398 lines
13 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
if mg_name == "v7" then flags_name = "mgv7_spflags"
elseif mg_name == "v5" then flags_name = "mgv5_spflags"
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 = split(minetest.get_mapgen_setting(flags_name), ", ")
local new_flags = {}
for _, flag in pairs(flags) do
if flag ~= "caverns" then
table.insert(new_flags, flag)
end
end
table.insert(new_flags, "nocaverns")
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!")