local fortress_depth = -3 -- close to y / 80 local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2} local fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2} -- These may speed up function access. local rand = math.random local min = math.min local floor = math.floor -- 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 = rand(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 >= rand(255) then -- local prob = schem.data[isch].prob or schem.data[isch].param1 or 255 -- if prob >= rand(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 rand(range) - 1 < deco.fill_ratio * 1000 then -- return deco.decoration -- end -- else -- -- nop -- end -- end -- end --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 fun_caves.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 area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local csize = vector.add(vector.subtract(maxp, minp), 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 local write_p2 = false local underzone, dis_map = nil, {} if minp.y < -4000 and minp.y % 4960 < 160 and maxp.y % 4960 > 0 then underzone = floor(minp.y / -4960 + 0.5) if underzone == 3 then for i = 0, 10, 2 do dis_map[i] = {} for j = 0, 10, 2 do dis_map[i][j] = rand(4) end end end end if not underzone and fun_caves.is_fortress(minp, csize) then --if not underzone then fun_caves.fortress(minp, maxp, data, area, node) write = true else write = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone) write, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map) end if write then vm:set_data(data) if write_p2 then vm:set_param2_data(p2data) end if fun_caves.DEBUG then vm:set_lighting({day = 10, night = 10}) else -- set_lighting causes shadows --vm:set_lighting({day = 0, night = 0}) 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 dofile(fun_caves.path .. "/cavegen.lua") dofile(fun_caves.path .. "/decogen.lua") dofile(fun_caves.path .. "/fortress.lua") -- Inserting helps to ensure that fun_caves operates first. table.insert(minetest.registered_on_generateds, 1, generate)