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init.lua
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init.lua
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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
-- 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
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 nvals_biome = minetest.get_perlin_map(np_biome, chulens2D):get2dMap_flat({x=x0+150, y=z0+50}) --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!")