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, })