local DEBUG = false 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 find_nodes_in_area = minetest.find_nodes_in_area -- This tables looks up nodes that aren't already stored. local node = setmetatable({}, { __index = function(t, k) t[k] = minetest.get_content_id(k) return t[k] end}) local data = {} --local p2data = {} -- vm rotation data buffer local node_match_cache = {} -- Create a table of biome ids, so I can use the biomemap. local get_biome_id = minetest.get_biome_id local biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do biome_ids[get_biome_id(desc.name)] = desc.name end --local function place_schematic(pos, schem, center) -- local rot = math.random(4) - 1 -- local yslice = {} -- if schem.yslice_prob then -- for _, ys in pairs(schem.yslice_prob) do -- yslice[ys.ypos] = ys.prob -- end -- end -- -- if center then -- pos.x = pos.x - floor(schem.size.x / 2) -- pos.z = pos.z - floor(schem.size.z / 2) -- end -- -- for z1 = 0, schem.size.z - 1 do -- for x1 = 0, schem.size.x - 1 do -- local x, z -- if rot == 0 then -- x, z = x1, z1 -- elseif rot == 1 then -- x, z = schem.size.z - z1 - 1, x1 -- elseif rot == 2 then -- x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1 -- elseif rot == 3 then -- x, z = z1, schem.size.x - x1 - 1 -- end -- local dz = pos.z - minp.z + z -- local dx = pos.x - minp.x + x -- if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then -- local ivm = area:index(pos.x + x, pos.y, pos.z + z) -- local isch = z1 * schem.size.y * schem.size.x + x1 + 1 -- for y = 0, schem.size.y - 1 do -- local dy = pos.y - minp.y + y -- if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then -- if yslice[y] or 255 >= math.random(255) then -- local prob = schem.data[isch].prob or schem.data[isch].param1 or 255 -- if prob >= math.random(255) and schem.data[isch].name ~= "air" then -- data[ivm] = node[schem.data[isch].name] -- end -- local param2 = schem.data[isch].param2 or 0 -- p2data[ivm] = param2 -- end -- end -- -- ivm = ivm + area.ystride -- isch = isch + schem.size.x -- end -- end -- end -- end --end --local function get_decoration(biome) -- for i, deco in pairs(fun_caves.decorations) do -- if not deco.biomes or deco.biomes[biome] then -- local range = 1000 -- if deco.deco_type == "simple" then -- if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then -- return deco.decoration -- end -- else -- -- nop -- end -- 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 -- before any chunks are generated. local cs = cs or {x=80, y=80, z=80} local offset = floor(cs.y / 2) - 8 + 1 local y = floor((pos.y + offset) / cs.y) -- Fortresses show up below ground. -- Calls from the first dungeon level should return false. if y > fortress_depth or (pos.y + offset) % cs.y > cs.y - 5 then return false end local x = floor((pos.x + offset) / cs.x) local z = floor((pos.z + offset) / cs.z) local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z}) if debug then print(x, y, z, n, floor((n * 10000) % 19)) end if floor((n * 10000) % 19) == 1 or DEBUG then return true end return false end 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() 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 if fun_caves.is_fortress(minp, csize) then 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 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 = math.random(0, n-1), math.random(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 (y - minp.y) % 5 == 0 then if math.floor((z - minp.z) / 5) == doz and math.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] = floor end elseif x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then data[ivm] = outer_wall elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then 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 = math.floor(c / 2) local i = a % n local j = math.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 math.random(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 for y = minp.y, maxp.y do if data[ivm] ~= node['air'] and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then data[ivm] = node["air"] 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 = 0.55 ------------------- if 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 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"] 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 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 if data[ivm] == node["air"] 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 = biome_ids[biomemap[index]] ----------------------------------------------------------- -- 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 end if write then vm:set_data(data) --vm:set_param2_data(p2data) if DEBUG then vm:set_lighting({day = 15, night = 15}) else vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp) end vm:update_liquids() vm:write_to_map() end -- Deal with memory issues. This, of course, is supposed to be automatic. minetest.after(0, function() if math.floor(collectgarbage("count")/1024) > 400 then print("Fun Caves: Manually collecting garbage...") collectgarbage("collect") end end) end -- Inserting helps to ensure that fun_caves operates first. table.insert(minetest.registered_on_generateds, 1, generate)