local DEBUG = false 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 node = fun_caves.node local min_surface = -80 local coral_biomes = {"desert_ocean", "savanna_ocean", "rainforest_ocean", } local data = {} --local p2data = {} -- vm rotation data buffer local vm, emin, emax, area, noise_area, csize local minp, maxp -- Create a table of biome ids, so I can use the biomemap. if not fun_caves.biome_ids then fun_caves.biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do local i = minetest.get_biome_id(desc.name) fun_caves.biome_ids[i] = desc.name end 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 - math.floor(schem.size.x / 2) pos.z = pos.z - math.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 detect_bull(heightmap, csize) local j = -31000 local k = 0 local cutoff = (csize.x * csize.z) * 0.3 for i = 1, #heightmap do if j == heightmap[i] then k = k + 1 if k > cutoff then return true end else k = 0 end j = heightmap[i] end return false end function fun_caves.generate(p_minp, p_maxp, seed) minp, maxp = p_minp, p_maxp 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") area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) csize = vector.add(vector.subtract(maxp, minp), 1) noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)}) -- There's a bug in the heightmap from valleys_c. Check for it. local bullshit_heightmap = detect_bull(heightmap, csize) local write = false -- Deal with memory issues. This, of course, is supposed to be automatic. local mem = math.floor(collectgarbage("count")/1024) if mem > 200 then print("Fun Caves: Manually collecting garbage...") collectgarbage("collect") end -- use the same seed (based on perlin noise). math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) 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 index = 0 local index3d = 0 for z = minp.z, maxp.z do local dz = z - minp.z for x = minp.x, maxp.x do index = index + 1 local dx = x - minp.x index3d = noise_area:index(dx, 0, dz) local ivm = area:index(x, minp.y, z) for y = minp.y, maxp.y do if (y < min_surface or (bullshit_heightmap and y < 0) or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then data[ivm] = node("air") write = true if y > 0 and cave_3[index] < 1 and heightmap[index] == y then 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") 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 local dz = z - minp.z for x = minp.x, maxp.x do index = index + 1 local dx = x - minp.x index3d = noise_area:index(dx, 0, dz) local ivm = area:index(x, minp.y, z) for y = minp.y, maxp.y do if y < min_surface or (bullshit_heightmap and y < 0) or (not bullshit_heightmap and y <= heightmap[index] - 20) then local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) if i then data[ivm] = i write = true end elseif y < heightmap[index] and not bullshit_heightmap then local ivm_below = ivm - area.ystride if data[ivm] == node("air") and data[ivm_below] ~= node('air') then data[ivm_below] = node("dirt") end else local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z}) local biome = fun_caves.biome_ids[biomemap[index]] local i = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) if i then data[ivm] = i write = true end end ivm = ivm + area.ystride index3d = index3d + csize.x 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() end vm:update_liquids() vm:write_to_map() end vm, area, noise_area = nil, nil, nil end