Simplify cave algorithm.
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2 changed files with 20 additions and 321 deletions
5
LICENSE
5
LICENSE
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@ -25,8 +25,7 @@ differently from the originals.
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The code for V6 and massive caves was taken from the Minetest code,
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distributed under the LGPL 2.1 license, and so is my original code from
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this project (so as to comply with GPL requirements).
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The rest of this mod is distributed under the LGPL 2.1 license for
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historic reasons.
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http://www.gnu.org/licenses/old-licenses/lgpl-2.1.txt
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336
mapgen.lua
336
mapgen.lua
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@ -1,24 +1,12 @@
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-- Much of this code is translated directly from the Minetest
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-- cavegen.cpp, and is likewise distributed under the LGPL2.1
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local DEBUG = false
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-- Cave blend distance near YMIN, YMAX
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local massive_cave_blend = 128
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-- noise threshold for massive caves
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local massive_cave_threshold = 0.6
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-- mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
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local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2}
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local cave_noise_v6 = {offset = 6, scale = 6, seed = 34329, spread = {x = 250, y = 250, z = 250}, octaves = 3, persist = 0.5, lacunarity = 2}
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local intersect_cave_noise_1 = {offset = 0, scale = 1, seed = -8402, spread = {x = 64, y = 64, z = 64}, octaves = 3, persist = 0.5, lacunarity = 2}
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local intersect_cave_noise_2 = {offset = 0, scale = 1, seed = 3944, spread = {x = 64, y = 64, z = 64}, octaves = 3, persist = 0.5, lacunarity = 2}
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local massive_cave_noise = {offset = 0, scale = 1, seed = 59033, spread = {x = 768, y = 256, z = 768}, octaves = 6, persist = 0.63, lacunarity = 2}
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local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = 903, octaves = 3, persist = 0.5, lacunarity = 2.0}
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local biome_blend = {offset = 0.0, scale = 0.1, spread = {x = 8, y = 8, z = 8}, seed = 4023, octaves = 2, persist = 1.0, lacunarity = 2.0}
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local node = fun_caves.node
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local data = {}
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@ -165,271 +153,10 @@ 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 carveRoute(this, vec, f, randomize_xz)
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local startp = vector.new(this.orp)
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startp = vector.add(startp, this.of)
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local fp = vector.add(this.orp, vector.multiply(vec, f))
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fp.x = fp.x + 0.1 * math.random(-10, 10)
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fp.z = fp.z + 0.1 * math.random(-10, 10)
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local cp = vector.new(fp)
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local d0 = -this.rs/2
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local d1 = d0 + this.rs
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if (randomize_xz) then
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d0 = d0 + math.random(-1, 1)
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d1 = d1 + math.random(-1, 1)
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end
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for z0 = d0, d1 do
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local si = this.rs / 2 - math.max(0, math.abs(z0) - this.rs / 7 - 1)
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for x0 = -si - math.random(0,1), si - 1 + math.random(0,1) do
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local maxabsxz = math.max(math.abs(x0), math.abs(z0))
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local si2 = this.rs / 2 - math.max(0, maxabsxz - this.rs / 7 - 1)
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for y0 = -si2, si2 do
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if (this.large_cave_is_flat) then
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-- Make large caves not so tall
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if (this.rs > 7 and math.abs(y0) >= this.rs / 3) then
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--continue
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else
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local p = vector.new(cp.x + x0, cp.y + y0, cp.z + z0)
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p = vector.add(p, this.of)
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if not area:containsp(p) then
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--continue
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else
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local i = area:indexp(vector.round(p))
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local c = data[i]
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--if (not ndef.get(c).is_ground_content) then
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-- ** check for ground content? **
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local donotdig = false
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if c == node("default:desert_sand") then
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donotdig = true
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end
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if donotdig then
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--continue
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else
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if (this.large_cave) then
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local full_ymin = minp.y - 16
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local full_ymax = maxp.y + 16
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if this.flooded and not this.lava_cave then
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data[i] = (p.y <= this.water_level) and node("default:water_source") or node("air")
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elseif this.flooded then
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data[i] = (p.y < startp.y - 2) and node("default:lava_source") or node("air")
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else
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data[i] = node("air")
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end
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else
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if (c == node("ignore") or c == node("air")) then
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--continue
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else
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data[i] = 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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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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local function makeV6Tunnel(this, dirswitch)
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if dirswitch and not this.large_cave then
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this.main_direction = vector.new(
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((math.random() * 20) - 10) / 10,
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((math.random() * 20) - 10) / 30,
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((math.random() * 20) - 10) / 10
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)
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this.main_direction = vector.multiply(this.main_direction, math.random(0, 10) / 10)
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end
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-- Randomize size
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local min_d = this.min_tunnel_diameter
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local max_d = this.max_tunnel_diameter
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this.rs = math.random(min_d, max_d)
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local rs_part_max_length_rs = this.rs * this.part_max_length_rs
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local maxlen
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if this.large_cave then
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maxlen = vector.new(
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rs_part_max_length_rs,
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rs_part_max_length_rs / 2,
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rs_part_max_length_rs
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)
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else
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maxlen = vector.new(
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rs_part_max_length_rs,
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math.random(1, rs_part_max_length_rs),
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rs_part_max_length_rs
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)
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end
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local vec = vector.new(
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(math.random() * maxlen.x) - maxlen.x / 2,
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(math.random() * maxlen.y) - maxlen.y / 2,
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(math.random() * maxlen.z) - maxlen.z / 2
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)
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-- Jump downward sometimes
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if not this.large_cave and math.random(0, 12) == 0 then
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vec = vector.new(
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(math.random() * maxlen.x) - maxlen.x / 2,
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(math.random() * (maxlen.y * 2)) - maxlen.y,
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(math.random() * maxlen.z) - maxlen.z / 2
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)
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end
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vec = vector.add(vec, this.main_direction)
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local rp = vector.add(this.orp, vec)
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if (rp.x < 0) then
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rp.x = 0
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elseif (rp.x >= this.ar.x) then
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rp.x = this.ar.x - 1
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end
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if (rp.y < this.route_y_min) then
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rp.y = this.route_y_min
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elseif (rp.y >= this.route_y_max) then
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rp.y = this.route_y_max - 1
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end
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if (rp.z < 0) then
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rp.z = 0
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elseif (rp.z >= this.ar.z) then
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rp.z = this.ar.z - 1
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end
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vec = vector.subtract(rp, this.orp)
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local veclen = vector.length(vec)
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-- As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
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if (veclen < 0.05) then
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veclen = 1.0
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end
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-- Every second section is rough
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local randomize_xz = (math.random(1, 2) == 1)
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-- Carve routes
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for f = 0, 1, 1.0 / veclen do
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--print(dump(vec))
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carveRoute(this, vec, f, randomize_xz)
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end
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this.orp = rp
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end
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local function makeV6Cave(this)
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this.max_stone_y = 32000
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this.main_direction = vector.new(0, 0, 0)
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-- Allowed route area size in nodes
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this.ar = vector.add(vector.subtract(maxp, minp), 1)
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-- Area starting point in nodes
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this.of = minp
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-- Allow a bit more
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--(this should be more than the maximum radius of the tunnel)
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local max_spread_amount = 16
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local insure = 10
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local more = math.max(max_spread_amount - this.max_tunnel_diameter / 2 - insure, 1)
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this.ar = vector.add(this.ar, vector.multiply(vector.new(1,0,1), (more * 2)))
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this.of = vector.subtract(this.of, vector.multiply(vector.new(1,0,1), more))
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this.route_y_min = 0
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-- Allow half a diameter + 7 over stone surface
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this.route_y_max = -this.of.y + this.max_stone_y + this.max_tunnel_diameter / 2 + 7
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-- Limit maximum to area
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this.route_y_max = rangelim(this.route_y_max, 0, this.ar.y - 1)
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if this.large_cave then
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local min = 0
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if minp.y < this.water_level and maxp.y > this.water_level then
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min = this.water_level - this.max_tunnel_diameter/3 - this.of.y
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this.route_y_max = this.water_level + this.max_tunnel_diameter/3 - this.of.y
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end
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this.route_y_min = math.random(min, min + this.max_tunnel_diameter)
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this.route_y_min = rangelim(this.route_y_min, 0, this.route_y_max)
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end
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local route_start_y_min = this.route_y_min
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local route_start_y_max = this.route_y_max
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route_start_y_min = rangelim(route_start_y_min, 0, this.ar.y-1)
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, this.ar.y-1)
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-- Randomize starting position
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this.orp = vector.new(
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(math.random() * this.ar.x) + 0.5,
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(math.random(route_start_y_min, route_start_y_max)) + 0.5,
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(math.random() * this.ar.z) + 0.5
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)
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-- Generate some tunnel starting from orp
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for j = 0, this.tunnel_routepoints do
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--print(dump(this.orp))
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makeV6Tunnel(this, j % this.dswitchint == 0)
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end
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end
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local function CaveV6(is_large_cave)
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local this = {}
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this.water_level = 1
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this.large_cave = is_large_cave
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this.min_tunnel_diameter = 2
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this.max_tunnel_diameter = math.random(2, 6)
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this.dswitchint = math.random(1, 14)
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this.flooded = true
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this.lava_cave = false
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if math.random(2) == 1 then
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this.lava_cave = true
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end
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if this.large_cave then
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this.part_max_length_rs = math.random(2,4)
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this.tunnel_routepoints = math.random(5, math.random(15,30))
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this.min_tunnel_diameter = 5
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this.max_tunnel_diameter = math.random(7, math.random(8,24))
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else
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this.part_max_length_rs = math.random(2,9)
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this.tunnel_routepoints = math.random(10, math.random(15,30))
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end
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this.large_cave_is_flat = (math.random(0,1) == 0)
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return this
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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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local function generateV6Caves()
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local cave_amount = minetest.get_perlin(cave_noise_v6):get2d({x=minp.x, y=minp.y})
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local volume_nodes = (maxp.x - minp.x + 1) * (maxp.y - minp.y + 1) * 16
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cave_amount = math.max(0.0, cave_amount)
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local caves_count = cave_amount * volume_nodes / 50000
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local bruises_count = 1
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if (math.random(1, 6) == 1) then
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bruises_count = math.random(0, math.random(0, 2))
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end
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for i = 0, caves_count + bruises_count do
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local large_cave = (i >= caves_count)
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local cave = CaveV6(large_cave)
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makeV6Cave(cave)
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end
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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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@ -468,10 +195,8 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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minetest.generate_ores(vm, minp, maxp)
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vm:get_data(data)
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local made_a_big_one = false
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local massive_cave = minetest.get_perlin_map(massive_cave_noise, csize):get3dMap_flat(minp)
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local cave_1 = minetest.get_perlin_map(intersect_cave_noise_1, csize):get3dMap_flat(minp)
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local cave_2 = minetest.get_perlin_map(intersect_cave_noise_2, csize):get3dMap_flat(minp)
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local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp)
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local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
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local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local biome_bn = minetest.get_perlin_map(biome_blend, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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@ -488,27 +213,11 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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for y = minp.y, maxp.y do
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local dy = y - minp.y
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if massive_cave[index3d] > massive_cave_threshold then
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local n1 = cave_2[index3d]
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local n2 = cave_1[index3d]
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if n1 * n2 > 0.05 then
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data[ivm] = node("air")
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made_a_big_one = true
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else
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local n1 = (math.abs(cave_1[index3d]) < 0.2)
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local n2 = (math.abs(cave_2[index3d]) < 0.2)
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if n1 and n2 then
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local sr = 1000
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if data[ivm] == node("default:stone") then
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sr = math.random(1000)
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end
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--if sr == 1 then
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-- data[ivm] = node("default:lava_source")
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--elseif sr == 2 then
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-- data[ivm] = node("default:water_source")
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--else
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data[ivm] = node("air")
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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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@ -517,12 +226,6 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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end
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end
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if made_a_big_one then
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--print("massive cave at "..minp.x..","..minp.y..","..minp.z)
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else
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generateV6Caves()
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end
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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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@ -596,9 +299,9 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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local sr = math.random(1,1000)
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-- fluids
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if (not made_a_big_one) and data[ivm_below] == node("default:stone") and sr < 10 then
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if (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 10 then
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data[ivm] = node("default:lava_source")
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elseif (not made_a_big_one) and data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 10 then
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elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 5 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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@ -637,7 +340,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
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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 made_a_big_one and air_count > 5 and sr < 180 then
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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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@ -678,12 +381,13 @@ 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 massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos)
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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)
|
||||
local biome_n = minetest.get_perlin(biome_noise):get2d({x=pos.x, y=pos.z})
|
||||
local biome_bn = minetest.get_perlin(biome_blend):get2d({x=pos.x, y=pos.z})
|
||||
local biome = biome_n + biome_bn
|
||||
|
||||
while biome < -0.4 or biome > 0.4 do
|
||||
while biome < -0.3 or biome > 0.3 do
|
||||
pos.x = pos.x + math.random(20) - 10
|
||||
pos.z = pos.z + math.random(20) - 10
|
||||
|
||||
|
@ -692,14 +396,10 @@ function fun_caves.respawn(player)
|
|||
biome = biome_n + biome_bn
|
||||
end
|
||||
|
||||
while massive_cave <= massive_cave_threshold do
|
||||
pos.y = pos.y + 80
|
||||
massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos)
|
||||
end
|
||||
|
||||
while massive_cave > massive_cave_threshold do
|
||||
pos.y = pos.y - 1
|
||||
massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos)
|
||||
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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue