-- 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 subterrane = {} --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.."/nodes.lua") dofile(modpath.."/functions.lua") --function definitions dofile(modpath.."/features.lua") dofile(modpath.."/player_spawn.lua") dofile(modpath.."/legacy.lua") -- contains old node definitions, will be removed at some point in the future. subterrane.disable_mapgen_caverns = function() local mg_name = minetest.get_mapgen_setting("mg_name") local flags_name local default_flags if mg_name == "v7" then flags_name = "mgv7_spflags" default_flags = "mountains,ridges,nofloatlands" elseif mg_name == "v5" then flags_name = "mgv5_spflags" default_flags = "" else return end local function split(source, delimiters) local elements = {} local pattern = '([^'..delimiters..']+)' string.gsub(source, pattern, function(value) elements[#elements + 1] = value; end); return elements end local flags_setting = minetest.get_mapgen_setting(flags_name) or default_flags local new_flags = {} local flags = split(flags_setting, ", ") local nocaverns_present = false for _, flag in pairs(flags) do if flag ~= "caverns" then table.insert(new_flags, flag) end if flag == "nocaverns" then nocaverns_present = true end end if not nocaverns_present then table.insert(new_flags, "nocaverns") end minetest.set_mapgen_setting(flags_name, table.concat(new_flags, ","), true) end subterrane.disable_mapgen_caverns() -- defaulting to disabling them, for now. Need to assess how to integrate this feature into subterrane better. local c_lava = minetest.get_content_id("default:lava_source") local c_obsidian = minetest.get_content_id("default:obsidian") local c_stone = minetest.get_content_id("default:stone") local c_air = minetest.get_content_id("air") subterrane.default_perlin_cave = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = -400000000089, octaves = 3, persist = 0.67 } subterrane.default_perlin_wave = { offset = 0, scale = 1, spread = {x=512, y=256, z=512}, -- squashed 2:1 seed = 59033, octaves = 6, persist = 0.63 } local data = {} local data_param2 = {} local nvals_cave_buffer = {} local nvals_wave_buffer = {} -- cave_layer_def --{ -- minimum_depth = -- required, the highest elevation this cave layer will be generated in. -- maximum_depth = -- required, the lowest elevation this cave layer will be generated in. -- cave_threshold = -- optional, Cave threshold. Defaults to 0.5. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume -- boundary_blend_range = -- optional, range near ymin and ymax over which caves diminish to nothing. Defaults to 128. -- perlin_cave = -- optional, a 3D perlin noise definition table to define the shape of the caves -- perlin_wave = -- optional, a 3D perlin noise definition table that's averaged with the cave noise to add floor strata (squash its spread on the y axis relative to perlin_cave to accomplish this) -- columns = -- optional, a column_def table for producing truly enormous dripstone formations --} -- column_def --{ -- max_column_radius = -- Maximum radius for individual columns, defaults to 10 -- min_column_radius = -- Minimum radius for individual columns, defaults to 2 (going lower can increase the likelihood of "intermittent" columns with floating sections) -- node = -- node name to build columns out of. Defaults to default:stone -- weight = -- a floating point value (usually in the range of 0.5-1) to modify how strongly the column is affected by the surrounding cave. Lower values create a more variable, tapered stalactite/stalagmite combination whereas a value of 1 produces a roughly cylindrical column. Defaults to 0.5 -- maximum_count = -- The maximum number of columns placed in any given column region (each region being a square 4 times the length and width of a map chunk). Defaults to 100 -- minimum_count = -- The minimum number of columns placed in a column region. The actual number placed will be randomly selected between this range. Defaults to 25. --} --extra biome properties used by subterrane --{ -- _subterrane_ceiling_decor = -- function for putting stuff on the ceiling of the big caverns -- _subterrane_floor_decor = -- function for putting stuff on the floor of the big caverns -- _subterrane_fill_node = -- node to fill the cavern with (defaults to air) -- _subterrane_column_node = -- override the node the giant columns in this biome are made from -- _subterrane_cave_floor_decor = -- function for putting stuff on the floors of other preexisting open space -- _subterrane_cave_ceiling_decor = -- function for putting stuff on the ceiling of other preexisting open space -- _subterrane_mitigate_lava = -- try to patch the walls of big caverns with obsidian plugs when lava intersects. Not perfect, but helpful. -- _subterrane_override_sea_level = -- Y coordinate where an underground sea level begins. Biomes' y coordinate cutoffs are unreliable underground, this forces subterrane to take this sea level cutoff into account. -- _subterrane_override_under_sea_biome = -- When below the override_sea_level, the biome with this name will be looked up and substituted. -- _subterrane_column_node = -- overrides the node type of a cavern layer's column_def, if there are columns here. --} local default_column = { max_column_radius = 10, min_column_radius = 2, node = c_stone, weight = 0.25, maximum_count = 100, minimum_count = 25, } function subterrane:register_cave_layer(cave_layer_def) local YMIN = cave_layer_def.maximum_depth local YMAX = cave_layer_def.minimum_depth local BLEND = math.min(cave_layer_def.boundary_blend_range or 128, (YMAX-YMIN)/2) local TCAVE = cave_layer_def.cave_threshold or 0.5 local np_cave = cave_layer_def.perlin_cave or subterrane.default_perlin_cave local np_wave = cave_layer_def.perlin_wave or subterrane.default_perlin_wave local yblmin = YMIN + BLEND * 1.5 local yblmax = YMAX - BLEND * 1.5 -- noise objects local nobj_cave = nil local nobj_wave = nil local column_def = cave_layer_def.columns local c_column if column_def then column_def.max_column_radius = column_def.max_column_radius or default_column.max_column_radius column_def.min_column_radius = column_def.min_column_radius or default_column.min_column_radius c_column = column_def.node or default_column.node column_def.weight = column_def.weight or default_column.weight column_def.maximum_count = column_def.maximum_count or default_column.maximum_count column_def.minimum_count = column_def.minimum_count or default_column.minimum_count end -- On generated function minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > YMAX or maxp.y < YMIN then return end -- Create a table of biome ids for use with the biomemap. if not subterrane.biome_ids then subterrane.biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do local i = minetest.get_biome_id(desc.name) subterrane.biome_ids[i] = desc.name end end --easy reference to commonly used values local t_start = os.clock() local x_max = maxp.x local y_max = maxp.y local z_max = maxp.z local x_min = minp.x local y_min = minp.y local z_min = minp.z print ("[subterrane] chunk minp ("..x_min.." "..y_min.." "..z_min..")") --tell people you are generating a chunk local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) vm:get_param2_data(data_param2) local biomemap = minetest.get_mapgen_object("biomemap") --mandatory values local sidelen = x_max - x_min + 1 --length of a mapblock local chunk_lengths = {x = sidelen, y = sidelen, z = sidelen} --table of chunk edges local chunk_lengths2D = {x = sidelen, y = sidelen, z = 1} local minposxyz = {x = x_min, y = y_min, z = z_min} --bottom corner local minposxz = {x = x_min, y = z_min} --2D bottom corner local column_points = nil local column_weight = nil if column_def then column_points = subterrane.get_scatter_grid(minp, sidelen*4, column_def.minimum_count, column_def.maximum_count) column_points = subterrane.prune_points(minp, maxp, column_def.min_column_radius, column_def.max_column_radius, column_points) column_weight = column_def.weight end nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chunk_lengths) nobj_wave = nobj_wave or minetest.get_perlin_map(np_wave, chunk_lengths) local nvals_cave = nobj_cave:get3dMap_flat(minposxyz, nvals_cave_buffer) --cave noise for structure local nvals_wave = nobj_wave:get3dMap_flat(minposxyz, nvals_wave_buffer) --wavy structure of cavern ceilings and floors local index_3d = 1 --3D node index local index_2d = 1 --2D node index for z = z_min, z_max do -- for each xy plane progressing northwards --structure loop, hollows out the cavern for y = y_min, y_max do -- for each x row progressing upwards local tcave --declare variable --determine the overall 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(x_min, y, z) --current node index for x = x_min, x_max do -- for each node do local biome_name = subterrane.biome_ids[biomemap[index_2d]] local biome = minetest.registered_biomes[biome_name] if biome and biome._subterrane_override_sea_level and y <= biome._subterrane_override_sea_level then local override_name = biome._subterrane_override_under_sea_biome if override_name then biome = minetest.registered_biomes[override_name] else biome = nil end end local fill_node = c_air local column_node = c_column if biome then if biome._subterrane_fill_node then fill_node = biome._subterrane_fill_node end if biome._subterrane_column_node then column_node = biome._subterrane_column_node end end local cave_value = (nvals_cave[index_3d] + nvals_wave[index_3d])/2 local column_value = 0 if column_def then column_value = subterrane.get_point_heat({x=x, y=y, z=z}, column_points) end if cave_value > tcave then --if node falls within cave threshold if cave_value > tcave then if column_value > 0 and cave_value - column_value * column_weight < tcave then data[vi] = column_node -- add a column else data[vi] = fill_node --hollow it out to make the cave end end elseif biome and biome._subterrane_cave_fill_node and data[vi] == c_air then data[vi] = biome._subterrane_cave_fill_node end if biome and biome._subterrane_mitigate_lava and cave_value > tcave - 0.1 then -- Eliminate nearby lava to keep it from spilling in if data[vi] == c_lava then data[vi] = c_obsidian end end --increment indices index_3d = index_3d + 1 index_2d = index_2d + 1 vi = vi + 1 end index_2d = index_2d - sidelen --shift the 2D index back end index_2d = index_2d + sidelen --shift the 2D index up a layer end local index_3d = 1 --3D node index local index_2d = 1 --2D node index for z = z_min, z_max do -- for each xy plane progressing northwards --decoration loop, places nodes on floor and ceiling for y = y_min, y_max do -- for each x row progressing upwards 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(x_min, y, z) for x = x_min, x_max do -- for each node do local biome_name = subterrane.biome_ids[biomemap[index_2d]] local biome = minetest.registered_biomes[biome_name] local fill_node = c_air local cave_fill_node = c_air if biome and biome._subterrane_override_sea_level and y <= biome._subterrane_override_sea_level then local override_name = biome._subterrane_override_under_sea_biome if override_name then biome = minetest.registered_biomes[override_name] else biome = nil end end if biome then local cave_value = (nvals_cave[index_3d] + nvals_wave[index_3d])/2 -- only check nodes near the edges of caverns if math.floor(cave_value*30) == math.floor(tcave*30) then if biome._subterrane_fill_node then fill_node = biome._subterrane_fill_node end --ceiling local ai = area:index(x,y+1,z) --above index local bi = area:index(x,y-1,z) --below index if biome._subterrane_ceiling_decor and data[ai] ~= fill_node and data[vi] == fill_node and y < y_max then --ceiling biome._subterrane_ceiling_decor(area, data, ai, vi, bi, data_param2) end --ground if biome._subterrane_floor_decor and data[bi] ~= fill_node and data[vi] == fill_node and y > y_min then --ground biome._subterrane_floor_decor(area, data, ai, vi, bi, data_param2) end elseif cave_value <= tcave then --if node falls outside cave threshold -- decorate other "native" caves and tunnels if biome._subterrane_cave_fill_node then cave_fill_node = biome._subterrane_cave_fill_node if data[vi] == c_air then data[vi] = cave_fill_node end end local ai = area:index(x,y+1,z) --above index local bi = area:index(x,y-1,z) --below index if biome._subterrane_cave_ceiling_decor and data[ai] ~= cave_fill_node and data[vi] == cave_fill_node and y < y_max then --ceiling biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2) end if biome._subterrane_cave_floor_decor and data[bi] ~= cave_fill_node and data[vi] == cave_fill_node and y > y_min then --ground biome._subterrane_cave_floor_decor(area, data, ai, vi, bi, data_param2) end end end index_3d = index_3d + 1 index_2d = index_2d + 1 vi = vi + 1 end index_2d = index_2d - sidelen --shift the 2D index back end index_2d = index_2d + sidelen --shift the 2D index up a layer end --send data back to voxelmanip vm:set_data(data) vm:set_param2_data(data_param2) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() --write it to world vm:write_to_map() local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took print ("[subterrane] "..chunk_generation_time.." ms") --tell people how long end) end function subterrane:register_cave_decor(minimum_depth, maximum_depth) -- On generated function minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > minimum_depth or maxp.y < maximum_depth then return end -- Create a table of biome ids for use with the biomemap. if not subterrane.biome_ids then subterrane.biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do local i = minetest.get_biome_id(desc.name) subterrane.biome_ids[i] = desc.name end end --easy reference to commonly used values local t_start = os.clock() local x_max = maxp.x local y_max = maxp.y local z_max = maxp.z local x_min = minp.x local y_min = minp.y local z_min = minp.z print ("[subterrane] chunk minp ("..x_min.." "..y_min.." "..z_min..")") --tell people you are generating a chunk local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) vm:get_param2_data(data_param2) local biomemap = minetest.get_mapgen_object("biomemap") local sidelen = x_max - x_min + 1 --length of a mapblock local index_3d = 1 --3D node index local index_2d = 1 --2D node index for z = z_min, z_max do -- for each xy plane progressing northwards --decoration loop, places nodes on floor and ceiling for y = y_min, y_max do -- for each x row progressing upwards local vi = area:index(x_min, y, z) for x = x_min, x_max do -- for each node do local biome_name = subterrane.biome_ids[biomemap[index_2d]] local biome = minetest.registered_biomes[biome_name] local cave_fill_node = c_air if biome then -- decorate "native" caves and tunnels if biome._subterrane_cave_fill_node then cave_fill_node = biome._subterrane_cave_fill_node if data[vi] == c_air then data[vi] = cave_fill_node end end local ai = area:index(x,y+1,z) --above index local bi = area:index(x,y-1,z) --below index if biome._subterrane_cave_ceiling_decor and data[ai] ~= cave_fill_node and data[vi] == cave_fill_node and y < y_max then --ceiling biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2) end --ground if biome._subterrane_cave_floor_decor and data[bi] ~= cave_fill_node and data[vi] == cave_fill_node and y > y_min then --ground biome._subterrane_cave_floor_decor(area, data, ai, vi, bi, data_param2) end end index_3d = index_3d + 1 index_2d = index_2d + 1 vi = vi + 1 end index_2d = index_2d - sidelen --shift the 2D index back end index_2d = index_2d + sidelen --shift the 2D index up a layer end --send data back to voxelmanip vm:set_data(data) vm:set_param2_data(data_param2) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() --write it to world vm:write_to_map() local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took print ("[subterrane] "..chunk_generation_time.." ms") --tell people how long end) end print("[Subterrane] loaded!")