local fortress_depth = -1 -- 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} -- 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 biome_ids = {} if fun_caves.use_bi_hi then -- Create a table of biome ids, so I can use the biomemap. local get_biome_id = minetest.get_biome_id for name, desc in pairs(minetest.registered_biomes) do biome_ids[get_biome_id(desc.name)] = desc.name 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, cs) -- Fix this to get csize, somehow. -- Remember that this function may be called -- before any chunks are generated. pos = vector.round(pos) local cs = cs or {x=80, y=80, z=80} local offset = math.floor(cs.y / 2) - 8 + 1 local y = math.floor((pos.y + offset) / cs.y) -- Fortresses show up below ground. if y > fortress_depth then return false end local x = math.floor((pos.x + offset) / cs.x) local z = math.floor((pos.z + offset) / cs.z) local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z}) if math.floor((n * 10000) % (fun_caves.DEBUG and 4 or 19)) == 1 then return true end return false end fun_caves.place_schematic = function(minp, maxp, data, p2data, area, node, 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 local math_random = math.random for y = 0, schem.size.y - 1 do local dy = pos.y - minp.y + y 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 ivm = ivm + area.ystride isch = isch + schem.size.x end end end end end fun_caves.surround = function(node, data, area, ivm) -- Check to make sure that a plant root is fully surrounded. -- This is due to the kludgy way you have to make water plants -- in minetest, to avoid bubbles. for x1 = -1,1,2 do local n = data[ivm+x1] if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then return false end end for z1 = -area.zstride,area.zstride,2*area.zstride do local n = data[ivm+z1] if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then return false end end return true end fun_caves.underzones = { Caina = { name = 'Caina', ceiling = -4852, ceiling_node = 'default:ice', column_node = 'default:ice', column_node_rare = 'fun_caves:thin_ice', floor = -4972, floor_node = 'default:ice', lower_bound = -4992, regular_columns = false, stalactite = 'fun_caves:icicle_down', stalactite_chance = 12, stone_depth = 2, upper_bound = -4832, vary = true, }, Phlegethos = { name = 'Phlegethos', ceiling = -9892, ceiling_node = 'fun_caves:black_sand', column_node = 'default:stone', column_node_rare = 'fun_caves:hot_stone', floor = -10012, floor_node = 'fun_caves:hot_cobble', fluid = 'default:lava_source', fluid_chance = 1200, lake = 'default:lava_source', lake_level = 5, lower_bound = -10032, regular_columns = false, stone_depth = 1, upper_bound = -9872, vary = true, }, Dis = { name = 'Dis', ceiling = -14914, ceiling_node = 'fun_caves:hot_brass', column_node = 'default:steelblock', floor = -14982, floor_node = 'fun_caves:hot_brass', lower_bound = -14992, regular_columns = true, stone_depth = 1, upper_bound = -14912, vary = false, }, Minauros = { name = 'Minauros', ceiling = -19812, ceiling_node = 'fun_caves:black_sand', column_node = 'fun_caves:polluted_dirt', column_node_rare = 'fun_caves:glowing_fungal_stone', floor = -19932, floor_node = 'fun_caves:polluted_dirt', fluid = 'fun_caves:water_poison_source', fluid_chance = 2000, lake = 'fun_caves:water_poison_source', lake_level = 10, lower_bound = -19952, regular_columns = false, stone_depth = 2, upper_bound = -19792, vary = true, }, Styx = { name = 'Styx', ceiling = -29812, ceiling_node = 'default:dirt', floor = -30012, floor_node = 'default:dirt', lower_bound = -30032, regular_columns = false, stone_depth = 2, sealevel = -29842, upper_bound = -29792, vary = true, }, } fun_caves.cave_biomes = { algae = { biome_val_low = 0, biome_val_high = 0.2, ceiling_node = 'fun_caves:stone_with_algae', dirt = 'default:dirt', dirt_chance = 10, floor_node = 'fun_caves:stone_with_algae', fungi = true, stalactite = 'fun_caves:stalactite_slimy', stalactite_chance = 12, stalagmite = 'fun_caves:stalagmite_slimy', stalagmite_chance = 12, stone_depth = 1, underwater = true, }, coal = { biome_val_low = 0.5, biome_val_high = 0.6, ceiling_node = 'fun_caves:black_sand', deco = 'default:coalblock', deco_chance = 100, floor_node = 'fun_caves:black_sand', stalagmite = 'fun_caves:constant_flame', stalagmite_chance = 50, stone_depth = 2, underwater = false, }, hot = { biome_val_low = 0.6, biome_val_high = 99, ceiling_node = 'fun_caves:hot_cobble', floor_node = 'fun_caves:hot_cobble', fluid = 'default:lava_source', fluid_chance = 300, stalagmite = fun_caves.hot_spikes, stalagmite_chance = 50, stone_depth = 1, underwater = false, }, ice = { biome_val_low = -99, biome_val_high = -0.6, ceiling_node = 'default:ice', floor_node = 'default:ice', stalactite = 'fun_caves:icicle_down', stalactite_chance = 12, stalagmite = 'fun_caves:icicle_up', stalagmite_chance = 12, stone_depth = 2, underwater = true, }, ice_thin = { biome_val_low = -0.6, biome_val_high = -0.5, ceiling_node = 'fun_caves:thin_ice', floor_node = 'fun_caves:thin_ice', stone_depth = 2, underwater = true, }, lichen = { biome_val_low = -0.3, biome_val_high = 0, ceiling_node = 'fun_caves:stone_with_lichen', dirt = 'default:dirt', dirt_chance = 10, floor_node = 'fun_caves:stone_with_lichen', fungi = true, stalactite = 'fun_caves:stalactite', stalactite_chance = 12, stalagmite = 'fun_caves:stalagmite', stalagmite_chance = 12, stone_depth = 1, underwater = true, }, lichen_dead = { biome_val_low = -0.6, biome_val_high = -0.5, ceiling_node = 'fun_caves:stone_with_lichen', floor_node = 'fun_caves:stone_with_lichen', stalactite = 'fun_caves:stalactite', stalactite_chance = 12, stalagmite = 'fun_caves:stalagmite', stalagmite_chance = 12, stone_depth = 1, underwater = true, }, moss = { biome_val_low = -0.5, biome_val_high = -0.3, ceiling_node = 'fun_caves:stone_with_moss', deco = 'fun_caves:glowing_fungal_stone', deco_chance = 50, floor_node = 'fun_caves:stone_with_moss', fluid = 'default:water_source', fluid_chance = 300, stalactite = 'fun_caves:stalactite_mossy', stalactite_chance = 12, stalagmite = 'fun_caves:stalagmite_mossy', stalagmite_chance = 12, stone_depth = 1, underwater = true, }, salt = { biome_val_low = 0.2, biome_val_high = 0.35, ceiling_node = 'fun_caves:stone_with_salt', deco = 'fun_caves:radioactive_ore', deco_chance = 500, floor_node = 'fun_caves:stone_with_salt', stone_depth = 2, underwater = false, }, sand = { biome_val_low = 0.35, biome_val_high = 0.5, ceiling_node = 'default:sand', floor_node = 'default:sand', stone_depth = 2, underwater = true, }, } 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 local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local csize = vector.add(vector.subtract(maxp, minp), 1) if fun_caves.use_bi_hi then heightmap = minetest.get_mapgen_object("heightmap") end -- 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, write_p4 = false, false local underzone for _, uz in pairs(fun_caves.underzones) do local avg = (minp.y + maxp.y) / 2 if avg <= uz.upper_bound and avg >= uz.lower_bound then underzone = uz end end local aster = false if minp.y > 17200 then -- nop elseif minp.y > 11000 then write = fun_caves.asteroids(minp, maxp, data, p2data, area, node) aster = true elseif minp.y > 8400 then write = fun_caves.skysea(minp, maxp, data, p2data, area, node) elseif minp.y > 4000 then write = fun_caves.cloudgen(minp, maxp, data, p2data, area, node) elseif 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 local write1, write2, write3, write4, write5, h2 write1, h2 = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone) if h2 then heightmap = h2 end local biomemap if fun_caves.use_bi_hi then biomemap = minetest.get_mapgen_object("biomemap") end write2, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biomemap, biome_ids, underzone) write3 = fun_caves.treegen(minp, maxp, data, p2data, area, node) if not write3 then write4, write_p4 = fun_caves.pyramid(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap) end if fun_caves.use_villages and biomemap and not (write3 or write4) then local biome = biome_ids[biomemap[40*80+40]] write5 = fun_caves.village(minp, maxp, data, p2data, area, node, biome, heightmap) end write = write1 or write2 or write3 or write4 or write5 end if write then vm:set_data(data) if write_p2 or write_p4 then vm:set_param2_data(p2data) end if fun_caves.DEBUG then vm:set_lighting({day = 15, night = 15}) else -- set_lighting causes lighting artifacts, -- but corrects the light inside trees. vm:set_lighting({day = 0, night = 0}, minp, maxp) vm:calc_lighting(minp, maxp, not aster) -- Does not work: --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 .. "/asteroids.lua") dofile(fun_caves.path .. "/cavegen.lua") dofile(fun_caves.path .. "/cloudgen.lua") dofile(fun_caves.path .. "/decogen.lua") dofile(fun_caves.path .. "/fortress.lua") dofile(fun_caves.path .. "/pyramid.lua") dofile(fun_caves.path .. "/treegen.lua") dofile(fun_caves.path .. "/village.lua") dofile(fun_caves.path .. "/skyseagen.lua") -- Inserting helps to ensure that fun_caves operates first. table.insert(minetest.registered_on_generateds, 1, generate)