201 lines
6.1 KiB
Lua
201 lines
6.1 KiB
Lua
local DEBUG = false
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local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y = 40, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
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local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2}
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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}
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local node = fun_caves.node
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local min_surface = -80
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local coral_biomes = {"desert_ocean", "savanna_ocean", "rainforest_ocean", }
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local data = {}
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--local p2data = {} -- vm rotation data buffer
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local vm, emin, emax, area, noise_area, csize
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local minp, maxp
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local function place_schematic(pos, schem, center)
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local rot = math.random(4) - 1
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local yslice = {}
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if schem.yslice_prob then
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for _, ys in pairs(schem.yslice_prob) do
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yslice[ys.ypos] = ys.prob
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end
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end
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if center then
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pos.x = pos.x - math.floor(schem.size.x / 2)
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pos.z = pos.z - math.floor(schem.size.z / 2)
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end
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for z1 = 0, schem.size.z - 1 do
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for x1 = 0, schem.size.x - 1 do
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local x, z
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if rot == 0 then
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x, z = x1, z1
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elseif rot == 1 then
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x, z = schem.size.z - z1 - 1, x1
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elseif rot == 2 then
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x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1
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elseif rot == 3 then
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x, z = z1, schem.size.x - x1 - 1
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end
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local dz = pos.z - minp.z + z
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local dx = pos.x - minp.x + x
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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
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local ivm = area:index(pos.x + x, pos.y, pos.z + z)
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local isch = z1 * schem.size.y * schem.size.x + x1 + 1
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for y = 0, schem.size.y - 1 do
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local dy = pos.y - minp.y + y
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if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
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if yslice[y] or 255 >= math.random(255) then
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local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
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if prob >= math.random(255) and schem.data[isch].name ~= "air" then
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data[ivm] = node(schem.data[isch].name)
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end
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local param2 = schem.data[isch].param2 or 0
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p2data[ivm] = param2
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end
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end
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ivm = ivm + area.ystride
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isch = isch + schem.size.x
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end
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end
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end
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end
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end
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local function get_decoration(biome)
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for i, deco in pairs(fun_caves.decorations) do
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if not deco.biomes or deco.biomes[biome] then
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local range = 1000
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if deco.deco_type == "simple" then
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if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
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return deco.decoration
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end
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else
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-- nop
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end
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end
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end
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end
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function fun_caves.generate(p_minp, p_maxp, seed)
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minp, maxp = p_minp, p_maxp
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vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm:get_data(data)
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--p2data = vm:get_param2_data()
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local heightmap = minetest.get_mapgen_object("heightmap")
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area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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csize = vector.add(vector.subtract(maxp, minp), 1)
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noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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-- There's a bug in the heightmap from valleys_c. Check for it.
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local bullshit_heightmap = false
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do
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local j = -31000
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local k = 0
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for i = 1, #heightmap do
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if j == heightmap[i] then
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k = k + 1
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if k > (csize.x ^ 2) * 0.5 then
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bullshit_heightmap = true
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end
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else
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k = 0
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end
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j = heightmap[i]
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end
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end
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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local mem = math.floor(collectgarbage("count")/1024)
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if mem > 300 then
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print("Fun Caves: Manually collecting garbage...")
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collectgarbage("collect")
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end
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-- use the same seed (based on perlin noise).
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math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
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local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp)
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local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
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local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
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local index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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for x = minp.x, maxp.x do
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index = index + 1
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local dx = x - minp.x
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index3d = noise_area:index(dx, 0, dz)
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local ivm = area:index(x, minp.y, z)
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for y = minp.y, maxp.y do
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if (y < min_surface or bullshit_heightmap or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
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data[ivm] = node("air")
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if y > min_surface and cave_3[index] < 1 and heightmap[index] == y and not bullshit_heightmap then
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local ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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if data[ivm2] ~= node("default:water_source") then
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data[ivm2] = node("air")
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end
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end
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end
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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local index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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for x = minp.x, maxp.x do
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index = index + 1
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local dx = x - minp.x
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index3d = noise_area:index(dx, 0, dz)
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local ivm = area:index(x, minp.y, z)
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for y = minp.y, maxp.y do
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if y < min_surface or bullshit_heightmap or y <= heightmap[index] - 20 then
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local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d])
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if i then
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data[ivm] = i
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end
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elseif y < heightmap[index] and not bullshit_heightmap then
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local ivm_below = ivm - area.ystride
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if data[ivm] == node("air") and data[ivm_below] ~= node('air') then
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data[ivm_below] = node("dirt")
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end
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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vm:set_data(data)
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--vm:set_param2_data(p2data)
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if DEBUG then
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vm:set_lighting({day = 15, night = 15})
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else
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vm:calc_lighting()
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end
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vm:update_liquids()
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vm:write_to_map()
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vm, area, noise_area = nil, nil, nil
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end
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