298 lines
9.5 KiB
Lua
298 lines
9.5 KiB
Lua
-- caverealms v.0.3 by HeroOfTheWinds
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-- original cave code modified from paramat's subterrain
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-- For Minetest 0.4.8 stable
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-- Depends default
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-- License: code WTFPL
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caverealms = {} --create a container for functions and constants
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--grab a shorthand for the filepath of the mod
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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--load companion lua files
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dofile(modpath.."/config.lua") --configuration file; holds various constants
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dofile(modpath.."/crafting.lua") --crafting recipes
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dofile(modpath.."/nodes.lua") --node definitions
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dofile(modpath.."/functions.lua") --function definitions
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if caverealms.config.falling_icicles == true then
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dofile(modpath.."/falling_ice.lua") --complicated function for falling icicles
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print("[caverealms] falling icicles enabled.")
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end
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-- Parameters
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local YMIN = caverealms.config.ymin -- Approximate realm limits.
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local YMAX = caverealms.config.ymax
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local TCAVE = caverealms.config.tcave --0.5 -- Cave threshold. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume
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local BLEND = 128 -- Cave blend distance near YMIN, YMAX
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local STAGCHA = caverealms.config.stagcha --0.002 --chance of stalagmites
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local STALCHA = caverealms.config.stalcha --0.003 --chance of stalactites
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local CRYSTAL = caverealms.config.crystal --0.007 --chance of glow crystal formations
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local GEMCHA = caverealms.config.gemcha --0.03 --chance of small glow gems
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local MUSHCHA = caverealms.config.mushcha --0.04 --chance of mushrooms
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local MYCCHA = caverealms.config.myccha --0.03 --chance of mycena mushrooms
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local WORMCHA = caverealms.config.wormcha --0.03 --chance of glow worms
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local GIANTCHA = caverealms.config.giantcha --0.001 -- chance of giant mushrooms
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local ICICHA = caverealms.config.icicha --0.035 -- chance of icicles
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-- 3D noise for caves
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local np_cave = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=256, z=512}, -- squashed 2:1
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seed = 59033,
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octaves = 6,
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persist = 0.63
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}
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-- 3D noise for wave
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local np_wave = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67
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}
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-- 2D noise for biome
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local np_biome = {
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offset = 0,
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scale = 1,
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spread = {x=250, y=250, z=250},
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seed = 9130,
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octaves = 3,
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persist = 0.5
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}
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-- Stuff
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subterrain = {}
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local yblmin = YMIN + BLEND * 1.5
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local yblmax = YMAX - BLEND * 1.5
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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--if out of range of caverealms limits
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if minp.y > YMAX or maxp.y < YMIN then
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return --quit; otherwise, you'd have stalagmites all over the place
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end
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--easy reference to commonly used values
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[caverealms] chunk minp ("..x0.." "..y0.." "..z0..")") --tell people you are generating a chunk
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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--grab content IDs
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local c_air = minetest.get_content_id("air")
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local c_stone = minetest.get_content_id("default:stone")
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local c_water = minetest.get_content_id("default:water_source")
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local c_lava = minetest.get_content_id("default:lava_source")
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local c_ice = minetest.get_content_id("default:ice")
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local c_thinice = minetest.get_content_id("caverealms:thin_ice")
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local c_crystal = minetest.get_content_id("caverealms:glow_crystal")
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local c_gem1 = minetest.get_content_id("caverealms:glow_gem")
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local c_gem2 = minetest.get_content_id("caverealms:glow_gem_2")
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local c_gem3 = minetest.get_content_id("caverealms:glow_gem_3")
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local c_gem4 = minetest.get_content_id("caverealms:glow_gem_4")
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local c_gem5 = minetest.get_content_id("caverealms:glow_gem_5")
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local c_moss = minetest.get_content_id("caverealms:stone_with_moss")
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local c_lichen = minetest.get_content_id("caverealms:stone_with_lichen")
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local c_algae = minetest.get_content_id("caverealms:stone_with_algae")
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local c_fungus = minetest.get_content_id("caverealms:fungus")
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local c_mycena = minetest.get_content_id("caverealms:mycena")
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local c_worm = minetest.get_content_id("caverealms:glow_worm")
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local c_iciu = minetest.get_content_id("caverealms:icicle_up")
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local c_icid = minetest.get_content_id("caverealms:icicle_down")
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--mandatory values
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local sidelen = x1 - x0 + 1 --length of a mapblock
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local chulens = {x=sidelen, y=sidelen, z=sidelen} --table of chunk edges
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local minposxyz = {x=x0, y=y0, z=z0} --bottom corner
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local minposxz = {x=x0, y=z0} --2D bottom corner
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local nvals_cave = minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz) --cave noise for structure
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local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz) --wavy structure of cavern ceilings and floors
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local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat({x=x0+150, y=z0+50}) --2D noise for biomes (will be 3D humidity/temp later)
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local nixyz = 1 --3D node index
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local nixz = 1 --2D node index
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local nixyz2 = 1 --second 3D index for second loop
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for z = z0, z1 do -- for each xy plane progressing northwards
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--structure loop
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for y = y0, y1 do -- for each x row progressing upwards
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local tcave --declare variable
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--determine the overal cave threshold
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if y < yblmin then
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tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
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elseif y > yblmax then
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tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
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else
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tcave = TCAVE
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end
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local vi = area:index(x0, y, z) --current node index
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for x = x0, x1 do -- for each node do
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if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave then --if node falls within cave threshold
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data[vi] = c_air --hollow it out to make the cave
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end
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--increment indices
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nixyz = nixyz + 1
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vi = vi + 1
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end
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end
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--decoration loop
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for y = y0, y1 do -- for each x row progressing upwards
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local tcave --same as above
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if y < yblmin then
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tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
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elseif y > yblmax then
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tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
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else
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tcave = TCAVE
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end
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local vi = area:index(x0, y, z)
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for x = x0, x1 do -- for each node do
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--determine biome
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local biome = false --preliminary declaration
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n_biome = nvals_biome[nixz] --make an easier reference to the noise
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--compare noise values to determine a biome
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if n_biome >= 0 and n_biome < 0.5 then
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biome = 1 --moss
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elseif n_biome <= -0.5 then
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biome = 2 --fungal
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elseif n_biome >= 0.5 then
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if n_biome >= 0.7 then
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biome = 5 --deep glaciated
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else
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biome = 4 --glaciated
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end
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else
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biome = 3 --algae
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end
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if math.floor(((nvals_cave[nixyz2] + nvals_wave[nixyz2])/2)*100) == math.floor(tcave*100) then
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--ceiling
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local ai = area:index(x,y+1,z) --above index
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if data[ai] == c_stone and data[vi] == c_air then --ceiling
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if math.random() < ICICHA and (biome == 4 or biome == 5) then
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data[vi] = c_icid
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end
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if math.random() < WORMCHA then
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data[vi] = c_worm
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local bi = area:index(x,y-1,z)
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data[bi] = c_worm
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if math.random(2) == 1 then
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local bbi = area:index(x,y-2,z)
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data[bbi] = c_worm
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if math.random(2) ==1 then
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local bbbi = area:index(x,y-3,z)
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data[bbbi] = c_worm
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end
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end
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end
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if math.random() < STALCHA then
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caverealms:stalactite(x,y,z, area, data)
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end
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if math.random() < CRYSTAL then
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caverealms:crystal_stalactite(x,y,z, area, data, biome)
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end
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end
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--ground
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local bi = area:index(x,y-1,z) --below index
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if data[bi] == c_stone and data[vi] == c_air then --ground
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local ai = area:index(x,y+1,z)
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--place floor material, add plants/decorations
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if biome == 1 then
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data[vi] = c_moss
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if math.random() < GEMCHA then
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-- gems of random size
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local gems = { c_gem1, c_gem2, c_gem3, c_gem4, c_gem5 }
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local gidx = math.random(1, 12)
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if gidx > 5 then
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gidx = 1
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end
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data[ai] = gems[gidx]
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end
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elseif biome == 2 then
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data[vi] = c_lichen
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if math.random() < MUSHCHA then --mushrooms
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data[ai] = c_fungus
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end
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if math.random() < MYCCHA then --mycena mushrooms
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data[ai] = c_mycena
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end
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if math.random() < GIANTCHA then --giant mushrooms
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caverealms:giant_shroom(x, y, z, area, data)
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end
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elseif biome == 3 then
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data[vi] = c_algae
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elseif biome == 4 then
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data[vi] = c_thinice
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local bi = area:index(x,y-1,z)
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data[bi] = c_thinice
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if math.random() < ICICHA then --if glaciated, place icicles
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data[ai] = c_iciu
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end
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elseif biome == 5 then
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data[vi] = c_ice
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local bi = area:index(x,y-1,z)
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data[bi] = c_ice
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if math.random() < ICICHA then --if glaciated, place icicles
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data[ai] = c_iciu
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end
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end
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if math.random() < STAGCHA then
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caverealms:stalagmite(x,y,z, area, data)
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end
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if math.random() < CRYSTAL then
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caverealms:crystal_stalagmite(x,y,z, area, data, biome)
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end
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end
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end
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nixyz2 = nixyz2 + 1
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nixz = nixz + 1
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vi = vi + 1
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end
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nixz = nixz - sidelen --shift the 2D index back
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end
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nixz = nixz + sidelen --shift the 2D index up a layer
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end
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--send data back to voxelmanip
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vm:set_data(data)
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--calc lighting
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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--write it to world
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000) --grab how long it took
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print ("[caverealms] "..chugent.." ms") --tell people how long
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end)
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print("[caverealms] loaded!")
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