diff --git a/LICENSE b/LICENSE index 3c22fda..bae8cfb 100644 --- a/LICENSE +++ b/LICENSE @@ -25,8 +25,7 @@ differently from the originals. -The code for V6 and massive caves was taken from the Minetest code, -distributed under the LGPL 2.1 license, and so is my original code from -this project (so as to comply with GPL requirements). +The rest of this mod is distributed under the LGPL 2.1 license for +historic reasons. http://www.gnu.org/licenses/old-licenses/lgpl-2.1.txt diff --git a/mapgen.lua b/mapgen.lua index 2223e1b..bb176df 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -1,24 +1,12 @@ --- Much of this code is translated directly from the Minetest --- cavegen.cpp, and is likewise distributed under the LGPL2.1 - - local DEBUG = false --- Cave blend distance near YMIN, YMAX -local massive_cave_blend = 128 --- noise threshold for massive caves -local massive_cave_threshold = 0.6 --- mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume. +local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2} +local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2} -local cave_noise_v6 = {offset = 6, scale = 6, seed = 34329, spread = {x = 250, y = 250, z = 250}, octaves = 3, persist = 0.5, lacunarity = 2} -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} -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} -local massive_cave_noise = {offset = 0, scale = 1, seed = 59033, spread = {x = 768, y = 256, z = 768}, octaves = 6, persist = 0.63, lacunarity = 2} 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} 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} - local node = fun_caves.node local data = {} @@ -165,271 +153,10 @@ local function rangelim(x, y, z) return math.max(math.min(x, z), y) end -local function carveRoute(this, vec, f, randomize_xz) - local startp = vector.new(this.orp) - startp = vector.add(startp, this.of) - - local fp = vector.add(this.orp, vector.multiply(vec, f)) - fp.x = fp.x + 0.1 * math.random(-10, 10) - fp.z = fp.z + 0.1 * math.random(-10, 10) - local cp = vector.new(fp) - - local d0 = -this.rs/2 - local d1 = d0 + this.rs - if (randomize_xz) then - d0 = d0 + math.random(-1, 1) - d1 = d1 + math.random(-1, 1) - end - - for z0 = d0, d1 do - local si = this.rs / 2 - math.max(0, math.abs(z0) - this.rs / 7 - 1) - for x0 = -si - math.random(0,1), si - 1 + math.random(0,1) do - local maxabsxz = math.max(math.abs(x0), math.abs(z0)) - local si2 = this.rs / 2 - math.max(0, maxabsxz - this.rs / 7 - 1) - for y0 = -si2, si2 do - if (this.large_cave_is_flat) then - -- Make large caves not so tall - if (this.rs > 7 and math.abs(y0) >= this.rs / 3) then - --continue - else - local p = vector.new(cp.x + x0, cp.y + y0, cp.z + z0) - p = vector.add(p, this.of) - - if not area:containsp(p) then - --continue - else - local i = area:indexp(vector.round(p)) - local c = data[i] - --if (not ndef.get(c).is_ground_content) then - -- ** check for ground content? ** - local donotdig = false - if c == node("default:desert_sand") then - donotdig = true - end - - if donotdig then - --continue - else - if (this.large_cave) then - local full_ymin = minp.y - 16 - local full_ymax = maxp.y + 16 - - if this.flooded and not this.lava_cave then - data[i] = (p.y <= this.water_level) and node("default:water_source") or node("air") - elseif this.flooded then - data[i] = (p.y < startp.y - 2) and node("default:lava_source") or node("air") - else - data[i] = node("air") - end - else - if (c == node("ignore") or c == node("air")) then - --continue - else - data[i] = node("air") - end - end - end - end - end - end - end - end - end -end - -local function makeV6Tunnel(this, dirswitch) - if dirswitch and not this.large_cave then - this.main_direction = vector.new( - ((math.random() * 20) - 10) / 10, - ((math.random() * 20) - 10) / 30, - ((math.random() * 20) - 10) / 10 - ) - this.main_direction = vector.multiply(this.main_direction, math.random(0, 10) / 10) - end - - -- Randomize size - local min_d = this.min_tunnel_diameter - local max_d = this.max_tunnel_diameter - this.rs = math.random(min_d, max_d) - local rs_part_max_length_rs = this.rs * this.part_max_length_rs - - local maxlen - if this.large_cave then - maxlen = vector.new( - rs_part_max_length_rs, - rs_part_max_length_rs / 2, - rs_part_max_length_rs - ) - else - maxlen = vector.new( - rs_part_max_length_rs, - math.random(1, rs_part_max_length_rs), - rs_part_max_length_rs - ) - end - - local vec = vector.new( - (math.random() * maxlen.x) - maxlen.x / 2, - (math.random() * maxlen.y) - maxlen.y / 2, - (math.random() * maxlen.z) - maxlen.z / 2 - ) - - -- Jump downward sometimes - if not this.large_cave and math.random(0, 12) == 0 then - vec = vector.new( - (math.random() * maxlen.x) - maxlen.x / 2, - (math.random() * (maxlen.y * 2)) - maxlen.y, - (math.random() * maxlen.z) - maxlen.z / 2 - ) - end - - vec = vector.add(vec, this.main_direction) - - local rp = vector.add(this.orp, vec) - if (rp.x < 0) then - rp.x = 0 - elseif (rp.x >= this.ar.x) then - rp.x = this.ar.x - 1 - end - - if (rp.y < this.route_y_min) then - rp.y = this.route_y_min - elseif (rp.y >= this.route_y_max) then - rp.y = this.route_y_max - 1 - end - - if (rp.z < 0) then - rp.z = 0 - elseif (rp.z >= this.ar.z) then - rp.z = this.ar.z - 1 - end - - vec = vector.subtract(rp, this.orp) - - local veclen = vector.length(vec) - -- As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE - if (veclen < 0.05) then - veclen = 1.0 - end - - -- Every second section is rough - local randomize_xz = (math.random(1, 2) == 1) - - -- Carve routes - for f = 0, 1, 1.0 / veclen do - --print(dump(vec)) - carveRoute(this, vec, f, randomize_xz) - end - - this.orp = rp -end - -local function makeV6Cave(this) - this.max_stone_y = 32000 - this.main_direction = vector.new(0, 0, 0) - - -- Allowed route area size in nodes - this.ar = vector.add(vector.subtract(maxp, minp), 1) - -- Area starting point in nodes - this.of = minp - - -- Allow a bit more - --(this should be more than the maximum radius of the tunnel) - local max_spread_amount = 16 - local insure = 10 - local more = math.max(max_spread_amount - this.max_tunnel_diameter / 2 - insure, 1) - this.ar = vector.add(this.ar, vector.multiply(vector.new(1,0,1), (more * 2))) - this.of = vector.subtract(this.of, vector.multiply(vector.new(1,0,1), more)) - - this.route_y_min = 0 - -- Allow half a diameter + 7 over stone surface - this.route_y_max = -this.of.y + this.max_stone_y + this.max_tunnel_diameter / 2 + 7 - - -- Limit maximum to area - this.route_y_max = rangelim(this.route_y_max, 0, this.ar.y - 1) - - if this.large_cave then - local min = 0 - if minp.y < this.water_level and maxp.y > this.water_level then - min = this.water_level - this.max_tunnel_diameter/3 - this.of.y - this.route_y_max = this.water_level + this.max_tunnel_diameter/3 - this.of.y - end - this.route_y_min = math.random(min, min + this.max_tunnel_diameter) - this.route_y_min = rangelim(this.route_y_min, 0, this.route_y_max) - end - - local route_start_y_min = this.route_y_min - local route_start_y_max = this.route_y_max - - route_start_y_min = rangelim(route_start_y_min, 0, this.ar.y-1) - route_start_y_max = rangelim(route_start_y_max, route_start_y_min, this.ar.y-1) - - -- Randomize starting position - this.orp = vector.new( - (math.random() * this.ar.x) + 0.5, - (math.random(route_start_y_min, route_start_y_max)) + 0.5, - (math.random() * this.ar.z) + 0.5 - ) - - -- Generate some tunnel starting from orp - for j = 0, this.tunnel_routepoints do - --print(dump(this.orp)) - makeV6Tunnel(this, j % this.dswitchint == 0) - end -end - -local function CaveV6(is_large_cave) - local this = {} - this.water_level = 1 - this.large_cave = is_large_cave - - this.min_tunnel_diameter = 2 - this.max_tunnel_diameter = math.random(2, 6) - this.dswitchint = math.random(1, 14) - this.flooded = true - this.lava_cave = false - - if math.random(2) == 1 then - this.lava_cave = true - end - - if this.large_cave then - this.part_max_length_rs = math.random(2,4) - this.tunnel_routepoints = math.random(5, math.random(15,30)) - this.min_tunnel_diameter = 5 - this.max_tunnel_diameter = math.random(7, math.random(8,24)) - else - this.part_max_length_rs = math.random(2,9) - this.tunnel_routepoints = math.random(10, math.random(15,30)) - end - - this.large_cave_is_flat = (math.random(0,1) == 0) - return this -end - local function getBiome(x, z) return nil end -local function generateV6Caves() - local cave_amount = minetest.get_perlin(cave_noise_v6):get2d({x=minp.x, y=minp.y}) - local volume_nodes = (maxp.x - minp.x + 1) * (maxp.y - minp.y + 1) * 16 - cave_amount = math.max(0.0, cave_amount) - local caves_count = cave_amount * volume_nodes / 50000 - local bruises_count = 1 - - if (math.random(1, 6) == 1) then - bruises_count = math.random(0, math.random(0, 2)) - end - - for i = 0, caves_count + bruises_count do - local large_cave = (i >= caves_count) - local cave = CaveV6(large_cave) - - makeV6Cave(cave) - end -end - function fun_caves.generate(p_minp, p_maxp, seed) minp, maxp = p_minp, p_maxp @@ -468,10 +195,8 @@ function fun_caves.generate(p_minp, p_maxp, seed) minetest.generate_ores(vm, minp, maxp) vm:get_data(data) - local made_a_big_one = false - local massive_cave = minetest.get_perlin_map(massive_cave_noise, csize):get3dMap_flat(minp) - local cave_1 = minetest.get_perlin_map(intersect_cave_noise_1, csize):get3dMap_flat(minp) - local cave_2 = minetest.get_perlin_map(intersect_cave_noise_2, csize):get3dMap_flat(minp) + local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp) + local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp) local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local biome_bn = minetest.get_perlin_map(biome_blend, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) @@ -488,27 +213,11 @@ function fun_caves.generate(p_minp, p_maxp, seed) for y = minp.y, maxp.y do local dy = y - minp.y - if massive_cave[index3d] > massive_cave_threshold then + local n1 = cave_2[index3d] + local n2 = cave_1[index3d] + + if n1 * n2 > 0.05 then data[ivm] = node("air") - made_a_big_one = true - else - local n1 = (math.abs(cave_1[index3d]) < 0.2) - local n2 = (math.abs(cave_2[index3d]) < 0.2) - - if n1 and n2 then - local sr = 1000 - if data[ivm] == node("default:stone") then - sr = math.random(1000) - end - - --if sr == 1 then - -- data[ivm] = node("default:lava_source") - --elseif sr == 2 then - -- data[ivm] = node("default:water_source") - --else - data[ivm] = node("air") - --end - end end ivm = ivm + area.ystride @@ -517,12 +226,6 @@ function fun_caves.generate(p_minp, p_maxp, seed) end end - if made_a_big_one then - --print("massive cave at "..minp.x..","..minp.y..","..minp.z) - else - generateV6Caves() - end - local index = 0 local index3d = 0 for z = minp.z, maxp.z do @@ -596,9 +299,9 @@ function fun_caves.generate(p_minp, p_maxp, seed) local sr = math.random(1,1000) -- fluids - if (not made_a_big_one) and data[ivm_below] == node("default:stone") and sr < 10 then + if (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 10 then data[ivm] = node("default:lava_source") - elseif (not made_a_big_one) and data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 10 then + elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 5 then data[ivm] = node("default:water_source") -- hanging down elseif data[ivm_above] == node("default:ice") and sr < 80 then @@ -637,7 +340,7 @@ function fun_caves.generate(p_minp, p_maxp, seed) 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 made_a_big_one and air_count > 5 and sr < 180 then + 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 @@ -678,12 +381,13 @@ end function fun_caves.respawn(player) local pos = {x=0,y=0,z=0} - local massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos) + 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):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