subterrane/init.lua
FaceDeer 84de29259e Mapgen defaults for fresh installs
A fresh install that had never had its mapgen flags tinkered with would
return nil when requesting them, which would normally mean "go with the
defaults." This mod overrides those defaults, so a fallback is needed.
2017-07-05 00:05:54 -06:00

414 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
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")
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 = {}
--{
-- 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)
--}
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
-- 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
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]
local fill_node = c_air
if biome and biome._subterrane_fill_node then
fill_node = biome._subterrane_fill_node
end
if (nvals_cave[index_3d] + nvals_wave[index_3d])/2 > tcave then --if node falls within cave threshold
data[vi] = fill_node --hollow it out to make the cave
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 (nvals_cave[index_3d] + nvals_wave[index_3d])/2 > 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 then
-- only check nodes near the edges of caverns
if math.floor(((nvals_cave[index_3d] + nvals_wave[index_3d])/2)*50) == math.floor(tcave*50) 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 (nvals_cave[index_3d] + nvals_wave[index_3d])/2 <= 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(data)
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(data)
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!")