drop = 'floatland_realm:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_grass_footstep", gain = 0.25},
}),
})
minetest.register_node("floatland_realm:sand", {
description = "Float Sand",
tiles = {"floatland_realm_sand.png"},
drop = 'floatland_realm:sand',
groups = {fcrumbly = 3, falling_node = 1, sand = 1},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("floatland_realm:dirt", {
description = "Float Dirt",
tiles = {"floatland_realm_dirt.png"},
drop = 'floatland_realm:dirt',
groups = {fcrumbly = 3, soil = 1},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("floatland_realm:stone", {
description = "Float Stone",
tiles = {"floatland_realm_stone.png"},
groups = {fcracky = 3, stone = 1},
drop = 'floatland_realm:dirt',
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("floatland_realm:portal", {
description = "Float Portal",
drawtype = "glasslike",
tiles = {
{
name = "floatland_realm_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 4.0,
},
},
},
alpha = 160,
paramtype = "light",
sunlight_propogates = true,
light_source = 8,
walkable = false,
pointable = false,
diggable = false,
drop = "",
groups = {not_in_creative_inventory = 1},
})
minetest.override_item("default:pick_diamond", {
tool_capabilities = {
full_punch_interval = 0.9,
max_drop_level=3,
groupcaps={
cracky = {times={[1]=2.0, [2]=1.0, [3]=0.50}, uses=30, maxlevel=3},
fcracky = {times={[3]=1.60}, uses=10, maxlevel=1},
},
damage_groups = {fleshy=5},
},
})
minetest.override_item("default:shovel_diamond", {
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
crumbly = {times={[1]=1.10, [2]=0.50, [3]=0.30}, uses=30, maxlevel=3},
fcrumbly = {times={[3]=1.00}, uses=10, maxlevel=1},
},
damage_groups = {fleshy=4},
},
})
local function get_portal_blocks(pos, first_time)
local max_x, max_z, min_x, min_z
for i = -2, 2 do
local node = minetest.get_node({x = pos.x + i, y = pos.y, z = pos.z}).name
if node == "default:mese" or node == "default:diamondblock" then
if not min_x then
min_x = pos.x + i
else
max_x = pos.x + i
end
end
end
for i = -2, 2 do
local node = minetest.get_node({x = pos.x, y = pos.y, z = pos.z + i}).name
if node == "default:mese" or node == "default:diamondblock" then
if not min_z then
min_z = pos.z + i
else
max_z = pos.z + i
end
end
end
if not min_x or not min_z or not max_x or not max_z then
return false
end
local a, b = minetest.find_nodes_in_area({x = min_x, y = pos.y, z = min_z},
{x = max_x, y = pos.y, z = max_z},
{"floatland_realm:portal", "default:mese", "default:diamondblock"})
if b["default:mese"] == 6 and b["default:diamondblock"] == 6
and (b["floatland_realm:portal"] == 4 or first_time == true) then
return true, min_x, min_z
end
return false
end
local function item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count()
local inv = dropper:get_inventory()
local ind = dropper:get_wield_index()
local item = itemstack:take_item(cs)
local obj = minetest.add_item(p, item)
if obj then
v.x = v.x*2
v.y = v.y*2 + 2
v.z = v.z*2
obj:setvelocity(v)
obj:get_luaentity().dropped_by = dropper:get_player_name()
return obj, itemstack
end
else
if minetest.add_item(pos, itemstack) then
return itemstack
end
end
end
local function build_portal(pos)
for i = -1, 2 do
for j = -1, 2 do
if (i + j) % 2 == 0 then
minetest.set_node({x = pos.x + i, y = pos.y - 3, z = pos.z + j}, {name = "default:mese"})
else
minetest.set_node({x = pos.x + i, y = pos.y - 3, z = pos.z + j}, {name = "default:diamondblock"})
end
for j = 0, 1 do
if i == 0 or i == 1 then
minetest.set_node({x = pos.x + i, y = pos.y - 3, z = pos.z + j}, {name = "floatland_realm:portal"})
end
end
minetest.set_node({x = pos.x + i, y = pos.y - 4, z = pos.z + j}, {name = "default:stone"})
for k = -2, 3 do
minetest.set_node({x = pos.x + i, y = pos.y + k, z = pos.z + j}, {name = "air"})
end
end
end
end
local function spawn_point()
local noise_base = minetest.get_perlin(noise_b)
local noise_height = minetest.get_perlin(noise_h)
local noise_mount = minetest.get_perlin(noise_m)
local base_max = floatland_y
local y = floatland_y + 3
for i = 1, 10000 do
local x = math.random(-2000, 2000)
local z = math.random(-2000, 2000)
local n_base = noise_base:get2d({x = x, y = z})
local n_mount = noise_mount:get3d({x = x, y = y, z = z})
local density_gradient = -math.pow((y - floatland_y) / mount_height, 0.75)
local floatn = n_mount + mount_dens + density_gradient >= 0
if n_base > 0 and floatn == false then -- If floatlands and not a mountain
local n_base_height = math.max(noise_height:get2d({x = x, y = z}), 1)
local amp = n_base * n_base_height
local ridge = n_base_height / 3
if amp < ridge * 2 then
local diff = math.abs(amp - ridge) / ridge
local smooth_diff = diff * diff * (3 - 2 * diff)
base_max = floatland_y + ridge - smooth_diff * ridge
end
return {x = x, y = base_max + 2, z = z}
end
end
end
minetest.register_craftitem("floatland_realm:key", {
description = minetest.colorize("gold", "A key to the floatland realm..."),
inventory_image = "floatland_realm_key.png",
stack_max = 1,
on_drop = function(itemstack, dropper, pos)
local obj, itemstack = item_drop(itemstack, dropper, pos)
minetest.after(3, function()
if obj ~= nil and obj:get_pos() and dropper and
minetest.get_node(obj:get_pos()).name == "air" then
local opos = obj:get_pos()
local dropper_pos = dropper:get_pos()
if dropper_pos.y > default.mgv7_floatland_level - 400 then
return
end
local blocks, min_x, min_z = get_portal_blocks(opos, true)
if blocks == true then
obj:set_properties({automatic_rotate = 31.4/2})
obj:set_velocity({x = 0, y = 7, z = 0})
for i = 1, 2 do
for j = 1, 2 do
minetest.set_node({x = min_x + i, y = opos.y, z = min_z + j}, {name = "floatland_realm:portal"})
end
end
minetest.after(1.5, function()
if obj then
obj:remove()
local meta = minetest.get_meta({x = min_x, y = opos.y, z = min_z})
local p = spawn_point()
meta:set_int("floatrealm:x", p.x)
meta:set_int("floatrealm:y", p.y)
meta:set_int("floatrealm:z", p.z)
dropper:set_pos(p)
minetest.after(3, function()
build_portal(p)
local meta2 = minetest.get_meta({x = p.x - 1, y = p.y - 3, z = p.z - 1})
meta2:set_int("floatrealm:x", min_x + 2)
meta2:set_int("floatrealm:y", opos.y + 2)
meta2:set_int("floatrealm:z", min_z + 2)
end)
end
end)
end
end
end)
return itemstack
end,
})
minetest.override_item("default:diamond", {
on_drop = function(itemstack, dropper, pos)
local obj, itemstack = item_drop(itemstack, dropper, pos)
minetest.after(3, function()
if obj ~= nil and obj:get_pos() and dropper and
minetest.get_node(obj:get_pos()).name == "floatland_realm:portal" then
local opos = obj:get_pos()
local dropper_pos = dropper:get_pos()
local blocks, min_x, min_z = get_portal_blocks(opos, false)
if blocks == true then
obj:set_properties({automatic_rotate = 31.4/2})
obj:set_velocity({x = 0, y = 7, z = 0})
minetest.after(1.5, function()
if obj then
obj:remove()
local meta = minetest.get_meta({x = min_x, y = opos.y, z = min_z})
if meta:get_int("floatrealm:x") ~= 0 and meta:get_int("floatrealm:y") ~= 0
and meta:get_int("floatrealm:z") ~= 0 then
dropper:set_pos({
x = meta:get_int("floatrealm:x"),
y = meta:get_int("floatrealm:y"),
z = meta:get_int("floatrealm:z"),
})
end
end
end)
end
end
end)
return itemstack
end,
})
minetest.register_chatcommand("portal", {
params = "<player>",
description = "Admin command to build floadland blocks spawn point at player place"),
privs = spawnprivs,
func = function(name)
local player = minetest.get_player_by_name(name)
local pos = player:get_pos()
build_portal(pos)
end,
})
minetest.register_biome({
name = "floatland_grass",
node_top = "floatland_realm:grass",
depth_top = 1,
node_filler = "floatland_realm:dirt",
depth_filler = 2,
node_stone = "floatland_realm:stone",
y_min = floatland_y + 2,
y_max = worldlimit,
heat_point = 50,
humidity_point = 50,
})
minetest.register_biome({
name = "floatland_beach",
node_top = "floatland_realm:sand",
depth_top = 3,
node_stone = "floatland_realm:stone",
y_min = default.mgv7_shadow_limit,
y_max = floatland_y + 2,
heat_point = 50,
humidity_point = 50,
})
minetest.register_decoration({
deco_type = "simple",
place_on = {"floatland_realm:grass"},
sidelen = 16,
fill_ratio = 0.8,
biomes = {"floatland_grass"},
y_min = floatland_y + 7,
y_max = worldlimit,
decoration = "default:bush_sapling",
})
end