fun_caves/mapgen.lua
2016-06-07 09:02:42 -05:00

801 lines
28 KiB
Lua

local deco_depth = -30 -- place cave stuff this far beneath the surface
local light_depth = -13 -- depth above which to place corals/sea plants
local water_level = 1
local fortress_depth = -3 -- close to y / 80
local max_depth = 31000
local cave_width = 0.05 -- figurative width
local fluid_compression = -200 -- the depth to start planting lava/water
local dirt_ratio = 10 -- place this many stones for every dirt in caves
local radioactive_ratio = 500 -- place this much salt for every radioactive ore
local coalblock_ratio = 100 -- place this many sand for every coalblock
local fungal_stone_ratio = 50 -- place this many stones for every glowing fungus
local water_lily_ratio = 15 -- place this many water for every lily
local water_lily_biomes = {}
for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do
water_lily_biomes[i] = true
end
local coral_biomes = {}
for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do
coral_biomes[i] = true
end
local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local 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}
local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2}
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}
local fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2}
local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0}
-- These may speed up function access.
local rand = math.random
local max = math.max
local min = math.min
local log = math.log
local ceil = math.ceil
local floor = math.floor
local abs = math.abs
local find_nodes_in_area = minetest.find_nodes_in_area
-- 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
local function surround(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.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 biomemap = minetest.get_mapgen_object("biomemap")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local csize = vector.add(vector.subtract(maxp, minp), 1)
local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 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 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
write = true
--------------------------------------------------------------
-- fortress decoration non-loop -- only there to enable breaks
-- Remove this loop to eliminate fortress decorations.
--------------------------------------------------------------
for deco_non_loop = 1, 1 do
-- invisible maze
-- hungry maze
-- chests (w traps)
-- step traps (math based)
-- hidden doors/downs
-- hot/ice floors
--
--local level = ceil(maxp.y / 3100)
local n = 16
local walls = {}
local inner_floor = node['fun_caves:dungeon_floor_1']
local outer_wall = node['fun_caves:dungeon_wall_2']
local inner_wall = node['fun_caves:dungeon_wall_1']
for y2 = 0, n-1 do
--for y2 = 0, 0 do
-- walls is zero-based.
for i = 0, 2 * n * n - 1 do
walls[i] = i
end
table.shuffle(walls)
local dox, doz = rand(0, n-1), rand(0, n-1)
for z = minp.z, maxp.z do
for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do
local ivm = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
if x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then
data[ivm] = outer_wall
elseif (y - minp.y) % 5 == 0 then
if floor((z - minp.z) / 5) == doz and floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then
data[ivm] = node["air"]
else
data[ivm] = inner_floor
end
elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then
--data[ivm] = fun_caves.DEBUG and node["default:glass"] or inner_wall
data[ivm] = inner_wall
else
data[ivm] = node["air"]
end
ivm = ivm + 1
end
end
end
local set = unionfind(n * n)
for m = 0, #walls do
local c = walls[m]
local a = floor(c / 2)
local i = a % n
local j = floor(a / n)
local u = c % 2 == 0 and 1 or 0
local v = c % 2 == 1 and 1 or 0
local b = a + u + n * v
if i < n - u and j < n - v and set:find(a) ~= set:find(b) then
set:union(a, b)
local x = (i + u) * 5 + minp.x
local y = minp.y + y2 * 5
local z = (j + v) * 5 + minp.z
--if y > minp.y and rand(20) == 1 then
-- for z1 = z + 1, z + 4 do
-- ivm = area:index(x+1, y, z1)
-- for x1 = x + 1, x + 4 do
-- data[ivm] = node["air"]
-- ivm = ivm + 1
-- end
-- end
--end
for z1 = z + (1-v), z + (1-v) * 4 do
for y1 = y + 1, y + 4 do
local ivm = area:index(x + (1-u), y1, z1)
for x1 = x + (1-u), x + (1-u) * 4 do
if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
data[ivm] = node["air"]
end
ivm = ivm + 1
end
end
end
end
end
end
end
-----------------------------------------------------
-- end of fortress decoration non-loop
-----------------------------------------------------
else
local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp)
local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z)
local height = heightmap[index]
if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node['air'] then
height = max_depth
heightmap[index] = height
elseif height <= minp.y then
height = -max_depth
heightmap[index] = height
end
local column = 0
if underzone then
if cave_3[index] < 30 then
column = 1
elseif cave_3[index] < 35 then
column = 2
end
end
for y = minp.y, maxp.y do
-- Dis
if underzone == 6 and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then
if y < -29620 then
data[ivm] = node["default:water_source"]
else
data[ivm] = node["air"]
end
write = true
elseif underzone == 3 then
if (x - minp.x) < 8 and (z - minp.z) < 8 then
data[ivm] = node["default:steelblock"]
elseif data[ivm] ~= node['air'] and y % 4960 < 160 and y % 4960 > 80 then
data[ivm] = node["air"]
end
write = true
-- Caina
elseif column == 2 and underzone == 1 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) then
if rand(70) == 1 then
data[ivm] = node["fun_caves:thin_ice"]
else
data[ivm] = node["default:ice"]
end
write = true
-- Phlegethos
elseif column == 2 and (data[ivm] == node['default:stone'] or data[ivm] == node['default:desert_stone']) and rand(70) == 1 then
data[ivm] = node["fun_caves:hot_stone"]
write = true
-- Dis
elseif column == 1 and underzone ~= 3 and data[ivm] ~= node['air'] and y % 4960 < cave_3[index] + 160 and y % 4960 > cave_3[index] + 80 then
if y < -29620 then
data[ivm] = node["default:water_source"]
else
data[ivm] = node["air"]
end
write = true
elseif column < 2 and underzone ~= 3 and data[ivm] ~= node['air'] and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then
if y < -29620 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
-- Air needs to be placed prior to decorations.
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z)
local height = heightmap[index]
for y = minp.y, maxp.y do
if y <= height + deco_depth and (height < max_depth or y < 0) then
----------------------------------------------------------
-- cave decoration non-loop -- only there to enable breaks
-- Remove this loop to eliminate cave decorations.
----------------------------------------------------------
for deco_non_loop = 1, 1 do
if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then
break
end
local biome_val = biome_n[index3d]
local stone_type = node["default:stone"]
local stone_depth = 1
-- Compress biomes at the surface to avoid fluids.
if y > fluid_compression then
biome_val = biome_val / max(1, log(y - fluid_compression))
end
-------------------
--biome_val = -0.75
-------------------
if underzone == 1 then
stone_type = node["default:ice"]
stone_depth = 2
elseif underzone == 3 then
stone_type = node["fun_caves:hot_brass"]
stone_depth = 1
elseif underzone == 6 then
stone_type = node["default:dirt"]
stone_depth = 2
elseif underzone and y % 4960 <= 145 then
stone_type = node["fun_caves:hot_cobble"]
elseif underzone and y % 4960 > 145 then
stone_type = node["fun_caves:black_sand"]
stone_depth = 2
elseif biome_val < -0.65 then
stone_type = node["default:ice"]
stone_depth = 2
elseif biome_val < -0.6 then
stone_type = node["fun_caves:thin_ice"]
stone_depth = 2
elseif biome_val < -0.5 then
stone_type = node["fun_caves:stone_with_lichen"]
elseif biome_val < -0.3 then
stone_type = node["fun_caves:stone_with_moss"]
elseif biome_val < -0.0 then
stone_type = node["fun_caves:stone_with_lichen"]
elseif biome_val < 0.2 then
stone_type = node["fun_caves:stone_with_algae"]
elseif y < 29620 then
-- This is seperate to prevent the hot biomes spawning underwater.
stone_type = node["default:dirt"]
stone_depth = 2
elseif biome_val < 0.35 then
stone_type = node["fun_caves:stone_with_salt"]
stone_depth = 2
elseif biome_val < 0.5 then
stone_type = node["default:sand"]
stone_depth = 2
elseif biome_val < 0.6 then
stone_type = node["fun_caves:black_sand"]
stone_depth = 2
else
stone_type = node["fun_caves:hot_cobble"]
end
-- "glow"
local node_below
if y > minp.y then
node_below = data[ivm - area.ystride]
end
local node_above = data[ivm + area.ystride]
if data[ivm] == node["default:stone"] then
local air_above = false
for i = 1, stone_depth do
if data[ivm + area.ystride * i] == node["air"] or (y < 29620 and data[ivm + area.ystride * i] == node["default:water_source"]) then
air_above = true
end
end
if node_above == node["air"] and (stone_type == node["fun_caves:stone_with_algae"] or stone_type == node["fun_caves:stone_with_lichen"]) and rand(dirt_ratio) == 1 then
data[ivm] = node["dirt"]
write = true
break
end
if air_above then
if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then
data[ivm] = node["fun_caves:radioactive_ore"]
write = true
break
elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then
data[ivm] = node["default:coalblock"]
break
elseif node_above == node["air"] and stone_type == node["fun_caves:stone_with_moss"] and rand(fungal_stone_ratio) == 1 then
data[ivm] = node["fun_caves:glowing_fungal_stone"]
write = true
break
else
data[ivm] = stone_type
write = true
break
end
end
local air_below = false
for i = 1, stone_depth do
if data[ivm - area.ystride * i] == node["air"] then
air_below = true
end
end
if not air_above and stone_type == node["default:sand"] then
data[ivm] = node["default:sandstone"]
write = true
break
end
if data[ivm] == node["default:stone"] and air_below then
if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then
data[ivm] = node["fun_caves:radioactive_ore"]
write = true
break
elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then
data[ivm] = node["default:coalblock"]
write = true
break
elseif node_below == node["air"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_moss"]) and rand(fungal_stone_ratio) == 1 then
data[ivm] = node["fun_caves:glowing_fungal_stone"]
write = true
break
else
data[ivm] = stone_type
write = true
break
end
end
end
-- Dis
if underzone == 3 and data[ivm] == node['air'] and floor((x - minp.x) / 8) % 2 == 0 and floor((z - minp.z) / 8) % 2 == 0 and y % 4960 < 82 + dis_map[floor((x - minp.x) / 8)][floor((z - minp.z) / 8)] * 4 and y % 4960 > 80 then
local dx = (x - minp.x) % 16
local dy = y % 4960 - 80
local dz = (z - minp.z) % 16
if ((dx == 0 or dx == 7) and (dz % 3 ~= 2 or dy % 4 == 0)) or ((dz == 0 or dz == 7) and (dx % 3 ~= 2 or dy % 4 == 0)) then
data[ivm] = node["fun_caves:hot_iron"]
elseif dy %4 == 0 then
data[ivm] = node["fun_caves:hot_brass"]
end
write = true
break
end
if data[ivm] == node["air"] and y < maxp.y then
-- hanging down
if node_above == node["default:stone"] and rand(12) == 1 then
if stone_type == node["default:ice"] then
data[ivm] = node["fun_caves:icicle_down"]
write = true
break
elseif stone_type == node["fun_caves:stone_with_algae"] then
data[ivm] = node["fun_caves:stalactite_slimy"]
write = true
break
elseif stone_type == node["fun_caves:stone_with_moss"] then
data[ivm] = node["fun_caves:stalactite_mossy"]
write = true
break
elseif stone_type == node["fun_caves:stone_with_lichen"] then
data[ivm] = node["fun_caves:stalactite"]
write = true
break
elseif stone_type == node["default:stone"] then
data[ivm] = node["fun_caves:stalactite"]
write = true
break
end
end
-- fluids
if y > minp.y and (node_below == node["default:stone"] or node_below == node["fun_caves:hot_cobble"]) and rand(300) == 1 then
data[ivm] = node["default:lava_source"]
write = true
break
elseif node_below == node["fun_caves:stone_with_moss"] and rand(300) == 1 then
data[ivm] = node["default:water_source"]
write = true
break
-- standing up
elseif node_below == node["default:ice"] and rand(12) == 1 then
data[ivm] = node["fun_caves:icicle_up"]
write = true
break
elseif node_below == node["fun_caves:stone_with_algae"] and rand(12) == 1 then
data[ivm] = node["fun_caves:stalagmite_slimy"]
write = true
break
elseif node_below == node["fun_caves:stone_with_moss"] and rand(12) == 1 then
data[ivm] = node["fun_caves:stalagmite_mossy"]
write = true
break
elseif node_below == node["fun_caves:stone_with_lichen"] and rand(12) == 1 then
data[ivm] = node["fun_caves:stalagmite"]
write = true
break
elseif node_below == node["default:stone"] and rand(12) == 1 then
data[ivm] = node["fun_caves:stalagmite"]
write = true
break
elseif node_below == node["fun_caves:hot_cobble"] and rand(50) == 1 then
data[ivm] = node[fun_caves.hot_spikes[rand(#fun_caves.hot_spikes)]]
elseif node_below == node["fun_caves:black_sand"] and rand(50) == 1 then
data[ivm] = node["fun_caves:constant_flame"]
write = true
break
-- vegetation
elseif node_below == node["default:dirt"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_algae"]) and biome_val >= -0.5 then
if rand(10) == 1 then
data[ivm] = node["flowers:mushroom_red"]
write = true
break
elseif rand(10) == 1 then
data[ivm] = node["flowers:mushroom_brown"]
write = true
break
elseif node_above == node["air"] and rand(10) == 1 then
data[ivm] = node["fun_caves:giant_mushroom_stem"]
write = true
break
elseif rand(30) == 1 then
local air_count = 0
local j
for i = 1, 12 do
j = ivm + area.ystride * i
if j <= #data and data[j] == node["air"] then
air_count = air_count + 1
end
end
if air_count > 5 then
fun_caves.make_fungal_tree(data, area, ivm, rand(2, min(air_count, 12)))
end
end
elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then
data[ivm] = node["fun_caves:giant_mushroom_cap"]
write = true
break
elseif node_below == node["fun_caves:giant_mushroom_stem"] then
if node_above == node["air"] and rand(3) == 1 then
data[ivm] = node["fun_caves:giant_mushroom_stem"]
write = true
break
else
data[ivm] = node["fun_caves:huge_mushroom_cap"]
write = true
break
end
end
end
end
-----------------------------------------------------
-- end of cave decoration non-loop
-----------------------------------------------------
elseif y < height then
-- This just places non-abm dirt inside caves.
-- Its value is questionable.
if data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then
data[ivm - area.ystride] = node["fun_caves:dirt"]
write = true
end
else
local pn = plant_n[index]
local biome
if biomemap then
biome = biome_ids[biomemap[index]]
end
-----------------------------------------------------------
-- water decoration non-loop -- only there to enable breaks
-- Remove this loop to eliminate water decorations.
-----------------------------------------------------------
for deco_non_loop = 1, 1 do
if y < light_depth then
break
end
local node_below = data[ivm - area.ystride]
local node_above = data[ivm + area.ystride]
if y < water_level and data[ivm] == node["default:sand"] and node_above == node["default:water_source"] and data[ivm + area.ystride * 2] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) == 1 and surround(node, data, area, ivm) then
data[ivm] = node["fun_caves:staghorn_coral_water_sand"]
write = true
break
elseif y < water_level and node_below == node["default:sand"] and node_above == node["default:water_source"] and data[ivm] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) < 3 then
if rand(15) == 1 then
data[ivm] = node["fun_caves:brain_coral"]
write = true
break
elseif rand(15) == 1 then
data[ivm] = node["fun_caves:dragon_eye"]
write = true
break
else
data[ivm] = node["fun_caves:pillar_coral"]
write = true
break
end
elseif x < maxp.x and y < maxp.y and z < maxp.z and x > minp.x and y > minp.y and z > minp.z and (node_above == node["default:water_source"] or node_above == node["default:river_water_source"]) and (data[ivm] == node["default:sand"] or data[ivm] == node["default:dirt"]) then
-- Check the biomes and plant water plants, if called for.
if not surround(node, data, area, ivm) then
break
end
for i = 1, #fun_caves.water_plants do
local desc = fun_caves.water_plants[i]
if desc.content_id then
if not node_match_cache[desc.content_id] then
node_match_cache[desc.content_id] = {}
end
if not node_match_cache[desc.content_id][data[ivm]] then
-- This is a great way to match all node type strings
-- against a given node (or nodes). However, it's slow.
-- To speed it up, we cache the results for each plant
-- on each node, and avoid calling find_nodes every time.
local posm, count = find_nodes_in_area({x=x, y=y, z=z}, {x=x, y=y, z=z}, desc.place_on)
if #posm > 0 then
node_match_cache[desc.content_id][data[ivm]] = "good"
else
node_match_cache[desc.content_id][data[ivm]] = "bad"
end
end
if node_match_cache[desc.content_id][data[ivm]] == "good" and desc.fill_ratio and (not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome))) and rand() <= desc.fill_ratio then
data[ivm] = desc.content_id
write = true
break
end
end
end
elseif y > minp.y and node_below == node["default:river_water_source"] and data[ivm] == node["air"] and water_lily_biomes[biome] and pn > 0.5 and rand(water_lily_ratio) == 1 then
-- on top of the water
-- I haven't figured out what the decoration manager is
-- doing with the noise functions, but this works ok.
data[ivm] = node["flowers:waterlily"]
write = true
break
end
end
-----------------------------------------------------
-- end of water decoration non-loop
-----------------------------------------------------
end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
end
end
end
if write then
vm:set_data(data)
--vm:set_param2_data(p2data)
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
-- Inserting helps to ensure that fun_caves operates first.
table.insert(minetest.registered_on_generateds, 1, generate)