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Diffstat (limited to 'caverealms/init.lua')
-rw-r--r-- | caverealms/init.lua | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/caverealms/init.lua b/caverealms/init.lua new file mode 100644 index 0000000..c13671b --- /dev/null +++ b/caverealms/init.lua @@ -0,0 +1,297 @@ +-- caverealms v.0.3 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 + +if caverealms.config.falling_icicles == true then + dofile(modpath.."/falling_ice.lua") --complicated function for falling icicles + print("[caverealms] falling icicles enabled.") +end + +-- 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 + +-- 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") + 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_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_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") + + --mandatory values + local sidelen = x1 - x0 + 1 --length of a mapblock + local chulens = {x=sidelen, y=sidelen, z=sidelen} --table of chunk edges + 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, chulens):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 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 + 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 + elseif n_biome <= -0.5 then + biome = 2 --fungal + 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 + 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 + 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!") |