Chris N 2600ce6a37 Stability Update, Further Grief Prevention
Made a tweak to the noise that both speeds up mapgen and prevents
crashes with Minetest 0.4.11.  Also made it so that DM realm structure
spawners automatically remove themselves from the surface world,
preventing griefing.
2015-01-06 11:57:15 -10:00

419 lines
14 KiB
Lua

-- caverealms v.0.8 by HeroOfTheWinds
-- original cave code modified from paramat's subterrain
-- For Minetest 0.4.8 stable
-- Depends default
-- License: code WTFPL
caverealms = {} --create a container for functions and constants
--grab a shorthand for the filepath of the mod
local modpath = minetest.get_modpath(minetest.get_current_modname())
--load companion lua files
dofile(modpath.."/config.lua") --configuration file; holds various constants
dofile(modpath.."/crafting.lua") --crafting recipes
dofile(modpath.."/nodes.lua") --node definitions
dofile(modpath.."/functions.lua") --function definitions
dofile(modpath.."/abms.lua") --abm definitions
if caverealms.config.falling_icicles == true then
dofile(modpath.."/falling_ice.lua") --complicated function for falling icicles
print("[caverealms] falling icicles enabled.")
end
local FORTRESSES = caverealms.config.fortresses --true | Should fortresses spawn?
local FOUNTAINS = caverealms.config.fountains --true | Should fountains spawn?
-- Parameters
local YMIN = caverealms.config.ymin -- Approximate realm limits.
local YMAX = caverealms.config.ymax
local TCAVE = caverealms.config.tcave --0.5 -- Cave threshold. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume
local BLEND = 128 -- Cave blend distance near YMIN, YMAX
local STAGCHA = caverealms.config.stagcha --0.002 --chance of stalagmites
local STALCHA = caverealms.config.stalcha --0.003 --chance of stalactites
local CRYSTAL = caverealms.config.crystal --0.007 --chance of glow crystal formations
local GEMCHA = caverealms.config.gemcha --0.03 --chance of small glow gems
local MUSHCHA = caverealms.config.mushcha --0.04 --chance of mushrooms
local MYCCHA = caverealms.config.myccha --0.03 --chance of mycena mushrooms
local WORMCHA = caverealms.config.wormcha --0.03 --chance of glow worms
local GIANTCHA = caverealms.config.giantcha --0.001 -- chance of giant mushrooms
local ICICHA = caverealms.config.icicha --0.035 -- chance of icicles
local FLACHA = caverealms.config.flacha --0.04 --chance of constant flames
local FOUNCHA = caverealms.config.founcha --0.001 --chance of statue + fountain
local FORTCHA = caverealms.config.fortcha --0.0003 --chance of DM Fortresses
local DM_TOP = caverealms.config.dm_top -- -4000 --level at which Dungeon Master Realms start to appear
local DM_BOT = caverealms.config.dm_bot -- -5000 --level at which "" ends
local DEEP_CAVE = caverealms.config.deep_cave -- -7000 --level at which deep cave biomes take over
-- 3D noise for caves
local np_cave = {
offset = 0,
scale = 1,
spread = {x=512, y=256, z=512}, -- squashed 2:1
seed = 59033,
octaves = 6,
persist = 0.63
}
-- 3D noise for wave
local np_wave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.67
}
-- 2D noise for biome
local np_biome = {
offset = 0,
scale = 1,
spread = {x=250, y=250, z=250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- Stuff
subterrain = {}
local yblmin = YMIN + BLEND * 1.5
local yblmax = YMAX - BLEND * 1.5
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
--if out of range of caverealms limits
if minp.y > YMAX or maxp.y < YMIN then
return --quit; otherwise, you'd have stalagmites all over the place
end
--easy reference to commonly used values
local t1 = os.clock()
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
print ("[caverealms] chunk minp ("..x0.." "..y0.." "..z0..")") --tell people you are generating a chunk
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
--grab content IDs
local c_air = minetest.get_content_id("air")
local c_stone = minetest.get_content_id("default:stone")
if (minetest.get_modpath("moontest")) then
c_air = minetest.get_content_id("moontest:vacuum")
c_stone = minetest.get_content_id("moontest:stone")
end
local c_water = minetest.get_content_id("default:water_source")
local c_lava = minetest.get_content_id("default:lava_source")
local c_ice = minetest.get_content_id("default:ice")
local c_thinice = minetest.get_content_id("caverealms:thin_ice")
local c_crystal = minetest.get_content_id("caverealms:glow_crystal")
local c_gem1 = minetest.get_content_id("caverealms:glow_gem")
local c_gem2 = minetest.get_content_id("caverealms:glow_gem_2")
local c_gem3 = minetest.get_content_id("caverealms:glow_gem_3")
local c_gem4 = minetest.get_content_id("caverealms:glow_gem_4")
local c_gem5 = minetest.get_content_id("caverealms:glow_gem_5")
local c_saltgem1 = minetest.get_content_id("caverealms:salt_gem")
local c_saltgem2 = minetest.get_content_id("caverealms:salt_gem_2")
local c_saltgem3 = minetest.get_content_id("caverealms:salt_gem_3")
local c_saltgem4 = minetest.get_content_id("caverealms:salt_gem_4")
local c_saltgem5 = minetest.get_content_id("caverealms:salt_gem_5")
local c_spike1 = minetest.get_content_id("caverealms:spike")
local c_spike2 = minetest.get_content_id("caverealms:spike_2")
local c_spike3 = minetest.get_content_id("caverealms:spike_3")
local c_spike4 = minetest.get_content_id("caverealms:spike_4")
local c_spike5 = minetest.get_content_id("caverealms:spike_5")
local c_moss = minetest.get_content_id("caverealms:stone_with_moss")
local c_lichen = minetest.get_content_id("caverealms:stone_with_lichen")
local c_algae = minetest.get_content_id("caverealms:stone_with_algae")
local c_salt = minetest.get_content_id("caverealms:stone_with_salt")
local c_hcobble = minetest.get_content_id("caverealms:hot_cobble")
local c_gobsidian = minetest.get_content_id("caverealms:glow_obsidian")
local c_gobsidian2 = minetest.get_content_id("caverealms:glow_obsidian_2")
local c_coalblock = minetest.get_content_id("default:coalblock")
local c_desand = minetest.get_content_id("default:desert_sand")
local c_coaldust = minetest.get_content_id("caverealms:coal_dust")
local c_fungus = minetest.get_content_id("caverealms:fungus")
local c_mycena = minetest.get_content_id("caverealms:mycena")
local c_worm = minetest.get_content_id("caverealms:glow_worm")
local c_iciu = minetest.get_content_id("caverealms:icicle_up")
local c_icid = minetest.get_content_id("caverealms:icicle_down")
local c_flame = minetest.get_content_id("caverealms:constant_flame")
local c_fountain = minetest.get_content_id("caverealms:s_fountain")
local c_fortress = minetest.get_content_id("caverealms:s_fortress")
--mandatory values
local sidelen = x1 - x0 + 1 --length of a mapblock
local chulens = {x=sidelen, y=sidelen, z=sidelen} --table of chunk edges
local chulens2D = {x=sidelen, y=sidelen, z=1}
local minposxyz = {x=x0, y=y0, z=z0} --bottom corner
local minposxz = {x=x0, y=z0} --2D bottom corner
local nvals_cave = minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz) --cave noise for structure
local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz) --wavy structure of cavern ceilings and floors
local nvals_biome = minetest.get_perlin_map(np_biome, chulens2D):get2dMap_flat({x=x0+150, y=z0+50}) --2D noise for biomes (will be 3D humidity/temp later)
local nixyz = 1 --3D node index
local nixz = 1 --2D node index
local nixyz2 = 1 --second 3D index for second loop
for z = z0, z1 do -- for each xy plane progressing northwards
--structure loop
for y = y0, y1 do -- for each x row progressing upwards
local tcave --declare variable
--determine the overal cave threshold
if y < yblmin then
tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
elseif y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
local vi = area:index(x0, y, z) --current node index
for x = x0, x1 do -- for each node do
if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave then --if node falls within cave threshold
data[vi] = c_air --hollow it out to make the cave
end
--increment indices
nixyz = nixyz + 1
vi = vi + 1
end
end
--decoration loop
for y = y0, y1 do -- for each x row progressing upwards
local is_deep = false
if y < DEEP_CAVE then
is_deep = true
end
local tcave --same as above
if y < yblmin then
tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
elseif y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
local vi = area:index(x0, y, z)
for x = x0, x1 do -- for each node do
--determine biome
local biome = false --preliminary declaration
n_biome = nvals_biome[nixz] --make an easier reference to the noise
--compare noise values to determine a biome
if n_biome >= 0 and n_biome < 0.5 then
biome = 1 --moss
if is_deep then
biome = 7 --salt crystal
end
elseif n_biome <= -0.5 then
biome = 2 --fungal
if is_deep then
biome = 8 --glow obsidian
end
elseif n_biome >= 0.5 then
if n_biome >= 0.7 then
biome = 5 --deep glaciated
else
biome = 4 --glaciated
end
else
biome = 3 --algae
if is_deep then
biome = 9 --coal dust
end
end
if y <= DM_TOP and y >= DM_BOT then
biome = 6 --DUNGEON MASTER'S LAIR
end
--if y <= -1000 then
--biome = 6 --DUNGEON MASTER'S LAIR
--end
if math.floor(((nvals_cave[nixyz2] + nvals_wave[nixyz2])/2)*100) == math.floor(tcave*100) then
--ceiling
local ai = area:index(x,y+1,z) --above index
if data[ai] == c_stone and data[vi] == c_air then --ceiling
if math.random() < ICICHA and (biome == 4 or biome == 5) then
data[vi] = c_icid
end
if math.random() < WORMCHA then
data[vi] = c_worm
local bi = area:index(x,y-1,z)
data[bi] = c_worm
if math.random(2) == 1 then
local bbi = area:index(x,y-2,z)
data[bbi] = c_worm
if math.random(2) ==1 then
local bbbi = area:index(x,y-3,z)
data[bbbi] = c_worm
end
end
end
if math.random() < STALCHA then
caverealms:stalactite(x,y,z, area, data)
end
if math.random() < CRYSTAL then
caverealms:crystal_stalactite(x,y,z, area, data, biome)
end
end
--ground
local bi = area:index(x,y-1,z) --below index
if data[bi] == c_stone and data[vi] == c_air then --ground
local ai = area:index(x,y+1,z)
--place floor material, add plants/decorations
if biome == 1 then
data[vi] = c_moss
if math.random() < GEMCHA then
-- gems of random size
local gems = { c_gem1, c_gem2, c_gem3, c_gem4, c_gem5 }
local gidx = math.random(1, 12)
if gidx > 5 then
gidx = 1
end
data[ai] = gems[gidx]
end
elseif biome == 2 then
data[vi] = c_lichen
if math.random() < MUSHCHA then --mushrooms
data[ai] = c_fungus
end
if math.random() < MYCCHA then --mycena mushrooms
data[ai] = c_mycena
end
if math.random() < GIANTCHA then --giant mushrooms
caverealms:giant_shroom(x, y, z, area, data)
end
elseif biome == 3 then
data[vi] = c_algae
elseif biome == 4 then
data[vi] = c_thinice
local bi = area:index(x,y-1,z)
data[bi] = c_thinice
if math.random() < ICICHA then --if glaciated, place icicles
data[ai] = c_iciu
end
elseif biome == 5 then
data[vi] = c_ice
local bi = area:index(x,y-1,z)
data[bi] = c_ice
if math.random() < ICICHA then --if glaciated, place icicles
data[ai] = c_iciu
end
elseif biome == 6 then
data[vi] = c_hcobble
if math.random() < FLACHA then --neverending flames
data[ai] = c_flame
end
if math.random() < FOUNCHA and FOUNTAINS then --DM FOUNTAIN
data[ai] = c_fountain
end
if math.random() < FORTCHA and FORTRESSES then --DM FORTRESS
data[ai] = c_fortress
end
elseif biome == 7 then
local bi = area:index(x,y-1,z)
data[vi] = c_salt
data[bi] = c_salt
if math.random() < GEMCHA then
-- gems of random size
local gems = { c_saltgem1, c_saltgem2, c_saltgem3, c_saltgem4, c_saltgem5 }
local gidx = math.random(1, 12)
if gidx > 5 then
gidx = 1
end
data[ai] = gems[gidx]
end
if math.random() < STAGCHA then
caverealms:salt_stalagmite(x,y,z, area, data)
end
elseif biome == 8 then
local bi = area:index(x,y-1,z)
if math.random() < 0.5 then
data[vi] = c_gobsidian
data[bi] = c_gobsidian
else
data[vi] = c_gobsidian2
data[bi] = c_gobsidian2
end
if math.random() < FLACHA then --neverending flames
data[ai] = c_flame
end
elseif biome == 9 then
local bi = area:index(x,y-1,z)
if math.random() < 0.05 then
data[vi] = c_coalblock
data[bi] = c_coalblock
elseif math.random() < 0.15 then
data[vi] = c_coaldust
data[bi] = c_coaldust
else
data[vi] = c_desand
data[bi] = c_desand
end
if math.random() < FLACHA * 0.75 then --neverending flames
data[ai] = c_flame
end
if math.random() < GEMCHA then
-- spikes of random size
local spikes = { c_spike1, c_spike2, c_spike3, c_spike4, c_spike5 }
local sidx = math.random(1, 12)
if sidx > 5 then
sidx = 1
end
data[ai] = spikes[sidx]
end
end
if math.random() < STAGCHA then
caverealms:stalagmite(x,y,z, area, data)
end
if math.random() < CRYSTAL then
caverealms:crystal_stalagmite(x,y,z, area, data, biome)
end
end
end
nixyz2 = nixyz2 + 1
nixz = nixz + 1
vi = vi + 1
end
nixz = nixz - sidelen --shift the 2D index back
end
nixz = nixz + sidelen --shift the 2D index up a layer
end
--send data back to voxelmanip
vm:set_data(data)
--calc lighting
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
--write it to world
vm:write_to_map(data)
local chugent = math.ceil((os.clock() - t1) * 1000) --grab how long it took
print ("[caverealms] "..chugent.." ms") --tell people how long
end)
print("[caverealms] loaded!")