fun_caves.cave_width = 0.05 -- figurative width local max_depth = 31000 fun_caves.cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2} fun_caves.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} fun_caves.cavegen = function(minp, maxp, data, area, node, heightmap, underzone, ground_nodes) if not (minp and maxp and data and area and node and type(data) == 'table' and fun_caves.underzones) then return end 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 return_heightmap = false if not heightmap then return_heightmap = true heightmap = {} end local cave_1 = minetest.get_perlin_map(fun_caves.cave_noise_1, map_max):get3dMap_flat(map_min) local cave_2 = minetest.get_perlin_map(fun_caves.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}) if not (cave_1 and cave_2 and cave_3) then return end local write = false local index = 0 local crater if not underzone and math.random(10) == 1 then crater = { x = minp.x + math.random(math.floor(csize.x / 2)) + math.floor(csize.x / 4), y = 15, z = minp.z + math.random(math.floor(csize.z / 2)) + math.floor(csize.z / 4), } end local crater_min = 33000 for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 local height = heightmap[index] if crater then local dist = crater.y - math.sqrt((x - crater.x) ^ 2 + (z - crater.z) ^ 2) if dist > 0 and (height > maxp.y - 20 or height < minp.y + crater.y) then crater = nil end if crater and dist > 0 and dist <= 1 and crater_min > height then crater_min = height end end end end index = 0 local index3d = 0 local cave_width = fun_caves.cave_width local styx_sea_level = fun_caves.underzones['Styx'].sealevel for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 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] local column = 0 if underzone then if cave_3[index] < 30 then column = 1 elseif cave_3[index] < 35 then column = 2 end end local dist if crater then dist = crater.y - math.sqrt((x - crater.x) ^ 2 + (z - crater.z) ^ 2) end for y = minp.y-1, maxp.y+1 do if crater and dist and dist > 0 then if y > crater_min - 1.5 * dist and y < maxp.y - 1.5 * dist then data[ivm] = data[ivm + (math.floor((height - crater_min) * dist / crater.y) + math.ceil(dist / 2)) * area.ystride] end if y > crater_min - dist and ground_nodes[data[ivm]] and math.random(300) == 1 then data[ivm] = node['fun_caves:stone_with_meteoritic_iron'] end end 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 math.random(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 <= maxp.y and y >= minp.y) or (data[ivm] == node['default:stone'])) and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then if y <= styx_sea_level 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 if return_heightmap then return write, heightmap else return write, nil end end