local c_water = minetest.get_content_id("default:water_source") local c_air = minetest.get_content_id("air") local c_desert_sand = minetest.get_content_id("default:desert_sand") local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal") local c_silver_sand = minetest.get_content_id("default:silver_sand") local c_snow = minetest.get_content_id("default:snow") local c_ice = minetest.get_content_id("default:ice") local c_hoar_moss = minetest.get_content_id("df_mapitems:ice_with_hoar_moss") local c_gravel = minetest.get_content_id("default:gravel") local c_oil = minetest.get_content_id("oil:oil_source") local c_cobble_fungus_fine = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus_fine") local c_cobble_fungus = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus") local c_cobble = minetest.get_content_id("default:cobble") local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone") local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone") local c_glow_ore = minetest.get_content_id("df_mapitems:glow_ruby_ore") local c_salty_cobble = minetest.get_content_id("df_mapitems:salty_cobble") local c_salt_crystal = minetest.get_content_id("df_mapitems:salt_crystal") local c_sprite if minetest.get_modpath("ice_sprites") then c_sprite = minetest.get_content_id("ice_sprites:ice_sprite") end local subsea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.level2_min) * 0.33 local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold) local ice_thickness = 3 local get_biome = function(heat, humidity) if humidity < 23 then -- about 20% of locations fall below this threshold return "barren" elseif heat < 50 then return "blackcap" else return "bloodnether" end end local black_cap_shrublist local nether_cap_shrublist local blood_thorn_shrublist if minetest.get_modpath("df_farming") then black_cap_shrublist = { df_farming.spawn_dead_fungus_vm, } nether_cap_shrublist = { df_farming.spawn_dead_fungus_vm, df_farming.spawn_dead_fungus_vm, df_farming.spawn_dead_fungus_vm, df_farming.spawn_cavern_fungi_vm, } blood_thorn_shrublist = { df_farming.spawn_quarry_bush_vm, df_farming.spawn_dead_fungus_vm, df_farming.spawn_dead_fungus_vm, } end local hoar_moss_perlin_params = { offset = 0, scale = 1, spread = {x = 3, y = 30, z = 3}, seed = 345421, octaves = 3, persist = 0.63, lacunarity = 2.0, flags = "eased", } local black_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2) if math.random() < 0.25 then data[vi] = c_stone_with_coal else data[vi] = c_cobble_fungus end if abs_cracks < 0.1 then df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false) elseif abs_cracks < 0.15 and math.random() < 0.3 then df_trees.spawn_torchspine_vm(vi+area.ystride, area, data, data_param2) else if math.random() < 0.05 then df_caverns.place_shrub(vi+area.ystride, area, data, data_param2, black_cap_shrublist) elseif math.random() < 0.01 and abs_cracks > 0.25 then df_trees.spawn_black_cap_vm(vi+area.ystride, area, data) end end end local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area, data, data_param2) local ystride = area.ystride if abs_cracks < 0.1 then if vert_rand < 0.004 then subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice) else local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4 local height = abs_cracks * 50 if vert_rand > 0.5 then subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids) else subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids) end end end if cracks < -0.3 then data[vi] = c_silver_sand if math.random() < 0.025 then df_trees.spawn_nether_cap_vm(vi+ystride, area, data) elseif math.random() < 0.05 then df_caverns.place_shrub(vi+ystride, area, data, data_param2, nether_cap_shrublist) elseif cracks < -0.4 and cracks > -0.6 then data[vi + ystride] = c_snow end elseif cracks > 0.1 then if math.random() < 0.002 then df_trees.spawn_nether_cap_vm(vi+ystride, area, data) else data[vi] = c_ice end if cracks > 0.4 then data[vi + ystride] = c_ice if cracks > 0.6 then data[vi + 2*ystride] = c_ice end end end end local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2) local ystride = area.ystride if abs_cracks < 0.1 then if vert_rand < 0.01 then subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice) else local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4 local height = abs_cracks * 50 if vert_rand > 0.5 then subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids) else subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids) end end end if c_sprite and abs_cracks < 0.5 and math.random() < 0.02 then local sprite_vi = vi-ystride*math.random(1,5) if data[sprite_vi] == c_air and area:containsi(sprite_vi) then data[sprite_vi] = c_sprite minetest.get_node_timer(area:position(sprite_vi)):start(1) end end end local blood_thorn_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2) local ai = vi+area.ystride if abs_cracks < 0.075 then if vert_rand < 0.004 then subterrane.big_stalagmite(ai, area, data, 6, 15, c_dry_flowstone, c_dry_flowstone, c_dry_flowstone) elseif data[vi] ~= air and math.random() < 0.5 then data[vi] = c_salty_cobble if data[ai] == c_air and math.random() < 0.25 then data[ai] = c_salt_crystal data_param2[ai] = math.random(1,4)-1 end else local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4 local height = math.floor(abs_cracks * 66) subterrane.stalagmite(ai, area, data, data_param2, param2, height, df_mapitems.dry_stalagmite_ids) end elseif math.random() > abs_cracks + 0.66 then df_trees.spawn_blood_thorn_vm(ai, area, data, data_param2) data[vi] = c_desert_sand else if math.random() < 0.1 then df_caverns.place_shrub(ai, area, data, data_param2, blood_thorn_shrublist) data[vi] = c_desert_sand elseif math.random() > 0.25 then data[vi] = c_desert_sand else data[vi] = c_cobble end end end local hoar_moss_generator local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data) math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs local heatmap = minetest.get_mapgen_object("heatmap") local humiditymap = minetest.get_mapgen_object("humiditymap") local data_param2 = df_caverns.data_param2 vm:get_param2_data(data_param2) local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks) local nvals_cave = node_arrays.nvals_cave local cave_area = node_arrays.cave_area local cavern_def = node_arrays.cavern_def -- Partly fill flooded caverns and warrens if minp.y <= subsea_level then for vi in area:iterp(minp, maxp) do local y = area:get_y(vi) if y <= subsea_level and nvals_cave[cave_area:transform(area, vi)] < -flooding_threshold then if data[vi] == c_air and y <= subsea_level then data[vi] = c_water end local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) if biome_name == "blackcap" then -- oil slick local cave = math.abs(nvals_cave[cave_area:transform(area, vi)]) if y == subsea_level and data[vi] == c_water and cave + nvals_cracks[index2d]*0.025 < cavern_def.cave_threshold + 0.1 then data[vi] = c_oil end elseif biome_name == "bloodnether" and y <= subsea_level and y > subsea_level - ice_thickness and data[vi] == c_water then -- floating ice data[vi] = c_ice end end end end --------------------------------------------------------- -- Cavern floors for _, vi in ipairs(node_arrays.cavern_floor_nodes) do local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi) local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local cracks = nvals_cracks[index2d] local abs_cracks = math.abs(cracks) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not. if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then -- underwater floor local ystride = area.ystride if abs_cracks > 0.25 and data[vi-ystride] ~= c_water then data[vi] = c_gravel end -- put in only the large stalagmites that won't get in the way of the water if abs_cracks < 0.1 then if vert_rand < 0.004 then subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_wet_flowstone, c_wet_flowstone, c_wet_flowstone) end end elseif biome_name == "barren" then if flooded_caverns then -- wet zone floor df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2) else -- dry zone floor, add crystals if abs_cracks < 0.075 then df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false) elseif abs_cracks > 0.3 and math.random() < 0.005 then df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false) end end elseif biome_name == "blackcap" then black_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2) elseif biome_name == "bloodnether" then if flooded_caverns then nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2) else blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2) end end end -------------------------------------- -- Cavern ceilings for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi) local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local abs_cracks = math.abs(nvals_cracks[index2d]) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not. if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then -- underwater ceiling, do nothing elseif biome_name == "blackcap" then if abs_cracks < 0.1 then df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false) end if math.random() < 0.25 then data[vi] = c_stone_with_coal end elseif biome_name == "barren" then if flooded_caverns then -- wet zone ceiling if abs_cracks < 0.1 then df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, true) end else -- dry zone ceiling, add crystals if abs_cracks < 0.1 then df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false) end if abs_cracks > 0.3 and math.random() < 0.005 then df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true) end end elseif biome_name == "bloodnether" then if flooded_caverns then --Nethercap ceiling nether_cap_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2) else -- bloodthorn ceiling if abs_cracks < 0.075 then if data[vi] ~= air and math.random() < 0.5 then data[vi] = c_salty_cobble local bi = vi - area.ystride if data[bi] == c_air and math.random() < 0.25 then data[bi] = c_salt_crystal data_param2[bi] = 19 + math.random(1,4) end else df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false) end elseif abs_cracks > 0.75 and math.random() < 0.05 then data[vi] = c_glow_ore df_mapitems.place_big_crystal(data, data_param2, vi-area.ystride, true) end end end end ---------------------------------------------- -- Tunnel floors for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not. if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then if flooded_caverns or biome_name == "blackcap" then -- we're in flooded areas or are not barren df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) else df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false) end end end ------------------------------------------------------ -- Tunnel ceiling for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not. if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then if flooded_caverns or biome_name == "blackcap" then -- we're in flooded areas or are not barren df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) else df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false) end else -- air pockets local ystride = area.ystride local cracks = nvals_cracks[index2d] if cracks > 0.5 and data[vi-ystride] == c_water then data[vi-ystride] = c_air if cracks > 0.7 and data[vi-ystride*2] == c_water then data[vi-ystride*2] = c_air end end end end ------------------------------------------------------ -- Warren ceiling for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not. if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then -- underwater ceiling, do nothing elseif biome_name == "bloodnether" and flooded_caverns then -- Nethercap warrens local cracks = nvals_cracks[index2d] local abs_cracks = math.abs(cracks) local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi) local ystride = area.ystride if abs_cracks < 0.15 then if vert_rand < 0.004 then subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice) else local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4 local height = abs_cracks * 50 if vert_rand > 0.5 then subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids) else subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids) end end end else if flooded_caverns or biome_name == "blackcap" then df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) else df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false) end end end ---------------------------------------------- -- Warren floors for _, vi in ipairs(node_arrays.warren_floor_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not. if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then -- underwater floor, do nothing elseif biome_name == "bloodnether" and flooded_caverns then -- nethercap warren local cracks = nvals_cracks[index2d] local abs_cracks = math.abs(cracks) local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi) local ystride = area.ystride if abs_cracks < 0.15 then if vert_rand < 0.004 then subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice) else local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4 local height =abs_cracks * 50 if vert_rand > 0.5 then subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids) else subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids) end end elseif cracks > 0.4 then data[vi + ystride] = c_ice if cracks > 0.6 then data[vi + 2*ystride] = c_ice end end else if flooded_caverns or biome_name == "blackcap" then df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) else df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false) end end end ---------------------------------------------- -- Column material override for dry biome for _, vi in ipairs(node_arrays.column_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local biome_name = get_biome(heatmap[index2d], humiditymap[index2d]) local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 if biome_name == "bloodnether" and data[vi] == c_wet_flowstone then if not flooded_caverns then data[vi] = c_dry_flowstone -- bloodthorn else if area:get_y(vi) > subsea_level - ice_thickness then if data[vi + 1] == c_air or data[vi - 1] == c_air or data[vi + area.zstride] == c_air or data[vi - area.zstride] == c_air then --surface node, potential hoar moss streak -- This particular Perlin noise is only called in small amounts on rare occasions, so don't bother -- with the full blown generated array rigamarole. hoar_moss_generator = hoar_moss_generator or minetest.get_perlin(hoar_moss_perlin_params) local pos = area:position(vi) if hoar_moss_generator.get_3d and hoar_moss_generator:get_3d({x=pos.z, y=pos.y, z=pos.x}) > 0.5 then -- TODO: version 0.4.16 gets no hoar moss data[vi] = c_hoar_moss else data[vi] = c_ice end else data[vi] = c_ice end else data[vi] = c_water -- ice columns shouldn't extend below the surface of the water. There should probably be a bulge below, though. Not sure best way to implement that. end end elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then data[vi] = c_dry_flowstone end end vm:set_param2_data(data_param2) end -- Layer 3 subterrane.register_layer({ name = "cavern layer 3", y_max = df_caverns.config.level2_min-1, y_min = df_caverns.config.level3_min, cave_threshold = df_caverns.config.cavern_threshold, boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing perlin_cave = df_caverns.perlin_cave, perlin_wave = df_caverns.perlin_wave, solidify_lava = true, columns = { maximum_radius = 20, minimum_radius = 5, node = "df_mapitems:wet_flowstone", weight = 0.25, maximum_count = 50, minimum_count = 10, }, decorate = decorate_level_3, warren_region_variability_threshold = 0.33, double_frequency = true, is_ground_content = df_caverns.is_ground_content, })