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- -- 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
- caverealms = {} --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.."/config.lua") --configuration file; holds various constants
- dofile(modpath.."/crafting.lua") --crafting recipes
- dofile(modpath.."/nodes.lua") --node definitions
- dofile(modpath.."/functions.lua") --function definitions
- dofile(modpath.."/abms.lua") --abm definitions
- if caverealms.config.falling_icicles == true then
- dofile(modpath.."/falling_ice.lua") --complicated function for falling icicles
- print("[caverealms] falling icicles enabled.")
- end
- local FORTRESSES = caverealms.config.fortresses --true | Should fortresses spawn?
- local FOUNTAINS = caverealms.config.fountains --true | Should fountains spawn?
- -- Parameters
- local YMIN = caverealms.config.ymin -- Approximate realm limits.
- local YMAX = caverealms.config.ymax
- local TCAVE = caverealms.config.tcave --0.5 -- Cave threshold. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume
- local BLEND = 128 -- Cave blend distance near YMIN, YMAX
- local STAGCHA = caverealms.config.stagcha --0.002 --chance of stalagmites
- local STALCHA = caverealms.config.stalcha --0.003 --chance of stalactites
- local CRYSTAL = caverealms.config.crystal --0.007 --chance of glow crystal formations
- local GEMCHA = caverealms.config.gemcha --0.03 --chance of small glow gems
- local MUSHCHA = caverealms.config.mushcha --0.04 --chance of mushrooms
- local MYCCHA = caverealms.config.myccha --0.03 --chance of mycena mushrooms
- local WORMCHA = caverealms.config.wormcha --0.03 --chance of glow worms
- local GIANTCHA = caverealms.config.giantcha --0.001 -- chance of giant mushrooms
- local ICICHA = caverealms.config.icicha --0.035 -- chance of icicles
- local FLACHA = caverealms.config.flacha --0.04 --chance of constant flames
- local FOUNCHA = caverealms.config.founcha --0.001 --chance of statue + fountain
- local FORTCHA = caverealms.config.fortcha --0.0003 --chance of DM Fortresses
- local DM_TOP = caverealms.config.dm_top -- -4000 --level at which Dungeon Master Realms start to appear
- local DM_BOT = caverealms.config.dm_bot -- -5000 --level at which "" ends
- local DEEP_CAVE = caverealms.config.deep_cave -- -7000 --level at which deep cave biomes take over
- -- 3D noise for caves
- local np_cave = {
- offset = 0,
- scale = 1,
- spread = {x=512, y=256, z=512}, -- squashed 2:1
- seed = 59033,
- octaves = 6,
- persist = 0.63
- }
- -- 3D noise for wave
- local np_wave = {
- offset = 0,
- scale = 1,
- spread = {x=256, y=256, z=256},
- seed = -400000000089,
- octaves = 3,
- persist = 0.67
- }
- -- 2D noise for biome
- local np_biome = {
- offset = 0,
- scale = 1,
- spread = {x=250, y=250, z=250},
- seed = 9130,
- octaves = 3,
- persist = 0.5
- }
- -- Stuff
- subterrain = {}
- local yblmin = YMIN + BLEND * 1.5
- local yblmax = YMAX - BLEND * 1.5
- local nvals_cave = {}
- local nvals_wave = {}
- local nvals_biome = {}
- -- On generated function
- minetest.register_on_generated(function(minp, maxp, seed)
- --if out of range of caverealms limits
- if minp.y > YMAX or maxp.y < YMIN then
- return --quit; otherwise, you'd have stalagmites all over the place
- end
- --easy reference to commonly used values
- 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 ("[caverealms] chunk minp ("..x0.." "..y0.." "..z0..")") --tell people you are generating a chunk
-
- local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
- local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
- local data = vm:get_data()
-
- --grab content IDs
- local c_air = minetest.get_content_id("air")
- local c_stone = minetest.get_content_id("default:stone")
-
- if (minetest.get_modpath("moontest")) then
- c_air = minetest.get_content_id("moontest:vacuum")
- c_stone = minetest.get_content_id("moontest:stone")
- end
-
- local c_water = minetest.get_content_id("default:water_source")
- local c_lava = minetest.get_content_id("default:lava_source")
- local c_ice = minetest.get_content_id("default:ice")
- local c_thinice = minetest.get_content_id("caverealms:thin_ice")
- local c_crystal = minetest.get_content_id("caverealms:glow_crystal")
- local c_gem1 = minetest.get_content_id("caverealms:glow_gem")
- local c_gem2 = minetest.get_content_id("caverealms:glow_gem_2")
- local c_gem3 = minetest.get_content_id("caverealms:glow_gem_3")
- local c_gem4 = minetest.get_content_id("caverealms:glow_gem_4")
- local c_gem5 = minetest.get_content_id("caverealms:glow_gem_5")
- local c_saltgem1 = minetest.get_content_id("caverealms:salt_gem")
- local c_saltgem2 = minetest.get_content_id("caverealms:salt_gem_2")
- local c_saltgem3 = minetest.get_content_id("caverealms:salt_gem_3")
- local c_saltgem4 = minetest.get_content_id("caverealms:salt_gem_4")
- local c_saltgem5 = minetest.get_content_id("caverealms:salt_gem_5")
- local c_spike1 = minetest.get_content_id("caverealms:spike")
- local c_spike2 = minetest.get_content_id("caverealms:spike_2")
- local c_spike3 = minetest.get_content_id("caverealms:spike_3")
- local c_spike4 = minetest.get_content_id("caverealms:spike_4")
- local c_spike5 = minetest.get_content_id("caverealms:spike_5")
- local c_moss = minetest.get_content_id("caverealms:stone_with_moss")
- local c_lichen = minetest.get_content_id("caverealms:stone_with_lichen")
- local c_algae = minetest.get_content_id("caverealms:stone_with_algae")
- local c_salt = minetest.get_content_id("caverealms:stone_with_salt")
- local c_hcobble = minetest.get_content_id("caverealms:hot_cobble")
- local c_gobsidian = minetest.get_content_id("caverealms:glow_obsidian")
- local c_gobsidian2 = minetest.get_content_id("caverealms:glow_obsidian_2")
- local c_coalblock = minetest.get_content_id("default:coalblock")
- local c_desand = minetest.get_content_id("default:desert_sand")
- local c_coaldust = minetest.get_content_id("caverealms:coal_dust")
- local c_fungus = minetest.get_content_id("caverealms:fungus")
- local c_mycena = minetest.get_content_id("caverealms:mycena")
- local c_worm = minetest.get_content_id("caverealms:glow_worm")
- local c_iciu = minetest.get_content_id("caverealms:icicle_up")
- local c_icid = minetest.get_content_id("caverealms:icicle_down")
- local c_flame = minetest.get_content_id("caverealms:constant_flame")
- local c_fountain = minetest.get_content_id("caverealms:s_fountain")
- local c_fortress = minetest.get_content_id("caverealms:s_fortress")
-
- --mandatory values
- local sidelen = x1 - x0 + 1 --length of a mapblock
- local chulens = {x=sidelen, y=sidelen, z=sidelen} --table of chunk edges
- local chulens2D = {x=sidelen, y=sidelen, z=1}
- local minposxyz = {x=x0, y=y0, z=z0} --bottom corner
- local minposxz = {x=x0, y=z0} --2D bottom corner
-
- minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz, nvals_cave) --cave noise for structure
- minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz, nvals_wave) --wavy structure of cavern ceilings and floors
- minetest.get_perlin_map(np_biome, chulens2D):get2dMap_flat({x=x0+150, y=z0+50}, nvals_biome) --2D noise for biomes (will be 3D humidity/temp later)
-
- local nixyz = 1 --3D node index
- local nixz = 1 --2D node index
- local nixyz2 = 1 --second 3D index for second loop
-
- for z = z0, z1 do -- for each xy plane progressing northwards
- --structure loop
- for y = y0, y1 do -- for each x row progressing upwards
- 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
- local vi = area:index(x0, y, z) --current node index
- for x = x0, x1 do -- for each node do
- if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave then --if node falls within cave threshold
- data[vi] = c_air --hollow it out to make the cave
- end
- --increment indices
- nixyz = nixyz + 1
- vi = vi + 1
- end
- end
-
- --decoration loop
- for y = y0, y1 do -- for each x row progressing upwards
-
- local is_deep = false
- if y < DEEP_CAVE then
- is_deep = true
- end
-
- 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(x0, y, z)
- for x = x0, x1 do -- for each node do
-
- --determine biome
- local biome = false --preliminary declaration
- local n_biome = nvals_biome[nixz] --make an easier reference to the noise
- --compare noise values to determine a biome
- if n_biome >= 0 and n_biome < 0.5 then
- biome = 1 --moss
- if is_deep then
- biome = 7 --salt crystal
- end
- elseif n_biome <= -0.5 then
- biome = 2 --fungal
- if is_deep then
- biome = 8 --glow obsidian
- end
- elseif n_biome >= 0.5 then
- if n_biome >= 0.7 then
- biome = 5 --deep glaciated
- else
- biome = 4 --glaciated
- end
- else
- biome = 3 --algae
- if is_deep then
- biome = 9 --coal dust
- end
- end
-
- if y <= DM_TOP and y >= DM_BOT then
- biome = 6 --DUNGEON MASTER'S LAIR
- end
- --if y <= -1000 then
- --biome = 6 --DUNGEON MASTER'S LAIR
- --end
-
- if math.floor(((nvals_cave[nixyz2] + nvals_wave[nixyz2])/2)*100) == math.floor(tcave*100) then
- --ceiling
- local ai = area:index(x,y+1,z) --above index
- if data[ai] == c_stone and data[vi] == c_air then --ceiling
- if math.random() < ICICHA and (biome == 4 or biome == 5) then
- data[vi] = c_icid
- end
- if math.random() < WORMCHA then
- data[vi] = c_worm
- local bi = area:index(x,y-1,z)
- data[bi] = c_worm
- if math.random(2) == 1 then
- local bbi = area:index(x,y-2,z)
- data[bbi] = c_worm
- if math.random(2) ==1 then
- local bbbi = area:index(x,y-3,z)
- data[bbbi] = c_worm
- end
- end
- end
- if math.random() < STALCHA then
- caverealms:stalactite(x,y,z, area, data)
- end
- if math.random() < CRYSTAL then
- caverealms:crystal_stalactite(x,y,z, area, data, biome)
- end
- end
- --ground
- local bi = area:index(x,y-1,z) --below index
- if data[bi] == c_stone and data[vi] == c_air then --ground
- local ai = area:index(x,y+1,z)
- --place floor material, add plants/decorations
- if biome == 1 then
- data[vi] = c_moss
- if math.random() < GEMCHA then
- -- gems of random size
- local gems = { c_gem1, c_gem2, c_gem3, c_gem4, c_gem5 }
- local gidx = math.random(1, 12)
- if gidx > 5 then
- gidx = 1
- end
- data[ai] = gems[gidx]
- end
- elseif biome == 2 then
- data[vi] = c_lichen
- if math.random() < MUSHCHA then --mushrooms
- data[ai] = c_fungus
- end
- if math.random() < MYCCHA then --mycena mushrooms
- data[ai] = c_mycena
- end
- if math.random() < GIANTCHA then --giant mushrooms
- caverealms:giant_shroom(x, y, z, area, data)
- end
- elseif biome == 3 then
- data[vi] = c_algae
- elseif biome == 4 then
- data[vi] = c_thinice
- local bi = area:index(x,y-1,z)
- data[bi] = c_thinice
- if math.random() < ICICHA then --if glaciated, place icicles
- data[ai] = c_iciu
- end
- elseif biome == 5 then
- data[vi] = c_ice
- local bi = area:index(x,y-1,z)
- data[bi] = c_ice
- if math.random() < ICICHA then --if glaciated, place icicles
- data[ai] = c_iciu
- end
- elseif biome == 6 then
- data[vi] = c_hcobble
- if math.random() < FLACHA then --neverending flames
- data[ai] = c_flame
- end
- if math.random() < FOUNCHA and FOUNTAINS then --DM FOUNTAIN
- data[ai] = c_fountain
- end
- if math.random() < FORTCHA and FORTRESSES then --DM FORTRESS
- data[ai] = c_fortress
- end
- elseif biome == 7 then
- local bi = area:index(x,y-1,z)
- data[vi] = c_salt
- data[bi] = c_salt
- if math.random() < GEMCHA then
- -- gems of random size
- local gems = { c_saltgem1, c_saltgem2, c_saltgem3, c_saltgem4, c_saltgem5 }
- local gidx = math.random(1, 12)
- if gidx > 5 then
- gidx = 1
- end
- data[ai] = gems[gidx]
- end
- if math.random() < STAGCHA then
- caverealms:salt_stalagmite(x,y,z, area, data)
- end
- elseif biome == 8 then
- local bi = area:index(x,y-1,z)
- if math.random() < 0.5 then
- data[vi] = c_gobsidian
- data[bi] = c_gobsidian
- else
- data[vi] = c_gobsidian2
- data[bi] = c_gobsidian2
- end
- if math.random() < FLACHA then --neverending flames
- data[ai] = c_flame
- end
- elseif biome == 9 then
- local bi = area:index(x,y-1,z)
- if math.random() < 0.05 then
- data[vi] = c_coalblock
- data[bi] = c_coalblock
- elseif math.random() < 0.15 then
- data[vi] = c_coaldust
- data[bi] = c_coaldust
- else
- data[vi] = c_desand
- data[bi] = c_desand
- end
- if math.random() < FLACHA * 0.75 then --neverending flames
- data[ai] = c_flame
- end
- if math.random() < GEMCHA then
- -- spikes of random size
- local spikes = { c_spike1, c_spike2, c_spike3, c_spike4, c_spike5 }
- local sidx = math.random(1, 12)
- if sidx > 5 then
- sidx = 1
- end
- data[ai] = spikes[sidx]
- end
- end
-
- if math.random() < STAGCHA then
- caverealms:stalagmite(x,y,z, area, data)
- end
- if math.random() < CRYSTAL then
- caverealms:crystal_stalagmite(x,y,z, area, data, biome)
- end
- end
-
- end
- nixyz2 = nixyz2 + 1
- nixz = nixz + 1
- vi = vi + 1
- end
- nixz = nixz - sidelen --shift the 2D index back
- end
- nixz = nixz + sidelen --shift the 2D index up a layer
- end
-
- --send data back to voxelmanip
- vm:set_data(data)
- --calc lighting
- vm:set_lighting({day=0, night=0})
- vm:calc_lighting()
- --write it to world
- vm:write_to_map(data)
- local chugent = math.ceil((os.clock() - t1) * 1000) --grab how long it took
- print ("[caverealms] "..chugent.." ms") --tell people how long
- end)
- print("[caverealms] loaded!")
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