Major overhaul. Separate cave decorations from mapgen.

This commit is contained in:
Duane Robertson 2016-05-21 09:47:42 -05:00
parent f8a5339f57
commit 011affc46f
6 changed files with 497 additions and 266 deletions

45
deco.lua Normal file
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-- I like having different stone scattered about. Sandstone forms
-- in layers. Desert stone... doesn't exist, but let's assume it's
-- another sedementary rock and place it similarly.
minetest.register_ore({ore_type="sheet", ore="default:sandstone", wherein="default:stone", clust_num_ores=250, clust_scarcity=60, clust_size=10, y_min=-1000, y_max=31000, noise_threshhold=0.1, noise_params={offset=0, scale=1, spread={x=256, y=256, z=256}, seed=4130293965, octaves=5, persist=0.60}, random_factor=1.0})
minetest.register_ore({ore_type="sheet", ore="default:desert_stone", wherein="default:stone", clust_num_ores=250, clust_scarcity=60, clust_size=10, y_min=-1000, y_max=31000, noise_threshhold=0.1, noise_params={offset=0, scale=1, spread={x=256, y=256, z=256}, seed=163281090, octaves=5, persist=0.60}, random_factor=1.0})
minetest.register_node("fun_caves:sand_with_rocks", {
description = "Sand and rocks",
tiles = {"fun_caves_sand_with_rocks.png"},
groups = {crumbly = 3, falling_node = 1, sand = 1},
sounds = default.node_sound_sand_defaults(),
drop = {max_items=2, items={{items={"fun_caves:small_rocks"}, rarity=1}, {items={"default:sand"}, rarity=1}}},
})
--minetest.register_decoration({
-- deco_type = "simple",
-- place_on = {"default:dirt_with_grass"},
-- sidelen = 80,
-- fill_ratio = 0.1,
-- biomes = {"rainforest", "desertstone_grassland"},
-- y_min = 1,
-- y_max = 31000,
-- decoration = "default:junglegrass",
--})
minetest.register_craft({
output = "default:stick 2",
recipe = {
{"default:cactus"}
}
})
minetest.add_group("default:cactus", {oddly_breakable_by_hand=1})
dofile(fun_caves.path.."/deco_caves.lua")
--dofile(fun_caves.path.."/deco_coral.lua")
--dofile(fun_caves.path.."/deco_dirt.lua")
--dofile(fun_caves.path.."/deco_trees.lua")
--dofile(fun_caves.path.."/deco_plants.lua")
--dofile(fun_caves.path.."/deco_rocks.lua")
--dofile(fun_caves.path.."/deco_fungal_tree.lua")
--dofile(fun_caves.path.."/deco_ferns.lua")
--dofile(fun_caves.path.."/deco_ferns_tree.lua")
--dofile(fun_caves.path.."/deco_water.lua")

317
deco_caves.lua Normal file
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local node = fun_caves.node
local min_surface = -80
function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
local ivm_below = ivm - area.ystride
local ivm_above = ivm + area.ystride
local biome_val = biome_val_in
-------------------
local stone_type = node("default:stone")
local stone_depth = 1
local air_count = 0
if y > -500 then
biome_val = biome_val / math.max(1, math.log(500 + y))
end
-------------------
--biome_val = 0.7
-------------------
if biome_val < -0.65 then
stone_type = node("default:ice")
stone_depth = 2
elseif biome_val < -0.6 then
stone_type = node("fun_caves:thinice")
stone_depth = 2
elseif biome_val < -0.5 then
stone_type = node("fun_caves:stone_with_lichen")
elseif biome_val < -0.3 then
stone_type = node("fun_caves:stone_with_moss")
elseif biome_val < -0.0 then
stone_type = node("fun_caves:stone_with_lichen")
elseif biome_val < 0.2 then
stone_type = node("fun_caves:stone_with_algae")
elseif biome_val < 0.35 then
stone_type = node("fun_caves:stone_with_salt")
stone_depth = 2
if data[ivm] == node("default:stone") then
return stone_type
end
elseif biome_val < 0.5 then
stone_type = node("default:sand")
stone_depth = 2
elseif biome_val < 0.6 then
stone_type = node("default:coalblock")
stone_depth = 2
else
stone_type = node("fun_caves:hot_cobble")
end
-- "glow"
local node_below
if y > minp.y then
node_below = data[ivm - area.ystride]
end
local node_above = data[ivm + area.ystride]
local air_above = false
for i = 1, stone_depth do
if data[ivm + area.ystride * i] == node("air") then
air_above = true
end
end
if data[ivm] == node("default:stone") and (stone_type == node("fun_caves:stone_with_algae") or stone_type == node("fun_caves:stone_with_lichen")) and node_above == node("air") and math.random(3) == 1 then
return node("dirt")
end
if data[ivm] == node("default:stone") and air_above then
if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
return node("fun_caves:radioactive_ore")
else
return stone_type
end
end
local air_below = false
for i = 1, stone_depth do
if data[ivm - area.ystride * i] == node("air") then
air_below = true
end
end
if data[ivm] == node("default:stone") and air_below then
if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
return node("fun_caves:radioactive_ore")
else
return stone_type
end
end
if node_below == node("air") and (data[ivm] == node("fun_caves:stone_with_lichen") or data[ivm] == node("fun_caves:stone_with_moss")) and math.random(50) == 1 then
return node("fun_caves:glowing_fungal_stone")
end
if node_above == node("air") and data[ivm] == node("fun_caves:stone_with_moss") and math.random(50) == 1 then
return node("fun_caves:glowing_fungal_stone")
end
if data[ivm] == node("air") then
local sr = math.random(1000)
-- hanging down
if node_above == node("default:stone") and sr < 80 then
if stone_type == node("default:ice") then
return node("fun_caves:icicle_down")
elseif stone_type == node("fun_caves:stone_with_algae") then
return node("fun_caves:stalactite_slimy")
elseif stone_type == node("fun_caves:stone_with_moss") then
return node("fun_caves:stalactite_mossy")
elseif stone_type == node("fun_caves:stone_with_lichen") then
return node("fun_caves:stalactite")
elseif stone_type == node("default:stone") then
return node("fun_caves:stalactite")
end
end
-- fluids
--if y < min_surface and (node_below == node("default:stone") or node_below == node("fun_caves:hot_cobble")) and sr < 3 then
if y > minp.y and (node_below == node("default:stone") or node_below == node("fun_caves:hot_cobble")) and sr < 3 then
return node("default:lava_source")
elseif node_below == node("fun_caves:stone_with_moss") and sr < 3 then
return node("default:water_source")
-- standing up
elseif node_below == node("default:ice") and sr < 80 then
return node("fun_caves:icicle_up")
elseif node_below == node("fun_caves:stone_with_algae") and sr < 80 then
return node("fun_caves:stalagmite_slimy")
elseif node_below == node("fun_caves:stone_with_moss") and sr < 80 then
return node("fun_caves:stalagmite_mossy")
elseif node_below == node("fun_caves:stone_with_lichen") and sr < 80 then
return node("fun_caves:stalagmite")
elseif node_below == node("default:stone") and sr < 80 then
return node("fun_caves:stalagmite")
elseif node_below == node("fun_caves:hot_cobble") and sr < 80 then
if sr < 20 then
return node("fun_caves:hot_spike")
else
return node("fun_caves:hot_spike_"..math.ceil(sr / 20))
end
elseif node_below == node("default:coalblock") and sr < 20 then
return node("fun_caves:constant_flame")
-- vegetation
elseif node_below == node("default:dirt") and (stone_type == node("fun_caves:stone_with_lichen") or stone_type == node("fun_caves:stone_with_algae")) and biome_val >= -0.5 then
if sr < 110 then
return node("flowers:mushroom_red")
elseif sr < 220 then
return node("flowers:mushroom_brown")
elseif node_above == node("air") and sr < 330 then
return node("fun_caves:giant_mushroom_stem")
elseif sr < 360 then
for i = 1, 12 do
local j = ivm + area.ystride * i
if j <= #data and data[j] == node("air") then
air_count = air_count + 1
end
end
if air_count > 5 then
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"))
--node_below = node("dirt")
end
end
elseif node_below == node("fun_caves:giant_mushroom_stem") and data[ivm - area.ystride * 2] == node("fun_caves:giant_mushroom_stem") then
return node("fun_caves:giant_mushroom_cap")
elseif node_below == node("fun_caves:giant_mushroom_stem") then
if node_above == node("air") and math.random(3) == 1 then
return node("fun_caves:giant_mushroom_stem")
else
return node("fun_caves:huge_mushroom_cap")
end
end
if data[ivm] == node("air") then
air_count = air_count + 1
end
end
end
--function original_fun_caves_decorate_cave(data, area)
-- local ivm_below = ivm - area.ystride
-- local ivm_above = ivm + area.ystride
-- local dy = y - minp.y
--
-- -------------------
-- local stone_type = node("default:stone")
-- local stone_depth = 1
-- local biome_val = biome_n[index3d]
-- if y > -500 then
-- biome_val = biome_val / math.max(1, math.log(500 + y))
-- end
-- -------------------
-- --biome_val = 0.7
-- -------------------
-- if biome_val < -0.6 then
-- if true then
-- stone_type = node("default:ice")
-- stone_depth = 2
-- else
-- stone_type = node("fun_caves:thinice")
-- stone_depth = 2
-- end
-- elseif biome_val < -0.5 then
-- stone_type = node("fun_caves:stone_with_lichen")
-- elseif biome_val < -0.3 then
-- stone_type = node("fun_caves:stone_with_moss")
-- elseif biome_val < -0.0 then
-- stone_type = node("fun_caves:stone_with_lichen")
-- elseif biome_val < 0.2 then
-- stone_type = node("fun_caves:stone_with_algae")
-- elseif biome_val < 0.35 then
-- stone_type = node("fun_caves:stone_with_salt")
-- stone_depth = 2
-- if data[ivm] == node("default:stone") then
-- data[ivm] = stone_type
-- end
-- elseif biome_val < 0.5 then
-- stone_type = node("default:sand")
-- stone_depth = 2
-- elseif biome_val < 0.6 then
-- stone_type = node("default:coalblock")
-- stone_depth = 2
-- else
-- stone_type = node("fun_caves:hot_cobble")
-- end
-- -- "glow"
--
-- if data[ivm] == node("air") then
-- -- Change stone per biome.
-- 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
-- data[ivm_below] = stone_type
-- if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
-- data[ivm_below - area.ystride] = node("fun_caves:radioactive_ore")
-- elseif stone_depth == 2 then
-- data[ivm_below - area.ystride] = stone_type
-- end
-- end
-- 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
-- data[ivm_above] = stone_type
-- if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
-- data[ivm_above - area.ystride] = node("fun_caves:radioactive_ore")
-- elseif stone_depth == 2 then
-- data[ivm_above + area.ystride] = stone_type
-- end
-- end
--
-- 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
-- data[ivm_above] = node("fun_caves:glowing_fungal_stone")
-- end
--
-- if data[ivm] == node("air") then
-- local sr = math.random(1,1000)
--
-- -- fluids
-- if (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 3 then
-- data[ivm] = node("default:lava_source")
-- elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 3 then
-- data[ivm] = node("default:water_source")
-- -- hanging down
-- elseif data[ivm_above] == node("default:ice") and sr < 80 then
-- data[ivm] = node("fun_caves:icicle_down")
-- 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
-- if data[ivm_above] == node("fun_caves:stone_with_algae") then
-- data[ivm] = node("fun_caves:stalactite_slimy")
-- elseif data[ivm_above] == node("fun_caves:stone_with_moss") then
-- data[ivm] = node("fun_caves:stalactite_mossy")
-- else
-- data[ivm] = node("fun_caves:stalactite")
-- end
-- -- standing up
-- elseif data[ivm_below] == node("fun_caves:hot_cobble") and sr < 20 then
-- if sr < 10 then
-- data[ivm] = node("fun_caves:hot_spike")
-- else
-- data[ivm] = node("fun_caves:hot_spike_"..(math.ceil(sr / 3) - 2))
-- end
-- elseif data[ivm_below] == node("default:coalblock") and sr < 20 then
-- data[ivm] = node("fun_caves:constant_flame")
-- elseif data[ivm_below] == node("default:ice") and sr < 80 then
-- data[ivm] = node("fun_caves:icicle_up")
-- 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
-- if data[ivm_below] == node("fun_caves:stone_with_algae") then
-- data[ivm] = node("fun_caves:stalagmite_slimy")
-- elseif data[ivm_below] == node("fun_caves:stone_with_moss") then
-- data[ivm] = node("fun_caves:stalagmite_mossy")
-- elseif data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("default:stone") then
-- data[ivm] = node("fun_caves:stalagmite")
-- end
-- elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 90 then
-- data[ivm_below] = node("fun_caves:glowing_fungal_stone")
-- -- vegetation
-- 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
-- if sr < 110 then
-- data[ivm] = node("flowers:mushroom_red")
-- elseif sr < 140 then
-- data[ivm] = node("flowers:mushroom_brown")
-- elseif air_count > 1 and sr < 160 then
-- data[ivm_above] = node("fun_caves:huge_mushroom_cap")
-- data[ivm] = node("fun_caves:giant_mushroom_stem")
-- elseif air_count > 2 and sr < 170 then
-- data[ivm + 2 * area.ystride] = node("fun_caves:giant_mushroom_cap")
-- data[ivm_above] = node("fun_caves:giant_mushroom_stem")
-- data[ivm] = node("fun_caves:giant_mushroom_stem")
-- elseif air_count > 5 and sr < 180 then
-- 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"))
-- data[ivm_below] = node("dirt")
-- elseif sr < 300 then
-- data[ivm_below] = node("dirt")
-- end
-- if data[ivm] ~= node("air") then
-- data[ivm_below] = node("dirt")
-- end
-- end
-- end
--
-- if data[ivm] == node("air") then
-- air_count = air_count + 1
-- end
-- end
--end

97
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@ -0,0 +1,97 @@
minetest.register_node("fun_caves:pillar_coral", {
description = "Pillar Coral",
tiles = {"fun_caves_pillar_coral.png"},
paramtype = "light",
light_source = 2,
groups = {cracky = 3, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:brain_coral", {
description = "Brain Coral",
tiles = {"fun_caves_brain_coral.png"},
light_source = 4,
groups = {cracky = 3, stone=1,},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:dragon_eye", {
description = "Dragon Eye",
tiles = {"fun_caves_dragon_eye.png"},
light_source = 4,
groups = {cracky = 3, stone=1,},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:staghorn_coral", {
description = "Staghorn Coral",
drawtype = "plantlike",
tiles = {"fun_caves_staghorn_coral.png"},
waving = false,
sunlight_propagates = true,
paramtype = "light",
light_source = 2,
walkable = false,
groups = {cracky = 3, stone=1, attached_node=1, sea=1},
sounds = default.node_sound_stone_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
},
})
function fun_caves.sea_plants()
if y >= light_depth and (data[index_3d] == node["sand"] or data[index_3d] == node["dirt"]) and (data[index_3d_above] == node["water_source"] or data[index_3d_above] == node["river_water_source"]) then
-- Check the biomes and plant water plants, if called for.
biome = valc.biome_ids[biomemap[index_2d]]
if y < water_level and data[index_3d_above + ystride] == node["water_source"] and table.contains(coral_biomes, biome) and n21[index_2d] < -0.1 and math_random(1,3) ~= 1 then
sr = math_random(1,100)
if sr < 4 then
data[index_3d_above] = node["brain_coral"]
elseif sr < 6 then
data[index_3d_above] = node["dragon_eye"]
elseif sr < 35 then
data[index_3d_above] = node["staghorn_coral"]
elseif sr < 100 then
data[index_3d_above] = node["pillar_coral"]
end
elseif surround then
for _, desc in pairs(valc.water_plants) do
placeable = false
if not node_match_cache[desc] then
node_match_cache[desc] = {}
end
if node_match_cache[desc][data[index_3d]] then
placeable = node_match_cache[desc][data[index_3d]]
else
-- This is a great way to match all node type strings
-- against a given node (or nodes). However, it's slow.
-- To speed it up, we cache the results for each plant
-- on each node, and avoid calling find_nodes every time.
pos, count = minetest.find_nodes_in_area({x=x,y=y,z=z}, {x=x,y=y,z=z}, desc.place_on)
if #pos > 0 then
placeable = true
end
node_match_cache[desc][data[index_3d]] = placeable
end
if placeable and desc.fill_ratio and desc.content_id then
biome = valc.biome_ids[biomemap[index_2d]]
if not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome)) then
if math_random() <= desc.fill_ratio then
data[index_3d] = desc.content_id
write = true
end
end
end
end
end
end
end

View file

@ -12,19 +12,17 @@ colors[""] = "dye:white"
fun_caves.fungal_tree_leaves = {} fun_caves.fungal_tree_leaves = {}
-- all leaves -- all leaves
function fun_caves.make_fungal_tree(data, area, pos, height, leaves, fruit) function fun_caves.make_fungal_tree(data, area, ivm, height, leaves, fruit)
for y = 0, height do for y = 0, height do
local radius = 1 local radius = 1
if y > 1 and y < height - 2 then if y > 1 and y < height - 2 then
radius = 2 radius = 2
end end
local force_x = math.random(1,3) - 2
local force_y = math.random(1,3) - 2
for z = -radius,radius do for z = -radius,radius do
for x = -radius,radius do for x = -radius,radius do
local sr = math.random(1,100) local sr = math.random(1,100)
local i = pos + z*area.zstride + y*area.ystride + x local i = ivm + z*area.zstride + y*area.ystride + x
if force_x == x and force_y == y then if x == 0 and y == 0 and z == 0 then
data[i] = leaves data[i] = leaves
elseif sr == 1 then elseif sr == 1 then
data[i] = fruit data[i] = fruit

View file

@ -65,6 +65,7 @@ end
dofile(fun_caves.path .. "/nodes.lua") dofile(fun_caves.path .. "/nodes.lua")
dofile(fun_caves.path .. "/deco.lua")
dofile(fun_caves.path .. "/fungal_tree.lua") dofile(fun_caves.path .. "/fungal_tree.lua")
dofile(fun_caves.path .. "/mapgen.lua") dofile(fun_caves.path .. "/mapgen.lua")
dofile(fun_caves.path .. "/mobs.lua") dofile(fun_caves.path .. "/mobs.lua")

View file

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