Simplify cave algorithm.

This commit is contained in:
Duane Robertson 2016-05-11 23:39:34 -05:00
parent 12b65b8fb6
commit 87fbc5256c
2 changed files with 20 additions and 321 deletions

View file

@ -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