221 lines
6.9 KiB
Lua
221 lines
6.9 KiB
Lua
-- Fun_Caves deco.lua
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-- Copyright Duane Robertson (duane@duanerobertson.com), 2017
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-- Distributed under the LGPLv2.1 (https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html)
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dofile(fun_caves_mod.path .. "/nodes.lua")
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dofile(fun_caves_mod.path .. "/fungal_tree.lua")
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local deco_depth = -30 -- place cave stuff this far beneath the surface
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local water_level = 1
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local fluid_compression = -200 -- the depth to start planting lava/water
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local max_depth = 31000
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local csize
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local node_match_cache = {}
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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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-- Air needs to be placed prior to decorations.
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fun_caves_mod.decogen = function(minp, maxp, data, area, node, heightmap)
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if not (minp and maxp and data and area and node and type(data) == 'table' and fun_caves_mod.cave_biomes and fun_caves_mod.make_fungal_tree) then
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return
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end
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csize = vector.add(vector.subtract(maxp, minp), 1)
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local map_max = {x = csize.x, y = csize.y + 2, z = csize.z}
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local map_min = {x = minp.x, y = minp.y - 1, z = minp.z}
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local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min)
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local write
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local index = 0
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local index3d = 0
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local math_max = math.max
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local math_min = math.min
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local math_log = math.log
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local math_random = math.random
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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index = index + 1
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index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1
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local ivm = area:index(x, minp.y, z)
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local height = heightmap[index]
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for y = minp.y-1, maxp.y+1 do
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if y <= height + deco_depth and (height < max_depth or y < 0) then
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for deco_non_loop = 1, 1 do
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if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then
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break
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end
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local biome
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local biome_val = biome_n[index3d]
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-- Compress biomes at the surface to avoid fluids.
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if y > fluid_compression then
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biome_val = biome_val / math_max(1, math_log(y - fluid_compression))
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end
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for _, bi in pairs(fun_caves_mod.cave_biomes) do
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if biome_val >= bi.biome_val_low and biome_val < bi.biome_val_high then
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biome = bi
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end
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end
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--biome = fun_caves_mod.cave_biomes['salt']
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if not biome then
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print(("* Fun Caves: Error in biome selection: %s"):format(biome_val))
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biome = fun_caves_mod.cave_biomes['algae']
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end
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local node_below
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if y > minp.y then
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node_below = data[ivm - area.ystride]
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end
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local node_above = data[ivm + area.ystride]
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if data[ivm] == node["default:stone"] then
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if node_above == node["air"] and biome and biome.dirt and math_random(biome.dirt_chance) == 1 then
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data[ivm] = node[biome.dirt]
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write = true
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break
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end
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local air_above = false
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for i = 1, biome.stone_depth do
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if data[ivm + area.ystride * i] == node["air"] then
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air_above = true
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end
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end
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if air_above then
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if biome and biome.deco and math_random(biome.deco_chance) == 1 then
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data[ivm] = node[biome.deco]
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write = true
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break
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else
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data[ivm] = node[biome.floor_node]
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write = true
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break
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end
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end
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local air_below = false
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for i = 1, biome.stone_depth do
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if data[ivm - area.ystride * i] == node["air"] then
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air_below = true
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end
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end
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-- Prevent server-crashing sandslides.
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if not air_above and biome.floor_node == "default:sand" then
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data[ivm] = node["default:sandstone"]
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write = true
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break
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end
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if air_below then
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if biome and biome.deco and math_random(biome.deco_chance) == 1 then
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data[ivm] = node[biome.deco]
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write = true
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break
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else
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data[ivm] = node[biome.ceiling_node]
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write = true
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break
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end
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end
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end
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if data[ivm] == node["air"] and y < maxp.y then
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-- hanging down
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-- stone hasn't yet been changed
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if biome and biome.stalactite and node_above == node["default:stone"] and math_random(biome.stalactite_chance) == 1 then
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data[ivm] = node[biome.stalactite]
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write = true
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break
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end
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-- fluids
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if y > minp.y and biome and biome.fluid and node_below == node[biome.floor_node] and math_random(biome.fluid_chance) == 1 then
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data[ivm] = node[biome.fluid]
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write = true
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break
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-- standing up
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elseif node_below == node[biome.floor_node] and biome and biome.stalagmite and math_random(biome.stalagmite_chance) == 1 then
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if type(biome.stalagmite) == 'table' then
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data[ivm] = node[biome.stalagmite[math_random(#biome.stalagmite)]]
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else
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data[ivm] = node[biome.stalagmite]
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end
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write = true
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break
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-- vegetation
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elseif node_below == node["default:dirt"] and biome and biome.fungi then
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if math_random(10) == 1 then
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data[ivm] = node["flowers:mushroom_red"]
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write = true
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break
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elseif math_random(10) == 1 then
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data[ivm] = node["flowers:mushroom_brown"]
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write = true
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break
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elseif node_above == node["air"] and math_random(10) == 1 then
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data[ivm] = node["fun_caves:giant_mushroom_stem"]
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write = true
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break
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elseif math_random(30) == 1 then
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local air_count = 0
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local j
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for i = 1, 12 do
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j = ivm + area.ystride * i
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if j <= #data and data[j] == node["air"] then
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air_count = air_count + 1
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end
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end
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if air_count > 5 then
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fun_caves_mod.make_fungal_tree(data, area, ivm, math_random(2, math_min(air_count, 12)))
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end
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end
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elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then
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data[ivm] = node["fun_caves:giant_mushroom_cap"]
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write = true
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break
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elseif node_below == node["fun_caves:giant_mushroom_stem"] then
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if node_above == node["air"] and math_random(3) == 1 then
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data[ivm] = node["fun_caves:giant_mushroom_stem"]
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write = true
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break
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else
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data[ivm] = node["fun_caves:huge_mushroom_cap"]
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write = true
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break
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end
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end
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end
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end
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elseif y < height and data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then
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-- This just places non-abm dirt inside caves.
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-- Its value is questionable.
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data[ivm - area.ystride] = node["fun_caves:dirt"]
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write = true
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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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return write
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end
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