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 fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 200, y = 200, z = 200}, octaves = 2, persist = 1, lacunarity = 2} local node_cache = {} local function get_node(name) if not node_cache then node_cache = {} end if not node_cache[name] then node_cache[name] = minetest.get_content_id(name) if name ~= "ignore" and node_cache[name] == 127 then print("*** Failure to find node: "..name) end end return node_cache[name] end local node = get_node local deco_depth = 30 local data = {} --local p2data = {} -- vm rotation data buffer local vm, emin, emax, area, noise_area, csize, minp, maxp, heightmap, biomemap -- Create a table of biome ids, so I can use the biomemap. local biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do biome_ids[minetest.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 - 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 fun_caves.is_fortress = function(pos) local cs = csize if not cs then -- Fix this to get csize, somehow. cs = {x=80, y=80, z=80} end local x = math.floor((pos.x + 33) / cs.x) local y = math.floor((pos.y + 33) / cs.y) local z = math.floor((pos.z + 33) / cs.z) if y > -3 or (pos.y + 33) % cs.y > cs.y - 5 then return false end local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z}) n = (n * 10000) % 20 if n == 1 or DEBUG then return true end return false end local function 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() heightmap = minetest.get_mapgen_object("heightmap") 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)}) local write = false -- use the same seed (based on perlin noise). math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) local fortress = maxp.y / 3100 if fun_caves.is_fortress(minp) then fun_caves.fortress(node, data, area, minp, maxp, math.ceil(maxp.y / 3100)) write = true 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 ivm, ivm2, height, new_node 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) ivm = area:index(x, minp.y, z) height = heightmap[index] if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then height = 31000 heightmap[index] = height elseif height <= minp.y then height = -31000 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] > 0.05 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. 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 local pn, biome 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) ivm = area:index(x, minp.y, z) height = heightmap[index] for y = minp.y, maxp.y do if y <= height - deco_depth and (height < 31000 or y < 0) then new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d]) if new_node then data[ivm] = new_node write = true end elseif y < height then 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("dirt") write = true end else pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z}) biome = biome_ids[biomemap[index]] new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) if new_node then data[ivm] = new_node write = true end 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 vm, area, noise_area, heightmap, biomemap = nil, nil, nil, nil, nil -- Deal with memory issues. This, of course, is supposed to be automatic. if math.floor(collectgarbage("count")/1024) > 400 then print("Fun Caves: Manually collecting garbage...") collectgarbage("collect") end end -- Inserting helps to ensure that fun_caves operates first. table.insert(minetest.registered_on_generateds, 1, generate)