if not df_caverns.config.enable_underworld or not minetest.get_modpath("df_underworld_items") then return end local bones_loot_path = minetest.get_modpath("bones_loot") local c_slade = minetest.get_content_id("df_underworld_items:slade") local c_air = minetest.get_content_id("air") local c_water = minetest.get_content_id("default:water_source") local c_glowstone = minetest.get_content_id("df_underworld_items:glowstone") local c_amethyst = minetest.get_content_id("df_underworld_items:glow_amethyst") local c_pit_plasma = minetest.get_content_id("df_underworld_items:pit_plasma") local MP = minetest.get_modpath(minetest.get_current_modname()) local oubliette_schematic = dofile(MP.."/schematics/oubliette.lua") local lamppost_schematic = dofile(MP.."/schematics/lamppost.lua") local small_slab_schematic = dofile(MP.."/schematics/small_slab.lua") local small_building_schematic = dofile(MP.."/schematics/small_building.lua") local medium_building_schematic = dofile(MP.."/schematics/medium_building.lua") local perlin_cave = { offset = 0, scale = 1, spread = {x=200, y=200, z=200}, seed = 88233498, octaves = 6, persist = 0.67 } -- large-scale rise and fall to make the seam between stone and slade less razor-flat local perlin_wave = { offset = 0, scale = 1, spread = {x=1000, y=1000, z=1000}, seed = 993455, octaves = 3, persist = 0.67 } -- building zones local perlin_zone = { offset = 0, scale = 1, spread = {x=500, y=500, z=500}, seed = 199422, octaves = 3, persist = 0.67 } local median = df_caverns.config.underworld_level local floor_mult = 20 local floor_displace = -10 local ceiling_mult = -40 local ceiling_displace = 20 local wave_mult = 50 local y_max = median + 2*wave_mult + ceiling_displace + -2*ceiling_mult local y_min = median - 2*wave_mult + floor_displace - 2*floor_mult --df_caverns.config.underworld_min = y_min --------------------------------------------------------- -- Buildings local oubliette_threshold = 0.8 local town_threshold = 1.1 local local_random = function(x, z) math.randomseed(x + z*2^16) return math.random() end -- create a deterministic list of buildings local get_buildings = function(emin, emax, nvals_zone) local buildings = {} for x = emin.x, emax.x do for z = emin.z, emax.z do local index2d = mapgen_helper.index2d(emin, emax, x, z) local zone = math.abs(nvals_zone[index2d]) if zone > oubliette_threshold and zone < town_threshold then -- oubliette zone --zone = (zone - oubliette_threshold)/(town_threshold-oubliette_threshold) -- turn this into a 0-1 spread local building_val = local_random(x, z) if building_val > 0.98 then building_val = (building_val - 0.98)/0.02 local building_type if building_val < 0.8 then building_type = "oubliette" elseif building_val < 0.9 then building_type = "open oubliette" else building_type = "lamppost" end table.insert(buildings, { pos = {x=x, y=0, z=z}, -- y to be determined later building_type = building_type, bounding_box = {minpos={x=x-2, z=z-2}, maxpos={x=x+2, z=z+2}}, priority = math.floor(building_val * 10000000) % 1000, -- indended to allow for deterministic removal of overlapping buildings } ) end elseif zone > town_threshold then -- town zone local building_val = local_random(x, z) if building_val > 0.9925 then building_val = (building_val - 0.9925)/0.0075 local building_type local bounding_box local priority = math.floor(building_val * 10000000) % 1000 local rotation = (priority % 4) * 90 if building_val < 0.75 then building_type = "small building" local boundmin, boundmax = mapgen_helper.get_schematic_bounding_box({x=x, y=0, z=z}, small_building_schematic, rotation) bounding_box = {minpos=boundmin, maxpos=boundmax} elseif building_val < 0.85 then building_type = "medium building" local boundmin, boundmax = mapgen_helper.get_schematic_bounding_box({x=x, y=0, z=z}, medium_building_schematic, rotation) bounding_box = {minpos=boundmin, maxpos=boundmax} else building_type = "small slab" local boundmin, boundmax = mapgen_helper.get_schematic_bounding_box({x=x, y=0, z=z}, small_slab_schematic, rotation) bounding_box = {minpos=boundmin, maxpos=boundmax} end table.insert(buildings, { pos = {x=x, y=0, z=z}, -- y to be determined later building_type = building_type, bounding_box = bounding_box, rotation = rotation, priority = priority, -- indended to allow for deterministic removal of overlapping buildings } ) end end end end -- eliminate overlapping buildings local building_count = table.getn(buildings) local overlap_count = 0 for i = 1, building_count-1 do local curr_building = buildings[i] for j = i+1, building_count do local test_building = buildings[j] if test_building ~= nil and curr_building ~= nil and mapgen_helper.intersect_exists_xz( curr_building.bounding_box.minpos, curr_building.bounding_box.maxpos, test_building.bounding_box.minpos, test_building.bounding_box.maxpos) then if curr_building.priority < test_building.priority then -- this makes elimination of overlapping buildings deterministic buildings[i] = nil j=building_count+1 else buildings[j] = nil end overlap_count = overlap_count + 1 end end end if building_count > 50 and overlap_count > building_count * 2/3 then minetest.log("warning", "[df_caverns] underworld mapgen generated " .. tostring(building_count) .. " buildings and " .. tostring(overlap_count) .. " were eliminated as overlapping, if this happens a lot consider reducing building" .. " generation probability to improve efficiency.") end local compacted_buildings = {} for _, building in pairs(buildings) do compacted_buildings[minetest.hash_node_position(building.pos)] = building end return compacted_buildings end ----------------------------------------------------------- -- Pits local radius_pit_max = 40 -- won't actually be this wide, there'll be crystal spires around it local radius_pit_variance = 10 local plasma_depth_min = 5 local plasma_depth_max = 75 local region_mapblocks = df_caverns.config.underworld_glowing_pit_mapblocks -- One glowing pit in each region this size local mapgen_chunksize = tonumber(minetest.get_mapgen_setting("chunksize")) local pit_region_size = region_mapblocks * mapgen_chunksize * 16 local scatter_2d = function(min_xz, gridscale, border_width) local bordered_scale = gridscale - 2 * border_width local point = {} point.x = math.random() * bordered_scale + min_xz.x + border_width point.y = 0 point.z = 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 mapgen_seed = tonumber(minetest.get_mapgen_setting("seed")) local get_pit = function(pos) if region_mapblocks < 1 then return nil end local corner_xz = get_corner(pos) local next_seed = math.floor(math.random() * 2^31) math.randomseed(corner_xz.x + corner_xz.z * 2 ^ 8 + mapgen_seed) local location = scatter_2d(corner_xz, pit_region_size, radius_pit_max + radius_pit_variance) local variance_multiplier = math.random() local radius = variance_multiplier * (radius_pit_max - 15) + 15 local variance = radius_pit_variance/2 + radius_pit_variance*variance_multiplier/2 local depth = math.random(plasma_depth_min, plasma_depth_max) math.randomseed(next_seed) return {location = location, radius = radius, variance = variance, depth = depth} end local perlin_pit = { offset = 0, scale = 1, spread = {x=30, y=30, z=30}, seed = 901, octaves = 3, persist = 0.67 } ------------------------------------- minetest.register_chatcommand("find_pit", { params = "", privs = {server=true}, decription = "find a nearby glowing pit", func = function(name, param) local player = minetest.get_player_by_name(name) local pit = get_pit(player:get_pos()) minetest.chat_send_player(name, "Pit location: x=" .. math.floor(pit.location.x) .. " z=" .. math.floor(pit.location.z)) end, }) minetest.register_on_generated(function(minp, maxp, seed) --if out of range of cave definition limits, abort if minp.y > y_max or maxp.y < y_min then return end local t_start = os.clock() local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2() local emin = area.MinEdge local emax = area.MaxEdge local nvals_cave = mapgen_helper.perlin2d("df_caverns:underworld_cave", emin, emax, perlin_cave) --cave noise for structure local nvals_wave = mapgen_helper.perlin2d("df_caverns:underworld_wave", emin, emax, perlin_wave) --cave noise for structure local nvals_zone = mapgen_helper.perlin2d("df_caverns:underworld_zone", emin, emax, perlin_zone) --building zones local pit = get_pit(minp) --minetest.chat_send_all(minetest.pos_to_string(pit.location)) local buildings = get_buildings(emin, emax, nvals_zone) local pit_uninitialized = true local nvals_pit, area_pit for vi, x, y, z in area:iterp_yxz(minp, maxp) do if y > y_min then local index2d = mapgen_helper.index2d(emin, emax, x, z) local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands local wave = nvals_wave[index2d] * wave_mult local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave) local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave) if y < floor_height and y > y_min + math.abs(wave) / 5 then -- divide wave by five to smooth out the underside of the slade, we only want the interface to ripple a little down here data[vi] = c_slade if pit and pit.location.x - radius_pit_max - radius_pit_variance < maxp.x and pit.location.x + radius_pit_max + radius_pit_variance > minp.x and pit.location.z - radius_pit_max - radius_pit_variance < maxp.z and pit.location.z + radius_pit_max + radius_pit_variance > minp.z then -- there's a pit nearby if pit_uninitialized then nvals_pit, area_pit = mapgen_helper.perlin3d("df_cavern:perlin_cave", minp, maxp, perlin_pit) -- determine which areas are spongey with warrens pit_uninitialized = false end local pit_value = nvals_pit[area_pit:index(x,y,z)] * pit.variance local distance = vector.distance({x=x, y=y, z=z}, {x=pit.location.x, y=y, z=pit.location.z}) + pit_value if distance < pit.radius -3 then if y < median + floor_displace + wave - pit.depth then data[vi] = c_pit_plasma else data[vi] = c_air end elseif distance < pit.radius then data[vi] = c_amethyst elseif distance < radius_pit_max and y == floor_height - 4 then if math.random() > 0.95 then df_underworld_items.underworld_shard(data, area, vi) end end end elseif y >= floor_height and y < ceiling_height and data[vi] ~= c_amethyst then data[vi] = c_air elseif data[vi] == c_water then data[vi] = c_air -- no water down here end end end -- Ceiling decoration for x = minp.x + 1, maxp.x-1 do for z = minp.z + 1, maxp.z -1 do local index2d = mapgen_helper.index2d(emin, emax, x, z) local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands local wave = nvals_wave[index2d] * wave_mult local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave) local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave) if ceiling_height > floor_height + 5 and ceiling_height < maxp.y and ceiling_height > minp.y then local vi = area:index(x, ceiling_height, z) if ( --test if we're nestled in a crevice (not mapgen_helper.buildable_to(data[vi-area.ystride + 1]) and not mapgen_helper.buildable_to(data[vi-area.ystride - 1])) or (not mapgen_helper.buildable_to(data[vi-area.ystride + area.zstride]) and not mapgen_helper.buildable_to(data[vi-area.ystride - area.zstride])) ) then data[vi] = c_glowstone end end end end -- buildings for x = emin.x + 5, emax.x - 5 do for z = emin.z + 5, emax.z - 5 do local skip = false if pit and pit.location.x - radius_pit_max - radius_pit_variance < x and pit.location.x + radius_pit_max + radius_pit_variance > x and pit.location.z - radius_pit_max - radius_pit_variance < z and pit.location.z + radius_pit_max + radius_pit_variance > z then if vector.distance(pit.location, {x=x, y=0, z=z}) < radius_pit_max + radius_pit_variance then -- there's a pit nearby skip = true end end if not skip then local index2d = mapgen_helper.index2d(emin, emax, x, z) local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands local wave = nvals_wave[index2d] * wave_mult local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave) local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave) if ceiling_height > floor_height and floor_height <= maxp.y and floor_height >= minp.y then local building = buildings[minetest.hash_node_position({x=x,y=0,z=z})] if building ~= nil then building.pos.y = floor_height --minetest.chat_send_all("placing " .. building.building_type .. " at " .. minetest.pos_to_string(building.pos)) if building.building_type == "oubliette" then mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, oubliette_schematic) elseif building.building_type == "open oubliette" then mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, oubliette_schematic, 0, {["df_underworld_items:slade_seal"] = "air"}) elseif building.building_type == "lamppost" then mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, lamppost_schematic) elseif building.building_type == "small building" then mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_building_schematic, building.rotation) elseif building.building_type == "medium building" then mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, medium_building_schematic, building.rotation) elseif building.building_type == "small slab" then mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_slab_schematic, building.rotation) else minetest.log("error", "unrecognized underworld building type: " .. tostring(building.building_type)) end end end end end end --send data back to voxelmanip vm:set_data(data) vm:set_param2_data(data_param2) --calc lighting vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() vm:update_liquids() --write it to world vm:write_to_map() if bones_loot_path then for i = 1, 30 do local x = math.random(minp.x, maxp.x) local z = math.random(minp.z, maxp.z) local index2d = mapgen_helper.index2d(emin, emax, x, z) local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands local wave = nvals_wave[index2d] * wave_mult local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave) local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave) if floor_height < ceiling_height then local zone = math.abs(nvals_zone[index2d]) if math.random() < zone then -- bones are more common in the built-up areas local floor_node = minetest.get_node({x=x, y=floor_height, z=z}) local floor_node_def = minetest.registered_nodes[floor_node.name] if floor_node_def and not floor_node_def.buildable_to then local y = floor_height + 1 while y < ceiling_height do local target_pos = {x=x, y=y, z=z} local target_node = minetest.get_node(target_pos) if target_node.name == "air" then bones_loot.place_bones(target_pos, "underworld_warrior", math.random(3, 10), nil, true) break elseif target_node.name == "bones:bones" then -- don't stack bones on bones, it looks silly break end y = y + 1 end end end end end end local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took if chunk_generation_time < 1000 then minetest.log("info", "[df_caverns] underworld mapblock generation took "..chunk_generation_time.." ms") --tell people how long else minetest.log("warning", "[df_caverns] underworld took "..chunk_generation_time.." ms to generate map block " .. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp)) end end)