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
119
cavegen.lua
Normal file
119
cavegen.lua
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@ -0,0 +1,119 @@
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local cave_width = 0.05 -- figurative width
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local max_depth = 31000
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local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y = 40, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local rand = math.random
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fun_caves.cavegen = function(minp, maxp, data, area, node, heightmap, underzone)
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local csize = vector.add(vector.subtract(maxp, minp), 1)
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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=map_min, MaxEdge={x=maxp.x,y=maxp.y+1,z=maxp.z}})
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local cave_1 = minetest.get_perlin_map(cave_noise_1, map_max):get3dMap_flat(map_min)
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local cave_2 = minetest.get_perlin_map(cave_noise_2, map_max):get3dMap_flat(map_min)
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local cave_3 = minetest.get_perlin_map(cave_noise_3, {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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-- 32, -41, 123
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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.y-1, 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-1, z)
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local height = heightmap[index]
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if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node['air'] then
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height = max_depth
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heightmap[index] = height
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elseif height <= minp.y then
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height = -max_depth
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heightmap[index] = height
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end
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local column = 0
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if underzone then
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if cave_3[index] < 30 then
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column = 1
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elseif cave_3[index] < 35 then
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column = 2
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end
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end
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for y = minp.y-1, maxp.y+1 do
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-- Dis
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if underzone == 6 and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then
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if y < -29620 then
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data[ivm] = node["default:water_source"]
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else
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data[ivm] = node["air"]
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end
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write = true
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elseif underzone == 3 then
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if (x - minp.x) < 8 and (z - minp.z) < 8 then
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data[ivm] = node["default:steelblock"]
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elseif data[ivm] ~= node['air'] and y % 4960 < 160 and y % 4960 > 80 then
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data[ivm] = node["air"]
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end
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write = true
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-- Caina
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elseif column == 2 and underzone == 1 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) then
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if rand(70) == 1 then
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data[ivm] = node["fun_caves:thin_ice"]
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else
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data[ivm] = node["default:ice"]
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end
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write = true
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-- Phlegethos
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elseif column == 2 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) and rand(70) == 1 then
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data[ivm] = node["fun_caves:hot_stone"]
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write = true
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-- Dis
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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
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if y < -29620 then
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data[ivm] = node["default:water_source"]
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else
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data[ivm] = node["air"]
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end
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write = true
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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
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if y < -29620 then
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data[ivm] = node["default:water_source"]
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else
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data[ivm] = node["air"]
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end
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write = true
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if y > 0 and cave_3[index] < 1 and y == height then
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-- Clear the air above a cave mouth.
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local ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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if data[ivm2] ~= node["default:water_source"] then
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data[ivm2] = node["air"]
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write = true
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end
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end
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end
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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return write
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end
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449
decogen.lua
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449
decogen.lua
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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
|
||||
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
|
91
fortress.lua
Normal file
91
fortress.lua
Normal file
|
@ -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
|
637
mapgen.lua
637
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
|
||||
write = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone)
|
||||
|
||||
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})
|
||||
|
||||
|
||||
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)
|
||||
|
|
2
mobs.lua
2
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
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue