local deco_depth = -30 -- place cave stuff this far beneath the surface local light_depth = -13 -- depth above which to place corals/sea plants local water_level = 1 local fluid_compression = -200 -- the depth to start planting lava/water local water_lily_ratio = 15 -- place this many water for every lily local max_depth = 31000 local water_lily_biomes = {} for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do water_lily_biomes[i] = true end local coral_biomes = {} for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do coral_biomes[i] = true end local 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} local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0} -- Air needs to be placed prior to decorations. fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map) csize = vector.add(vector.subtract(maxp, minp), 1) local biomemap = minetest.get_mapgen_object("biomemap") local map_max = {x = csize.x, y = csize.y + 2, z = csize.z} local map_min = {x = minp.x, y = minp.y - 1, z = minp.z} --local noise_area = VoxelArea:new({MinEdge={x=0,y=-1,z=0}, MaxEdge={x=csize.x,y=csize.y+1,z=csize.z}}) local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min) local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local dis_map = {} if underzone and underzone.name == 'Dis' then for i = 0, 10, 2 do dis_map[i] = {} for j = 0, 10, 2 do dis_map[i][j] = math.random(6) if dis_map[i][j] == 6 then dis_map[i][j] = 5 + math.random(10) end end end end local undersea = fun_caves.underzones['Styx'].sealevel local write = false local write_p2 = false local index = 0 local index3d = 0 for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 --index3d = noise_area:index(x - minp.x, -1, z - minp.z) index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y, z) local height = heightmap[index] for y = minp.y-1, maxp.y+1 do if y <= height + deco_depth and (height < max_depth or y < 0) then ---------------------------------------------------------- -- cave decoration non-loop -- only there to enable breaks -- Remove this loop to eliminate cave decorations. ---------------------------------------------------------- for deco_non_loop = 1, 1 do if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then break end local biome --if underzone and y < (underzone.ceiling + underzone.floor) / 2 then if underzone then biome = underzone else 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.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.cave_biomes['salt'] if not biome then print(("* Error in biome selection: %s"):format(biome_val)) end if not biome or (y < undersea and not biome.underwater) then biome = fun_caves.cave_biomes['algae'] end end local node_below if y > minp.y then node_below = data[ivm - area.ystride] end local node_above = data[ivm + area.ystride] if underzone and underzone.lake and y < underzone.floor + underzone.lake_level and data[ivm] == node['air'] then data[ivm] = node[underzone.lake] write = true break end 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"] or (y < undersea and data[ivm + area.ystride * i] == node["default:water_source"]) 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 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 -- smallest city generator ever if underzone and underzone.name == 'Dis' and data[ivm] == node['air'] and math.floor((x - minp.x) / 8) % 2 == 0 and math.floor((z - minp.z) / 8) % 2 == 0 and y - underzone.floor < dis_map[math.floor((x - minp.x) / 8)][math.floor((z - minp.z) / 8)] * 4 + 1 and y - underzone.floor >= 0 then local dx = (x - minp.x) % 16 local dy = y - underzone.floor + 1 local dz = (z - minp.z) % 16 if dx == 1 and dz == 1 then data[ivm] = node["default:ladder_steel"] p2data[ivm] = 3 write_p2 = true elseif ((dx == 0 or dx == 7) and (dz % 3 ~= 2 or dy % 4 == 0)) or ((dz == 0 or dz == 7) and (dx % 3 ~= 2 or dy % 4 == 0)) then data[ivm] = node["fun_caves:hot_iron"] elseif dy % 4 == 0 then data[ivm] = node["fun_caves:hot_brass"] end write = true break end if data[ivm] == node["air"] and y < maxp.y then -- hanging down -- 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["fun_caves:polluted_dirt"] then if math.random(10) == 1 then data[ivm] = node["default:dry_shrub"] write = true break elseif math.random(50) == 1 then local air_count = 0 local j for i = 1, 9 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 > 6 then fun_caves.place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y,z=z}, fun_caves.schematics['decaying_tree'], true) end end 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.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 ----------------------------------------------------- -- end of cave decoration non-loop ----------------------------------------------------- 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 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 math.random(5) == 1 and fun_caves.surround(node, data, area, ivm) then if math.random(100) == 1 then data[ivm] = node["fun_caves:precious_coral_water_sand"] else data[ivm] = node["fun_caves:staghorn_coral_water_sand"] end 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 math.random(5) < 3 then if math.random(15) == 1 then data[ivm] = node["fun_caves:brain_coral"] write = true break elseif math.random(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 fun_caves.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 = minetest.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 math.random() <= 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 math.random(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