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Update changelog & document //erode in the README
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@ -4,6 +4,7 @@ It's about time I started a changelog! This will serve from now on as the master
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## v1.9 (unreleased)
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- Add `//many` for executing a command many times in a row
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- Add **experimental** `//erode` command
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## v1.8: The Quality of Life Update (17th July 2020)
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40
README.md
40
README.md
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@ -27,6 +27,7 @@ If you can dream of it, it probably belongs here!
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- [`//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`](#overlay-node_name_a-chance_a-node_name_b-chance_b-node_name_n-chance_n-)
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- [`//layers [<node_name_1> [<layer_count_1>]] [<node_name_2> [<layer_count_2>]] ...`](#layers-node_name_1-layer_count_1-node_name_2-layer_count_2-)
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- [`//convolve <kernel> [<width>[,<height>]] [<sigma>]`](#convolve-kernel-widthheight-sigma)
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- [`//erode [<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]`](#) **experimental**
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### Statistics
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- [`//count`](#count)
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@ -53,7 +54,7 @@ Floods all connected nodes of the same type starting at _pos1_ with <replace_nod
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//floodfill glass 25
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```
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### `//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`
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### `//overlay <node_name_a> [<chance[<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`
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Places `<node_name_a>` in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with `<node_name_a>`. Optionally supports a mix of node names and chances, as `//mix` (WorldEdit) and `//replacemix` (WorldEditAdditions) does.
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Will also work in caves, as it scans columns of nodes from top to bottom, skipping every non-air node until it finds one - and only then will it start searching for a node to place the target node on top of.
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@ -256,6 +257,43 @@ The sigma value is only applicable to the `gaussian` kernel, and can be thought
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//convolve gaussian 5 0.2
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```
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## `//erode [<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]`
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Runs an erosion algorithm over the defined region, optionally passing a number of key - value pairs representing parameters that are passed to the chosen algorithm. This command is **experimental**, as the author is currently on-the-fence about the effects it produces.
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Currently implemented algorithms:
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Algorithm | Mode | Description
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------------|-------|-------------------
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`snowballs` | 2D | The default. Simulates snowballs rolling across the terrain, eroding & depositing material. Then runs a 3x3 gaussian kernel over the result (i.e. like the `//conv` / `//smoothadv` command).
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Usage examples:
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```
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//erode
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//erode snowballs
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//erode snowballs count 25000
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```
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Each of the algorithms above have 1 or more parameters that they support. These are detailed below.
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### Parameters: snowballs
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Parameter | Type | Default Value | Description
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--------------------|-----------|-------------------|------------------------
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rate_deposit | `float` | 0.03 | The rate at which snowballs will deposit material
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rate_erosion | `float` | 0.04 | The rate at which snowballs will erode material
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friction | `float` | 0.07 | More friction slows snowballs down more.
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speed | `float` | 1 | Speed multiplier to apply to snowballs at each step.
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max_steps | `float` | 80 | The maximum number of steps to simulate each snowball for.
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velocity_hist_count | `float` | 3 | The number of previous history values to average when detecting whether a snowball has stopped or not
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init_velocity | `float` | 0.25 | The maximum random initial velocity of a snowball for each component of the velocity vector.
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scale_iterations | `float` | 0.04 | How much to scale erosion by as time goes on. Higher values mean that any given snowball will erode more later on as more steps pass.
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maxdiff | `float` | 0.4 | The maximum difference in height (between 0 and 1) that is acceptable as a percentage of the defined region's height.
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count | `float` | 50000 | The number of snowballs to simulate.
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If you find any good combinations of these parameters, please [open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new) (or a PR!) and let me know! I'll include good combinations here.
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### `//count`
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Counts all the nodes in the defined region and returns the result along with calculated percentages (note that if the chat window used a monospace font, the returned result would be a perfect table. If someone has a ~~hack~~ solution to make the columns line up neatly, please [open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new) :D)
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@ -5,7 +5,7 @@
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-- ███████ ██ ██ ██████ ██████ ███████
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worldedit.register_command("erode", {
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params = "[<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]",
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description = "Runs the specified erosion algorithm over the given defined region. This may occur in 2d or 3d. Currently implemented algorithms: snowballs (default;2d hydraulic-like). Also optionally takes an arbitrary set of key - value pairs representing parameters to pass to the algorithm. See the full documentation for details.",
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description = "**experimental** Runs the specified erosion algorithm over the given defined region. This may occur in 2d or 3d. Currently implemented algorithms: snowballs (default;2d hydraulic-like). Also optionally takes an arbitrary set of key - value pairs representing parameters to pass to the algorithm. See the full documentation for details.",
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privs = { worldedit = true },
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require_pos = 2,
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parse = function(params_text)
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