Overscan to remove anomolous stone.
Breaking the functions into different files may cause problems.
This commit is contained in:
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5 changed files with 678 additions and 620 deletions
449
decogen.lua
Normal file
449
decogen.lua
Normal file
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@ -0,0 +1,449 @@
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local deco_depth = -30 -- place cave stuff this far beneath the surface
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local light_depth = -13 -- depth above which to place corals/sea plants
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local water_level = 1
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local fluid_compression = -200 -- the depth to start planting lava/water
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local dirt_ratio = 10 -- place this many stones for every dirt in caves
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local radioactive_ratio = 500 -- place this much salt for every radioactive ore
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local coalblock_ratio = 100 -- place this many sand for every coalblock
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local fungal_stone_ratio = 50 -- place this many stones for every glowing fungus
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local water_lily_ratio = 15 -- place this many water for every lily
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local max_depth = 31000
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local water_lily_biomes = {}
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for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do
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water_lily_biomes[i] = true
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end
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local coral_biomes = {}
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for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do
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coral_biomes[i] = true
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end
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local rand = math.random
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local max = math.max
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local min = math.min
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local log = math.log
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local floor = math.floor
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local find_nodes_in_area = minetest.find_nodes_in_area
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local function surround(node, data, area, ivm)
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-- Check to make sure that a plant root is fully surrounded.
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-- This is due to the kludgy way you have to make water plants
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-- in minetest, to avoid bubbles.
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for x1 = -1,1,2 do
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local n = data[ivm+x1]
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if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then
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return false
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end
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end
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for z1 = -area.zstride,area.zstride,2*area.zstride do
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local n = data[ivm+z1]
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if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then
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return false
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end
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end
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return true
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end
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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}
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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}
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-- Air needs to be placed prior to decorations.
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fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map)
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local csize = vector.add(vector.subtract(maxp, minp), 1)
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local biomemap = minetest.get_mapgen_object("biomemap")
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local map_max = {x = csize.x, y = csize.y + 2, z = csize.z}
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local map_min = {x = minp.x, y = minp.y - 1, z = minp.z}
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--local noise_area = VoxelArea:new({MinEdge={x=0,y=-1,z=0}, MaxEdge={x=csize.x,y=csize.y+1,z=csize.z}})
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local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min)
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local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local write = false
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local write_p2 = false
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local index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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index = index + 1
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--index3d = noise_area:index(x - minp.x, -1, z - minp.z)
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index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1
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local ivm = area:index(x, minp.y, z)
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local height = heightmap[index]
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for y = minp.y-1, maxp.y+1 do
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if y <= height + deco_depth and (height < max_depth or y < 0) then
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----------------------------------------------------------
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-- cave decoration non-loop -- only there to enable breaks
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-- Remove this loop to eliminate cave decorations.
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----------------------------------------------------------
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for deco_non_loop = 1, 1 do
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if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then
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break
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end
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local biome_val = biome_n[index3d]
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local stone_type = node["default:stone"]
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local stone_depth = 1
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-- Compress biomes at the surface to avoid fluids.
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if y > fluid_compression then
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biome_val = biome_val / max(1, log(y - fluid_compression))
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end
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-------------------
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--biome_val = -0.75
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-------------------
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if underzone == 1 then
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stone_type = node["default:ice"]
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stone_depth = 2
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elseif underzone == 3 then
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stone_type = node["fun_caves:hot_brass"]
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stone_depth = 1
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elseif underzone == 6 then
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stone_type = node["default:dirt"]
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stone_depth = 2
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elseif underzone and y % 4960 <= 145 then
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stone_type = node["fun_caves:hot_cobble"]
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elseif underzone and y % 4960 > 145 then
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stone_type = node["fun_caves:black_sand"]
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stone_depth = 2
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elseif biome_val < -0.65 then
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stone_type = node["default:ice"]
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stone_depth = 2
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elseif biome_val < -0.6 then
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stone_type = node["fun_caves:thin_ice"]
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stone_depth = 2
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elseif biome_val < -0.5 then
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stone_type = node["fun_caves:stone_with_lichen"]
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elseif biome_val < -0.3 then
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stone_type = node["fun_caves:stone_with_moss"]
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elseif biome_val < -0.0 then
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stone_type = node["fun_caves:stone_with_lichen"]
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elseif biome_val < 0.2 then
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stone_type = node["fun_caves:stone_with_algae"]
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elseif y < 29620 then
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-- This is seperate to prevent the hot biomes spawning underwater.
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stone_type = node["default:dirt"]
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stone_depth = 2
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elseif biome_val < 0.35 then
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stone_type = node["fun_caves:stone_with_salt"]
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stone_depth = 2
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elseif biome_val < 0.5 then
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stone_type = node["default:sand"]
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stone_depth = 2
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elseif biome_val < 0.6 then
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stone_type = node["fun_caves:black_sand"]
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stone_depth = 2
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else
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stone_type = node["fun_caves:hot_cobble"]
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end
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-- "glow"
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local node_below
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if y > minp.y then
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node_below = data[ivm - area.ystride]
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end
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local node_above = data[ivm + area.ystride]
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if data[ivm] == node["default:stone"] then
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local air_above = false
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for i = 1, stone_depth do
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if data[ivm + area.ystride * i] == node["air"] or (y < 29620 and data[ivm + area.ystride * i] == node["default:water_source"]) then
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air_above = true
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end
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end
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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
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data[ivm] = node["dirt"]
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write = true
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break
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end
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if air_above then
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if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then
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data[ivm] = node["fun_caves:radioactive_ore"]
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write = true
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break
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elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then
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data[ivm] = node["default:coalblock"]
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break
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elseif node_above == node["air"] and stone_type == node["fun_caves:stone_with_moss"] and rand(fungal_stone_ratio) == 1 then
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data[ivm] = node["fun_caves:glowing_fungal_stone"]
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write = true
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break
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else
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data[ivm] = stone_type
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write = true
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break
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end
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end
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local air_below = false
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for i = 1, stone_depth do
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if data[ivm - area.ystride * i] == node["air"] then
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air_below = true
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end
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end
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if not air_above and stone_type == node["default:sand"] then
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data[ivm] = node["default:sandstone"]
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write = true
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break
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end
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if data[ivm] == node["default:stone"] and air_below then
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if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then
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data[ivm] = node["fun_caves:radioactive_ore"]
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write = true
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break
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elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then
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data[ivm] = node["default:coalblock"]
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write = true
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break
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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
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data[ivm] = node["fun_caves:glowing_fungal_stone"]
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write = true
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break
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else
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data[ivm] = stone_type
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write = true
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break
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end
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end
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end
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-- Dis
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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
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local dx = (x - minp.x) % 16
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local dy = y % 4960 - 80
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local dz = (z - minp.z) % 16
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if dx == 1 and dz == 1 then
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data[ivm] = node["default:ladder_steel"]
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p2data[ivm] = 3
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write_p2 = true
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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
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data[ivm] = node["fun_caves:hot_iron"]
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elseif dy %4 == 0 then
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data[ivm] = node["fun_caves:hot_brass"]
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end
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write = true
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break
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end
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if data[ivm] == node["air"] and y < maxp.y then
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-- hanging down
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if node_above == node["default:stone"] and rand(12) == 1 then
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if stone_type == node["default:ice"] then
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data[ivm] = node["fun_caves:icicle_down"]
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write = true
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break
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elseif stone_type == node["fun_caves:stone_with_algae"] then
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data[ivm] = node["fun_caves:stalactite_slimy"]
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write = true
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break
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elseif stone_type == node["fun_caves:stone_with_moss"] then
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data[ivm] = node["fun_caves:stalactite_mossy"]
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write = true
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break
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elseif stone_type == node["fun_caves:stone_with_lichen"] then
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data[ivm] = node["fun_caves:stalactite"]
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write = true
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break
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elseif stone_type == node["default:stone"] then
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data[ivm] = node["fun_caves:stalactite"]
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write = true
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break
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end
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end
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-- fluids
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if y > minp.y and (node_below == node["default:stone"] or node_below == node["fun_caves:hot_cobble"]) and rand(300) == 1 then
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data[ivm] = node["default:lava_source"]
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write = true
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break
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elseif node_below == node["fun_caves:stone_with_moss"] and rand(300) == 1 then
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data[ivm] = node["default:water_source"]
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write = true
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break
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-- standing up
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elseif node_below == node["default:ice"] and rand(12) == 1 then
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data[ivm] = node["fun_caves:icicle_up"]
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write = true
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break
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elseif node_below == node["fun_caves:stone_with_algae"] and rand(12) == 1 then
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data[ivm] = node["fun_caves:stalagmite_slimy"]
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write = true
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break
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elseif node_below == node["fun_caves:stone_with_moss"] and rand(12) == 1 then
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data[ivm] = node["fun_caves:stalagmite_mossy"]
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write = true
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break
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elseif node_below == node["fun_caves:stone_with_lichen"] and rand(12) == 1 then
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data[ivm] = node["fun_caves:stalagmite"]
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write = true
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break
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elseif node_below == node["default:stone"] and rand(12) == 1 then
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data[ivm] = node["fun_caves:stalagmite"]
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write = true
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break
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elseif node_below == node["fun_caves:hot_cobble"] and rand(50) == 1 then
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data[ivm] = node[fun_caves.hot_spikes[rand(#fun_caves.hot_spikes)]]
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elseif node_below == node["fun_caves:black_sand"] and rand(50) == 1 then
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data[ivm] = node["fun_caves:constant_flame"]
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write = true
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break
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-- vegetation
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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
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if rand(10) == 1 then
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data[ivm] = node["flowers:mushroom_red"]
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write = true
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break
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elseif rand(10) == 1 then
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data[ivm] = node["flowers:mushroom_brown"]
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write = true
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break
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elseif node_above == node["air"] and rand(10) == 1 then
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data[ivm] = node["fun_caves:giant_mushroom_stem"]
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write = true
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break
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elseif rand(30) == 1 then
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local air_count = 0
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local j
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for i = 1, 12 do
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j = ivm + area.ystride * i
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if j <= #data and data[j] == node["air"] then
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air_count = air_count + 1
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end
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end
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if air_count > 5 then
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fun_caves.make_fungal_tree(data, area, ivm, rand(2, min(air_count, 12)))
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end
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end
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elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then
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data[ivm] = node["fun_caves:giant_mushroom_cap"]
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write = true
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break
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elseif node_below == node["fun_caves:giant_mushroom_stem"] then
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if node_above == node["air"] and rand(3) == 1 then
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data[ivm] = node["fun_caves:giant_mushroom_stem"]
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write = true
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break
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else
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data[ivm] = node["fun_caves:huge_mushroom_cap"]
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write = true
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break
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end
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end
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end
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end
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-----------------------------------------------------
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-- end of cave decoration non-loop
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-----------------------------------------------------
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elseif y < height then
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-- This just places non-abm dirt inside caves.
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-- Its value is questionable.
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if data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then
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data[ivm - area.ystride] = node["fun_caves:dirt"]
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write = true
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end
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else
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local pn = plant_n[index]
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local biome
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if biomemap then
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biome = biome_ids[biomemap[index]]
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end
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-----------------------------------------------------------
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-- water decoration non-loop -- only there to enable breaks
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-- Remove this loop to eliminate water decorations.
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-----------------------------------------------------------
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for deco_non_loop = 1, 1 do
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if y < light_depth then
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break
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end
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local node_below = data[ivm - area.ystride]
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local node_above = data[ivm + area.ystride]
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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
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data[ivm] = node["fun_caves:staghorn_coral_water_sand"]
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write = true
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break
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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
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if rand(15) == 1 then
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data[ivm] = node["fun_caves:brain_coral"]
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write = true
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break
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elseif rand(15) == 1 then
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data[ivm] = node["fun_caves:dragon_eye"]
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write = true
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break
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else
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data[ivm] = node["fun_caves:pillar_coral"]
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write = true
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break
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end
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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
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-- Check the biomes and plant water plants, if called for.
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if not surround(node, data, area, ivm) then
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break
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end
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for i = 1, #fun_caves.water_plants do
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local desc = fun_caves.water_plants[i]
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if desc.content_id then
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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
|
Loading…
Add table
Add a link
Reference in a new issue