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link a "work that uses the Library" with the Library to produce a
|
||||||
|
work containing portions of the Library, and distribute that work
|
||||||
|
under terms of your choice, provided that the terms permit
|
||||||
|
modification of the work for the customer's own use and reverse
|
||||||
|
engineering for debugging such modifications.
|
||||||
|
|
||||||
|
You must give prominent notice with each copy of the work that the
|
||||||
|
Library is used in it and that the Library and its use are covered by
|
||||||
|
this License. You must supply a copy of this License. If the work
|
||||||
|
during execution displays copyright notices, you must include the
|
||||||
|
copyright notice for the Library among them, as well as a reference
|
||||||
|
directing the user to the copy of this License. Also, you must do one
|
||||||
|
of these things:
|
||||||
|
|
||||||
|
a) Accompany the work with the complete corresponding
|
||||||
|
machine-readable source code for the Library including whatever
|
||||||
|
changes were used in the work (which must be distributed under
|
||||||
|
Sections 1 and 2 above); and, if the work is an executable linked
|
||||||
|
with the Library, with the complete machine-readable "work that
|
||||||
|
uses the Library", as object code and/or source code, so that the
|
||||||
|
user can modify the Library and then relink to produce a modified
|
||||||
|
executable containing the modified Library. (It is understood
|
||||||
|
that the user who changes the contents of definitions files in the
|
||||||
|
Library will not necessarily be able to recompile the application
|
||||||
|
to use the modified definitions.)
|
||||||
|
|
||||||
|
b) Use a suitable shared library mechanism for linking with the
|
||||||
|
Library. A suitable mechanism is one that (1) uses at run time a
|
||||||
|
copy of the library already present on the user's computer system,
|
||||||
|
rather than copying library functions into the executable, and (2)
|
||||||
|
will operate properly with a modified version of the library, if
|
||||||
|
the user installs one, as long as the modified version is
|
||||||
|
interface-compatible with the version that the work was made with.
|
||||||
|
|
||||||
|
c) Accompany the work with a written offer, valid for at
|
||||||
|
least three years, to give the same user the materials
|
||||||
|
specified in Subsection 6a, above, for a charge no more
|
||||||
|
than the cost of performing this distribution.
|
||||||
|
|
||||||
|
d) If distribution of the work is made by offering access to copy
|
||||||
|
from a designated place, offer equivalent access to copy the above
|
||||||
|
specified materials from the same place.
|
||||||
|
|
||||||
|
e) Verify that the user has already received a copy of these
|
||||||
|
materials or that you have already sent this user a copy.
|
||||||
|
|
||||||
|
For an executable, the required form of the "work that uses the
|
||||||
|
Library" must include any data and utility programs needed for
|
||||||
|
reproducing the executable from it. However, as a special exception,
|
||||||
|
the materials to be distributed need not include anything that is
|
||||||
|
normally distributed (in either source or binary form) with the major
|
||||||
|
components (compiler, kernel, and so on) of the operating system on
|
||||||
|
which the executable runs, unless that component itself accompanies
|
||||||
|
the executable.
|
||||||
|
|
||||||
|
It may happen that this requirement contradicts the license
|
||||||
|
restrictions of other proprietary libraries that do not normally
|
||||||
|
accompany the operating system. Such a contradiction means you cannot
|
||||||
|
use both them and the Library together in an executable that you
|
||||||
|
distribute.
|
||||||
|
|
||||||
|
7. You may place library facilities that are a work based on the
|
||||||
|
Library side-by-side in a single library together with other library
|
||||||
|
facilities not covered by this License, and distribute such a combined
|
||||||
|
library, provided that the separate distribution of the work based on
|
||||||
|
the Library and of the other library facilities is otherwise
|
||||||
|
permitted, and provided that you do these two things:
|
||||||
|
|
||||||
|
a) Accompany the combined library with a copy of the same work
|
||||||
|
based on the Library, uncombined with any other library
|
||||||
|
facilities. This must be distributed under the terms of the
|
||||||
|
Sections above.
|
||||||
|
|
||||||
|
b) Give prominent notice with the combined library of the fact
|
||||||
|
that part of it is a work based on the Library, and explaining
|
||||||
|
where to find the accompanying uncombined form of the same work.
|
||||||
|
|
||||||
|
8. You may not copy, modify, sublicense, link with, or distribute
|
||||||
|
the Library except as expressly provided under this License. Any
|
||||||
|
attempt otherwise to copy, modify, sublicense, link with, or
|
||||||
|
distribute the Library is void, and will automatically terminate your
|
||||||
|
rights under this License. However, parties who have received copies,
|
||||||
|
or rights, from you under this License will not have their licenses
|
||||||
|
terminated so long as such parties remain in full compliance.
|
||||||
|
|
||||||
|
9. You are not required to accept this License, since you have not
|
||||||
|
signed it. However, nothing else grants you permission to modify or
|
||||||
|
distribute the Library or its derivative works. These actions are
|
||||||
|
prohibited by law if you do not accept this License. Therefore, by
|
||||||
|
modifying or distributing the Library (or any work based on the
|
||||||
|
Library), you indicate your acceptance of this License to do so, and
|
||||||
|
all its terms and conditions for copying, distributing or modifying
|
||||||
|
the Library or works based on it.
|
||||||
|
|
||||||
|
10. Each time you redistribute the Library (or any work based on the
|
||||||
|
Library), the recipient automatically receives a license from the
|
||||||
|
original licensor to copy, distribute, link with or modify the Library
|
||||||
|
subject to these terms and conditions. You may not impose any further
|
||||||
|
restrictions on the recipients' exercise of the rights granted herein.
|
||||||
|
You are not responsible for enforcing compliance by third parties with
|
||||||
|
this License.
|
||||||
|
|
||||||
|
11. If, as a consequence of a court judgment or allegation of patent
|
||||||
|
infringement or for any other reason (not limited to patent issues),
|
||||||
|
conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot
|
||||||
|
distribute so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not distribute the Library at all. For example, if a patent
|
||||||
|
license would not permit royalty-free redistribution of the Library by
|
||||||
|
all those who receive copies directly or indirectly through you, then
|
||||||
|
the only way you could satisfy both it and this License would be to
|
||||||
|
refrain entirely from distribution of the Library.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any
|
||||||
|
particular circumstance, the balance of the section is intended to apply,
|
||||||
|
and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any
|
||||||
|
patents or other property right claims or to contest validity of any
|
||||||
|
such claims; this section has the sole purpose of protecting the
|
||||||
|
integrity of the free software distribution system which is
|
||||||
|
implemented by public license practices. Many people have made
|
||||||
|
generous contributions to the wide range of software distributed
|
||||||
|
through that system in reliance on consistent application of that
|
||||||
|
system; it is up to the author/donor to decide if he or she is willing
|
||||||
|
to distribute software through any other system and a licensee cannot
|
||||||
|
impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to
|
||||||
|
be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
12. If the distribution and/or use of the Library is restricted in
|
||||||
|
certain countries either by patents or by copyrighted interfaces, the
|
||||||
|
original copyright holder who places the Library under this License may add
|
||||||
|
an explicit geographical distribution limitation excluding those countries,
|
||||||
|
so that distribution is permitted only in or among countries not thus
|
||||||
|
excluded. In such case, this License incorporates the limitation as if
|
||||||
|
written in the body of this License.
|
||||||
|
|
||||||
|
13. The Free Software Foundation may publish revised and/or new
|
||||||
|
versions of the Lesser General Public License from time to time.
|
||||||
|
Such new versions will be similar in spirit to the present version,
|
||||||
|
but may differ in detail to address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Library
|
||||||
|
specifies a version number of this License which applies to it and
|
||||||
|
"any later version", you have the option of following the terms and
|
||||||
|
conditions either of that version or of any later version published by
|
||||||
|
the Free Software Foundation. If the Library does not specify a
|
||||||
|
license version number, you may choose any version ever published by
|
||||||
|
the Free Software Foundation.
|
||||||
|
|
||||||
|
14. If you wish to incorporate parts of the Library into other free
|
||||||
|
programs whose distribution conditions are incompatible with these,
|
||||||
|
write to the author to ask for permission. For software which is
|
||||||
|
copyrighted by the Free Software Foundation, write to the Free
|
||||||
|
Software Foundation; we sometimes make exceptions for this. Our
|
||||||
|
decision will be guided by the two goals of preserving the free status
|
||||||
|
of all derivatives of our free software and of promoting the sharing
|
||||||
|
and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||||
|
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||||
|
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||||
|
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||||
|
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||||
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||||
|
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||||
|
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||||
|
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||||
|
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||||
|
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||||
|
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||||
|
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||||
|
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||||
|
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||||
|
DAMAGES.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Libraries
|
||||||
|
|
||||||
|
If you develop a new library, and you want it to be of the greatest
|
||||||
|
possible use to the public, we recommend making it free software that
|
||||||
|
everyone can redistribute and change. You can do so by permitting
|
||||||
|
redistribution under these terms (or, alternatively, under the terms of the
|
||||||
|
ordinary General Public License).
|
||||||
|
|
||||||
|
To apply these terms, attach the following notices to the library. It is
|
||||||
|
safest to attach them to the start of each source file to most effectively
|
||||||
|
convey the exclusion of warranty; and each file should have at least the
|
||||||
|
"copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the library's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This library is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public
|
||||||
|
License as published by the Free Software Foundation; either
|
||||||
|
version 2.1 of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This library is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||||
|
Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public
|
||||||
|
License along with this library; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or your
|
||||||
|
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||||
|
necessary. Here is a sample; alter the names:
|
||||||
|
|
||||||
|
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||||
|
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||||
|
|
||||||
|
<signature of Ty Coon>, 1 April 1990
|
||||||
|
Ty Coon, President of Vice
|
||||||
|
|
||||||
|
That's all there is to it!
|
||||||
|
|
13
README.md
13
README.md
|
@ -1,2 +1,13 @@
|
||||||
# fun_caves
|
# fun_caves
|
||||||
V6ish caves as a LUA mod
|
|
||||||
|
Fun Caves is an attempt to convert the mapgen V6 caves into a lua mod, so they can be used with any mapgen. I've translated the C++ code into lua in the most mechanical way possible. 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.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
The source is available on github.
|
||||||
|
|
||||||
|
Code: LGPL2, textures: none
|
||||||
|
|
||||||
|
Mod dependencies: default
|
||||||
|
|
||||||
|
Download: https://github.com/duane-r/fun_caves/archive/master.zip
|
||||||
|
|
1
depends.txt
Normal file
1
depends.txt
Normal file
|
@ -0,0 +1 @@
|
||||||
|
default
|
84
init.lua
Normal file
84
init.lua
Normal file
|
@ -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)
|
520
mapgen.lua
Normal file
520
mapgen.lua
Normal file
|
@ -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
|
1
mod.conf
Normal file
1
mod.conf
Normal file
|
@ -0,0 +1 @@
|
||||||
|
name = fun_caves
|
BIN
textures/screenshot.jpg
Normal file
BIN
textures/screenshot.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 258 KiB |
Loading…
Add table
Add a link
Reference in a new issue