-- Fun_Caves deco.lua -- Copyright Duane Robertson (duane@duanerobertson.com), 2017 -- Distributed under the LGPLv2.1 (https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html) dofile(fun_caves_mod.path .. "/nodes.lua") dofile(fun_caves_mod.path .. "/fungal_tree.lua") local deco_depth = -5 -- place cave stuff this far beneath the surface local water_level = 1 local fluid_compression = -22000 -- the depth to start planting lava/water local max_depth = -27960 local csize local node_match_cache = {} 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} -- Air needs to be placed prior to decorations. fun_caves_mod.decogen = function(minp, maxp, data, area, node, heightmap) if not (minp and maxp and data and area and node and type(data) == 'table' and fun_caves_mod.cave_biomes and fun_caves_mod.make_fungal_tree) then return end local temp_y = (minp.y+maxp.y)/2 if temp_y > -28000 or temp_y < -30999 then return end csize = vector.add(vector.subtract(maxp, minp), 1) local map_max = {x = csize.x, y = csize.y + 2, z = csize.z} local map_min = {x = minp.x, y = minp.y - 1, z = minp.z} local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min) local write local index = 0 local index3d = 0 local math_max = math.max local math_min = math.min local math_log = math.log local math_random = math.random for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y, z) local height = heightmap[index] for y = minp.y-1, maxp.y+1 do if y <= height + deco_depth and (height < max_depth or y < 0) then for deco_non_loop = 1, 1 do if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then break end local biome local biome_val = biome_n[index3d] -- Compress biomes at the surface to avoid fluids. if y > fluid_compression then biome_val = biome_val / math_max(1, math_log(y - fluid_compression)) end for _, bi in pairs(fun_caves_mod.cave_biomes) do if biome_val >= bi.biome_val_low and biome_val < bi.biome_val_high then biome = bi end end --biome = fun_caves_mod.cave_biomes['salt'] if not biome then print(("* Fun Caves: Error in biome selection: %s"):format(biome_val)) biome = fun_caves_mod.cave_biomes['algae'] end 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 if node_above == node["air"] and biome and biome.dirt and math_random(biome.dirt_chance) == 1 then data[ivm] = node[biome.dirt] write = true break end local air_above = false for i = 1, biome.stone_depth do if data[ivm + area.ystride * i] == node["air"] then air_above = true end end if air_above then if biome and biome.deco and math_random(biome.deco_chance) == 1 then data[ivm] = node[biome.deco] write = true break else data[ivm] = node[biome.floor_node] write = true break end end local air_below = false for i = 1, biome.stone_depth do if data[ivm - area.ystride * i] == node["air"] then air_below = true end end -- Prevent server-crashing sandslides. if not air_above and biome.floor_node == "default:sand" then data[ivm] = node["default:sandstone"] write = true break end if air_below then if biome and biome.deco and math_random(biome.deco_chance) == 1 then data[ivm] = node[biome.deco] write = true break else data[ivm] = node[biome.ceiling_node] write = true break end end end if data[ivm] == node["air"] and y < maxp.y then -- hanging down -- stone hasn't yet been changed if biome and biome.stalactite and node_above == node["default:stone"] and math_random(biome.stalactite_chance) == 1 then data[ivm] = node[biome.stalactite] write = true break end -- fluids if y > minp.y and biome and biome.fluid and node_below == node[biome.floor_node] and math_random(biome.fluid_chance) == 1 then data[ivm] = node[biome.fluid] write = true break -- standing up elseif node_below == node[biome.floor_node] and biome and biome.stalagmite and math_random(biome.stalagmite_chance) == 1 then if type(biome.stalagmite) == 'table' then data[ivm] = node[biome.stalagmite[math_random(#biome.stalagmite)]] else data[ivm] = node[biome.stalagmite] end write = true break -- vegetation elseif node_below == node["default:dirt"] and biome and biome.fungi then if math_random(10) == 1 then data[ivm] = node["flowers:mushroom_red"] write = true break elseif math_random(10) == 1 then data[ivm] = node["flowers:mushroom_brown"] write = true break elseif node_above == node["air"] and math_random(10) == 1 then data[ivm] = node["fun_caves:giant_mushroom_stem"] write = true break elseif math_random(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_mod.make_fungal_tree(data, area, ivm, math_random(2, math_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 math_random(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 elseif y < height and data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then -- This just places non-abm dirt inside caves. -- Its value is questionable. data[ivm - area.ystride] = node["fun_caves:dirt"] write = true end ivm = ivm + area.ystride index3d = index3d + csize.x end end end return write end