local cave_width = 0.05 -- figurative width local max_depth = 31000 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 rand = math.random fun_caves.cavegen = function(minp, maxp, data, area, node, heightmap, underzone) local 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 noise_area = VoxelArea:new({MinEdge=map_min, MaxEdge={x=maxp.x,y=maxp.y+1,z=maxp.z}}) local cave_1 = minetest.get_perlin_map(cave_noise_1, map_max):get3dMap_flat(map_min) local cave_2 = minetest.get_perlin_map(cave_noise_2, map_max):get3dMap_flat(map_min) 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 write = 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.y-1, z) index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y-1, 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-1, maxp.y+1 do if underzone and underzone.regular_columns and (x - minp.x) < 8 and (z - minp.z) < 8 then data[ivm] = node[underzone.column_node] write = true elseif underzone and underzone.column_node and not underzone.regular_columns and column == 2 then if underzone.column_node_rare and rand(70) == 1 then data[ivm] = node[underzone.column_node_rare] else data[ivm] = node[underzone.column_node] end write = true elseif underzone and (y < underzone.ceiling - (underzone.vary and cave_3[index] or 0) and y > underzone.floor + (underzone.vary and cave_3[index] or 0)) then if underzone.sealevel and y <= underzone.sealevel then data[ivm] = node["default:water_source"] else data[ivm] = node["air"] end write = true elseif underzone and (y < underzone.ceiling + 10 - (underzone.vary and cave_3[index] or 0) and y > underzone.floor - 10 + (underzone.vary and cave_3[index] or 0)) then -- nop elseif y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then if y <= fun_caves.underzones['Styx'].sealevel 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 return write end