dfcaverns/df_caverns/underworld.lua

444 lines
17 KiB
Lua

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 < 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)