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That's all there is to it!

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@ -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.
![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

1
depends.txt Normal file
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@ -0,0 +1 @@
default

84
init.lua Normal file
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@ -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)

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-- 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

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name = fun_caves

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