fun_caves/mapgen.lua
2016-07-30 20:32:52 -05:00

504 lines
13 KiB
Lua

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)
if not (t and k and type(t) == 'table') then
return
end
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)
if not pos then
return
end
-- 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 not (n and type(n) == 'number') then
return
end
if math.floor((n * 10000) % 13) == 1 then
return true
end
return false
end
fun_caves.place_schematic = function(minp, maxp, data, p2data, area, node, pos, schem, center)
if not (minp and maxp and data and p2data and area and node and pos and schem and type(data) == 'table' and type(p2data) == 'table' and type(schem) == 'table') then
return
end
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)
if not (node and data and area and ivm and type(data) == 'table' and type(ivm) == 'number') then
return
end
-- 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)
if not (p_minp and p_maxp and seed) then
return
end
local minp, maxp = p_minp, p_maxp
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
if not (vm and emin and emax) then
return
end
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).
do
local seed = minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})
if not (seed and type(seed) == 'number') then
return
end
math.randomseed(seed)
end
local write = false
local write_p2, write_p4 = false, false
local underzone
if not fun_caves.underzones then
return
end
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 and fun_caves.asteroids then
write = fun_caves.asteroids(minp, maxp, data, p2data, area, node)
aster = true
elseif minp.y > 8400 and fun_caves.skysea then
write = fun_caves.skysea(minp, maxp, data, p2data, area, node)
elseif minp.y > 4000 and fun_caves.cloudgen then
write = fun_caves.cloudgen(minp, maxp, data, p2data, area, node)
elseif not underzone and fun_caves.is_fortress(minp, csize) and fun_caves.fortress then
--if not underzone then
fun_caves.fortress(minp, maxp, data, area, node)
write = true
elseif fun_caves.cavegen and fun_caves.decogen and fun_caves.treegen then
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 and fun_caves.pyramid 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) and fun_caves.village 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
if fun_caves.path then
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")
end
local function pgenerate(...)
local status, err = pcall(generate, ...)
if not status then
print(dump(err))
end
end
-- Inserting helps to ensure that fun_caves operates first.
table.insert(minetest.registered_on_generateds, 1, pgenerate)