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I honestly have no idea how half of it works, and I don't intend to spend a lot of time on it in the future, so anyone who likes this mod is encouraged to fork and/or tinker with it and submit pull requests. + +![screenshot](https://github.com/duane-r/fun_caves/raw/master/textures/screenshot.jpg) + +The source is available on github. + +Code: LGPL2, textures: none + +Mod dependencies: default + +Download: https://github.com/duane-r/fun_caves/archive/master.zip diff --git a/depends.txt b/depends.txt new file mode 100644 index 0000000..4ad96d5 --- /dev/null +++ b/depends.txt @@ -0,0 +1 @@ +default diff --git a/init.lua b/init.lua new file mode 100644 index 0000000..c75b644 --- /dev/null +++ b/init.lua @@ -0,0 +1,84 @@ +fun_caves = {} +fun_caves.version = "1.0" +fun_caves.path = minetest.get_modpath(minetest.get_current_modname()) +fun_caves.world = false + + +if fun_caves.world then + minetest.register_on_mapgen_init(function(mgparams) + minetest.set_mapgen_params({mgname="singlenode", flags="nolight"}) + end) + + if default then + if default.register_ores then + default.register_ores() + end + if default.register_blobs then + default.register_blobs() + end + if default.register_biomes then + default.register_biomes() + end + if default.register_decorations then + default.register_decorations() + end + if flowers.register_decorations then + flowers.register_decorations() + end + end +else + minetest.set_mapgen_params({flags="nocaves"}) +end + + +-- Modify a node to add a group +function minetest.add_group(node, groups) + local def = minetest.registered_items[node] + if not def then + return false + end + local def_groups = def.groups or {} + for group, value in pairs(groups) do + if value ~= 0 then + def_groups[group] = value + else + def_groups[group] = nil + end + end + minetest.override_item(node, {groups = def_groups}) + return true +end + +function fun_caves.clone_node(name) + local node = minetest.registered_nodes[name] + local node2 = table.copy(node) + return node2 +end + +function fun_caves.node(name) + if not fun_caves.node_cache then + fun_caves.node_cache = {} + end + + if not fun_caves.node_cache[name] then + fun_caves.node_cache[name] = minetest.get_content_id(name) + if name ~= "ignore" and fun_caves.node_cache[name] == 127 then + print("*** Failure to find node: "..name) + end + end + + return fun_caves.node_cache[name] +end + + +--dofile(fun_caves.path .. "/nodes.lua") +dofile(fun_caves.path .. "/mapgen.lua") + + +if fun_caves.world then + minetest.register_on_newplayer(fun_caves.respawn) + minetest.register_on_respawnplayer(fun_caves.respawn) +end + +-- Inserting helps to ensure that fun_caves operates first. +table.insert(minetest.registered_on_generateds, 1, fun_caves.generate) diff --git a/mapgen.lua b/mapgen.lua new file mode 100644 index 0000000..8b3aa6f --- /dev/null +++ b/mapgen.lua @@ -0,0 +1,520 @@ +-- Much of this code is translated directly from the Minetest +-- cavegen.cpp, and is likewise distributed under the LGPL2.1 + + +local node = fun_caves.node + +local data = {} +local p2data = {} -- vm rotation data buffer +local lightmap = {} +local vm, emin, emax, a, csize, heightmap, biomemap +local div_sz_x, div_sz_z, minp, maxp, terrain, cave + +local terrain_noise = {offset = 0, +scale = 20, seed = 8829, spread = {x = 40, y = 40, z = 40}, +octaves = 6, persist = 0.4, lacunarity = 2} + +local cave_noise = {offset = 0, scale = 1, +seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3, +persist = 0.8, 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} + +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 rot = math.random(4) - 1 + local yslice = {} + if schem.yslice_prob then + for _, ys in pairs(schem.yslice_prob) do + yslice[ys.ypos] = ys.prob + end + end + + if center then + pos.x = pos.x - math.floor(schem.size.x / 2) + pos.z = pos.z - math.floor(schem.size.z / 2) + end + + for z1 = 0, schem.size.z - 1 do + for x1 = 0, schem.size.x - 1 do + local x, z + if rot == 0 then + x, z = x1, z1 + elseif rot == 1 then + x, z = schem.size.z - z1 - 1, x1 + elseif rot == 2 then + x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1 + elseif rot == 3 then + x, z = z1, schem.size.x - x1 - 1 + end + local dz = pos.z - minp.z + z + local dx = pos.x - minp.x + x + if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then + local ivm = a:index(pos.x + x, pos.y, pos.z + z) + local isch = z1 * schem.size.y * schem.size.x + x1 + 1 + for y = 0, schem.size.y - 1 do + local dy = pos.y - minp.y + y + if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then + if yslice[y] or 255 >= math.random(255) then + local prob = schem.data[isch].prob or schem.data[isch].param1 or 255 + if prob >= math.random(255) and schem.data[isch].name ~= "air" then + data[ivm] = node(schem.data[isch].name) + end + local param2 = schem.data[isch].param2 or 0 + p2data[ivm] = param2 + end + end + + ivm = ivm + a.ystride + isch = isch + schem.size.x + end + end + end + end +end + +local function get_decoration(biome) + for i, deco in pairs(fun_caves.decorations) do + if not deco.biomes or deco.biomes[biome] then + local range = 1000 + if deco.deco_type == "simple" then + if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then + return deco.decoration + end + else + -- nop + end + end + end +end + + +local np_cave = {offset = 6, scale = 6, seed = 34329, spread = {x = 250, y = 250, z = 250}, octaves = 3, persist = 0.5, lacunarity = 2} + +local function rangelim(x, y, z) + return math.max(math.min(x, z), y) +end + +local function carveRoute(this, vec, f, randomize_xz, tunnel_above_ground) + 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 + if (tunnel_above_ground) then + --continue + else + 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 a:containsp(p) then + --continue + else + local i = a:indexp(vector.round(p)) + local c = data[i] + --if (not ndef.get(c).is_ground_content) then + -- ** check for ground content? ** + if false then + --continue + else + if (this.large_cave) then + local full_ymin = minp.y - 16 + local full_ymax = maxp.y + 16 + + if (this.flooded and full_ymin < this.water_level and full_ymax > this.water_level) then + data[i] = (p.y <= this.water_level) and node("default:water_source") or node("air") + elseif (this.flooded and full_ymax < this.water_level) 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 +end + +local function makeTunnel(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 + + -- Do not make caves that are entirely above ground, to fix + -- shadow bugs caused by overgenerated large caves. + -- It is only necessary to check the startpoint and endpoint. + local orpi = vector.new(this.orp.x, this.orp.y, this.orp.z) + local veci = vector.new(vec.x, vec.y, vec.z) + local h1 + local h2 + + local p1 = vector.add(orpi, veci, this.of, this.rs / 2) + if (p1.z >= minp.z and p1.z <= maxp.z and + p1.x >= minp.x and p1.x <= maxp.x) then + local index1 = (p1.z - minp.z) * mg.ystride + (p1.x - minp.x) + --h1 = mg.heightmap[index1] + h1 = this.water_level + else + h1 = this.water_level -- If not in heightmap + end + + local p2 = vector.add(orpi, this.of, this.rs / 2) + if (p2.z >= minp.z and p2.z <= maxp.z and + p2.x >= minp.x and p2.x <= maxp.x) then + local index2 = (p2.z - minp.z) * a.ystride + (p2.x - minp.x) + --h2 = mg.heightmap[index2] + h2 = this.water_level + else + h2 = this.water_level + end + + -- If startpoint and endpoint are above ground, + -- disable placing of nodes in carveRoute while + -- still running all pseudorandom calls to ensure + -- caves consistent with existing worlds. + local tunnel_above_ground = p1.y > h1 and p2.y > h2 + + 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, tunnel_above_ground) + end + + this.orp = rp +end + +local function makeCave(this, max_stone_height) + this.max_stone_y = max_stone_height + this.main_direction = vector.new(0, 0, 0) + --print(dump(this)) + + -- 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)) + makeTunnel(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 + + 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 generateCaves(max_stone_y) + local cave_amount = minetest.get_perlin(np_cave):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 + + if (getBiome(minp.x, minp.z) == "desert") then + caves_count = caves_count / 3 + bruises_count = caves_count / 3 + end + + for i = 0, caves_count + bruises_count do + local large_cave = (i >= caves_count) + local cave = CaveV6(large_cave) + + --print(dump(cave)) + makeCave(cave, max_stone_y) + end +end + + +function fun_caves.generate(p_minp, p_maxp, seed) + minp, maxp = p_minp, p_maxp + vm, emin, emax = minetest.get_mapgen_object("voxelmanip") + vm:get_data(data) + --p2data = vm:get_param2_data() + a = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) + csize = vector.add(vector.subtract(maxp, minp), 1) + + -- Deal with memory issues. This, of course, is supposed to be automatic. + local mem = math.floor(collectgarbage("count")/1024) + if mem > 400 then + print("Fun Caves: Manually collecting garbage...") + collectgarbage("collect") + end + + -- use the same seed (based on perlin noise). + math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) + + -- Keep this first after seeding! + local px = math.floor((minp.x + 32) / csize.x) + local pz = math.floor((minp.z + 32) / csize.z) + + generateCaves(1) + + --local index = 0 + --local index3d = 0 + --for z = minp.z, maxp.z do + -- local dz = z - minp.z + -- for x = minp.x, maxp.x do + -- index = index + 1 + -- local dx = x - minp.x + -- index3d = dz * csize.y * csize.x + dx + 1 + -- local ivm = a:index(x, minp.y, z) + + -- for y = minp.y, maxp.y do + -- local dy = y - minp.y + + -- ivm = ivm + a.ystride + -- index3d = index3d + csize.x + -- end + -- end + --end + + + vm:set_data(data) + --minetest.generate_ores(vm, minp, maxp) + --minetest.generate_decorations(vm, minp, maxp) + --vm:set_param2_data(p2data) + vm:set_lighting({day = 15, night = 15}) + vm:update_liquids() + vm:calc_lighting(minp, maxp, false) + vm:write_to_map() + + vm, a, lightmap, heightmap, biomemap, terrain, cave = nil, nil, nil, nil, nil, nil, nil +end diff --git a/mod.conf b/mod.conf new file mode 100644 index 0000000..d3d10d4 --- /dev/null +++ b/mod.conf @@ -0,0 +1 @@ +name = fun_caves diff --git a/textures/screenshot.jpg b/textures/screenshot.jpg new file mode 100644 index 0000000..fed3e87 Binary files /dev/null and b/textures/screenshot.jpg differ