Optimize mapgen a bit.
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1 changed files with 57 additions and 50 deletions
107
mapgen.lua
107
mapgen.lua
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@ -9,12 +9,10 @@ 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 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 vm, emin, emax, area, noise_area, csize
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local minp, maxp
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local vm, emin, emax, area, noise_area, csize, minp, maxp
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-- Create a table of biome ids, so I can use the biomemap.
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if not fun_caves.biome_ids then
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@ -94,23 +92,34 @@ end
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local function detect_bull(heightmap, csize)
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local probably = false
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if minp.y >= 8 + csize.y / 2 then
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return false
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end
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if maxp.y <= 8 - csize.y / 2 then
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probably = true
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end
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local j = -31000
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local k = 0
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local cutoff = (csize.x * csize.z) * 0.3
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local cutoff = (csize.x * csize.z) * 0.1
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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 > cutoff then
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--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", heightmap stuck at: "..heightmap[i])
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return true
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elseif not probably and i > 2 * cutoff then
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--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", guessing good heightmap")
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return false
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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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return false
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end
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@ -147,31 +156,35 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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local index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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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, 0, dz)
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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 (bullshit_heightmap and y < 0) 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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write = true
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if bullshit_heightmap and maxp.y > 0 then
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-- nop
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else
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write = true
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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local ivm = area:index(x, minp.y, z)
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if y > 0 and cave_3[index] < 1 and heightmap[index] == y 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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if data[ivm2] ~= node("default:water_source") then
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data[ivm2] = node("air")
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for y = minp.y, maxp.y do
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if (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 > 0 and cave_3[index] < 1 and heightmap[index] == y then
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-- Clear the air above a cave mouth.
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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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if data[ivm2] ~= node("default:water_source") then
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data[ivm2] = node("air")
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end
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end
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end
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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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end
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@ -180,37 +193,31 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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local index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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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, 0, dz)
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local ivm = area:index(x, minp.y, z)
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if bullshit_heightmap and maxp.y > 0 then
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-- nop
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else
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local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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local biome = fun_caves.biome_ids[biomemap[index]]
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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local ivm = area:index(x, minp.y, z)
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write = true
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for y = minp.y, maxp.y do
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if y < min_surface or (bullshit_heightmap and y < 0) or (not bullshit_heightmap and 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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write = true
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end
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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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else
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local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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local biome = fun_caves.biome_ids[biomemap[index]]
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local i = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
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if i then
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data[ivm] = i
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write = true
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for y = minp.y, maxp.y do
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if bullshit_heightmap or y <= heightmap[index] - 20 then
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data[ivm] = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) or data[ivm]
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elseif y < heightmap[index] and not bullshit_heightmap then
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if data[ivm] == node("air") and data[ivm - area.ystride] ~= node('air') then
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data[ivm - area.ystride] = node("dirt")
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end
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else
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data[ivm] = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm]
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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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end
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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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@ -222,7 +229,7 @@ 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:calc_lighting()
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vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp)
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end
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vm:update_liquids()
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vm:write_to_map()
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