-- caverealms v.0.8 by HeroOfTheWinds -- original cave code modified from paramat's subterrain -- For Minetest 0.4.8 stable -- Depends default -- License: code WTFPL subterrane = {} --create a container for functions and constants --grab a shorthand for the filepath of the mod local modpath = minetest.get_modpath(minetest.get_current_modname()) --load companion lua files dofile(modpath.."/nodes.lua") dofile(modpath.."/functions.lua") --function definitions dofile(modpath.."/features.lua") dofile(modpath.."/player_spawn.lua") local c_lava = minetest.get_content_id("default:lava_source") --local c_lava_flowing = minetest.get_content_id("default:lava_flowing") local c_obsidian = minetest.get_content_id("default:obsidian") local c_stone = minetest.get_content_id("default:stone") local c_air = minetest.get_content_id("air") subterrane.default_perlin_cave = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = -400000000089, octaves = 3, persist = 0.67 } subterrane.default_perlin_wave = { offset = 0, scale = 1, spread = {x=512, y=256, z=512}, -- squashed 2:1 seed = 59033, octaves = 6, persist = 0.63 } local data = {} local data_param2 = {} --{ -- minimum_depth = -- required, the highest elevation this cave layer will be generated in. -- maximum_depth = -- required, the lowest elevation this cave layer will be generated in. -- cave_threshold = -- optional, Cave threshold. Defaults to 0.5. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume -- boundary_blend_range = -- optional, range near ymin and ymax over which caves diminish to nothing. Defaults to 128. -- perlin_cave = -- optional, a 3D perlin noise definition table to define the shape of the caves -- perlin_wave = -- optional, a 3D perlin noise definition table that's averaged with the cave noise to add floor strata (squash its spread on the y axis relative to perlin_cave to accomplish this) --} function subterrane:register_cave_layer(cave_layer_def) local YMIN = cave_layer_def.maximum_depth local YMAX = cave_layer_def.minimum_depth local BLEND = math.min(cave_layer_def.boundary_blend_range or 128, (YMAX-YMIN)/2) local TCAVE = cave_layer_def.cave_threshold or 0.5 -- 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 yblmin = YMIN + BLEND * 1.5 local yblmax = YMAX - BLEND * 1.5 -- noise objects local nobj_cave = nil local nobj_wave = nil -- On generated function minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > YMAX or maxp.y < YMIN then return end -- Create a table of biome ids for use with the biomemap. if not subterrane.biome_ids then subterrane.biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do local i = minetest.get_biome_id(desc.name) subterrane.biome_ids[i] = desc.name end end --easy reference to commonly used values local t_start = os.clock() local x_max = maxp.x local y_max = maxp.y local z_max = maxp.z local x_min = minp.x local y_min = minp.y local z_min = minp.z print ("[subterrane] chunk minp ("..x_min.." "..y_min.." "..z_min..")") --tell people you are generating a chunk local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) vm:get_param2_data(data_param2) local biomemap = minetest.get_mapgen_object("biomemap") --mandatory values local sidelen = x_max - x_min + 1 --length of a mapblock local chunk_lengths = {x = sidelen, y = sidelen, z = sidelen} --table of chunk edges local chunk_lengths2D = {x = sidelen, y = sidelen, z = 1} local minposxyz = {x = x_min, y = y_min, z = z_min} --bottom corner local minposxz = {x = x_min, y = z_min} --2D bottom corner nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chunk_lengths) nobj_wave = nobj_wave or minetest.get_perlin_map(np_wave, chunk_lengths) local nvals_cave = nobj_cave:get3dMap_flat(minposxyz) --cave noise for structure local nvals_wave = nobj_wave:get3dMap_flat(minposxyz) --wavy structure of cavern ceilings and floors local index_3d = 1 --3D node index local index_2d = 1 --2D node index for z = z_min, z_max do -- for each xy plane progressing northwards --structure loop, hollows out the cavern for y = y_min, y_max do -- for each x row progressing upwards local tcave --declare variable --determine the overall cave threshold if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 elseif y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 else tcave = TCAVE end local vi = area:index(x_min, y, z) --current node index for x = x_min, x_max do -- for each node do local biome_name = subterrane.biome_ids[biomemap[index_2d]] local biome = minetest.registered_biomes[biome_name] local fill_node = c_air if biome and biome._subterrane_fill_node then fill_node = biome._subterrane_fill_node end if (nvals_cave[index_3d] + nvals_wave[index_3d])/2 > tcave then --if node falls within cave threshold data[vi] = fill_node --hollow it out to make the cave elseif biome and biome._subterrane_cave_fill_node and data[vi] == c_air then data[vi] = biome._subterrane_cave_fill_node end if biome and biome._subterrane_mitigate_lava and (nvals_cave[index_3d] + nvals_wave[index_3d])/2 > tcave - 0.1 then -- Eliminate nearby lava to keep it from spilling in if data[vi] == c_lava then -- or data[vi] == c_lava_flowing then data[vi] = c_obsidian end end --increment indices index_3d = index_3d + 1 index_2d = index_2d + 1 vi = vi + 1 end index_2d = index_2d - sidelen --shift the 2D index back end index_2d = index_2d + sidelen --shift the 2D index up a layer end local index_3d = 1 --3D node index local index_2d = 1 --2D node index for z = z_min, z_max do -- for each xy plane progressing northwards --decoration loop, places nodes on floor and ceiling for y = y_min, y_max do -- for each x row progressing upwards local tcave --same as above if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 elseif y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 else tcave = TCAVE end local vi = area:index(x_min, y, z) for x = x_min, x_max do -- for each node do local biome_name = subterrane.biome_ids[biomemap[index_2d]] local biome = minetest.registered_biomes[biome_name] local fill_node = c_air local cave_fill_node = c_air if biome then -- only check nodes near the edges of caverns if math.floor(((nvals_cave[index_3d] + nvals_wave[index_3d])/2)*50) == math.floor(tcave*50) then if biome._subterrane_fill_node then fill_node = biome._subterrane_fill_node end --ceiling local ai = area:index(x,y+1,z) --above index local bi = area:index(x,y-1,z) --below index if biome._subterrane_ceiling_decor and data[ai] ~= fill_node and data[vi] == fill_node and y < y_max then --ceiling biome._subterrane_ceiling_decor(area, data, ai, vi, bi, data_param2) end --ground if biome._subterrane_floor_decor and data[bi] ~= fill_node and data[vi] == fill_node and y > y_min then --ground biome._subterrane_floor_decor(area, data, ai, vi, bi, data_param2) end elseif (nvals_cave[index_3d] + nvals_wave[index_3d])/2 <= tcave then --if node falls outside cave threshold -- decorate other "native" caves and tunnels if biome._subterrane_cave_fill_node then cave_fill_node = biome._subterrane_cave_fill_node if data[vi] == c_air then data[vi] = cave_fill_node end end local ai = area:index(x,y+1,z) --above index local bi = area:index(x,y-1,z) --below index if biome._subterrane_cave_ceiling_decor and data[ai] ~= cave_fill_node and data[vi] == cave_fill_node and y < y_max then --ceiling biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2) end --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 index_3d = index_3d + 1 index_2d = index_2d + 1 vi = vi + 1 end index_2d = index_2d - sidelen --shift the 2D index back end index_2d = index_2d + sidelen --shift the 2D index up a layer end --send data back to voxelmanip vm:set_data(data) vm:set_param2_data(data_param2) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() --write it to world vm:write_to_map(data) local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took print ("[subterrane] "..chunk_generation_time.." ms") --tell people how long end) end function subterrane:register_cave_decor(minimum_depth, maximum_depth) -- On generated function minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > minimum_depth or maxp.y < maximum_depth then return end -- Create a table of biome ids for use with the biomemap. if not subterrane.biome_ids then subterrane.biome_ids = {} for name, desc in pairs(minetest.registered_biomes) do local i = minetest.get_biome_id(desc.name) subterrane.biome_ids[i] = desc.name end end --easy reference to commonly used values local t_start = os.clock() local x_max = maxp.x local y_max = maxp.y local z_max = maxp.z local x_min = minp.x local y_min = minp.y local z_min = minp.z print ("[subterrane] chunk minp ("..x_min.." "..y_min.." "..z_min..")") --tell people you are generating a chunk local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) vm:get_param2_data(data_param2) local biomemap = minetest.get_mapgen_object("biomemap") local sidelen = x_max - x_min + 1 --length of a mapblock local index_3d = 1 --3D node index local index_2d = 1 --2D node index for z = z_min, z_max do -- for each xy plane progressing northwards --decoration loop, places nodes on floor and ceiling for y = y_min, y_max do -- for each x row progressing upwards local vi = area:index(x_min, y, z) for x = x_min, x_max do -- for each node do local biome_name = subterrane.biome_ids[biomemap[index_2d]] local biome = minetest.registered_biomes[biome_name] local cave_fill_node = c_air if biome then -- decorate "native" caves and tunnels if biome._subterrane_cave_fill_node then cave_fill_node = biome._subterrane_cave_fill_node if data[vi] == c_air then data[vi] = cave_fill_node end end local ai = area:index(x,y+1,z) --above index local bi = area:index(x,y-1,z) --below index if biome._subterrane_cave_ceiling_decor and data[ai] ~= cave_fill_node and data[vi] == cave_fill_node and y < y_max then --ceiling biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2) end --ground if biome._subterrane_cave_floor_decor and data[bi] ~= cave_fill_node and data[vi] == cave_fill_node and y > y_min then --ground biome._subterrane_cave_floor_decor(area, data, ai, vi, bi, data_param2) end end index_3d = index_3d + 1 index_2d = index_2d + 1 vi = vi + 1 end index_2d = index_2d - sidelen --shift the 2D index back end index_2d = index_2d + sidelen --shift the 2D index up a layer end --send data back to voxelmanip vm:set_data(data) vm:set_param2_data(data_param2) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() --write it to world vm:write_to_map(data) local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took print ("[subterrane] "..chunk_generation_time.." ms") --tell people how long end) end print("[Subterrane] loaded!")