dfcaverns/pit_caves/init.lua

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local modpath = minetest.get_modpath(minetest.get_current_modname())
local S = minetest.get_translator(minetest.get_current_modname())
local min_depth = tonumber(minetest.settings:get("pit_caves_min_bottom") or -2500)
local max_depth = tonumber(minetest.settings:get("pit_caves_max_bottom") or -500)
local min_top = tonumber(minetest.settings:get("pit_caves_min_top") or -100)
local max_top = tonumber(minetest.settings:get("pit_caves_max_top") or 100)
local seal_ocean = minetest.settings:get_bool("pit_caves_seal_ocean", true)
assert(min_depth < max_depth, "pit_caves_min_bottom is above pit_caves_max_bottom")
assert(min_top < max_top, "pit_caves_min_top is above pit_caves_max_top")
assert(max_depth < min_top, "pit_caves_max_bottom is above pit_caves_min_top")
local pit_radius = 3 -- approximate minimum radius of pit - noise adds a lot to this
local region_mapblocks = tonumber(minetest.settings:get("pit_caves_mapblock_spacing") or 16)
local mapgen_chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
local pit_region_size = region_mapblocks * mapgen_chunksize * 16
local c_air = minetest.get_content_id("air")
local c_gravel = c_air
local water_node
if minetest.get_modpath("default") then
c_gravel = minetest.get_content_id("default:gravel")
if seal_ocean then
water_node = "default:water_source"
end
end
local ignore
if minetest.get_modpath("chasms") then
-- the chasms mod already sets up a method to allow chasms to avoid overwriting stalactites and whatnot,
-- hijack that.
ignore = chasms.ignore_content_id
end
local water_level = tonumber(minetest.get_mapgen_setting("water_level"))
local mapgen_seed = tonumber(minetest.get_mapgen_setting("seed")) % 2^16
local scatter_2d = function(min_xz, gridscale, border_width)
local bordered_scale = gridscale - 2 * border_width
local point = {}
point.x = math.floor(math.random() * bordered_scale + min_xz.x + border_width)
point.y = 0
point.z = math.floor(math.random() * bordered_scale + min_xz.z + border_width)
return point
end
-- For some reason, map chunks generate with -32, -32, -32 as the "origin" minp. To make the large-scale grid align with map chunks it needs to be offset like this.
local get_corner = function(pos)
return {x = math.floor((pos.x+32) / pit_region_size) * pit_region_size - 32, z = math.floor((pos.z+32) / pit_region_size) * pit_region_size - 32}
end
local get_pit = function(pos)
local corner_xz = get_corner(pos)
local next_seed = math.random(1, 1000000000)
math.randomseed(corner_xz.x + corner_xz.z * 2 ^ 8 + mapgen_seed + 1)
local location = scatter_2d(corner_xz, pit_region_size, 0)
local depth = math.floor(math.random() * (max_depth - min_depth) + min_depth)
local top = math.floor(math.random() * (max_top - min_top) + min_top)
math.randomseed(next_seed)
return {location = location, depth = depth, top = top}
end
local perlin_params = {
offset = 0,
scale = 1,
spread = {x=30, y=30, z=30},
seed = 45011,
octaves = 3,
persist = 0.67
}
local data = {}
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > max_top or maxp.y < min_depth then
return
end
local pit = get_pit(minp)
if pit == nil then
return -- no pit in this map region
end
local location_x = pit.location.x
local location_z = pit.location.z
-- early out if the pit is too far away to matter
-- The plus 20 is because the noise being added will generally be in the 0-20 range, see the "distance" calculation below
if location_x - 20 > maxp.x or
location_x + 20 < minp.x or
location_z - 20 > maxp.z or
location_z + 20 < minp.z
then
return
end
local top = pit.top
local depth = pit.depth
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
vm:get_data(data)
if water_node and minp.y <= water_level and maxp.y >= water_level-240 then
local test_node = minetest.get_node(vector.new(location_x, water_level, location_z))
if test_node.name == water_node then
top = math.min(-32, top) -- we're coming up under the ocean, abort the pit.
-- note that this does depend on the water-level map block having been generated already,
-- which could lead to a sharp cutoff if that's not the case - if the player's coming
-- up a pit from below into an unexplored ocean, for example. But it should still at least
-- seal the hole before the ocean pours down into it, so that's acceptable. And I expect
-- most of the time the surface world will be explored first before pits are discovered.
end
end
local nvals_perlin = mapgen_helper.perlin3d("pit_caves:pit", emin, emax, perlin_params)
for vi, x, y, z in area:iterp_xyz(emin, emax) do
if not (ignore and ignore(data[vi])) then
local distance_perturbation = (nvals_perlin[vi]+1)*10
local distance = vector.distance({x=x, y=y, z=z}, {x=location_x, y=y, z=location_z}) - distance_perturbation
local taper_min = top - 40
if y < top and y > depth then
if y > top - 40 then
-- taper the top end
distance = distance - ((taper_min - y)/2)
end
if distance < pit_radius then
if y < depth + 20 and data[vi] ~= c_air then
data[vi] = c_gravel
else
data[vi] = c_air
end
end
end
end
end
--send data back to voxelmanip
vm:set_data(data)
--calc lighting
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
--write it to world
vm:write_to_map()
end)
----------------------------------------------------------------------------------------------
-- Debugging and sightseeing commands
function round(val, decimal)
if (decimal) then
return math.floor( (val * 10^decimal) + 0.5) / (10^decimal)
else
return math.floor(val+0.5)
end
end
local send_pit_state = function(pos, name)
local pit = get_pit(pos)
if pit == nil then
return false
end
local location = {x=math.floor(pit.location.x), y=pit.top, z=math.floor(pit.location.z)}
minetest.chat_send_player(name, S("Pit at @1, bottom @2", minetest.pos_to_string(location), pit.depth))
return true
end
local send_nearby_states = function(pos, name)
local retval = false
retval = send_pit_state({x=pos.x-pit_region_size, y=0, z=pos.z+pit_region_size}, name) or retval
retval = send_pit_state({x=pos.x, y=0, z=pos.z+pit_region_size}, name) or retval
retval = send_pit_state({x=pos.x+pit_region_size, y=0, z=pos.z+pit_region_size}, name) or retval
retval = send_pit_state({x=pos.x-pit_region_size, y=0, z=pos.z}, name) or retval
retval = send_pit_state(pos, name) or retval
retval = send_pit_state({x=pos.x+pit_region_size, y=0, z=pos.z}, name) or retval
retval = send_pit_state({x=pos.x-pit_region_size, y=0, z=pos.z-pit_region_size}, name) or retval
retval = send_pit_state({x=pos.x, y=0, z=pos.z-pit_region_size}, name) or retval
retval = send_pit_state({x=pos.x+pit_region_size, y=0, z=pos.z-pit_region_size}, name) or retval
return retval
end
minetest.register_chatcommand("find_pit_caves", {
params = "pos", -- Short parameter description
description = S("find the pits near the player's map region, or in the map region containing pos if provided"),
func = function(name, param)
if minetest.check_player_privs(name, {server = true}) then
local pos = {}
pos.x, pos.y, pos.z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$")
pos.x = tonumber(pos.x)
pos.y = tonumber(pos.y)
pos.z = tonumber(pos.z)
if pos.x and pos.y and pos.z then
if not send_nearby_states(pos, name) then
minetest.chat_send_player(name, S("No pits near @1", minetest.pos_to_string(pos)))
end
return true
else
local playerobj = minetest.get_player_by_name(name)
pos = playerobj:get_pos()
if not send_nearby_states(pos, name) then
pos.x = math.floor(pos.x)
pos.y = math.floor(pos.y)
pos.z = math.floor(pos.z)
minetest.chat_send_player(name, S("No pits near @1", minetest.pos_to_string(pos)))
end
return true
end
else
return false, S("You need the server privilege to use this command.")
end
end,
})