Major overhaul. Separate cave decorations from mapgen.
This commit is contained in:
parent
f8a5339f57
commit
011affc46f
6 changed files with 497 additions and 266 deletions
295
mapgen.lua
295
mapgen.lua
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@ -8,86 +8,13 @@ local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z =
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local node = fun_caves.node
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--local replaceable = {}
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--for n, s in pairs(minetest.registered_nodes) do
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-- if s.is_ground_content and n ~= "air" then
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-- replaceable[node(n)] = true
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-- print(n)
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-- end
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--end
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local min_surface = -80
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local coral_biomes = {"desert_ocean", "savanna_ocean", "rainforest_ocean", }
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local data = {}
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local p2data = {} -- vm rotation data buffer
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local lightmap = {}
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--local p2data = {} -- vm rotation data buffer
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local vm, emin, emax, area, noise_area, csize
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local div_sz_x, div_sz_z, minp, maxp, terrain, cave
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if fun_caves.world then
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fun_caves.biomes = {}
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local biomes = fun_caves.biomes
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local biome_names = {}
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biome_names["common"] = {}
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biome_names["uncommon"] = {}
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do
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local biome_terrain_scale = {}
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biome_terrain_scale["coniferous_forest"] = 0.75
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biome_terrain_scale["rainforest"] = 0.33
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biome_terrain_scale["underground"] = 1.5
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local tree_biomes = {}
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tree_biomes["deciduous_forest"] = {"deciduous_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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tree_biomes["taiga"] = {"conifer_trees"}
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tree_biomes["rainforest"] = {"jungle_trees"}
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tree_biomes["rainforest_swamp"] = {"jungle_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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tree_biomes["savanna"] = {"acacia_trees"}
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for i, obiome in pairs(minetest.registered_biomes) do
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local biome = table.copy(obiome)
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biome.special_tree_prob = 2
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if biome.name == "savanna" then
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biome.special_tree_prob = 30
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end
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local rarity = "common"
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biome.terrain_scale = biome_terrain_scale[biome] or 0.5
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if string.find(biome.name, "ocean") then
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biome.terrain_scale = 1
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rarity = "uncommon"
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end
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if string.find(biome.name, "swamp") then
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biome.terrain_scale = 0.25
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rarity = "uncommon"
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end
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if string.find(biome.name, "beach") then
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biome.terrain_scale = 0.25
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rarity = "uncommon"
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end
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if string.find(biome.name, "^underground$") then
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biome.node_top = "default:stone"
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rarity = "uncommon"
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end
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biome.special_trees = tree_biomes[biome.name]
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biomes[biome.name] = biome
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biome_names[rarity][#biome_names[rarity]+1] = biome.name
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end
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end
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biomes["control"] = {}
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end
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if false then
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local cave_stones = {
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"fun_caves:stone_with_moss",
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"fun_caves:stone_with_lichen",
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"fun_caves:stone_with_algae",
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"fun_caves:stone_with_salt",
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}
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local mushroom_stones = {}
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mushroom_stones[node("default:stone")] = true
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mushroom_stones[node("fun_caves:stone_with_algae")] = true
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mushroom_stones[node("fun_caves:stone_with_lichen")] = true
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end
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local minp, maxp
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local function place_schematic(pos, schem, center)
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local rot = math.random(4) - 1
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@ -157,15 +84,6 @@ local function get_decoration(biome)
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end
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local function rangelim(x, y, z)
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return math.max(math.min(x, z), y)
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end
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local function getBiome(x, z)
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return nil
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end
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function fun_caves.generate(p_minp, p_maxp, seed)
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minp, maxp = p_minp, p_maxp
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vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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@ -176,6 +94,24 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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csize = vector.add(vector.subtract(maxp, minp), 1)
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noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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-- There's a bug in the heightmap from valleys_c. Check for it.
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local bullshit_heightmap = false
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do
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local j = -31000
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local k = 0
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for i = 1, #heightmap do
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if j == heightmap[i] then
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k = k + 1
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if k > (csize.x ^ 2) * 0.5 then
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bullshit_heightmap = true
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end
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else
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k = 0
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end
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j = heightmap[i]
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end
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end
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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local mem = math.floor(collectgarbage("count")/1024)
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if mem > 300 then
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@ -202,9 +138,9 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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local ivm = area:index(x, minp.y, z)
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for y = minp.y, maxp.y do
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if (y < min_surface or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
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if (y < min_surface or bullshit_heightmap or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
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data[ivm] = node("air")
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if y > min_surface and cave_3[index] < 1 and heightmap[index] == y then
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if y > min_surface and cave_3[index] < 1 and heightmap[index] == y and not bullshit_heightmap then
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local ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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@ -228,160 +164,24 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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for x = minp.x, maxp.x do
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index = index + 1
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local dx = x - minp.x
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index3d = noise_area:index(dx, csize.y - 1, dz)
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local air_count = 0
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local ivm = area:index(x, maxp.y, z)
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index3d = noise_area:index(dx, 0, dz)
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local ivm = area:index(x, minp.y, z)
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for y = maxp.y, minp.y, -1 do
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if y < min_surface or y <= heightmap[index] - 20 then
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local ivm_below = ivm - area.ystride
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local ivm_above = ivm + area.ystride
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local dy = y - minp.y
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-------------------
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local stone_type = node("default:stone")
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local stone_depth = 1
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local biome_val = biome_n[index3d]
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if y > -500 then
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biome_val = biome_val / math.max(1, math.log(500 + y))
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for y = minp.y, maxp.y do
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if y < min_surface or bullshit_heightmap or y <= heightmap[index] - 20 then
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local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d])
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if i then
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data[ivm] = i
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end
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-------------------
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--biome_val = 0.7
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-------------------
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if biome_val < -0.6 then
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if true then
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stone_type = node("default:ice")
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stone_depth = 2
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else
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stone_type = node("fun_caves:thinice")
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stone_depth = 2
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end
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elseif biome_val < -0.5 then
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stone_type = node("fun_caves:stone_with_lichen")
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elseif biome_val < -0.3 then
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stone_type = node("fun_caves:stone_with_moss")
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elseif biome_val < -0.0 then
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stone_type = node("fun_caves:stone_with_lichen")
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elseif biome_val < 0.2 then
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stone_type = node("fun_caves:stone_with_algae")
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elseif biome_val < 0.35 then
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stone_type = node("fun_caves:stone_with_salt")
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stone_depth = 2
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if data[ivm] == node("default:stone") then
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data[ivm] = stone_type
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end
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elseif biome_val < 0.5 then
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stone_type = node("default:sand")
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stone_depth = 2
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elseif biome_val < 0.6 then
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stone_type = node("default:coalblock")
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stone_depth = 2
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else
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stone_type = node("fun_caves:hot_cobble")
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end
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-- "glow"
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if data[ivm] == node("air") then
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-- Change stone per biome.
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if data[ivm_below] == node("default:stone") or (stone_type == node("fun_caves:stone_with_salt") and data[ivm_below] ~= node("fun_caves:stone_with_salt") and data[ivm_below] ~= node("air")) then
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data[ivm_below] = stone_type
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if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
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data[ivm_below - area.ystride] = node("fun_caves:radioactive_ore")
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elseif stone_depth == 2 then
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data[ivm_below - area.ystride] = stone_type
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end
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end
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if data[ivm_above] == node("default:stone") or (stone_type == node("fun_caves:stone_with_salt") and data[ivm_above] ~= node("fun_caves:stone_with_salt") and data[ivm_above] ~= node("air")) then
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data[ivm_above] = stone_type
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if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
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data[ivm_above - area.ystride] = node("fun_caves:radioactive_ore")
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elseif stone_depth == 2 then
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data[ivm_above + area.ystride] = stone_type
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end
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end
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if (data[ivm_above] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("fun_caves:stone_with_moss")) and math.random(1,50) == 1 then
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data[ivm_above] = node("fun_caves:glowing_fungal_stone")
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end
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if data[ivm] == node("air") then
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local sr = math.random(1,1000)
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-- fluids
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if (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 3 then
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data[ivm] = node("default:lava_source")
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 3 then
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data[ivm] = node("default:water_source")
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-- hanging down
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elseif data[ivm_above] == node("default:ice") and sr < 80 then
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data[ivm] = node("fun_caves:icicle_down")
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elseif (data[ivm_above] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("fun_caves:stone_with_moss") or data[ivm_above] == node("fun_caves:stone_with_algae") or data[ivm_above] == node("default:stone")) and sr < 80 then
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if data[ivm_above] == node("fun_caves:stone_with_algae") then
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data[ivm] = node("fun_caves:stalactite_slimy")
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elseif data[ivm_above] == node("fun_caves:stone_with_moss") then
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data[ivm] = node("fun_caves:stalactite_mossy")
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else
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data[ivm] = node("fun_caves:stalactite")
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end
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-- standing up
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elseif data[ivm_below] == node("fun_caves:hot_cobble") and sr < 20 then
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if sr < 10 then
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data[ivm] = node("fun_caves:hot_spike")
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else
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data[ivm] = node("fun_caves:hot_spike_"..(math.ceil(sr / 3) - 2))
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end
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elseif data[ivm_below] == node("default:coalblock") and sr < 20 then
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data[ivm] = node("fun_caves:constant_flame")
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elseif data[ivm_below] == node("default:ice") and sr < 80 then
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data[ivm] = node("fun_caves:icicle_up")
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elseif (data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_below] == node("fun_caves:stone_with_algae") or data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:stone_with_moss")) and sr < 80 then
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if data[ivm_below] == node("fun_caves:stone_with_algae") then
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data[ivm] = node("fun_caves:stalagmite_slimy")
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") then
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data[ivm] = node("fun_caves:stalagmite_mossy")
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elseif data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("default:stone") then
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data[ivm] = node("fun_caves:stalagmite")
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end
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 90 then
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data[ivm_below] = node("fun_caves:glowing_fungal_stone")
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-- vegetation
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elseif (data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_below] == node("fun_caves:stone_with_algae")) and biome_val >= -0.5 then
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if sr < 110 then
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data[ivm] = node("flowers:mushroom_red")
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elseif sr < 140 then
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data[ivm] = node("flowers:mushroom_brown")
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elseif air_count > 1 and sr < 160 then
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data[ivm_above] = node("fun_caves:huge_mushroom_cap")
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data[ivm] = node("fun_caves:giant_mushroom_stem")
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elseif air_count > 2 and sr < 170 then
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data[ivm + 2 * area.ystride] = node("fun_caves:giant_mushroom_cap")
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data[ivm_above] = node("fun_caves:giant_mushroom_stem")
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data[ivm] = node("fun_caves:giant_mushroom_stem")
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elseif air_count > 5 and sr < 180 then
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fun_caves.make_fungal_tree(data, area, ivm, math.random(2,math.min(air_count, 12)), node(fun_caves.fungal_tree_leaves[math.random(1,#fun_caves.fungal_tree_leaves)]), node("fun_caves:fungal_tree_fruit"))
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data[ivm_below] = node("dirt")
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elseif sr < 300 then
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data[ivm_below] = node("dirt")
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end
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if data[ivm] ~= node("air") then
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data[ivm_below] = node("dirt")
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end
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end
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end
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if data[ivm] == node("air") then
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air_count = air_count + 1
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end
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end
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elseif y < heightmap[index] then
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elseif y < heightmap[index] and not bullshit_heightmap then
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local ivm_below = ivm - area.ystride
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if data[ivm] == node("air") and data[ivm_below] ~= node('air') then
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data[ivm_below] = node("dirt")
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end
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end
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ivm = ivm - area.ystride
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index3d = index3d - csize.x
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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@ -392,37 +192,10 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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if DEBUG then
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vm:set_lighting({day = 15, night = 15})
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else
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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end
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vm:update_liquids()
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vm:write_to_map()
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vm, area, lightmap, terrain, cave = nil, nil, nil, nil, nil
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end
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function fun_caves.respawn(player)
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local pos = {x=0,y=0,z=0}
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local cave_1 = minetest.get_perlin(cave_noise_1):get3d(pos)
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local cave_2 = minetest.get_perlin(cave_noise_2):get3d(pos)
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local biome_n = minetest.get_perlin(biome_noise):get3d({x=pos.x, y=pos.y, z=pos.z})
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local biome = biome_n
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while biome < -0.2 or biome > 0.0 do
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pos.x = pos.x + math.random(20) - 10
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pos.z = pos.z + math.random(20) - 10
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biome_n = minetest.get_perlin(biome_noise):get3d({x=pos.x, y=pos.y, z=pos.z})
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biome = biome_n
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end
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while cave_1 * cave_2 <= 0.05 do
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pos.y = pos.y + 1
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cave_1 = minetest.get_perlin(cave_noise_1):get3d(pos)
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cave_2 = minetest.get_perlin(cave_noise_2):get3d(pos)
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end
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pos.y = pos.y + 1
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player:setpos(pos)
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return true -- Disable default player spawner
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vm, area, noise_area = nil, nil, nil
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end
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