Major rewrite of the API to support more complex decoration methods. Old API still available in legacy.lua

This major rewrite grew out of a desire to be able to have stalactites placed according to a global noise function, which meant the whole decoration approach had to be changed to allow for data to be efficiently carried over between nodes. In the process I cleaned up a lot of old inefficient code, some of it written back when I was still learning LUA in general.

The legacy.lua file contains the old deprecated code so in theory any mods depending on subterrane should still function as they did before.
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144
README.md
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@ -2,7 +2,7 @@
This mod was based off of Caverealms by HeroOfTheWinds, which was in turn based off of Subterrain by Paramat.
It is intended as a utility mod for other mods to use when creating a more interesting underground experience in Minetest, primarily through the creation of enormous underground "natural" caverns with biome-based features. Installing this mod by itself will not do anything.
It is intended as a utility mod for other mods to use when creating a more interesting underground experience in Minetest, primarily through the creation of enormous underground "natural" caverns with hooks to add custom decorations. Installing this mod by itself will not do anything. This mod depends in turn on the [mapgen_helper](https://github.com/minetest-mods/mapgen_helper) mod.
The API has the following methods:
@ -14,13 +14,22 @@ cave_layer_def is a table of the form:
```
{
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
name = -- optional, defaults to the string "y_min to y_max" (with actual values inserted in place of y_min and y_max). Used for logging.
y_max = -- required, the highest elevation this cave layer will be generated in. Upper boundaries for cavern depths are most efficient when they fit the formula (x*80-32)-1 where x is an integer, that way you don't generate map blocks that straddle two cavern layers. The "-1" keeps them from intruding on the map block above.
y_min = -- required, the lowest elevation this cave layer will be generated in. Lower boundaries are most efficient when they fit (x*80-32).
cave_threshold = -- optional, Cave threshold. Defaults to 0.5. 1 = small rare caves, 0 = 1/2 ground volume
warren_region_threshold = -- optional, defaults to 0.25. Used to determine how much volume warrens take up around caverns. Set it to be equal to or greater than the cave threshold to disable warrens entirely.
warren_region_variability_threshold = -- optional, defaults to 0.25. Used to determine how much of the region contained within the warren_region_threshold actually has warrens in it.
warren_threshold = -- Optional, defaults to 0.25. Determines how "spongey" warrens are, lower numbers make tighter, less-connected warren passages.
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 stalactite and stalagmite formations that often fuse into columnar features
perlin_wave = -- optional, a 3D perlin noise definition table that's averaged with the cave noise to add more horizontal surfaces (squash its spread on the y axis relative to perlin_cave to accomplish this)
perlin_warren_area = -- optional, a 3D perlin noise definition table for defining what places warrens form in
perlin_warrens = -- optional, a 3D perlin noise definition table for defining the warrens
solidify_lava = -- when set to true, lava near the edges of caverns is converted into obsidian to prevent it from spilling in.
columns = -- optional, a column_def table for producing truly enormous dripstone formations. See below for definition. Set to nil to disable columns.
double_frequency = -- when set to true, uses the absolute value of the cavern field to determine where to place caverns instead. This effectively doubles the number of large non-connected caverns.
on_decorate = -- optional, a function that is given a table of indices and a variety of other mapgen information so that it can place custom decorations on floors and ceilings. It is given the parameters (minp, maxp, seed, vm, cavern_data, area, data). See below for the cavern_data table's member definitions.
}
```
@ -28,100 +37,65 @@ The column_def table is of the form:
```
{
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)
maximum_radius = -- Maximum radius for individual columns, defaults to 10
minimum_radius = -- Minimum radius for individual columns, defaults to 4 (going lower that this 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.
warren_node = -- node name to build columns out of in warren areas. If not set, the nodes that would be columns in warrens will be left as original ground contents
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 0.25
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 50
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 0.
}
```
This causes large caverns to be hollowed out during map generation. By default these caverns are just featureless cavities, but you can add extra subterrane-specific properties to biomes and the mapgen code will use them to add features of your choice. Subterrane's biome properties are:
- biome._subterrane_mitigate_lava -- If this is set to a non-false value, subterrane will try to turn all lava within about 10-20 nodes of the cavern into obsidian. This attempts to prevent lava from spilling into the cavern when the player visits, though it is by no means a perfect solution since it cannot account for non-subterrane-generated caves allowing lava to pour in.
- biome._subterrane_fill_node -- The nodeid that subterrane will fill the excavated cavern with. You could use this to create enormous underground oceans or lava pockets. If not provided, will default to "air"
- biome._subterrane_cave_fill_node -- If this is set to a nodeid, subterrane will use that to replace the air in existing default caves.
- biome._subterrane_ceiling_decor = function (area, data, ai, vi, bi, data_param2)
- biome._subterrane_floor_decor = function (area, data, ai, vi, bi, data_param2)
- biome._subterrane_override_sea_level = -- Optional, the 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.
- biome._subterrane_override_under_sea_biome = -- When below the override_sea_level, the biome with this name will be looked up and substituted.
- biome._subterrane_column_node = -- overrides the node type of a cavern layer's column_def, if there are columns here. This can be useful for example to substitute wet flowstone in humid biomes, or obsidian in volcanic biomes.
If defined, these functions will be executed once for each floor or ceiling node in the excavated cavern. "area" is the mapgen voxelarea, data and data_param2 are the voxelmanip's data arrays, "ai" is the index of the node "above" the current node, "vi" is the index of the current node, and "bi" is the index of the node "below" the current node.
The node pointed to by index vi will always start out filled with the cavern's fill node (air by default).
- biome._subterrane_cave_ceiling_decor = function(area, data, ai, vi, bi, data_param2)
- biome._subterrane_cave_floor_decor = function(area, data, ai, vi, bi, data_param2)
These are basically the same as the previous two methods, but these get executed for pre-existing tunnels instead of the caverns excavated by subterrane.
## subterrane:register_cave_decor(minimum_depth, maximum_depth)
Use this method when you want the following biome methods to be applied to pre-existing caves within a range of y values but don't want to excavate giant caverns there:
- biome._subterrane_cave_fill_node -- If this is set to a nodeid, subterrane will use that to replace the air in existing default caves.
- biome._subterrane_cave_ceiling_decor = function(area, data, ai, vi, bi, data_param2)
- biome._subterrane_cave_floor_decor = function(area, data, ai, vi, bi, data_param2)
It's essentially a trimmed-down version of register_cave_layer.
# Utilities
## subterrane:vertically_consistent_random(vi, area)
Takes a voxelmanip index and the corresponding area object, and returns a pseudorandom float from 0-1 based on the x and z coordinates of the index's location.
This is mainly intended for use when placing stalactites and stalagmites, since in a natural cavern these two features are almost always paired with each other spatially. If you use the following test in both the floor and ceiling decoration methods:
This causes large caverns to be hollowed out during map generation. By default these caverns are just featureless cavities, but you can add extra subterrane-specific properties to biomes and the mapgen code will use them to add features of your choice using the "on_decorate" callback. The callback is passed a data table with the following information:
```
if subterrane:vertically_consistent_random(vi, area) > 0.05 then
--stuff
end
{
cavern_floor_nodes = {} -- List of data indexes for nodes that are part of cavern floors. *Note:* Use ipairs() when iterating this, not pairs()
cavern_floor_count = 0 -- the count of nodes in the preceeding list.
cavern_ceiling_nodes = {} -- List of data indexes for nodes that are part of cavern ceilings. *Note:* Use ipairs() when iterating this, not pairs()
cavern_ceiling_count = 0 -- the count of nodes in the preceeding list.
warren_floor_nodes = {} -- List of data indexes for nodes that are part of warren floors. *Note:* Use ipairs() when iterating this, not pairs()
warren_floor_count = 0 -- the count of nodes in the preceeding list.
warren_ceiling_nodes = {} -- List of data indexes for nodes that are part of warren floors. *Note:* Use ipairs() when iterating this, not pairs()
warren_ceiling_count = 0 -- the count of nodes in the preceeding list.
tunnel_floor_nodes = {} -- List of data indexes for nodes that are part of floors in pre-existing tunnels (anything generated before this mapgen runs). *Note:* Use ipairs() when iterating this, not pairs()
tunnel_floor_count = 0 -- the count of nodes in the preceeding list.
tunnel_ceiling_nodes = {} -- List of data indexes for nodes that are part of ceiling in pre-existing tunnels (anything generated before this mapgen runs). *Note:* Use ipairs() when iterating this, not pairs()
tunnel_ceiling_count = 0 -- the count of nodes in the preceeding list.
column_nodes = {} -- Nodes that belong to columns. Note that if the warren_node was not set in the column definition these might not have been replaced by anything yet. This list contains *all* column nodes, not just ones on the outer surface of the column.
column_count = 0 -- the count of nodes in the preceeding list.
contains_cavern = false -- Use this if you want a quick check if the generated map chunk has any cavern volume in it. Don't rely on the node counts above, if the map chunk doesn't intersect the floor or ceiling those could be 0 even if a cavern is present.
contains_warren = false -- Ditto for contains_cavern, but for warrens instead of caverns.
nvals_cave = nvals_cave -- The noise array used to generate the cavern.
cave_area = cave_area -- a VoxelArea for indexing nvals_cave
cavern_def = cave_layer_def -- a reference to the cave layer def.
}
```
then you'll get a random distribution that's identical on the floor and ceiling.
## subterrane:override_biome(biome_def)
Unfortunately there's no easy way to override a single biome, so this method does it by clearing and re-registering all existing biomes.
Not only that, but the decorations also need to be wiped and re-registered - it appears they keep track of the biome they belong to via an internal ID that gets changed when the biomes are re-registered, resulting in them being left assigned to the wrong biomes.
This method is provided in subterrane because the default mod includes and "underground" biome that covers everything below -113 and would be annoying to work around. Any mod using subterrane in conjunction with the default mod should probably override the "underground" biome.
# Common cavern features
Subterrane has a number of functions bundled with it for generating some basic features commonly found in caverns, both realistic and fantastical.
## subterrane.register_stalagmite_nodes(base_name, base_node_def, drop_base_name)
* `subterrane.register_stalagmite_nodes(base_name, base_node_def, drop_base_name)`
* This registers a set of four standardized stalactite/stalagmite nodes that can be used with the subterrane.stalagmite function below. "base name" is a string that forms the prefix of the names of the nodes defined, for example the coolcaves mod might use "coolcaves:crystal_stal" and the resulting nodes registered would be "coolcaves:crystal_stal_1" through "coolcaves:crystal_stal_4". "base_node_def" is a node definition table much like is used with the usual node registration function. register_stalagmite_nodes will amend or substitute properties in this definition as needed, so the simplest base_node_def might just define the textures used. "drop_base_name" is an optional string that will substitute the node drops with stalagmites created by another use of register_stalagmite_nodes, for example if you wrote
* `subterrane.register_stalagmite_nodes("coolcaves:dry_stal", base_dry_node_def)`
* `subterrane.register_stalagmite_nodes("coolcaves:wet_stal", base_wet_node_def, "coolcaves:dry_stal")`
* then when the player mines a dry stalactite they'll get a dry stalactite node and if they mine a wet stalactite they'll get a corresponding dry stalactite node as the drop instead.
* This method returns a table consisting of the content IDs for the four stalactite nodes, which can be used directly in the following methods:
This registers a set of four standardized stalactite/stalagmite nodes that can be used with the subterrane:stalagmite function below. "base name" is a string that forms the prefix of the names of the nodes defined, for example the coolcaves mod might use "coolcaves:crystal_stal" and the resulting nodes registered would be "coolcaves:crystal_stal_1" through "coolcaves:crystal_stal_4". "base_node_def" is a node definition table much like is used with the usual node registration function. register_stalagmite_nodes will amend or substitute properties in this definition as needed, so the simplest base_node_def might just define the textures used. "drop_base_name" is an optional string that will substitute the node drops with stalagmites created by another use of register_stalagmite_nodes, for example if you wrote
* `subterrane.stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)`
* `subterrane.stalactite(vi, area, data, param2_data, param2, height, stalagmite_id)`
* These methods can be used to create a small stalactite or stalagmite, generally no more than 5 nodes tall. Use a negative height to generate a stalactite. The parameter stalagmite_id is a table of four content IDs for the stalagmite nodes, in order from thinnest ("_1") to thickest ("_4"). The register_stalagmite_nodes method returns a table that can be used for this directly.
```
subterrane.register_stalagmite_nodes("coolcaves:dry_stal", base_dry_node_def)
subterrane.register_stalagmite_nodes("coolcaves:wet_stal", base_wet_node_def, "coolcaves:dry_stal")
```
* `subterrane.big_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)`
* `subterrane.big_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)`
* Generates a very large multi-node stalagmite or stalactite three nodes in diameter (with a five-node-diameter "root").
then when the player mines a dry stalactite they'll get a dry stalactite node and if they mine a wet stalactite they'll get a corresponding dry stalactite node as the drop instead.
This method returns a table consisting of the content IDs for the four stalactite nodes, which can be used directly in the following method:
## subterrane:stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)
This method can be used to create a small stalactite or stalagmite, generally no more than 5 nodes tall. Use a negative height to generate a stalactite. The parameter stalagmite_id is a table of four content IDs for the stalagmite nodes, in order from thinnest ("_1") to thickest ("_4"). The register_stalagmite_nodes method returns a table that can be used for this directly.
## subterrane:giant_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
Generates a very large multi-node stalagmite three nodes in diameter (with a five-node-diameter "root").
## subterrane:giant_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
Similar to above, but generates a stalactite instead.
## subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius)
Generates an enormous mushroom. Cap radius works well in the range of around 2-6, larger or smaller than that may look odd.
* `subterrane.giant_mushroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius)`
* Generates an enormous mushroom. Cap radius works well in the range of around 2-6, larger or smaller than that may look odd.
# Player spawn

67
defaults.lua Normal file
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@ -0,0 +1,67 @@
subterrane.defaults = {
--y_max = Must be provided by the user
--y_min = Must be provided by the user
cave_threshold = 0.5,
warren_region_threshold = 0.25,
warren_region_variability_threshold = 0.25,
warren_threshold = 0.25,
boundary_blend_range = 128,
perlin_cave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.67
},
perlin_wave = {
offset = 0,
scale = 1,
spread = {x=512, y=256, z=512}, -- squashed 2:1
seed = 59033,
octaves = 6,
persist = 0.63
},
perlin_warren_area = {
offset = 0,
scale = 1,
spread = {x=1024, y=128, z=1024},
seed = -12554445,
octaves = 2,
persist = 0.67
},
perlin_warrens = {
offset = 0,
scale = 1,
spread = {x=32, y=12, z=32},
seed = 600089,
octaves = 3,
persist = 0.67
},
--solidify_lava =
columns = {
maximum_radius = 10,
minimum_radius = 4,
node = "default:stone",
weight = 0.25,
maximum_count = 50,
minimum_count = 0,
},
--double_frequency = -- when set to true, uses the absolute value of the cavern field to determine where to place caverns instead. This effectively doubles the number of large non-connected caverns.
--decorate = -- optional, a function that is given a table of indices and a variety of other mapgen information so that it can place custom decorations on floors and ceilings.
}
local recurse_defaults
recurse_defaults = function(target_table, default_table)
for k, v in pairs(default_table) do
if target_table[k] == nil then
target_table[k] = v -- TODO: deep copy if v is a table.
elseif type(target_table[k]) == "table" then
recurse_defaults(target_table[k], v)
end
end
end
subterrane.set_defaults = function(cave_layer_def)
recurse_defaults(cave_layer_def, subterrane.defaults)
end

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@ -1,2 +1,3 @@
default
intllib?
intllib?
mapgen_helper

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@ -1,14 +1,130 @@
local c_air = minetest.get_content_id("air")
-- use a negative height to turn this into a stalactite
---------------------------------------------------------------------------
-- For registering a set of stalactite/stalagmite nodes to use with the small stalactite placement function below
local x_disp = 0.125
local z_disp = 0.125
local stal_on_place = function(itemstack, placer, pointed_thing)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return itemstack
end
if pt.type ~= "node" then
return itemstack
end
local under = minetest.get_node(pt.under)
local above = minetest.get_node(pt.above)
if minetest.is_protected(pt.above, placer:get_player_name()) then
minetest.record_protection_violation(pt.above, placer:get_player_name())
return
end
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] or not minetest.registered_nodes[above.name] then
return itemstack
end
-- check if you can replace the node above the pointed node
if not minetest.registered_nodes[above.name].buildable_to then
return itemstack
end
local new_param2
-- check if pointing at an existing stalactite
if minetest.get_item_group(under.name, "subterrane_stal_align") ~= 0 then
new_param2 = under.param2
else
new_param2 = math.random(0,3)
end
-- add the node and remove 1 item from the itemstack
minetest.add_node(pt.above, {name = itemstack:get_name(), param2 = new_param2})
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
local stal_box_1 = {{-0.0625+x_disp, -0.5, -0.0625+z_disp, 0.0625+x_disp, 0.5, 0.0625+z_disp}}
local stal_box_2 = {{-0.125+x_disp, -0.5, -0.125+z_disp, 0.125+x_disp, 0.5, 0.125+z_disp}}
local stal_box_3 = {{-0.25+x_disp, -0.5, -0.25+z_disp, 0.25+x_disp, 0.5, 0.25+z_disp}}
local stal_box_4 = {{-0.375+x_disp, -0.5, -0.375+z_disp, 0.375+x_disp, 0.5, 0.375+z_disp}}
-- Note that a circular table reference will result in a crash, TODO: guard against that.
-- Unlikely to be needed, though - it'd take a lot of work for users to get into this bit of trouble.
local function deep_copy(table_in)
local table_out = {}
for index, value in pairs(table_in) do
if type(value) == "table" then
table_out[index] = deep_copy(value)
else
table_out[index] = value
end
end
return table_out
end
subterrane.register_stalagmite_nodes = function(base_name, base_node_def, drop_base_name)
base_node_def.groups = base_node_def.groups or {}
base_node_def.groups.subterrane_stal_align = 1
base_node_def.groups.flow_through = 1
base_node_def.drawtype = "nodebox"
base_node_def.paramtype = "light"
base_node_def.paramtype2 = "facedir"
base_node_def.is_ground_content = true
base_node_def.node_box = {type = "fixed"}
local def1 = deep_copy(base_node_def)
def1.groups.fall_damage_add_percent = 100
def1.node_box.fixed = stal_box_1
def1.on_place = stal_on_place
if drop_base_name then
def1.drop = drop_base_name.."_1"
end
minetest.register_node(base_name.."_1", def1)
local def2 = deep_copy(base_node_def)
def2.groups.fall_damage_add_percent = 50
def2.node_box.fixed = stal_box_2
def2.on_place = stal_on_place
if drop_base_name then
def2.drop = drop_base_name.."_2"
end
minetest.register_node(base_name.."_2", def2)
local def3 = deep_copy(base_node_def)
def3.node_box.fixed = stal_box_3
def3.on_place = stal_on_place
if drop_base_name then
def3.drop = drop_base_name.."_3"
end
minetest.register_node(base_name.."_3", def3)
local def4 = deep_copy(base_node_def)
def4.node_box.fixed = stal_box_4
def4.on_place = stal_on_place
if drop_base_name then
def4.drop = drop_base_name.."_4"
end
minetest.register_node(base_name.."_4", def4)
return {
minetest.get_content_id(base_name.."_1"),
minetest.get_content_id(base_name.."_2"),
minetest.get_content_id(base_name.."_3"),
minetest.get_content_id(base_name.."_4"),
}
end
-------------------------------------------------------------------------------------------------
-- Use with stalactite nodes defined above
-- stalagmite_id is a table of the content ids of the four stalagmite sections, from _1 to _4.
function subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
local z = pos.z
function subterrane.stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)
if height == nil then height = math.random(1,4) end
if param2 == nil then param2 = math.random(0,3) end
@ -21,18 +137,24 @@ function subterrane:small_stalagmite(vi, area, data, param2_data, param2, height
id_modifier = 0
end
data[vi] = c_air -- force the first node to be viable. It's assumed some testing was done before calling this function.
for i = 1, math.abs(height) do
vi = area:index(x, y + height - i * sign, z)
if data[vi] == c_air then
data[vi] = stalagmite_id[math.min(i+id_modifier,4)]
param2_data[vi] = param2
local svi = vi + (height - i * sign) * area.ystride
if data[svi] == c_air then -- test for air because we don't want these poking into water
data[svi] = stalagmite_id[math.min(i+id_modifier,4)]
param2_data[svi] = param2
end
end
end
function subterrane.stalactite(vi, area, data, param2_data, param2, height, stalagmite_id)
subterrane.stalagmite(vi, area, data, param2_data, param2, -height, stalagmite_id)
end
-------------------------------------------------------------------------------------------------
-- Builds very large stalactites and stalagmites
--giant stalagmite spawner
function subterrane:giant_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
function subterrane.big_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
@ -45,7 +167,7 @@ function subterrane:giant_stalagmite(vi, area, data, min_height, max_height, bas
if j <= 0 then
if k*k + l*l <= 9 then
local vi = area:index(x+k, y+j, z+l)
if data[vi] == c_air then data[vi] = base_material end
if mapgen_helper.buildable_to(data[vi]) then data[vi] = base_material end
end
elseif j <= top/5 then
if k*k + l*l <= 4 then
@ -67,7 +189,7 @@ function subterrane:giant_stalagmite(vi, area, data, min_height, max_height, bas
end
--giant stalactite spawner
function subterrane:giant_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
function subterrane.big_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
@ -80,7 +202,7 @@ function subterrane:giant_stalactite(vi, area, data, min_height, max_height, bas
if j >= -1 then
if k*k + l*l <= 9 then
local vi = area:index(x+k, y+j, z+l)
if data[vi] == c_air then data[vi] = base_material end
if mapgen_helper.buildable_to(data[vi]) then data[vi] = base_material end
end
elseif j >= bot/5 then
if k*k + l*l <= 4 then
@ -101,14 +223,17 @@ function subterrane:giant_stalactite(vi, area, data, min_height, max_height, bas
end
end
----------------------------------------------------------------------------------------
-- Giant mushrooms
--function to create giant 'shrooms. Cap radius works well from about 2-6
--if ignore_bounds is true this function will place the mushroom even if it overlaps the edge of the voxel area.
function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds)
function subterrane.giant_mushroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds)
if not ignore_bounds and
not (area:containsi(vi - cap_radius - area.zstride*cap_radius) and
area:containsi(vi + cap_radius + stem_height*area.ystride + area.zstride*cap_radius)) then
return -- mushroom overlaps the bounds of the voxel area, abort.
return false -- mushroom overlaps the bounds of the voxel area, abort.
end
local pos = area:position(vi)
@ -121,7 +246,7 @@ function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gi
for l = -cap_radius, cap_radius do
if k*k + l*l <= cap_radius*cap_radius then
local vi = area:index(x+k, y+stem_height, z+l)
if data[vi] == c_air then data[vi] = cap_material end
if mapgen_helper.buildable_to(data[vi]) then data[vi] = cap_material end
end
if k*k + l*l <= (cap_radius-1)*(cap_radius-1) and (cap_radius-1) > 0 then
local vi = area:index(x+k, y+stem_height+1, z+l)
@ -131,27 +256,30 @@ function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gi
end
if k*k + l*l <= (cap_radius-2)*(cap_radius-2) and (cap_radius-2) > 0 then
local vi = area:index(x+k, y+stem_height+2, z+l)
if data[vi] == c_air then data[vi] = cap_material end
if mapgen_helper.buildable_to(data[vi]) then data[vi] = cap_material end
end
if k*k + l*l <= (cap_radius-3)*(cap_radius-3) and (cap_radius-3) > 0 then
local vi = area:index(x+k, y+stem_height+3, z+l)
if data[vi] == c_air then data[vi] = cap_material end
if mapgen_helper.buildable_to(data[vi]) then data[vi] = cap_material end
end
end
end
--stem
for j = 0, stem_height do
for j = -2, stem_height do -- going down to -2 to ensure the stem is flush with the ground
local vi = area:index(x, y+j, z)
data[vi] = stem_material
if cap_radius > 3 then
local ai = area:index(x, y+j, z+1)
if data[ai] == c_air or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x, y+j, z-1)
if data[ai] == c_air or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x+1, y+j, z)
if data[ai] == c_air or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x-1, y+j, z)
if data[ai] == c_air or data[ai] == gill_material then data[ai] = stem_material end
if j >= 0 or area:containsi(vi) then -- since -2 puts us below the bounds we've already tested, add a contains check here.
data[vi] = stem_material
if cap_radius > 3 then
local ai = area:index(x, y+j, z+1)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x, y+j, z-1)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x+1, y+j, z)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x-1, y+j, z)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
end
end
end
return true
end

View File

@ -1,124 +0,0 @@
--subterrane functions.lua
--FUNCTIONS--
function subterrane:vertically_consistent_random(vi, area)
local pos = area:position(vi)
local next_seed = math.random(1, 1000000000)
math.randomseed(pos.x + pos.z * 2 ^ 8)
local output = math.random()
math.randomseed(next_seed)
return output
end
local scatter_2d = function(min_xz, gridscale, min_output_size, max_output_size)
local next_seed = math.random(1, 1000000000)
math.randomseed(min_xz.x + min_xz.z * 2 ^ 8)
local count = math.random(min_output_size, max_output_size)
local result = {}
while count > 0 do
local point = {}
point.val = math.random()
point.x = math.random() * gridscale + min_xz.x
point.y = 0
point.z = math.random() * gridscale + min_xz.z
table.insert(result, point)
count = count - 1
end
math.randomseed(next_seed)
return result
end
local get_nearest_grids = function(pos_xz, gridscale)
local half_scale = gridscale / 2
local grid_cell = {x = math.floor(pos_xz.x / gridscale) * gridscale, z = math.floor(pos_xz.z / gridscale) * gridscale}
local pos_internal = {x = pos_xz.x % gridscale, z = pos_xz.z % gridscale}
local result = {grid_cell}
local shift_x = gridscale
local shift_z = gridscale
if (pos_internal.x < half_scale) then
shift_x = -gridscale
end
if (pos_internal.z < half_scale) then
shift_z = -gridscale
end
table.insert(result, {x = grid_cell.x + shift_x, z = grid_cell.z + shift_z})
table.insert(result, {x = grid_cell.x + shift_x, z = grid_cell.z})
table.insert(result, {x = grid_cell.x, z = grid_cell.z + shift_z})
return result
end
subterrane.get_scatter_grid = function(pos_xz, gridscale, min_output_size, max_output_size)
local grids = get_nearest_grids(pos_xz, gridscale)
local points = {}
for _, grid in pairs(grids) do
for _, point in pairs(scatter_2d(grid, gridscale, min_output_size, max_output_size)) do
table.insert(points, point)
end
end
return points
end
subterrane.prune_points = function(minp, maxp, min_radius, max_radius, points)
local result = {}
for _, point in pairs(points) do
local radius = min_radius + point.val * (max_radius-min_radius)
point.val = radius
if point.x > minp.x - radius and point.x < maxp.x + radius and point.z > minp.z - radius and point.z < maxp.z + radius then
table.insert(result, point)
end
end
return result
end
subterrane.get_point_heat = function(pos, points)
local heat = 0
for _, point in pairs(points) do
point.y = pos.y
local dist = vector.distance(pos, point)
if dist < point.val then
heat = math.max(heat, 1 - dist/point.val)
end
end
return heat
end
-- Unfortunately there's no easy way to override a single biome, so do it by wiping everything and re-registering
-- Not only that, but the decorations also need to be wiped and re-registered - it appears they keep
-- track of the biome they belong to via an internal ID that gets changed when the biomes
-- are re-registered, resulting in them being left assigned to the wrong biomes.
function subterrane:override_biome(biome_def)
--Minetest 0.5 adds this "unregister biome" method
if minetest.unregister_biome and biome_def.name then
minetest.unregister_biome(biome_def.name)
minetest.register_biome(biome_def)
return
end
local registered_biomes_copy = {}
for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do
registered_biomes_copy[old_biome_key] = old_biome_def
end
local registered_decorations_copy = {}
for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do
registered_decorations_copy[old_decoration_key] = old_decoration_def
end
registered_biomes_copy[biome_def.name] = biome_def
minetest.clear_registered_decorations()
minetest.clear_registered_biomes()
for biome_key, new_biome_def in pairs(registered_biomes_copy) do
minetest.register_biome(new_biome_def)
end
for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do
minetest.register_decoration(new_decoration_def)
end
end

857
init.lua
View File

@ -1,22 +1,44 @@
-- caverealms v.0.8 by HeroOfTheWinds
-- original cave code modified from paramat's subterrain
-- For Minetest 0.4.8 stable
-- Modified by HeroOfTheWinds for caverealms
-- Modified by FaceDeer for subterrane
-- Depends default
-- License: code WTFPL
-- License: code MIT
local c_stone = minetest.get_content_id("default:stone")
local c_clay = minetest.get_content_id("default:clay")
local c_desert_stone = minetest.get_content_id("default:desert_stone")
local c_sandstone = minetest.get_content_id("default:sandstone")
local c_air = minetest.get_content_id("air")
local c_water = minetest.get_content_id("default:water_source")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_cavern_air = c_air
local c_warren_air = c_air
local subterrane_enable_singlenode_mapping_mode = minetest.setting_getbool("subterrane_enable_singlenode_mapping_mode")
if subterrane_enable_singlenode_mapping_mode then
c_cavern_air = c_stone
c_warren_air = c_clay
end
local c_lava_set -- will be populated with a set of nodes that count as lava
subterrane = {} --create a container for functions and constants
subterrane.registered_layers = {}
--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.
dofile(modpath.."/defaults.lua")
dofile(modpath.."/features.lua") -- some generic cave features useful for a variety of mapgens
dofile(modpath.."/player_spawn.lua") -- Function for spawning a player in a giant cavern
dofile(modpath.."/legacy.lua") -- contains old node definitions and functions, will be removed at some point in the future.
subterrane.disable_mapgen_caverns = function()
local disable_mapgen_caverns = function()
local mg_name = minetest.get_mapgen_setting("mg_name")
local flags_name
local default_flags
@ -55,451 +77,486 @@ subterrane.disable_mapgen_caverns = function()
end
minetest.set_mapgen_setting(flags_name, table.concat(new_flags, ","), true)
end
disable_mapgen_caverns()
subterrane.disable_mapgen_caverns() -- defaulting to disabling them, for now. Need to assess how to integrate this feature into subterrane better.
-- Column stuff
----------------------------------------------------------------------------------
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")
local grid_size = mapgen_helper.block_size * 4
subterrane.default_perlin_cave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.67
}
subterrane.get_column_points = function(minp, maxp, column_def)
local grids = mapgen_helper.get_nearest_regions(minp, grid_size)
local points = {}
for _, grid in ipairs(grids) do
--The y value of the returned point will be the radius of the column
local minp = {x=grid.x, y = column_def.minimum_radius*100, z=grid.z}
local maxp = {x=grid.x+grid_size-1, y=column_def.maximum_radius*100, z=grid.z+grid_size-1}
for _, point in ipairs(mapgen_helper.get_random_points(minp, maxp, column_def.minimum_count, column_def.maximum_count)) do
point.y = point.y / 100
if point.x > minp.x - point.y
and point.x < maxp.x + point.y
and point.z > minp.z - point.y
and point.z < maxp.z + point.y then
table.insert(points, point)
end
end
end
return points
end
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
}
subterrane.get_column_value = function(pos, points)
local heat = 0
for _, point in ipairs(points) do
local axis_point = {x=point.x, y=pos.y, z=point.z}
local radius = point.y
if (pos.x >= axis_point.x-radius and pos.x <= axis_point.x+radius
and pos.z >= axis_point.z-radius and pos.z <= axis_point.z+radius) then
local dist = vector.distance(pos, axis_point)
if dist < radius then
heat = math.max(heat, 1 - dist/radius)
end
end
end
return heat
end
local data = {}
local data_param2 = {}
local nvals_cave_buffer = {}
local nvals_wave_buffer = {}
-- Decoration node lists
----------------------------------------------------------------------------------
-- States any given node can be in. Used to detect boundaries
local outside_region = 1
local inside_ground = 2
local inside_tunnel = 3
local inside_cavern = 4
local inside_warren = 5
local inside_column = 6
-- These arrays will contain the indices of various nodes relevant to decoration
-- Note that table.getn and # will not correctly report the number of items in these since they're reused
-- between calls and are not cleared for efficiency. You can iterate through them using ipairs,
-- and you can get their content count from the similarly-named variable associated with them.
local cavern_data = {}
local cavern_floor_nodes = {}
cavern_data.cavern_floor_nodes = cavern_floor_nodes
cavern_data.cavern_floor_count = 0
local cavern_ceiling_nodes = {}
cavern_data.cavern_ceiling_nodes = cavern_ceiling_nodes
cavern_data.cavern_ceiling_count = 0
local warren_floor_nodes = {}
cavern_data.warren_floor_nodes = warren_floor_nodes
cavern_data.warren_floor_count = 0
local warren_ceiling_nodes = {}
cavern_data.warren_ceiling_nodes = warren_ceiling_nodes
cavern_data.warren_ceiling_count = 0
local tunnel_floor_nodes = {}
cavern_data.tunnel_floor_nodes = tunnel_floor_nodes
cavern_data.tunnel_floor_count = 0
local tunnel_ceiling_nodes = {}
cavern_data.tunnel_ceiling_nodes = tunnel_ceiling_nodes
cavern_data.tunnel_ceiling_count = 0
local column_nodes = {}
cavern_data.column_nodes = column_nodes
cavern_data.column_count = 0
-- inserts nil after the last node so that ipairs will function correctly
local close_node_arrays = function()
cavern_ceiling_nodes[cavern_data.cavern_ceiling_count + 1] = nil
cavern_floor_nodes[cavern_data.cavern_floor_count + 1] = nil
warren_ceiling_nodes[cavern_data.warren_ceiling_count + 1] = nil
warren_floor_nodes[cavern_data.warren_floor_count + 1] = nil
tunnel_ceiling_nodes[cavern_data.tunnel_ceiling_count + 1] = nil
tunnel_floor_nodes[cavern_data.tunnel_floor_count + 1] = nil
column_nodes[cavern_data.column_count + 1] = nil
end
-- clear the tables without deleting them - easer on memory management this way
local clear_node_arrays = function()
cavern_data.cavern_ceiling_count = 0
cavern_data.cavern_floor_count = 0
cavern_data.warren_ceiling_count = 0
cavern_data.warren_floor_count = 0
cavern_data.tunnel_ceiling_count = 0
cavern_data.tunnel_floor_count = 0
cavern_data.column_count = 0
close_node_arrays()
end
-- 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
-- name = -- optional, defaults to the string "y_min to y_max" (with actual values inserted in place of y_min and y_max). Used for logging.
-- y_max = -- required, the highest elevation this cave layer will be generated in.
-- y_min = -- 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 = 1/2 ground volume
-- warren_region_threshold = -- optional, defaults to 0.25. Used to determine how much volume warrens take up around caverns. Set it to be equal to or greater than the cave threshold to disable warrens entirely.
-- warren_region_variability_threshold = -- optional, defaults to 0.25. Used to determine how much of the region contained within the warren_region_threshold actually has warrens in it.
-- warren_threshold = -- Optional, defaults to 0.25. Determines how "spongey" warrens are, lower numbers make tighter, less-connected warren passages.
-- 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
-- perlin_wave = -- optional, a 3D perlin noise definition table that's averaged with the cave noise to add more horizontal surfaces (squash its spread on the y axis relative to perlin_cave to accomplish this)
-- perlin_warren_area = -- optional, a 3D perlin noise definition table for defining what places warrens form in
-- perlin_warrens = -- optional, a 3D perlin noise definition table for defining the warrens
-- solidify_lava = -- when set to true, lava near the edges of caverns is converted into obsidian to prevent it from spilling in.
-- columns = -- optional, a column_def table for producing truly enormous dripstone formations. See below for definition. Set to nil to disable columns.
-- double_frequency = -- when set to true, uses the absolute value of the cavern field to determine where to place caverns instead. This effectively doubles the number of large non-connected caverns.
-- decorate = -- optional, a function that is given a table of indices and a variety of other mapgen information so that it can place custom decorations on floors and ceilings. It is given the parameters (minp, maxp, seed, vm, cavern_data, area, data). See below for the cavern_data table's member definitions.
--}
-- 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)
-- maximum_radius = -- Maximum radius for individual columns, defaults to 10
-- minimum_radius = -- Minimum radius for individual columns, defaults to 4 (going lower that this 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.
-- warren_node = -- node name to build columns out of in warren areas. If not set, the nodes that would be columns in warrens will be left as original ground contents
-- 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 0.25
-- 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 50
-- 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 0.
--}
--extra biome properties used by subterrane
-- cavern_data -- This is passed into the decorate method.
--{
-- _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.
-- cavern_floor_nodes = {} -- List of data indexes for nodes that are part of cavern floors. Note: Use ipairs() when iterating this, not pairs()
-- cavern_floor_count = 0 -- the count of nodes in the preceeding list.
-- cavern_ceiling_nodes = {} -- List of data indexes for nodes that are part of cavern ceilings. Note: Use ipairs() when iterating this, not pairs()
-- cavern_ceiling_count = 0 -- the count of nodes in the preceeding list.
-- warren_floor_nodes = {} -- List of data indexes for nodes that are part of warren floors. Note: Use ipairs() when iterating this, not pairs()
-- warren_floor_count = 0 -- the count of nodes in the preceeding list.
-- warren_ceiling_nodes = {} -- List of data indexes for nodes that are part of warren floors. Note: Use ipairs() when iterating this, not pairs()
-- warren_ceiling_count = 0 -- the count of nodes in the preceeding list.
-- tunnel_floor_nodes = {} -- List of data indexes for nodes that are part of floors in pre-existing tunnels (anything generated before this mapgen runs). Note: Use ipairs() when iterating this, not pairs()
-- tunnel_floor_count = 0 -- the count of nodes in the preceeding list.
-- tunnel_ceiling_nodes = {} -- List of data indexes for nodes that are part of ceiling in pre-existing tunnels (anything generated before this mapgen runs). Note: Use ipairs() when iterating this, not pairs()
-- tunnel_ceiling_count = 0 -- the count of nodes in the preceeding list.
-- column_nodes = {} -- Nodes that belong to columns. Note that if the warren_node was not set in the column definition these might not have been replaced by anything yet. This list contains *all* column nodes, not just ones on the surface.
-- column_count = 0 -- the count of nodes in the preceeding list.
-- contains_cavern = false -- Use this if you want a quick check if the generated map chunk has any cavern volume in it. Don't rely on the node counts above, if the map chunk doesn't intersect the floor or ceiling those could be 0 even if a cavern is present.
-- contains_warren = false -- Ditto for contains_cavern
-- nvals_cave = nvals_cave -- The noise array used to generate the cavern.
-- cave_area = cave_area -- a VoxelArea for indexing nvals_cave
-- cavern_def = cave_layer_def -- a reference to the cave layer def.
--}
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
subterrane.register_layer = function(cave_layer_def)
local error_out = false
if cave_layer_def.y_min == nil then
minetest.log("error", "[subterrane] cave layer def " .. tostring(cave_layer_def.name) .. " did not have a y_min defined. Not registered.")
error_out = true
end
if cave_layer_def.y_max == nil then
minetest.log("error", "[subterrane] cave layer def " .. tostring(cave_layer_def.name) .. " did not have a y_max defined. Not registered.")
error_out = true
end
if error_out then return end
subterrane.set_defaults(cave_layer_def)
local yblmin = YMIN + BLEND * 1.5
local yblmax = YMAX - BLEND * 1.5
local YMIN = cave_layer_def.y_min
local YMAX = cave_layer_def.y_max
-- noise objects
local nobj_cave = nil
local nobj_wave = nil
if cave_layer_def.name == nil then
cave_layer_def.name = tostring(YMIN) .. " to " .. tostring(YMAX)
end
table.insert(subterrane.registered_layers, cave_layer_def)
local block_size = mapgen_helper.block_size
if (YMAX+32+1)%block_size ~= 0 then
local boundary = YMAX -(YMAX+32+1)%block_size
minetest.log("warning", "[subterrane] The y_max setting "..tostring(YMAX)..
" for cavern layer " .. cave_layer_def.name .. " is not aligned with map chunk boundaries. Consider "..
tostring(boundary) .. " or " .. tostring(boundary+block_size) .. " for maximum mapgen efficiency.")
end
if (YMIN+32)%block_size ~= 0 then
local boundary = YMIN - (YMIN+32)%block_size
minetest.log("warning", "[subterrane] The y_min setting "..tostring(YMIN)..
" for cavern layer " .. cave_layer_def.name .. " is not aligned with map chunk boundaries. Consider "..
tostring(boundary) .. " or " .. tostring(boundary+block_size) .. " for maximum mapgen efficiency.")
end
local BLEND = math.min(cave_layer_def.boundary_blend_range, (YMAX-YMIN)/2)
local TCAVE = cave_layer_def.cave_threshold
local warren_area_threshold = cave_layer_def.warren_region_threshold -- determines how much volume warrens are found in around caverns
local warren_area_variability_threshold = cave_layer_def.warren_region_variability_threshold -- determines how much of the warren_area_threshold volume actually has warrens in it
local warren_threshold = cave_layer_def.warren_threshold -- determines narrowness of warrens themselves
local solidify_lava = cave_layer_def.solidify_lava
local np_cave = cave_layer_def.perlin_cave
local np_wave = cave_layer_def.perlin_wave
local np_warren_area = cave_layer_def.perlin_warren_area
local np_warrens = cave_layer_def.perlin_warrens
local y_blend_min = YMIN + BLEND * 1.5
local y_blend_max = YMAX - BLEND * 1.5
local column_def = cave_layer_def.columns
local c_column
local c_warren_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
c_column = minetest.get_content_id(column_def.node)
if column_def.warren_node then
c_warren_column = minetest.get_content_id(column_def.warren_node)
end
end
local double_frequency = cave_layer_def.double_frequency
local decorate = cave_layer_def.decorate
if minetest.setting_getbool("subterrane_enable_singlenode_mapping_mode") then
decorate = nil
c_column = c_air
c_warren_column = nil
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
-- On generated
----------------------------------------------------------------------------------
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
local t_start = os.clock()
if c_lava_set == nil then
c_lava_set = {}
for name, def in pairs(minetest.registered_nodes) do
if def.groups ~= nil and def.groups.lava ~= nil then
c_lava_set[minetest.get_content_id(name)] = true
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)
end
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 vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
local nvals_cave, cave_area = mapgen_helper.perlin3d("subterrane:cave", minp, maxp, np_cave) --cave noise for structure
local nvals_wave = mapgen_helper.perlin3d("subterrane:wave", minp, maxp, np_wave) --wavy structure of cavern ceilings and floors
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
-- pre-average everything so that the final values can be passed
-- along to the decorate function if it wants them
for vi, value in ipairs(nvals_cave) do
nvals_cave[vi] = (value + nvals_wave[vi])/2
end
local warren_area_uninitialized = true
local nvals_warren_area
local warrens_uninitialized = true
local nvals_warrens
-- The interp_yxz iterator iterates upwards in columns along the y axis.
-- starts at miny, goes to maxy, then switches to a new x,z and repeats.
local cave_iterator = cave_area:iterp_yxz(minp, maxp)
local previous_y = minp.y
local previous_node_state = outside_region
local column_points = nil
local column_weight = nil
-- This information might be of use to the decorate function.
cavern_data.contains_cavern = false
cavern_data.contains_warren = false
cavern_data.nvals_cave = nvals_cave
cavern_data.cave_area = cave_area
cavern_data.cavern_def = cave_layer_def
for vi, x, y, z in area:iterp_yxz(minp, maxp) do
local vi3d = cave_iterator() -- for use with noise data
if y < previous_y then
-- we've switched to a new column
previous_node_state = outside_region
end
previous_y = y
local cave_local_threshold
if y < y_blend_min then
cave_local_threshold = TCAVE + ((y_blend_min - y) / BLEND) ^ 2
elseif y > y_blend_max then
cave_local_threshold = TCAVE + ((y - y_blend_max) / BLEND) ^ 2
else
cave_local_threshold = TCAVE
end
local cave_value = nvals_cave[vi3d]
if double_frequency then
if cave_value < 0 then
cave_value = -cave_value
if subterrane_enable_singlenode_mapping_mode then
c_cavern_air = c_desert_stone
c_warren_air = c_sandstone
end
else
if subterrane_enable_singlenode_mapping_mode then
c_cavern_air = c_stone
c_warren_air = c_clay
end
end
end
-- inside a giant cavern
if cave_value > cave_local_threshold then
local column_value = 0
if column_def then
if column_points == nil then
column_points = subterrane.get_column_points(minp, maxp, column_def)
column_weight = column_def.weight
end
column_value = subterrane.get_column_value({x=x, y=y, z=z}, column_points)
end
if column_value > 0 and cave_value - column_value * column_weight < cave_local_threshold then
data[vi] = c_column -- add a column node
previous_node_state = inside_column
else
data[vi] = c_cavern_air --hollow it out to make the cave
cavern_data.contains_cavern = true
if previous_node_state == inside_ground then
-- we just entered the cavern from below
cavern_data.cavern_floor_count = cavern_data.cavern_floor_count + 1
cavern_floor_nodes[cavern_data.cavern_floor_count] = vi - area.ystride
end
previous_node_state = inside_cavern
end
end
-- If there's lava near the edges of the cavern, solidify it.
if solidify_lava and cave_value > cave_local_threshold - 0.05 and c_lava_set[data[vi]] then
data[vi] = c_obsidian
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
--borderlands of a giant cavern, possible warren area
if cave_value <= cave_local_threshold and cave_value > warren_area_threshold then
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
if warren_area_uninitialized then
nvals_warren_area = mapgen_helper.perlin3d("subterrane:warren_area", minp, maxp, np_warren_area) -- determine which areas are spongey with warrens
warren_area_uninitialized = false
end
local warren_area_value = nvals_warren_area[vi3d]
if warren_area_value > warren_area_variability_threshold then
-- we're in a warren-containing area
if solidify_lava and c_lava_set[data[vi]] then
data[vi] = c_obsidian
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 warrens_uninitialized then
nvals_warrens = mapgen_helper.perlin3d("subterrane:warrens", minp, maxp, np_warrens) --spongey warrens
warrens_uninitialized = false
end
-- we don't want warrens "cutting off" abruptly at the large-scale boundary noise thresholds, so turn these into gradients
-- that can be applied to choke off the warren gradually.
local cave_value_edge = math.min(1, (cave_value - warren_area_threshold) * 20) -- make 0.3 = 0 and 0.25 = 1 to produce a border gradient
local warren_area_value_edge = math.min(1, warren_area_value * 50) -- make 0 = 0 and 0.02 = 1 to produce a border gradient
local warren_value = nvals_warrens[vi3d]
local warren_local_threshold = warren_threshold + (2 - warren_area_value_edge - cave_value_edge)
if warren_value > warren_local_threshold then
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
if column_points == nil then
column_points = subterrane.get_column_points(minp, maxp, column_def)
column_weight = column_def.weight
end
elseif biome and biome._subterrane_cave_fill_node and data[vi] == c_air then
data[vi] = biome._subterrane_cave_fill_node
column_value = subterrane.get_column_value({x=x, y=y, z=z}, column_points)
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
if column_value > 0 and column_value + (warren_local_threshold - warren_value) * column_weight > 0 then
if c_warren_column then
data[vi] = c_warren_column -- add a column node
previous_node_state = inside_column
end
else
data[vi] = c_warren_air --hollow it out to make the cave
cavern_data.contains_warren = true
if previous_node_state == inside_ground then
-- we just entered the warren from below
cavern_data.warren_floor_count = cavern_data.warren_floor_count + 1
warren_floor_nodes[cavern_data.warren_floor_count] = vi - area.ystride
end
previous_node_state = inside_warren
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
-- If decorate is defined, we want to track all this stuff
if decorate ~= nil then
local c_current_node = data[vi]
local current_node_is_open = mapgen_helper.buildable_to(c_current_node)
if previous_node_state == inside_column then
-- in this case previous node state is actually current node state,
-- we placed a column node during this loop
cavern_data.column_count = cavern_data.column_count + 1
column_nodes[cavern_data.column_count] = vi
elseif previous_node_state == inside_ground and current_node_is_open then
-- we just entered a tunnel from below
cavern_data.tunnel_floor_count = cavern_data.tunnel_floor_count + 1
tunnel_floor_nodes[cavern_data.tunnel_floor_count] = vi-area.ystride
previous_node_state = inside_tunnel
elseif previous_node_state ~= inside_ground and not current_node_is_open then
if previous_node_state == inside_cavern then
--we just left the cavern from below
cavern_data.cavern_ceiling_count = cavern_data.cavern_ceiling_count + 1
cavern_ceiling_nodes[cavern_data.cavern_ceiling_count] = vi
elseif previous_node_state == inside_warren then
--we just left the cavern from below
cavern_data.warren_ceiling_count = cavern_data.warren_ceiling_count + 1
warren_ceiling_nodes[cavern_data.warren_ceiling_count] = vi
elseif previous_node_state == inside_tunnel then
-- we just left a tunnel from below
cavern_data.tunnel_ceiling_count = cavern_data.tunnel_ceiling_count + 1
tunnel_ceiling_nodes[cavern_data.tunnel_ceiling_count] = vi
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
-- if we laid down a column node we don't want to switch to "inside ground",
-- if we hit air next node then it'll get flagged as a floor node and we don't want that for columns
if previous_node_state ~= inside_column then
previous_node_state = inside_ground
end
index_2d = index_2d - sidelen --shift the 2D index back
end
index_2d = index_2d + sidelen --shift the 2D index up a layer
else
-- This will prevent any values from being inserted into the node lists, saving
-- a bunch of memory and processor time
previous_node_state = outside_region
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()
end
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)
if decorate then
close_node_arrays() -- inserts nil after the last node so that ipairs will function correctly
decorate(minp, maxp, seed, vm, cavern_data, area, data)
clear_node_arrays() -- if decorate is not defined these arrays will never have anything added to them, so it's safe to not call this in that case
end
--send data back to voxelmanip
vm:set_data(data)
--calc lighting
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
--write it to world
vm:write_to_map()
local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took
if chunk_generation_time < 1000 then
minetest.log("info", "[subterrane] "..chunk_generation_time.." ms to generate " .. cave_layer_def.name) --tell people how long
else
minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate map block "
.. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp) .. " in cave layer " .. cave_layer_def.name)
end
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!")
minetest.log("info", "[Subterrane] loaded!")

View File

@ -43,26 +43,478 @@ minetest.register_node("subterrane:wet_flowstone", {
sounds = default.node_sound_stone_defaults(),
})
local dry_stalagmite_ids = {
minetest.get_content_id("subterrane:dry_stal_1"), -- thinnest
minetest.get_content_id("subterrane:dry_stal_2"),
minetest.get_content_id("subterrane:dry_stal_3"),
minetest.get_content_id("subterrane:dry_stal_4"), -- thickest
}
local wet_stalagmite_ids = {
minetest.get_content_id("subterrane:wet_stal_1"), -- thinnest
minetest.get_content_id("subterrane:wet_stal_2"),
minetest.get_content_id("subterrane:wet_stal_3"),
minetest.get_content_id("subterrane:wet_stal_4"), -- thickest
}
function subterrane:stalagmite(vi, area, data, param2_data, param2, height, is_wet)
if is_wet then
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, wet_stalagmite_ids)
else
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, dry_stalagmite_ids)
end
end
end
function subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)
subterrane.stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)
end
function subterrane:giant_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
subterrane.big_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
end
function subterrane:giant_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
subterrane.big_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
end
function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds)
subterrane.giant_mushroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds)
end
-------------------------------------------------------------------------------------
-- Original cave registration code.
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
}
-- 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 more horizontal surfaces (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)
table.insert(subterrane.registered_layers, 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
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
local t_start = os.clock()
local y_max = maxp.y
local y_min = minp.y
minetest.log("info", "[subterrane] chunk minp " .. minetest.pos_to_string(minp)) --tell people you are generating a chunk
local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
local layer_range_name = tostring(YMIN).." to "..tostring(YMAX)
local nvals_cave, cave_area = mapgen_helper.perlin3d("cave "..layer_range_name, minp, maxp, np_cave) --cave noise for structure
local nvals_wave = mapgen_helper.perlin3d("wave "..layer_range_name, minp, maxp, np_wave) --wavy structure of cavern ceilings and floors
local cave_iterator = cave_area:iterp(minp, maxp)
local biomemap = minetest.get_mapgen_object("biomemap")
local column_points = nil
local column_weight = nil
if column_def then
column_points = subterrane.get_column_points(minp, maxp, column_def)
column_weight = column_def.weight
end
for vi, x, y, z in area:iterp_xyz(minp, maxp) do
local index_3d = cave_iterator()
local index_2d = mapgen_helper.index2d(minp, maxp, x, z)
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 biome
if biomemap then
biome = mapgen_helper.get_biome_def(biomemap[index_2d])
end
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
if cave_value > tcave then --if node falls within cave threshold
local column_value = 0
if column_def then
column_value = subterrane.get_point_heat({x=x, y=y, z=z}, column_points)
end
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
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
end
cave_iterator = cave_area:iterp(minp, maxp) -- reset this iterator
for vi, x, y, z in area:iterp_xyz(minp, maxp) do
local index_3d = cave_iterator()
local index_2d = mapgen_helper.index2d(minp, maxp, x, z)
local ai = vi + area.ystride
local bi = vi - area.ystride
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 biome
if biomemap then
biome = mapgen_helper.get_biome_def(biomemap[index_2d])
end
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 cave_value > tcave - 0.05 and cave_value < tcave + 0.05 then
if biome._subterrane_fill_node then
fill_node = biome._subterrane_fill_node
end
--ceiling
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
--floor
if biome._subterrane_floor_decor
and data[bi] ~= fill_node
and data[vi] == fill_node
and y > y_min
then --floor
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
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
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
if chunk_generation_time < 1000 then
minetest.log("info", "[subterrane] "..chunk_generation_time.." ms") --tell people how long
else
minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate map block "
.. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp))
end
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
--easy reference to commonly used values
local t_start = os.clock()
local y_max = maxp.y
local y_min = minp.y
minetest.log("info", "[subterrane] chunk minp " .. minetest.pos_to_string(minp)) --tell people you are generating a chunk
local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
local biomemap = minetest.get_mapgen_object("biomemap")
for vi, x, y, z in area:iterp_xyz(minp, maxp) do
--decoration loop, places nodes on floor and ceiling
local index_2d = mapgen_helper.index2d(minp, maxp, x, z)
local ai = vi + area.ystride
local bi = vi - area.ystride
local biome
if biomemap then
biome = mapgen_helper.get_biome_def(biomemap[index_2d])
end
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
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
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
if chunk_generation_time < 1000 then
minetest.log("info", "[subterrane] "..chunk_generation_time.." ms") --tell people how long
else
minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate a map block")
end
end)
end
--FUNCTIONS--
local grid_size = mapgen_helper.block_size * 4
function subterrane:vertically_consistent_randomp(pos)
local next_seed = math.random(1, 1000000000000)
math.randomseed(minetest.hash_node_position({x=pos.x, y=0, z=pos.z}))
local output = math.random()
math.randomseed(next_seed)
return output
end
function subterrane:vertically_consistent_random(vi, area)
local pos = area:position(vi)
return subterrane:vertically_consistent_randomp(pos)
end
subterrane.get_column_points = function(minp, maxp, column_def)
local grids = mapgen_helper.get_nearest_regions(minp, grid_size)
local points = {}
for _, grid in ipairs(grids) do
--The y value of the returned point will be the radius of the column
local minp = {x=grid.x, y = column_def.min_column_radius*100, z=grid.z}
local maxp = {x=grid.x+grid_size-1, y=column_def.max_column_radius*100, z=grid.z+grid_size-1}
for _, point in ipairs(mapgen_helper.get_random_points(minp, maxp, column_def.minimum_count, column_def.maximum_count)) do
point.y = point.y / 100
if point.x > minp.x - point.y
and point.x < maxp.x + point.y
and point.z > minp.z - point.y
and point.z < maxp.z + point.y then
table.insert(points, point)
end
end
end
return points
end
subterrane.get_point_heat = function(pos, points)
local heat = 0
for _, point in ipairs(points) do
local axis_point = {x=point.x, y=pos.y, z=point.z}
local radius = point.y
if (pos.x >= axis_point.x-radius and pos.x <= axis_point.x+radius
and pos.z >= axis_point.z-radius and pos.z <= axis_point.z+radius) then
local dist = vector.distance(pos, axis_point)
if dist < radius then
heat = math.max(heat, 1 - dist/radius)
end
end
end
return heat
end
-- Unfortunately there's no easy way to override a single biome, so do it by wiping everything and re-registering
-- Not only that, but the decorations also need to be wiped and re-registered - it appears they keep
-- track of the biome they belong to via an internal ID that gets changed when the biomes
-- are re-registered, resulting in them being left assigned to the wrong biomes.
function subterrane:override_biome(biome_def)
--Minetest 0.5 adds this "unregister biome" method
if minetest.unregister_biome and biome_def.name then
minetest.unregister_biome(biome_def.name)
minetest.register_biome(biome_def)
return
end
local registered_biomes_copy = {}
for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do
registered_biomes_copy[old_biome_key] = old_biome_def
end
local registered_decorations_copy = {}
for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do
registered_decorations_copy[old_decoration_key] = old_decoration_def
end
registered_biomes_copy[biome_def.name] = biome_def
minetest.clear_registered_decorations()
minetest.clear_registered_biomes()
for biome_key, new_biome_def in pairs(registered_biomes_copy) do
minetest.register_biome(new_biome_def)
end
for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do
minetest.register_decoration(new_decoration_def)
end
end

118
nodes.lua
View File

@ -1,118 +0,0 @@
local x_disp = 0.125
local z_disp = 0.125
local stal_on_place = function(itemstack, placer, pointed_thing, itemname)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return itemstack
end
if pt.type ~= "node" then
return itemstack
end
local under = minetest.get_node(pt.under)
local above = minetest.get_node(pt.above)
if minetest.is_protected(pt.above, placer:get_player_name()) then
minetest.record_protection_violation(pt.above, placer:get_player_name())
return
end
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] or not minetest.registered_nodes[above.name] then
return itemstack
end
-- check if you can replace the node above the pointed node
if not minetest.registered_nodes[above.name].buildable_to then
return itemstack
end
local new_param2
-- check if pointing at an existing stalactite
if minetest.get_item_group(under.name, "subterrane_stal_align") ~= 0 then
new_param2 = under.param2
else
new_param2 = math.random(0,3)
end
-- add the node and remove 1 item from the itemstack
minetest.add_node(pt.above, {name = itemname, param2 = new_param2})
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
local stal_box_1 = {{-0.0625+x_disp, -0.5, -0.0625+z_disp, 0.0625+x_disp, 0.5, 0.0625+z_disp}}
local stal_box_2 = {{-0.125+x_disp, -0.5, -0.125+z_disp, 0.125+x_disp, 0.5, 0.125+z_disp}}
local stal_box_3 = {{-0.25+x_disp, -0.5, -0.25+z_disp, 0.25+x_disp, 0.5, 0.25+z_disp}}
local stal_box_4 = {{-0.375+x_disp, -0.5, -0.375+z_disp, 0.375+x_disp, 0.5, 0.375+z_disp}}
local simple_copy = function(t)
local r = {}
for k, v in pairs(t) do
r[k] = v
end
return r
end
subterrane.register_stalagmite_nodes = function(base_name, base_node_def, drop_base_name)
base_node_def.groups = base_node_def.groups or {}
base_node_def.groups.subterrane_stal_align = 1
base_node_def.groups.flow_through = 1
base_node_def.drawtype = "nodebox"
base_node_def.paramtype = "light"
base_node_def.paramtype2 = "facedir"
base_node_def.is_ground_content = true
base_node_def.node_box = {type = "fixed"}
local def1 = simple_copy(base_node_def)
def1.groups.fall_damage_add_percent = 100
def1.node_box.fixed = stal_box_1
def1.on_place = function(itemstack, placer, pointed_thing)
return stal_on_place(itemstack, placer, pointed_thing, base_name.."_1")
end
if drop_base_name then
def1.drop = drop_base_name.."_1"
end
minetest.register_node(base_name.."_1", def1)
local def2 = simple_copy(base_node_def)
def2.groups.fall_damage_add_percent = 50
def2.node_box.fixed = stal_box_2
def2.on_place = function(itemstack, placer, pointed_thing)
return stal_on_place(itemstack, placer, pointed_thing, base_name.."_2")
end
if drop_base_name then
def2.drop = drop_base_name.."_2"
end
minetest.register_node(base_name.."_2", def2)
local def3 = simple_copy(base_node_def)
def3.node_box.fixed = stal_box_3
def3.on_place = function(itemstack, placer, pointed_thing)
return stal_on_place(itemstack, placer, pointed_thing, base_name.."_3")
end
if drop_base_name then
def3.drop = drop_base_name.."_3"
end
minetest.register_node(base_name.."_3", def3)
local def4 = simple_copy(base_node_def)
def4.node_box.fixed = stal_box_4
def4.on_place = function(itemstack, placer, pointed_thing)
return stal_on_place(itemstack, placer, pointed_thing, base_name.."_4")
end
if drop_base_name then
def4.drop = drop_base_name.."_4"
end
minetest.register_node(base_name.."_4", def4)
return {
minetest.get_content_id(base_name.."_1"),
minetest.get_content_id(base_name.."_2"),
minetest.get_content_id(base_name.."_3"),
minetest.get_content_id(base_name.."_4"),
}
end

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@ -1,111 +1,141 @@
local spawned = false
local sidelen = mapgen_helper.block_size
local snap_to_minp = function(ydepth)
return ydepth - (ydepth+32) % sidelen -- put ydepth at the minp.y of mapblocks
end
function subterrane:register_cave_spawn(cave_layer_def, start_depth)
local ydepth = start_depth or cave_layer_def.minimum_depth;
minetest.register_on_newplayer(function(player)
local ydepth = snap_to_minp(start_depth or cave_layer_def.y_max)
local spawned = false
while spawned ~= true do
player:setpos({x=0,y=ydepth,z=0})
spawnplayer(cave_layer_def, player, ydepth)
ydepth = ydepth - 80
if ydepth < cave_layer_def.maximum_depth then
ydepth = cave_layer_def.minimum_depth
spawned = spawnplayer(cave_layer_def, player, ydepth)
ydepth = ydepth - sidelen
if ydepth < cave_layer_def.y_min then
ydepth = snap_to_minp(cave_layer_def.y_max)
end
end
end)
minetest.register_on_respawnplayer(function(player)
local ydepth = snap_to_minp(start_depth or cave_layer_def.y_max)
local spawned = false
while spawned ~= true do
player:setpos({x=0,y=ydepth,z=0})
spawnplayer(cave_layer_def, player, ydepth)
ydepth = ydepth - 80
if ydepth < cave_layer_def.maximum_depth then
ydepth = cave_layer_def.minimum_depth
spawned = spawnplayer(cave_layer_def, player, ydepth)
ydepth = ydepth - sidelen
if ydepth < cave_layer_def.y_min then
ydepth = snap_to_minp(cave_layer_def.y_max)
end
end
return true
end)
end
-- Spawn player underground
local outside_region = 0
local inside_ground = 1
local inside_cavern = 2
-- Spawn player underground in a giant cavern
function spawnplayer(cave_layer_def, player, ydepth)
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, (YMIN-YMAX)/2)
local TCAVE = cave_layer_def.cave_threshold or 0.5
subterrane.set_defaults(cave_layer_def)
-- 3D noise for cave
local np_cave = cave_layer_def.perlin_cave or subterrane.default_perlin_cave
-- 3D noise for wave
local np_wave = cave_layer_def.perlin_wave or subterrane.default_perlin_wave
local YMIN = cave_layer_def.y_min
local YMAX = cave_layer_def.y_max
local BLEND = math.min(cave_layer_def.boundary_blend_range, (YMAX-YMIN)/2)
local yblmin = YMIN + BLEND * 1.5
local yblmax = YMAX - BLEND * 1.5
local TCAVE = cave_layer_def.cave_threshold
local xsp
local ysp
local zsp
local np_cave = cave_layer_def.perlin_cave
local np_wave = cave_layer_def.perlin_wave
local y_blend_min = YMIN + BLEND * 1.5
local y_blend_max = YMAX - BLEND * 1.5
local column_def = cave_layer_def.columns
local double_frequency = cave_layer_def.double_frequency
local options = {}
for chunk = 1, 64 do
print ("[subterrane] searching for spawn "..chunk)
local x0 = 80 * math.random(-32, 32) - 32
local z0 = 80 * math.random(-32, 32) - 32
local y0 = ydepth-32
local x1 = x0 + 79
local z1 = z0 + 79
local y1 = ydepth+47
minetest.log("info", "[subterrane] searching for spawn "..chunk)
local minp = {x = sidelen * math.random(-32, 32) - 32, z = sidelen * math.random(-32, 32) - 32, y = ydepth}
local maxp = {x = minp.x + sidelen - 1, z = minp.z + sidelen - 1, y = ydepth + sidelen - 1}
local sidelen = 80
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_cave, cave_area = mapgen_helper.perlin3d("subterrane:cave", minp, maxp, np_cave) --cave noise for structure
local nvals_wave = mapgen_helper.perlin3d("subterrane:wave", minp, maxp, np_wave) --wavy structure of cavern ceilings and floors
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 nixz = 1
local nixyz = 1
for z = z0, z1 do
for y = y0, y1 do
for x = x0, x1 do
local n_abscave = math.abs(nvals_cave[nixyz])
local n_abswave = math.abs(nvals_wave[nixyz])
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
--if y >= 1 and density > -0.01 and density < 0 then
if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave + 0.005 and (nvals_cave[nixyz] + nvals_wave[nixyz])/2 < tcave + 0.015 then --if node falls within cave threshold
ysp = y + 1
xsp = x
zsp = z
break
end
nixz = nixz + 1
nixyz = nixyz + 1
end
if ysp then
break
end
nixz = nixz - 80
end
if ysp then
break
end
nixz = nixz + 80
-- pre-average everything
for vi, value in ipairs(nvals_cave) do
nvals_cave[vi] = (value + nvals_wave[vi])/2
end
if ysp then
break
local column_points = nil
local column_weight = nil
local previous_y = minp.y
local previous_node_state = outside_region
for vi, x, y, z in cave_area:iterp_yxz(vector.add(minp, 2), vector.subtract(maxp, 2)) do
if y < previous_y then
previous_node_state = outside_region
end
previous_y = y
local cave_local_threshold
if y < y_blend_min then
cave_local_threshold = TCAVE + ((y_blend_min - y) / BLEND) ^ 2
elseif y > y_blend_max then
cave_local_threshold = TCAVE + ((y - y_blend_max) / BLEND) ^ 2
else
cave_local_threshold = TCAVE
end
local cave_value = nvals_cave[vi]
if double_frequency then
cave_value = math.abs(cave_value)
end
-- inside a giant cavern
if cave_value > cave_local_threshold then
local column_value = 0
local inside_column = false
if column_def then
if column_points == nil then
column_points = subterrane.get_column_points(minp, maxp, column_def)
column_weight = column_def.weight
end
column_value = subterrane.get_column_value({x=x, y=y, z=z}, column_points)
end
inside_column = column_value > 0 and cave_value - column_value * column_weight < cave_local_threshold
if previous_node_state == inside_ground and not inside_column then
-- we just entered the cavern from below. Do a quick check for head space.
local val_above = nvals_cave[vi+cave_area.ystride]
if double_frequency then
val_above = math.abs(val_above)
end
if val_above > cave_local_threshold then
table.insert(options, {x=x, y=y+1, z=z})
end
end
if not inside_column then
previous_node_state = inside_cavern
else
previous_node_state = inside_ground
end
else
previous_node_state = inside_ground
end
end
if table.getn(options) > 20 then -- minimum 20 to ensure the player is put in a place with a modicum of size
local choice = math.random(1, table.getn(options))
local spawnpoint = options[ choice ]
minetest.log("action", "[subterrane] spawning player " .. minetest.pos_to_string(spawnpoint))
player:setpos(spawnpoint)
return true
end
end
print ("[subterrane] spawn player ("..xsp.." "..ysp.." "..zsp..")")
player:setpos({x=xsp, y=ysp, z=zsp})
spawned = true
return false
end

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@ -1 +1,3 @@
subterrane_enable_legacy_dripstone (Adds old dripstone node definitions) bool true
subterrane_enable_legacy_dripstone (Adds old dripstone node definitions) bool true
#Use this mode with singlenode mapgen to produce a large-scale map of a particular world's caverns
subterrane_enable_singlenode_mapping_mode (Fills cavern volume with stone and warrens with desertstone) bool false