-- intersecting 0.2.3 by paramat -- For latest stable Minetest and back to 0.4.8 -- Depends default -- License: code WTFPL -- stone water plugs -- luxore abm optional -- TODO -- include lava, to replace v6 cavegen, lava as tunnels intersecting lava caves? -- Parameters local TFIS = 0.02 -- Fissure and tunnel width local LUX = true -- Enable luxore local LUXCHA = 1 / 9 ^ 3 -- Luxore chance per stone node. -- 3D noise for fissure a local np_weba = { offset = 0, scale = 1, spread = {x=192, y=192, z=192}, seed = 5900033, octaves = 3, persist = 0.5 } -- 3D noise for fissure b local np_webb = { offset = 0, scale = 1, spread = {x=191, y=191, z=191}, seed = 33, octaves = 3, persist = 0.5 } -- 3D noise for fissure c local np_webc = { offset = 0, scale = 1, spread = {x=190, y=190, z=190}, seed = -18000001, octaves = 3, persist = 0.5 } -- 3D noise for tunnel/fissure combinations local np_biome = { offset = 0, scale = 1, spread = {x=2048, y=2048, z=2048}, seed = -181, octaves = 1, persist = 0 } -- Stuff intersecting = {} -- Nodes minetest.register_node("intersecting:luxoff", { description = "Dark Lux Ore", tiles = {"intersecting_luxore.png"}, light_source = 14, groups = {cracky=3}, sounds = default.node_sound_glass_defaults(), }) minetest.register_node("intersecting:luxore", { description = "Lux Ore", tiles = {"intersecting_luxore.png"}, light_source = 14, groups = {cracky=3}, sounds = default.node_sound_glass_defaults(), }) minetest.register_node("intersecting:light", { description = "Light", tiles = {"intersecting_light.png"}, light_source = 14, groups = {cracky=3,oddly_breakable_by_hand=3}, sounds = default.node_sound_glass_defaults(), }) -- Crafting. minetest.register_craft({ output = "intersecting:light 8", recipe = { {"default:glass", "default:glass", "default:glass"}, {"default:glass", "intersecting:luxore", "default:glass"}, {"default:glass", "default:glass", "default:glass"}, }, }) minetest.register_craft({ output = "intersecting:light 8", recipe = { {"default:obsidian_glass", "default:obsidian_glass", "default:obsidian_glass"}, {"default:obsidian_glass", "intersecting:luxore", "default:obsidian_glass"}, {"default:obsidian_glass", "default:obsidian_glass", "default:obsidian_glass"}, }, }) -- ABM spread luxore light if LUX then minetest.register_abm({ nodenames = {"intersecting:luxoff"}, interval = 7, chance = 1, action = function(pos, node) minetest.remove_node(pos) minetest.place_node(pos, {name="intersecting:luxore"}) end, }) end -- On generated function minetest.register_on_generated(function(minp, maxp, seed) if minp.y > 48 then return end local t1 = os.clock() local x1 = maxp.x local y1 = maxp.y local z1 = maxp.z local x0 = minp.x local y0 = minp.y local z0 = minp.z print ("[intersecting] chunk minp ("..x0.." "..y0.." "..z0..")") local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} local data = vm:get_data() local c_air = minetest.get_content_id("air") local c_water = minetest.get_content_id("default:water_source") local c_dirt = minetest.get_content_id("default:dirt") local c_grass = minetest.get_content_id("default:dirt_with_grass") local c_tree = minetest.get_content_id("default:tree") local c_jtree = minetest.get_content_id("default:jungletree") local c_stone = minetest.get_content_id("default:stone") local c_desertstone = minetest.get_content_id("default:desert_stone") local c_luxore = minetest.get_content_id("intersecting:luxoff") local sidelen = x1 - x0 + 1 local chulens = {x=sidelen, y=sidelen, z=sidelen} local minposxyz = {x=x0, y=y0, z=z0} local nvals_weba = minetest.get_perlin_map(np_weba, chulens):get3dMap_flat(minposxyz) local nvals_webb = minetest.get_perlin_map(np_webb, chulens):get3dMap_flat(minposxyz) local nvals_webc = minetest.get_perlin_map(np_webc, chulens):get3dMap_flat(minposxyz) local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get3dMap_flat(minposxyz) local cavbel = {} local stobel = {} local nixyz = 1 for z = z0, z1 do -- for each xy plane progressing northwards for y = y0, y1 do -- for each x row progressing upwards local vi = area:index(x0, y, z) local via = area:index(x0, y+1, z) local vin = area:index(x0, y, z+1) local vis = area:index(x0, y, z-1) local vie = vi + 1 local viw = vi - 1 for x = x0, x1 do -- for each node do local ti = x - x0 + 1 local nodid = data[vi] local nodida = data[via] local nodide = data[vie] local nodidw = data[viw] local nodidn = data[vin] local nodids = data[vis] local watadj = nodida == c_water or nodidw == c_water or nodide == c_water or nodidn == c_water or nodids == c_water if nodid ~= c_air and nodid ~= c_water and not watadj and not ((nodid == c_sand or nodid == c_dirt or nodid == c_grass) and y <= 2) then local weba = math.abs(nvals_weba[nixyz]) < TFIS local webb = math.abs(nvals_webb[nixyz]) < TFIS local webc = math.abs(nvals_webc[nixyz]) < TFIS local n_biome = nvals_biome[nixyz] local void if n_biome < -0.65 then -- 2 tun ac ab void = (weba and webc) or (weba and webb) elseif n_biome < -0.4 then -- 2 tun bc ab void = (webb and webc) or (weba and webb) elseif n_biome < -0.15 then -- 2 tun bc ac void = (webb and webc) or (weba and webc) elseif n_biome < -0.05 then -- 1 fis 1 tun void = webb or (weba and webc) elseif n_biome < 0.05 then -- 2 fis void = weba or webb elseif n_biome < 0.15 then -- 1 fis 1 tun void = weba or (webb and webc) elseif n_biome < 0.4 then -- 2 tun void = (weba and webc) or (webb and webc) elseif n_biome < 0.65 then -- 2 tun void = (weba and webc) or (webb and webc) else -- 2 tun bc ac void = (webb and webc) or (weba and webc) end if void then data[vi] = c_air cavbel[ti] = 1 stobel[ti] = 0 if nodid == c_tree or nodid == c_jtree then for j = -12, 12 do local vit = area:index(x, y+j, z) if data[vit] == c_tree or data[vit] == c_jtree then data[vit] = c_air end end end else cavbel[ti] = 0 if LUX and nodid == c_stone or nodid == c_desertstone then if math.random() < LUXCHA and stobel[ti] == 1 and y > y0 then data[vi] = c_luxore end stobel[ti] = 1 end end else if (nodid == c_water or watadj) and cavbel[ti] == 1 then for j = -1, -16, -1 do local vip = area:index(x, y+j, z) if data[vip] == c_air then data[vip] = c_stone end end end cavbel[ti] = 0 stobel[ti] = 0 end nixyz = nixyz + 1 vi = vi + 1 via = via + 1 vin = vin + 1 vis = vis + 1 vie = vie + 1 viw = viw + 1 end end end vm:set_data(data) vm:set_lighting({day=0, night=0}) vm:calc_lighting() vm:write_to_map(data) local chugent = math.ceil((os.clock() - t1) * 1000) print ("[intersecting] "..chugent.." ms") end)