fun_caves/decogen.lua
2016-06-08 21:05:10 -05:00

544 lines
20 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 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 max_depth = 31000
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 rand = math.random
local max = math.max
local min = math.min
local log = math.log
local floor = math.floor
local find_nodes_in_area = minetest.find_nodes_in_area
local csize
local function place_schematic(minp, maxp, data, p2data, area, node, 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 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
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 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}
-- Air needs to be placed prior to decorations.
fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map)
csize = vector.add(vector.subtract(maxp, minp), 1)
local biomemap = minetest.get_mapgen_object("biomemap")
local map_max = {x = csize.x, y = csize.y + 2, z = csize.z}
local map_min = {x = minp.x, y = minp.y - 1, z = minp.z}
--local noise_area = VoxelArea:new({MinEdge={x=0,y=-1,z=0}, MaxEdge={x=csize.x,y=csize.y+1,z=csize.z}})
local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min)
local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local dis_map = {}
if underzone and underzone.name == 'Dis' then
for i = 0, 10, 2 do
dis_map[i] = {}
for j = 0, 10, 2 do
dis_map[i][j] = rand(6)
if dis_map[i][j] == 6 then
dis_map[i][j] = 5 + rand(10)
end
end
end
end
local undersea = fun_caves.underzones['Styx'].sealevel
local write = false
local write_p2 = false
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, -1, z - minp.z)
index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1
local ivm = area:index(x, minp.y, z)
local height = heightmap[index]
for y = minp.y-1, maxp.y+1 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 and y < (underzone.ceiling + underzone.floor) / 2 then
stone_type = node[underzone.floor_node]
stone_depth = 2
elseif underzone then
stone_type = node[underzone.ceiling_node]
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 <= undersea 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 underzone and underzone.name == 'Minauros' and y < underzone.floor + 10 and data[ivm] == node['air'] then
data[ivm] = node["fun_caves:water_poison_source"]
write = true
break
elseif underzone and underzone.name == 'Phlegethos' and y < underzone.floor + 5 and data[ivm] == node['air'] then
data[ivm] = node["default:lava_source"]
write = true
break
end
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 < undersea 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
if underzone and underzone.name == 'Dis' and data[ivm] == node['air'] and floor((x - minp.x) / 8) % 2 == 0 and floor((z - minp.z) / 8) % 2 == 0 and y - underzone.floor < dis_map[floor((x - minp.x) / 8)][floor((z - minp.z) / 8)] * 4 + 1 and y - underzone.floor >= 0 then
local dx = (x - minp.x) % 16
local dy = y - underzone.floor + 1
local dz = (z - minp.z) % 16
if dx == 1 and dz == 1 then
data[ivm] = node["default:ladder_steel"]
p2data[ivm] = 3
write_p2 = true
elseif ((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 not underzone and 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
elseif underzone and underzone.name == 'Phlegethos' and node_below == node["fun_caves:hot_cobble"] and rand(1200) == 1 then
data[ivm] = node["default:lava_source"]
write = true
break
elseif node_below == node["fun_caves:polluted_dirt"] and rand(2000) == 1 then
data[ivm] = node["fun_caves:water_poison_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["fun_caves:polluted_dirt"] then
if rand(10) == 1 then
data[ivm] = node["default:dry_shrub"]
write = true
break
elseif rand(50) == 1 then
local air_count = 0
local j
for i = 1, 9 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 > 6 then
place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y,z=z}, fun_caves.schematics['decaying_tree'], true)
end
end
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
return write, write_p2
end