200 lines
5.7 KiB
Lua
200 lines
5.7 KiB
Lua
local fortress_depth = -3 -- close to y / 80
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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 fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2}
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-- These may speed up function access.
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local rand = math.random
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local min = math.min
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local floor = math.floor
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-- This tables looks up nodes that aren't already stored.
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local node = setmetatable({}, {
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__index = function(t, k)
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t[k] = minetest.get_content_id(k)
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return t[k]
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end})
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local data = {}
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local p2data = {} -- vm rotation data buffer
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local node_match_cache = {}
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-- Create a table of biome ids, so I can use the biomemap.
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local get_biome_id = minetest.get_biome_id
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local biome_ids = {}
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for name, desc in pairs(minetest.registered_biomes) do
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biome_ids[get_biome_id(desc.name)] = desc.name
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end
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--local function place_schematic(pos, schem, center)
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-- local rot = rand(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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--
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-- if center then
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-- pos.x = pos.x - floor(schem.size.x / 2)
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-- pos.z = pos.z - floor(schem.size.z / 2)
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-- end
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--
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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 >= rand(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 >= rand(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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--
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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 rand(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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fun_caves.is_fortress = function(pos, cs, debug)
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-- Fix this to get csize, somehow.
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-- Remember that this function may be called
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-- before any chunks are generated.
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local cs = cs or {x=80, y=80, z=80}
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local offset = floor(cs.y / 2) - 8 + 1
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local y = floor((pos.y + offset) / cs.y)
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-- Fortresses show up below ground.
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-- Calls from the first dungeon level should return false.
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if y > fortress_depth or (pos.y + offset) % cs.y > cs.y - 5 then
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return false
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end
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local x = floor((pos.x + offset) / cs.x)
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local z = floor((pos.z + offset) / cs.z)
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local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z})
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if debug then
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print(x, y, z, n, floor((n * 10000) % 19))
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end
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if floor((n * 10000) % 19) == 1 or fun_caves.DEBUG then
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return true
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end
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return false
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end
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local function generate(p_minp, p_maxp, seed)
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local minp, maxp = p_minp, p_maxp
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local 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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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local csize = vector.add(vector.subtract(maxp, minp), 1)
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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 write = false
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local write_p2 = false
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local underzone, dis_map = nil, {}
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if minp.y < -4000 and minp.y % 4960 < 160 and maxp.y % 4960 > 0 then
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underzone = floor(minp.y / -4960 + 0.5)
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if underzone == 3 then
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for i = 0, 10, 2 do
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dis_map[i] = {}
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for j = 0, 10, 2 do
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dis_map[i][j] = rand(4)
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end
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end
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end
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end
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if not underzone and fun_caves.is_fortress(minp, csize) then
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--if not underzone then
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fun_caves.fortress(minp, maxp, data, area, node)
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write = true
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else
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write = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone)
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write, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map)
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end
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if write then
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vm:set_data(data)
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if write_p2 then
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vm:set_param2_data(p2data)
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end
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if fun_caves.DEBUG then
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vm:set_lighting({day = 10, night = 10})
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else
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-- set_lighting causes shadows
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--vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z}, maxp)
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end
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vm:update_liquids()
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vm:write_to_map()
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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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minetest.after(0, function()
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if math.floor(collectgarbage("count")/1024) > 400 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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end)
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end
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dofile(fun_caves.path .. "/cavegen.lua")
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dofile(fun_caves.path .. "/decogen.lua")
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dofile(fun_caves.path .. "/fortress.lua")
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-- Inserting helps to ensure that fun_caves operates first.
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table.insert(minetest.registered_on_generateds, 1, generate)
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