diff --git a/cavegen.lua b/cavegen.lua new file mode 100644 index 0000000..7fc64ba --- /dev/null +++ b/cavegen.lua @@ -0,0 +1,119 @@ +local cave_width = 0.05 -- figurative width +local max_depth = 31000 + + +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 cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y = 40, z = 40}, octaves = 3, persist = 1, lacunarity = 2} + + +local rand = math.random + + +fun_caves.cavegen = function(minp, maxp, data, area, node, heightmap, underzone) + local csize = vector.add(vector.subtract(maxp, minp), 1) + local map_max = {x = csize.x, y = csize.y + 2, z = csize.z} + local map_min = {x = minp.x, y = minp.y - 1, z = minp.z} + --local noise_area = VoxelArea:new({MinEdge=map_min, MaxEdge={x=maxp.x,y=maxp.y+1,z=maxp.z}}) + + local cave_1 = minetest.get_perlin_map(cave_noise_1, map_max):get3dMap_flat(map_min) + local cave_2 = minetest.get_perlin_map(cave_noise_2, map_max):get3dMap_flat(map_min) + local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) + + local write = false + + -- 32, -41, 123 + + + local index = 0 + local index3d = 0 + for z = minp.z, maxp.z do + for x = minp.x, maxp.x do + index = index + 1 + --index3d = noise_area:index(x, minp.y-1, z) + index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 + local ivm = area:index(x, minp.y-1, z) + + local height = heightmap[index] + if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node['air'] then + height = max_depth + heightmap[index] = height + elseif height <= minp.y then + height = -max_depth + heightmap[index] = height + end + + local column = 0 + if underzone then + if cave_3[index] < 30 then + column = 1 + elseif cave_3[index] < 35 then + column = 2 + end + end + + for y = minp.y-1, maxp.y+1 do + -- Dis + if underzone == 6 and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then + if y < -29620 then + data[ivm] = node["default:water_source"] + else + data[ivm] = node["air"] + end + write = true + elseif underzone == 3 then + if (x - minp.x) < 8 and (z - minp.z) < 8 then + data[ivm] = node["default:steelblock"] + elseif data[ivm] ~= node['air'] and y % 4960 < 160 and y % 4960 > 80 then + data[ivm] = node["air"] + end + write = true + -- Caina + elseif column == 2 and underzone == 1 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) then + if rand(70) == 1 then + data[ivm] = node["fun_caves:thin_ice"] + else + data[ivm] = node["default:ice"] + end + write = true + -- Phlegethos + elseif column == 2 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) and rand(70) == 1 then + data[ivm] = node["fun_caves:hot_stone"] + write = true + -- Dis + elseif column == 1 and underzone ~= 3 and data[ivm] ~= node['air'] and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then + if y < -29620 then + data[ivm] = node["default:water_source"] + else + data[ivm] = node["air"] + end + write = true + elseif column < 2 and underzone ~= 3 and data[ivm] ~= node['air'] and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then + if y < -29620 then + data[ivm] = node["default:water_source"] + else + data[ivm] = node["air"] + end + write = true + + if y > 0 and cave_3[index] < 1 and y == height then + -- Clear the air above a cave mouth. + local ivm2 = ivm + for y2 = y + 1, maxp.y + 8 do + ivm2 = ivm2 + area.ystride + if data[ivm2] ~= node["default:water_source"] then + data[ivm2] = node["air"] + write = true + end + end + end + end + + ivm = ivm + area.ystride + index3d = index3d + csize.x + end + end + end + + return write +end diff --git a/decogen.lua b/decogen.lua new file mode 100644 index 0000000..3ba4d25 --- /dev/null +++ b/decogen.lua @@ -0,0 +1,449 @@ +local deco_depth = -30 -- place cave stuff this far beneath the surface +local light_depth = -13 -- depth above which to place corals/sea plants +local water_level = 1 +local fluid_compression = -200 -- the depth to start planting lava/water +local dirt_ratio = 10 -- place this many stones for every dirt in caves +local radioactive_ratio = 500 -- place this much salt for every radioactive ore +local coalblock_ratio = 100 -- place this many sand for every coalblock +local fungal_stone_ratio = 50 -- place this many stones for every glowing fungus +local water_lily_ratio = 15 -- place this many water for every lily +local max_depth = 31000 + + +local water_lily_biomes = {} +for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do + water_lily_biomes[i] = true +end +local coral_biomes = {} +for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do + coral_biomes[i] = true +end + + +local rand = math.random +local max = math.max +local min = math.min +local log = math.log +local floor = math.floor +local find_nodes_in_area = minetest.find_nodes_in_area + + +local function surround(node, data, area, ivm) + -- Check to make sure that a plant root is fully surrounded. + -- This is due to the kludgy way you have to make water plants + -- in minetest, to avoid bubbles. + for x1 = -1,1,2 do + local n = data[ivm+x1] + if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then + return false + end + end + for z1 = -area.zstride,area.zstride,2*area.zstride do + local n = data[ivm+z1] + if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then + return false + end + end + + return true +end + + +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 plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0} + + +-- Air needs to be placed prior to decorations. +fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map) + local csize = vector.add(vector.subtract(maxp, minp), 1) + local biomemap = minetest.get_mapgen_object("biomemap") + local map_max = {x = csize.x, y = csize.y + 2, z = csize.z} + local map_min = {x = minp.x, y = minp.y - 1, z = minp.z} + --local noise_area = VoxelArea:new({MinEdge={x=0,y=-1,z=0}, MaxEdge={x=csize.x,y=csize.y+1,z=csize.z}}) + + local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min) + local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) + + local write = false + local write_p2 = false + + local index = 0 + local index3d = 0 + for z = minp.z, maxp.z do + for x = minp.x, maxp.x do + index = index + 1 + --index3d = noise_area:index(x - minp.x, -1, z - minp.z) + index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 + local ivm = area:index(x, minp.y, z) + + local height = heightmap[index] + + for y = minp.y-1, maxp.y+1 do + if y <= height + deco_depth and (height < max_depth or y < 0) then + ---------------------------------------------------------- + -- cave decoration non-loop -- only there to enable breaks + -- Remove this loop to eliminate cave decorations. + ---------------------------------------------------------- + for deco_non_loop = 1, 1 do + if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then + break + end + + local biome_val = biome_n[index3d] + local stone_type = node["default:stone"] + local stone_depth = 1 + + -- Compress biomes at the surface to avoid fluids. + if y > fluid_compression then + biome_val = biome_val / max(1, log(y - fluid_compression)) + end + ------------------- + --biome_val = -0.75 + ------------------- + if underzone == 1 then + stone_type = node["default:ice"] + stone_depth = 2 + elseif underzone == 3 then + stone_type = node["fun_caves:hot_brass"] + stone_depth = 1 + elseif underzone == 6 then + stone_type = node["default:dirt"] + stone_depth = 2 + elseif underzone and y % 4960 <= 145 then + stone_type = node["fun_caves:hot_cobble"] + elseif underzone and y % 4960 > 145 then + stone_type = node["fun_caves:black_sand"] + stone_depth = 2 + elseif biome_val < -0.65 then + stone_type = node["default:ice"] + stone_depth = 2 + elseif biome_val < -0.6 then + stone_type = node["fun_caves:thin_ice"] + stone_depth = 2 + elseif biome_val < -0.5 then + stone_type = node["fun_caves:stone_with_lichen"] + elseif biome_val < -0.3 then + stone_type = node["fun_caves:stone_with_moss"] + elseif biome_val < -0.0 then + stone_type = node["fun_caves:stone_with_lichen"] + elseif biome_val < 0.2 then + stone_type = node["fun_caves:stone_with_algae"] + elseif y < 29620 then + -- This is seperate to prevent the hot biomes spawning underwater. + stone_type = node["default:dirt"] + stone_depth = 2 + elseif biome_val < 0.35 then + stone_type = node["fun_caves:stone_with_salt"] + stone_depth = 2 + elseif biome_val < 0.5 then + stone_type = node["default:sand"] + stone_depth = 2 + elseif biome_val < 0.6 then + stone_type = node["fun_caves:black_sand"] + stone_depth = 2 + else + stone_type = node["fun_caves:hot_cobble"] + end + -- "glow" + + local node_below + if y > minp.y then + node_below = data[ivm - area.ystride] + end + local node_above = data[ivm + area.ystride] + + if data[ivm] == node["default:stone"] then + local air_above = false + for i = 1, stone_depth do + if data[ivm + area.ystride * i] == node["air"] or (y < 29620 and data[ivm + area.ystride * i] == node["default:water_source"]) then + air_above = true + end + end + + if node_above == node["air"] and (stone_type == node["fun_caves:stone_with_algae"] or stone_type == node["fun_caves:stone_with_lichen"]) and rand(dirt_ratio) == 1 then + data[ivm] = node["dirt"] + write = true + break + end + + if air_above then + if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then + data[ivm] = node["fun_caves:radioactive_ore"] + write = true + break + elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then + data[ivm] = node["default:coalblock"] + break + elseif node_above == node["air"] and stone_type == node["fun_caves:stone_with_moss"] and rand(fungal_stone_ratio) == 1 then + data[ivm] = node["fun_caves:glowing_fungal_stone"] + write = true + break + else + data[ivm] = stone_type + write = true + break + end + end + + local air_below = false + for i = 1, stone_depth do + if data[ivm - area.ystride * i] == node["air"] then + air_below = true + end + end + + if not air_above and stone_type == node["default:sand"] then + data[ivm] = node["default:sandstone"] + write = true + break + end + + if data[ivm] == node["default:stone"] and air_below then + if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then + data[ivm] = node["fun_caves:radioactive_ore"] + write = true + break + elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then + data[ivm] = node["default:coalblock"] + write = true + break + elseif node_below == node["air"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_moss"]) and rand(fungal_stone_ratio) == 1 then + data[ivm] = node["fun_caves:glowing_fungal_stone"] + write = true + break + else + data[ivm] = stone_type + write = true + break + end + end + end + + -- Dis + if underzone == 3 and data[ivm] == node['air'] and floor((x - minp.x) / 8) % 2 == 0 and floor((z - minp.z) / 8) % 2 == 0 and y % 4960 < 82 + dis_map[floor((x - minp.x) / 8)][floor((z - minp.z) / 8)] * 4 and y % 4960 > 80 then + local dx = (x - minp.x) % 16 + local dy = y % 4960 - 80 + local dz = (z - minp.z) % 16 + if dx == 1 and dz == 1 then + data[ivm] = node["default:ladder_steel"] + p2data[ivm] = 3 + write_p2 = true + elseif ((dx == 0 or dx == 7) and (dz % 3 ~= 2 or dy % 4 == 0)) or ((dz == 0 or dz == 7) and (dx % 3 ~= 2 or dy % 4 == 0)) then + data[ivm] = node["fun_caves:hot_iron"] + elseif dy %4 == 0 then + data[ivm] = node["fun_caves:hot_brass"] + end + write = true + break + end + + if data[ivm] == node["air"] and y < maxp.y then + -- hanging down + if node_above == node["default:stone"] and rand(12) == 1 then + if stone_type == node["default:ice"] then + data[ivm] = node["fun_caves:icicle_down"] + write = true + break + elseif stone_type == node["fun_caves:stone_with_algae"] then + data[ivm] = node["fun_caves:stalactite_slimy"] + write = true + break + elseif stone_type == node["fun_caves:stone_with_moss"] then + data[ivm] = node["fun_caves:stalactite_mossy"] + write = true + break + elseif stone_type == node["fun_caves:stone_with_lichen"] then + data[ivm] = node["fun_caves:stalactite"] + write = true + break + elseif stone_type == node["default:stone"] then + data[ivm] = node["fun_caves:stalactite"] + write = true + break + end + end + + -- fluids + if y > minp.y and (node_below == node["default:stone"] or node_below == node["fun_caves:hot_cobble"]) and rand(300) == 1 then + data[ivm] = node["default:lava_source"] + write = true + break + elseif node_below == node["fun_caves:stone_with_moss"] and rand(300) == 1 then + data[ivm] = node["default:water_source"] + write = true + break + + -- standing up + elseif node_below == node["default:ice"] and rand(12) == 1 then + data[ivm] = node["fun_caves:icicle_up"] + write = true + break + elseif node_below == node["fun_caves:stone_with_algae"] and rand(12) == 1 then + data[ivm] = node["fun_caves:stalagmite_slimy"] + write = true + break + elseif node_below == node["fun_caves:stone_with_moss"] and rand(12) == 1 then + data[ivm] = node["fun_caves:stalagmite_mossy"] + write = true + break + elseif node_below == node["fun_caves:stone_with_lichen"] and rand(12) == 1 then + data[ivm] = node["fun_caves:stalagmite"] + write = true + break + elseif node_below == node["default:stone"] and rand(12) == 1 then + data[ivm] = node["fun_caves:stalagmite"] + write = true + break + elseif node_below == node["fun_caves:hot_cobble"] and rand(50) == 1 then + data[ivm] = node[fun_caves.hot_spikes[rand(#fun_caves.hot_spikes)]] + elseif node_below == node["fun_caves:black_sand"] and rand(50) == 1 then + data[ivm] = node["fun_caves:constant_flame"] + write = true + break + + -- vegetation + elseif node_below == node["default:dirt"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_algae"]) and biome_val >= -0.5 then + if rand(10) == 1 then + data[ivm] = node["flowers:mushroom_red"] + write = true + break + elseif rand(10) == 1 then + data[ivm] = node["flowers:mushroom_brown"] + write = true + break + elseif node_above == node["air"] and rand(10) == 1 then + data[ivm] = node["fun_caves:giant_mushroom_stem"] + write = true + break + elseif rand(30) == 1 then + local air_count = 0 + local j + for i = 1, 12 do + j = ivm + area.ystride * i + if j <= #data and data[j] == node["air"] then + air_count = air_count + 1 + end + end + if air_count > 5 then + fun_caves.make_fungal_tree(data, area, ivm, rand(2, min(air_count, 12))) + end + end + elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then + data[ivm] = node["fun_caves:giant_mushroom_cap"] + write = true + break + elseif node_below == node["fun_caves:giant_mushroom_stem"] then + if node_above == node["air"] and rand(3) == 1 then + data[ivm] = node["fun_caves:giant_mushroom_stem"] + write = true + break + else + data[ivm] = node["fun_caves:huge_mushroom_cap"] + write = true + break + end + end + end + end + ----------------------------------------------------- + -- end of cave decoration non-loop + ----------------------------------------------------- + elseif y < height then + -- This just places non-abm dirt inside caves. + -- Its value is questionable. + if data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then + data[ivm - area.ystride] = node["fun_caves:dirt"] + write = true + end + else + local pn = plant_n[index] + local biome + if biomemap then + biome = biome_ids[biomemap[index]] + end + ----------------------------------------------------------- + -- water decoration non-loop -- only there to enable breaks + -- Remove this loop to eliminate water decorations. + ----------------------------------------------------------- + for deco_non_loop = 1, 1 do + if y < light_depth then + break + end + + local node_below = data[ivm - area.ystride] + local node_above = data[ivm + area.ystride] + + if y < water_level and data[ivm] == node["default:sand"] and node_above == node["default:water_source"] and data[ivm + area.ystride * 2] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) == 1 and surround(node, data, area, ivm) then + data[ivm] = node["fun_caves:staghorn_coral_water_sand"] + write = true + break + elseif y < water_level and node_below == node["default:sand"] and node_above == node["default:water_source"] and data[ivm] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) < 3 then + if rand(15) == 1 then + data[ivm] = node["fun_caves:brain_coral"] + write = true + break + elseif rand(15) == 1 then + data[ivm] = node["fun_caves:dragon_eye"] + write = true + break + else + data[ivm] = node["fun_caves:pillar_coral"] + write = true + break + end + elseif x < maxp.x and y < maxp.y and z < maxp.z and x > minp.x and y > minp.y and z > minp.z and (node_above == node["default:water_source"] or node_above == node["default:river_water_source"]) and (data[ivm] == node["default:sand"] or data[ivm] == node["default:dirt"]) then + -- Check the biomes and plant water plants, if called for. + if not surround(node, data, area, ivm) then + break + end + + for i = 1, #fun_caves.water_plants do + local desc = fun_caves.water_plants[i] + + if desc.content_id then + if not node_match_cache[desc.content_id] then + node_match_cache[desc.content_id] = {} + end + + if not node_match_cache[desc.content_id][data[ivm]] then + -- This is a great way to match all node type strings + -- against a given node (or nodes). However, it's slow. + -- To speed it up, we cache the results for each plant + -- on each node, and avoid calling find_nodes every time. + local posm, count = find_nodes_in_area({x=x, y=y, z=z}, {x=x, y=y, z=z}, desc.place_on) + if #posm > 0 then + node_match_cache[desc.content_id][data[ivm]] = "good" + else + node_match_cache[desc.content_id][data[ivm]] = "bad" + end + end + + if node_match_cache[desc.content_id][data[ivm]] == "good" and desc.fill_ratio and (not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome))) and rand() <= desc.fill_ratio then + data[ivm] = desc.content_id + write = true + break + end + end + end + elseif y > minp.y and node_below == node["default:river_water_source"] and data[ivm] == node["air"] and water_lily_biomes[biome] and pn > 0.5 and rand(water_lily_ratio) == 1 then + -- on top of the water + -- I haven't figured out what the decoration manager is + -- doing with the noise functions, but this works ok. + data[ivm] = node["flowers:waterlily"] + write = true + break + end + end + ----------------------------------------------------- + -- end of water decoration non-loop + ----------------------------------------------------- + end + + ivm = ivm + area.ystride + index3d = index3d + csize.x + end + end + end + + return write, write_p2 +end diff --git a/fortress.lua b/fortress.lua new file mode 100644 index 0000000..8b17396 --- /dev/null +++ b/fortress.lua @@ -0,0 +1,91 @@ +local rand = math.random +local floor = math.floor + + +fun_caves.fortress = function(minp, maxp, data, area, node) + -- invisible maze + -- hungry maze + -- chests (w traps) + -- step traps (math based) + -- hidden doors/downs + -- hot/ice floors + -- + --local level = ceil(maxp.y / 3100) + local n = 16 + local walls = {} + local inner_floor = node['fun_caves:dungeon_floor_1'] + local outer_wall = node['fun_caves:dungeon_wall_2'] + local inner_wall = node['fun_caves:dungeon_wall_1'] + + for y2 = 0, n-1 do + --for y2 = 0, 0 do + -- walls is zero-based. + for i = 0, 2 * n * n - 1 do + walls[i] = i + end + table.shuffle(walls) + + local dox, doz = rand(0, n-1), rand(0, n-1) + for z = minp.z, maxp.z do + for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do + local ivm = area:index(minp.x, y, z) + for x = minp.x, maxp.x do + if x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then + data[ivm] = outer_wall + elseif (y - minp.y) % 5 == 0 then + if floor((z - minp.z) / 5) == doz and floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then + data[ivm] = node["air"] + else + data[ivm] = inner_floor + end + elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then + --data[ivm] = fun_caves.DEBUG and node["default:glass"] or inner_wall + data[ivm] = inner_wall + else + data[ivm] = node["air"] + end + ivm = ivm + 1 + end + end + end + + local set = unionfind(n * n) + + for m = 0, #walls do + local c = walls[m] + local a = floor(c / 2) + local i = a % n + local j = floor(a / n) + local u = c % 2 == 0 and 1 or 0 + local v = c % 2 == 1 and 1 or 0 + local b = a + u + n * v + if i < n - u and j < n - v and set:find(a) ~= set:find(b) then + set:union(a, b) + local x = (i + u) * 5 + minp.x + local y = minp.y + y2 * 5 + local z = (j + v) * 5 + minp.z + --if y > minp.y and rand(20) == 1 then + -- for z1 = z + 1, z + 4 do + -- ivm = area:index(x+1, y, z1) + -- for x1 = x + 1, x + 4 do + -- data[ivm] = node["air"] + -- ivm = ivm + 1 + -- end + -- end + --end + + for z1 = z + (1-v), z + (1-v) * 4 do + for y1 = y + 1, y + 4 do + local ivm = area:index(x + (1-u), y1, z1) + for x1 = x + (1-u), x + (1-u) * 4 do + if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then + data[ivm] = node["air"] + end + ivm = ivm + 1 + end + end + end + end + end + end +end diff --git a/mapgen.lua b/mapgen.lua index ac89d64..1808f1d 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -1,44 +1,14 @@ -local deco_depth = -30 -- place cave stuff this far beneath the surface -local light_depth = -13 -- depth above which to place corals/sea plants -local water_level = 1 local fortress_depth = -3 -- close to y / 80 -local max_depth = 31000 -local cave_width = 0.05 -- figurative width -local fluid_compression = -200 -- the depth to start planting lava/water -local dirt_ratio = 10 -- place this many stones for every dirt in caves -local radioactive_ratio = 500 -- place this much salt for every radioactive ore -local coalblock_ratio = 100 -- place this many sand for every coalblock -local fungal_stone_ratio = 50 -- place this many stones for every glowing fungus -local water_lily_ratio = 15 -- place this many water for every lily - -local water_lily_biomes = {} -for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do - water_lily_biomes[i] = true -end -local coral_biomes = {} -for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do - coral_biomes[i] = true -end -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 cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y = 40, 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 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 fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2} -local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0} -- These may speed up function access. local rand = math.random -local max = math.max local min = math.min -local log = math.log -local ceil = math.ceil local floor = math.floor -local abs = math.abs -local find_nodes_in_area = minetest.find_nodes_in_area -- This tables looks up nodes that aren't already stored. local node = setmetatable({}, { @@ -48,7 +18,7 @@ local node = setmetatable({}, { end}) local data = {} ---local p2data = {} -- vm rotation data buffer +local p2data = {} -- vm rotation data buffer local node_match_cache = {} @@ -126,26 +96,6 @@ end -- end --end -local function surround(node, data, area, ivm) - -- Check to make sure that a plant root is fully surrounded. - -- This is due to the kludgy way you have to make water plants - -- in minetest, to avoid bubbles. - for x1 = -1,1,2 do - local n = data[ivm+x1] - if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then - return false - end - end - for z1 = -area.zstride,area.zstride,2*area.zstride do - local n = data[ivm+z1] - if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then - return false - end - end - - return true -end - fun_caves.is_fortress = function(pos, cs, debug) -- Fix this to get csize, somehow. -- Remember that this function may be called @@ -180,17 +130,16 @@ local function generate(p_minp, p_maxp, seed) local minp, maxp = p_minp, p_maxp local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") vm:get_data(data) - --p2data = vm:get_param2_data() + p2data = vm:get_param2_data() local heightmap = minetest.get_mapgen_object("heightmap") - local biomemap = minetest.get_mapgen_object("biomemap") local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local csize = vector.add(vector.subtract(maxp, minp), 1) - local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)}) -- use the same seed (based on perlin noise). math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) local write = false + local write_p2 = false local underzone, dis_map = nil, {} if minp.y < -4000 and minp.y % 4960 < 160 and maxp.y % 4960 > 0 then underzone = floor(minp.y / -4960 + 0.5) @@ -204,579 +153,24 @@ local function generate(p_minp, p_maxp, seed) end end - if not underzone and fun_caves.is_fortress(minp, csize) then + --if not underzone and fun_caves.is_fortress(minp, csize) then + if not underzone then + fun_caves.fortress(minp, maxp, data, area, node) write = true - -------------------------------------------------------------- - -- fortress decoration non-loop -- only there to enable breaks - -- Remove this loop to eliminate fortress decorations. - -------------------------------------------------------------- - for deco_non_loop = 1, 1 do - -- invisible maze - -- hungry maze - -- chests (w traps) - -- step traps (math based) - -- hidden doors/downs - -- hot/ice floors - -- - --local level = ceil(maxp.y / 3100) - local n = 16 - local walls = {} - local inner_floor = node['fun_caves:dungeon_floor_1'] - local outer_wall = node['fun_caves:dungeon_wall_2'] - local inner_wall = node['fun_caves:dungeon_wall_1'] - - for y2 = 0, n-1 do - --for y2 = 0, 0 do - -- walls is zero-based. - for i = 0, 2 * n * n - 1 do - walls[i] = i - end - table.shuffle(walls) - - local dox, doz = rand(0, n-1), rand(0, n-1) - for z = minp.z, maxp.z do - for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do - local ivm = area:index(minp.x, y, z) - for x = minp.x, maxp.x do - if x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then - data[ivm] = outer_wall - elseif (y - minp.y) % 5 == 0 then - if floor((z - minp.z) / 5) == doz and floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then - data[ivm] = node["air"] - else - data[ivm] = inner_floor - end - elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then - --data[ivm] = fun_caves.DEBUG and node["default:glass"] or inner_wall - data[ivm] = inner_wall - else - data[ivm] = node["air"] - end - ivm = ivm + 1 - end - end - end - - local set = unionfind(n * n) - - for m = 0, #walls do - local c = walls[m] - local a = floor(c / 2) - local i = a % n - local j = floor(a / n) - local u = c % 2 == 0 and 1 or 0 - local v = c % 2 == 1 and 1 or 0 - local b = a + u + n * v - if i < n - u and j < n - v and set:find(a) ~= set:find(b) then - set:union(a, b) - local x = (i + u) * 5 + minp.x - local y = minp.y + y2 * 5 - local z = (j + v) * 5 + minp.z - --if y > minp.y and rand(20) == 1 then - -- for z1 = z + 1, z + 4 do - -- ivm = area:index(x+1, y, z1) - -- for x1 = x + 1, x + 4 do - -- data[ivm] = node["air"] - -- ivm = ivm + 1 - -- end - -- end - --end - - for z1 = z + (1-v), z + (1-v) * 4 do - for y1 = y + 1, y + 4 do - local ivm = area:index(x + (1-u), y1, z1) - for x1 = x + (1-u), x + (1-u) * 4 do - if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then - data[ivm] = node["air"] - end - ivm = ivm + 1 - end - end - end - end - end - end - end - ----------------------------------------------------- - -- end of fortress decoration non-loop - ----------------------------------------------------- else - 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 cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) - local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp) - local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) + write = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone) - - local index = 0 - local index3d = 0 - for z = minp.z, maxp.z do - for x = minp.x, maxp.x do - index = index + 1 - index3d = noise_area:index(x - minp.x, 0, z - minp.z) - local ivm = area:index(x, minp.y, z) - - local height = heightmap[index] - if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node['air'] then - height = max_depth - heightmap[index] = height - elseif height <= minp.y then - height = -max_depth - heightmap[index] = height - end - - local column = 0 - if underzone then - if cave_3[index] < 30 then - column = 1 - elseif cave_3[index] < 35 then - column = 2 - end - end - - for y = minp.y, maxp.y do - -- Dis - if underzone == 6 and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then - if y < -29620 then - data[ivm] = node["default:water_source"] - else - data[ivm] = node["air"] - end - write = true - elseif underzone == 3 then - if (x - minp.x) < 8 and (z - minp.z) < 8 then - data[ivm] = node["default:steelblock"] - elseif data[ivm] ~= node['air'] and y % 4960 < 160 and y % 4960 > 80 then - data[ivm] = node["air"] - end - write = true - -- Caina - elseif column == 2 and underzone == 1 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) then - if rand(70) == 1 then - data[ivm] = node["fun_caves:thin_ice"] - else - data[ivm] = node["default:ice"] - end - write = true - -- Phlegethos - elseif column == 2 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) and rand(70) == 1 then - data[ivm] = node["fun_caves:hot_stone"] - write = true - -- Dis - elseif column == 1 and underzone ~= 3 and data[ivm] ~= node['air'] and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then - if y < -29620 then - data[ivm] = node["default:water_source"] - else - data[ivm] = node["air"] - end - write = true - elseif column < 2 and underzone ~= 3 and data[ivm] ~= node['air'] and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then - if y < -29620 then - data[ivm] = node["default:water_source"] - else - data[ivm] = node["air"] - end - write = true - - if y > 0 and cave_3[index] < 1 and y == height then - -- Clear the air above a cave mouth. - local ivm2 = ivm - for y2 = y + 1, maxp.y + 8 do - ivm2 = ivm2 + area.ystride - if data[ivm2] ~= node["default:water_source"] then - data[ivm2] = node["air"] - write = true - end - end - end - end - - ivm = ivm + area.ystride - index3d = index3d + csize.x - end - end - end - - -- Air needs to be placed prior to decorations. - local index = 0 - local index3d = 0 - for z = minp.z, maxp.z do - for x = minp.x, maxp.x do - index = index + 1 - index3d = noise_area:index(x - minp.x, 0, z - minp.z) - local ivm = area:index(x, minp.y, z) - - local height = heightmap[index] - - for y = minp.y, maxp.y do - if y <= height + deco_depth and (height < max_depth or y < 0) then - ---------------------------------------------------------- - -- cave decoration non-loop -- only there to enable breaks - -- Remove this loop to eliminate cave decorations. - ---------------------------------------------------------- - for deco_non_loop = 1, 1 do - if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then - break - end - - local biome_val = biome_n[index3d] - local stone_type = node["default:stone"] - local stone_depth = 1 - - -- Compress biomes at the surface to avoid fluids. - if y > fluid_compression then - biome_val = biome_val / max(1, log(y - fluid_compression)) - end - ------------------- - --biome_val = -0.75 - ------------------- - if underzone == 1 then - stone_type = node["default:ice"] - stone_depth = 2 - elseif underzone == 3 then - stone_type = node["fun_caves:hot_brass"] - stone_depth = 1 - elseif underzone == 6 then - stone_type = node["default:dirt"] - stone_depth = 2 - elseif underzone and y % 4960 <= 145 then - stone_type = node["fun_caves:hot_cobble"] - elseif underzone and y % 4960 > 145 then - stone_type = node["fun_caves:black_sand"] - stone_depth = 2 - elseif biome_val < -0.65 then - stone_type = node["default:ice"] - stone_depth = 2 - elseif biome_val < -0.6 then - stone_type = node["fun_caves:thin_ice"] - stone_depth = 2 - elseif biome_val < -0.5 then - stone_type = node["fun_caves:stone_with_lichen"] - elseif biome_val < -0.3 then - stone_type = node["fun_caves:stone_with_moss"] - elseif biome_val < -0.0 then - stone_type = node["fun_caves:stone_with_lichen"] - elseif biome_val < 0.2 then - stone_type = node["fun_caves:stone_with_algae"] - elseif y < 29620 then - -- This is seperate to prevent the hot biomes spawning underwater. - stone_type = node["default:dirt"] - stone_depth = 2 - elseif biome_val < 0.35 then - stone_type = node["fun_caves:stone_with_salt"] - stone_depth = 2 - elseif biome_val < 0.5 then - stone_type = node["default:sand"] - stone_depth = 2 - elseif biome_val < 0.6 then - stone_type = node["fun_caves:black_sand"] - stone_depth = 2 - else - stone_type = node["fun_caves:hot_cobble"] - end - -- "glow" - - local node_below - if y > minp.y then - node_below = data[ivm - area.ystride] - end - local node_above = data[ivm + area.ystride] - - if data[ivm] == node["default:stone"] then - local air_above = false - for i = 1, stone_depth do - if data[ivm + area.ystride * i] == node["air"] or (y < 29620 and data[ivm + area.ystride * i] == node["default:water_source"]) then - air_above = true - end - end - - if node_above == node["air"] and (stone_type == node["fun_caves:stone_with_algae"] or stone_type == node["fun_caves:stone_with_lichen"]) and rand(dirt_ratio) == 1 then - data[ivm] = node["dirt"] - write = true - break - end - - if air_above then - if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then - data[ivm] = node["fun_caves:radioactive_ore"] - write = true - break - elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then - data[ivm] = node["default:coalblock"] - break - elseif node_above == node["air"] and stone_type == node["fun_caves:stone_with_moss"] and rand(fungal_stone_ratio) == 1 then - data[ivm] = node["fun_caves:glowing_fungal_stone"] - write = true - break - else - data[ivm] = stone_type - write = true - break - end - end - - local air_below = false - for i = 1, stone_depth do - if data[ivm - area.ystride * i] == node["air"] then - air_below = true - end - end - - if not air_above and stone_type == node["default:sand"] then - data[ivm] = node["default:sandstone"] - write = true - break - end - - if data[ivm] == node["default:stone"] and air_below then - if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then - data[ivm] = node["fun_caves:radioactive_ore"] - write = true - break - elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then - data[ivm] = node["default:coalblock"] - write = true - break - elseif node_below == node["air"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_moss"]) and rand(fungal_stone_ratio) == 1 then - data[ivm] = node["fun_caves:glowing_fungal_stone"] - write = true - break - else - data[ivm] = stone_type - write = true - break - end - end - end - - -- Dis - if underzone == 3 and data[ivm] == node['air'] and floor((x - minp.x) / 8) % 2 == 0 and floor((z - minp.z) / 8) % 2 == 0 and y % 4960 < 82 + dis_map[floor((x - minp.x) / 8)][floor((z - minp.z) / 8)] * 4 and y % 4960 > 80 then - local dx = (x - minp.x) % 16 - local dy = y % 4960 - 80 - local dz = (z - minp.z) % 16 - if ((dx == 0 or dx == 7) and (dz % 3 ~= 2 or dy % 4 == 0)) or ((dz == 0 or dz == 7) and (dx % 3 ~= 2 or dy % 4 == 0)) then - data[ivm] = node["fun_caves:hot_iron"] - elseif dy %4 == 0 then - data[ivm] = node["fun_caves:hot_brass"] - end - write = true - break - end - - if data[ivm] == node["air"] and y < maxp.y then - -- hanging down - if node_above == node["default:stone"] and rand(12) == 1 then - if stone_type == node["default:ice"] then - data[ivm] = node["fun_caves:icicle_down"] - write = true - break - elseif stone_type == node["fun_caves:stone_with_algae"] then - data[ivm] = node["fun_caves:stalactite_slimy"] - write = true - break - elseif stone_type == node["fun_caves:stone_with_moss"] then - data[ivm] = node["fun_caves:stalactite_mossy"] - write = true - break - elseif stone_type == node["fun_caves:stone_with_lichen"] then - data[ivm] = node["fun_caves:stalactite"] - write = true - break - elseif stone_type == node["default:stone"] then - data[ivm] = node["fun_caves:stalactite"] - write = true - break - end - end - - -- fluids - if y > minp.y and (node_below == node["default:stone"] or node_below == node["fun_caves:hot_cobble"]) and rand(300) == 1 then - data[ivm] = node["default:lava_source"] - write = true - break - elseif node_below == node["fun_caves:stone_with_moss"] and rand(300) == 1 then - data[ivm] = node["default:water_source"] - write = true - break - - -- standing up - elseif node_below == node["default:ice"] and rand(12) == 1 then - data[ivm] = node["fun_caves:icicle_up"] - write = true - break - elseif node_below == node["fun_caves:stone_with_algae"] and rand(12) == 1 then - data[ivm] = node["fun_caves:stalagmite_slimy"] - write = true - break - elseif node_below == node["fun_caves:stone_with_moss"] and rand(12) == 1 then - data[ivm] = node["fun_caves:stalagmite_mossy"] - write = true - break - elseif node_below == node["fun_caves:stone_with_lichen"] and rand(12) == 1 then - data[ivm] = node["fun_caves:stalagmite"] - write = true - break - elseif node_below == node["default:stone"] and rand(12) == 1 then - data[ivm] = node["fun_caves:stalagmite"] - write = true - break - elseif node_below == node["fun_caves:hot_cobble"] and rand(50) == 1 then - data[ivm] = node[fun_caves.hot_spikes[rand(#fun_caves.hot_spikes)]] - elseif node_below == node["fun_caves:black_sand"] and rand(50) == 1 then - data[ivm] = node["fun_caves:constant_flame"] - write = true - break - - -- vegetation - elseif node_below == node["default:dirt"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_algae"]) and biome_val >= -0.5 then - if rand(10) == 1 then - data[ivm] = node["flowers:mushroom_red"] - write = true - break - elseif rand(10) == 1 then - data[ivm] = node["flowers:mushroom_brown"] - write = true - break - elseif node_above == node["air"] and rand(10) == 1 then - data[ivm] = node["fun_caves:giant_mushroom_stem"] - write = true - break - elseif rand(30) == 1 then - local air_count = 0 - local j - for i = 1, 12 do - j = ivm + area.ystride * i - if j <= #data and data[j] == node["air"] then - air_count = air_count + 1 - end - end - if air_count > 5 then - fun_caves.make_fungal_tree(data, area, ivm, rand(2, min(air_count, 12))) - end - end - elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then - data[ivm] = node["fun_caves:giant_mushroom_cap"] - write = true - break - elseif node_below == node["fun_caves:giant_mushroom_stem"] then - if node_above == node["air"] and rand(3) == 1 then - data[ivm] = node["fun_caves:giant_mushroom_stem"] - write = true - break - else - data[ivm] = node["fun_caves:huge_mushroom_cap"] - write = true - break - end - end - end - end - ----------------------------------------------------- - -- end of cave decoration non-loop - ----------------------------------------------------- - elseif y < height then - -- This just places non-abm dirt inside caves. - -- Its value is questionable. - if data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then - data[ivm - area.ystride] = node["fun_caves:dirt"] - write = true - end - else - local pn = plant_n[index] - local biome - if biomemap then - biome = biome_ids[biomemap[index]] - end - ----------------------------------------------------------- - -- water decoration non-loop -- only there to enable breaks - -- Remove this loop to eliminate water decorations. - ----------------------------------------------------------- - for deco_non_loop = 1, 1 do - if y < light_depth then - break - end - - local node_below = data[ivm - area.ystride] - local node_above = data[ivm + area.ystride] - - if y < water_level and data[ivm] == node["default:sand"] and node_above == node["default:water_source"] and data[ivm + area.ystride * 2] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) == 1 and surround(node, data, area, ivm) then - data[ivm] = node["fun_caves:staghorn_coral_water_sand"] - write = true - break - elseif y < water_level and node_below == node["default:sand"] and node_above == node["default:water_source"] and data[ivm] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) < 3 then - if rand(15) == 1 then - data[ivm] = node["fun_caves:brain_coral"] - write = true - break - elseif rand(15) == 1 then - data[ivm] = node["fun_caves:dragon_eye"] - write = true - break - else - data[ivm] = node["fun_caves:pillar_coral"] - write = true - break - end - elseif x < maxp.x and y < maxp.y and z < maxp.z and x > minp.x and y > minp.y and z > minp.z and (node_above == node["default:water_source"] or node_above == node["default:river_water_source"]) and (data[ivm] == node["default:sand"] or data[ivm] == node["default:dirt"]) then - -- Check the biomes and plant water plants, if called for. - if not surround(node, data, area, ivm) then - break - end - - for i = 1, #fun_caves.water_plants do - local desc = fun_caves.water_plants[i] - - if desc.content_id then - if not node_match_cache[desc.content_id] then - node_match_cache[desc.content_id] = {} - end - - if not node_match_cache[desc.content_id][data[ivm]] then - -- This is a great way to match all node type strings - -- against a given node (or nodes). However, it's slow. - -- To speed it up, we cache the results for each plant - -- on each node, and avoid calling find_nodes every time. - local posm, count = find_nodes_in_area({x=x, y=y, z=z}, {x=x, y=y, z=z}, desc.place_on) - if #posm > 0 then - node_match_cache[desc.content_id][data[ivm]] = "good" - else - node_match_cache[desc.content_id][data[ivm]] = "bad" - end - end - - if node_match_cache[desc.content_id][data[ivm]] == "good" and desc.fill_ratio and (not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome))) and rand() <= desc.fill_ratio then - data[ivm] = desc.content_id - write = true - break - end - end - end - elseif y > minp.y and node_below == node["default:river_water_source"] and data[ivm] == node["air"] and water_lily_biomes[biome] and pn > 0.5 and rand(water_lily_ratio) == 1 then - -- on top of the water - -- I haven't figured out what the decoration manager is - -- doing with the noise functions, but this works ok. - data[ivm] = node["flowers:waterlily"] - write = true - break - end - end - ----------------------------------------------------- - -- end of water decoration non-loop - ----------------------------------------------------- - end - - ivm = ivm + area.ystride - index3d = index3d + csize.x - end - end - end + write, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map) end if write then vm:set_data(data) - --vm:set_param2_data(p2data) - if fun_caves.DEBUG then + if write_p2 then + vm:set_param2_data(p2data) + end + + if true or fun_caves.DEBUG then vm:set_lighting({day = 10, night = 10}) else -- set_lighting causes shadows @@ -797,5 +191,10 @@ local function generate(p_minp, p_maxp, seed) end +dofile(fun_caves.path .. "/cavegen.lua") +dofile(fun_caves.path .. "/decogen.lua") +dofile(fun_caves.path .. "/fortress.lua") + + -- Inserting helps to ensure that fun_caves operates first. table.insert(minetest.registered_on_generateds, 1, generate) diff --git a/mobs.lua b/mobs.lua index 3401940..74f73b7 100644 --- a/mobs.lua +++ b/mobs.lua @@ -290,7 +290,7 @@ if minetest.registered_entities["mobs_sharks:shark_lg"] then mobs.spawning_mobs["fun_caves:shark_giant"] = true mobs:spawn_specific("fun_caves:shark_giant", l_spawn_in, l_spawn_near, -1, 20, 30, 60000, 1, -31000, -29620) - mobs:register_egg("fun_caves:shark_md", "Shark (giant)", l_egg_texture, 0) + mobs:register_egg("fun_caves:shark_md", "Shark (giant)", "mob_shark_shark_item.png", 0) end