fun_caves/mapgen.lua
2016-05-28 06:16:04 -05:00

261 lines
8 KiB
Lua

local DEBUG = false
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 = 200, y = 200, z = 200}, octaves = 2, persist = 1, lacunarity = 2}
local node_cache = {}
local function get_node(name)
if not node_cache then
node_cache = {}
end
if not node_cache[name] then
node_cache[name] = minetest.get_content_id(name)
if name ~= "ignore" and node_cache[name] == 127 then
print("*** Failure to find node: "..name)
end
end
return node_cache[name]
end
local node = get_node
local deco_depth = 30
local data = {}
--local p2data = {} -- vm rotation data buffer
-- Create a table of biome ids, so I can use the biomemap.
local biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do
biome_ids[minetest.get_biome_id(desc.name)] = desc.name
end
--local function place_schematic(pos, schem, center)
-- 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
-- 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 >= 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
-- 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 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, csize)
local cs = csize
if not cs then
-- Fix this to get csize, somehow.
cs = {x=80, y=80, z=80}
end
local x = math.floor((pos.x + 33) / cs.x)
local y = math.floor((pos.y + 33) / cs.y)
local z = math.floor((pos.z + 33) / cs.z)
if y > -3 or (pos.y + 33) % cs.y > cs.y - 5 then
return false
end
local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z})
n = (n * 10000) % 20
if n == 1 or 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)})
local write = false
-- use the same seed (based on perlin noise).
math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
local fortress = maxp.y / 3100
if fun_caves.is_fortress(minp, csize) then
fun_caves.fortress(node, data, area, minp, maxp, math.ceil(maxp.y / 3100))
write = true
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 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 = 31000
heightmap[index] = height
elseif height <= minp.y then
height = -31000
heightmap[index] = height
end
for y = minp.y, maxp.y do
if data[ivm] ~= node('air') and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > 0.05 then
data[ivm] = node("air")
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")
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 < 31000 or y < 0) then
local new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
if new_node then
data[ivm] = new_node
write = true
end
elseif y < height then
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 = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = biome_ids[biomemap[index]]
local new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
if new_node then
data[ivm] = new_node
write = true
end
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 DEBUG then
vm:set_lighting({day = 15, night = 15})
else
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.
if math.floor(collectgarbage("count")/1024) > 400 then
print("Fun Caves: Manually collecting garbage...")
collectgarbage("collect")
end
end
-- Inserting helps to ensure that fun_caves operates first.
table.insert(minetest.registered_on_generateds, 1, generate)