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init.lua
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-- Copyright 2015 Eduardo Mezêncio
-----------------------
-- Node Registration --
-----------------------
local rocks_variants = 2
local function register_nodes(index, desert)
local rocks_groups = {oddly_breakable_by_hand = 3, attached_node = 1}
if index == 1 then
rocks_groups.not_in_creative_inventory = 0
else
rocks_groups.not_in_creative_inventory = 1
end
local desert_str_1 = ""
local desert_str_2 = ""
if desert then
desert_str_1 = "desert_"
desert_str_2 = "Desert "
end
minetest.register_node("loose_rocks:loose_"..desert_str_1.."rocks_"..index, {
description = "Loose "..desert_str_2.."Rocks",
drawtype = "mesh",
drop = "loose_rocks:loose_"..desert_str_1.."rocks_1",
groups = rocks_groups,
inventory_image = "loose_"..desert_str_1.."rocks_inv.png",
mesh = "loose_rocks_" .. index ..".obj",
on_place = function(itemstack, placer, pointed_thing)
local pointed_pos = minetest.get_pointed_thing_position(pointed_thing, true)
local return_value = minetest.item_place(itemstack, placer, pointed_thing, math.random(0,3))
if minetest.get_node(pointed_pos).name == "loose_rocks:loose_"..desert_str_1.."rocks_1" then
minetest.set_node(pointed_pos, {name = "loose_rocks:loose_"..desert_str_1.."rocks_"..math.random(1,rocks_variants),
param2 = math.random(0,3)})
end
return return_value
end,
paramtype = "light",
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.3125, 0.5},
},
sunlight_propagates = true,
tiles = {"default_"..desert_str_1.."stone.png"},
walkable = false,
})
end
for i = 1, rocks_variants do
register_nodes(i, false)
register_nodes(i, true)
end
------------
-- Crafts --
------------
local function register_crafts(desert)
local desert_str
if desert then
desert_str = "desert_"
else
desert_str = ""
end
local cobble_str = "default:"..desert_str.."cobble"
local loose_str = "loose_rocks:loose_"..desert_str.."rocks_1"
minetest.register_craft({
output = cobble_str,
recipe = {
{loose_str, loose_str, ""},
{loose_str, loose_str, ""},
{"", "", ""},
}
})
minetest.register_craft({
output = "loose_rocks:loose_"..desert_str.."rocks_1 4",
recipe = {
{cobble_str, "", ""},
{"", "", ""},
{"", "", ""},
}
})
end
register_crafts(false)
register_crafts(true)
--------------------
-- Map Generation --
--------------------
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 0 then return end
-- Check mapgen
local mgname = minetest.get_mapgen_params().mgname
math.randomseed(seed)
local perlin = minetest.get_perlin(0, 3, 0.6, 100)
local heightmap = minetest.get_mapgen_object("heightmap")
local biomemap = nil
if mgname == 'v5' or mgname == 'v7' then
biomemap = minetest.get_mapgen_object("biomemap")
end
-- Assume X and Z lengths are equal
local chunk = (maxp.x-minp.x+1) -- Probably 80
local divs = 5
local divlen = chunk / divs -- 16, if chunk is 80
for divx = 0, divs - 1 do
for divz = 0, divs - 1 do
local x0 = minp.x + math.floor((divx) * divlen)
local z0 = minp.z + math.floor((divz) * divlen)
local x1 = minp.x + math.floor((divx+1) * divlen) - 1
local z1 = minp.z + math.floor((divz+1) * divlen) - 1
-- Determine amount of rocks from perlin noise
local amount = math.floor((perlin:get2d({x=x0, y=z0}) + 1) ^ 3)
-- Find positions for rocks
for i=1,amount do
local target_x = math.random(x0, x1)
local target_z = math.random(z0, z1)
local ground_y = heightmap[(target_x-minp.x) + (target_z-minp.z)*chunk + 1]
local ground_name = minetest.get_node({x=target_x, y=ground_y, z=target_z}).name
if ground_y < maxp.y and ground_y >= minp.y
and ground_name ~= "air" then
-- I check if the node underneath is not air because apparently the ground level
-- provided by heightmap does not account for cave genetarion.
local target_coord = {x=target_x, y=ground_y + 1, z=target_z}
local target_name = minetest.get_node(target_coord).name
-- Check if the node can be replaced
if minetest.registered_nodes[target_name].buildable_to and
(minetest.get_item_group(target_name, "liquid") == 0) then
local generate_desert = false
-- For v5 and v7
if biomemap then
generate_desert = (biomemap[(target_x-minp.x) + (target_z-minp.z)*chunk + 1] == 15)
-- For v6
else
generate_desert = (ground_name == "default:desert_sand" or
ground_name == "default:desert_stone")
end
if generate_desert then
minetest.set_node(target_coord,{name = "loose_rocks:loose_desert_rocks_"..math.random(1,rocks_variants),
param2 = math.random(0,3)})
else
minetest.set_node(target_coord,{name = "loose_rocks:loose_rocks_"..math.random(1,rocks_variants),
param2 = math.random(0,3)})
end
end
end
end
end
end
end)