mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-05 10:00:40 +01:00
882395ef75
Split this mod into a set of sub-mods in a modpack, and in the process did a whole bunch of renovations. * updated Subterrane's API to allow for more patterned placement of things * added "warrens" * clean separation of flooded and non-flooded caverns * rearranged biomes to make cavern layers more distinct * added oil layer * added underworld layer
397 lines
15 KiB
Lua
397 lines
15 KiB
Lua
if not df_caverns.config.enable_underworld then
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return
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end
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local c_slade = minetest.get_content_id("df_underworld_items:slade")
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local c_air = minetest.get_content_id("air")
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local c_water = minetest.get_content_id("default:water_source")
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local c_glowstone = minetest.get_content_id("df_underworld_items:glowstone")
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local c_amethyst = minetest.get_content_id("df_underworld_items:glow_amethyst")
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local c_pit_plasma = minetest.get_content_id("df_underworld_items:pit_plasma")
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local oubliette_schematic = dofile(MP.."/schematics/oubliette.lua")
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local lamppost_schematic = dofile(MP.."/schematics/lamppost.lua")
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local small_slab_schematic = dofile(MP.."/schematics/small_slab.lua")
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local small_building_schematic = dofile(MP.."/schematics/small_building.lua")
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local medium_building_schematic = dofile(MP.."/schematics/medium_building.lua")
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local perlin_cave = {
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offset = 0,
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scale = 1,
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spread = {x=200, y=200, z=200},
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seed = 88233498,
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octaves = 6,
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persist = 0.67
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}
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-- large-scale rise and fall to make the seam between stone and slade less razor-flat
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local perlin_wave = {
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offset = 0,
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scale = 1,
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spread = {x=1000, y=1000, z=1000},
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seed = 993455,
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octaves = 3,
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persist = 0.67
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}
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-- building zones
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local perlin_zone = {
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offset = 0,
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scale = 1,
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spread = {x=500, y=500, z=500},
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seed = 199422,
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octaves = 3,
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persist = 0.67
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}
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local median = df_caverns.config.underworld_level
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local floor_mult = 20
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local floor_displace = -10
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local ceiling_mult = -40
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local ceiling_displace = 20
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local wave_mult = 50
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local y_max = median + 2*wave_mult + ceiling_displace + -2*ceiling_mult
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local y_min = median - 2*wave_mult + floor_displace - 2*floor_mult
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---------------------------------------------------------
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-- Buildings
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local oubliette_threshold = 0.8
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local town_threshold = 1.1
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local local_random = function(x, z)
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math.randomseed(x + z*2^16)
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return math.random()
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end
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-- create a deterministic list of buildings
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local get_buildings = function(emin, emax, nvals_zone)
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local buildings = {}
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for x = emin.x, emax.x do
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for z = emin.z, emax.z do
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local index2d = mapgen_helper.index2d(emin, emax, x, z)
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local zone = math.abs(nvals_zone[index2d])
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if zone > oubliette_threshold and zone < town_threshold then
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-- oubliette zone
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--zone = (zone - oubliette_threshold)/(town_threshold-oubliette_threshold) -- turn this into a 0-1 spread
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local building_val = local_random(x, z)
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if building_val > 0.98 then
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building_val = (building_val - 0.98)/0.02
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local building_type
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if building_val < 0.8 then
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building_type = "oubliette"
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elseif building_val < 0.9 then
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building_type = "open oubliette"
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else
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building_type = "lamppost"
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end
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table.insert(buildings,
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{
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pos = {x=x, y=0, z=z}, -- y to be determined later
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building_type = building_type,
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bounding_box = {minpos={x=x-2, z=z-2}, maxpos={x=x+2, z=z+2}},
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priority = math.floor(building_val * 10000000) % 1000, -- indended to allow for deterministic removal of overlapping buildings
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}
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)
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end
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elseif zone > town_threshold then
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-- town zone
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local building_val = local_random(x, z)
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if building_val > 0.9925 then
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building_val = (building_val - 0.9925)/0.0075
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local building_type
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local bounding_box
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local priority = math.floor(building_val * 10000000) % 1000
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local rotation = (priority % 4) * 90
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if building_val < 0.75 then
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building_type = "small building"
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local boundmin, boundmax = mapgen_helper.get_schematic_bounding_box({x=x, y=0, z=z}, small_building_schematic, rotation)
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bounding_box = {minpos=boundmin, maxpos=boundmax}
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elseif building_val < 0.85 then
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building_type = "medium building"
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local boundmin, boundmax = mapgen_helper.get_schematic_bounding_box({x=x, y=0, z=z}, medium_building_schematic, rotation)
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bounding_box = {minpos=boundmin, maxpos=boundmax}
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else
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building_type = "small slab"
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local boundmin, boundmax = mapgen_helper.get_schematic_bounding_box({x=x, y=0, z=z}, small_slab_schematic, rotation)
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bounding_box = {minpos=boundmin, maxpos=boundmax}
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end
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table.insert(buildings,
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{
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pos = {x=x, y=0, z=z}, -- y to be determined later
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building_type = building_type,
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bounding_box = bounding_box,
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rotation = rotation,
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priority = priority, -- indended to allow for deterministic removal of overlapping buildings
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}
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)
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end
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end
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end
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end
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-- eliminate overlapping buildings
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local building_count = table.getn(buildings)
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local overlap_count = 0
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for i = 1, building_count-1 do
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local curr_building = buildings[i]
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for j = i+1, building_count do
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local test_building = buildings[j]
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if test_building ~= nil and curr_building ~= nil and mapgen_helper.intersect_exists_xz(
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curr_building.bounding_box.minpos,
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curr_building.bounding_box.maxpos,
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test_building.bounding_box.minpos,
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test_building.bounding_box.maxpos) then
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if curr_building.priority < test_building.priority then -- this makes elimination of overlapping buildings deterministic
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buildings[i] = nil
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j=building_count+1
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else
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buildings[j] = nil
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end
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overlap_count = overlap_count + 1
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end
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end
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end
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if building_count > 50 and overlap_count > building_count * 2/3 then
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minetest.log("warning", "[df_caverns] underworld mapgen generated " ..
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tostring(building_count) .. " buildings and " .. tostring(overlap_count) ..
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" were eliminated as overlapping, if this happens a lot consider reducing building" ..
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" generation probability to improve efficiency.")
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end
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local compacted_buildings = {}
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for _, building in pairs(buildings) do
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compacted_buildings[minetest.hash_node_position(building.pos)] = building
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end
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return compacted_buildings
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end
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-----------------------------------------------------------
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-- Pits
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local radius_pit_max = 40 -- won't actually be this wide, there'll be crystal spires around it
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local radius_pit_variance = 10
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local plasma_depth_min = 5
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local plasma_depth_max = 75
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local region_mapblocks = df_caverns.config.underworld_glowing_pit_mapblocks -- One glowing pit in each region this size
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local mapgen_chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
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local pit_region_size = region_mapblocks * mapgen_chunksize * 16
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local scatter_2d = function(min_xz, gridscale, border_width)
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local bordered_scale = gridscale - 2 * border_width
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local point = {}
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point.x = math.random() * bordered_scale + min_xz.x + border_width
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point.y = 0
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point.z = math.random() * bordered_scale + min_xz.z + border_width
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return point
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end
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-- 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.
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local get_corner = function(pos)
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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}
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end
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local mapgen_seed = tonumber(minetest.get_mapgen_setting("seed"))
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local get_pit = function(pos)
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if region_mapblocks < 1 then return nil end
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local corner_xz = get_corner(pos)
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local next_seed = math.random(1, 1000000000)
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math.randomseed(corner_xz.x + corner_xz.z * 2 ^ 8 + mapgen_seed)
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local location = scatter_2d(corner_xz, pit_region_size, radius_pit_max + radius_pit_variance)
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local variance_multiplier = math.random()
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local radius = variance_multiplier * (radius_pit_max - 15) + 15
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local variance = radius_pit_variance/2 + radius_pit_variance*variance_multiplier/2
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local depth = math.random(plasma_depth_min, plasma_depth_max)
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math.randomseed(next_seed)
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return {location = location, radius = radius, variance = variance, depth = depth}
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end
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local perlin_pit = {
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offset = 0,
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scale = 1,
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spread = {x=30, y=30, z=30},
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seed = 901,
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octaves = 3,
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persist = 0.67
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}
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-------------------------------------
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minetest.register_on_generated(function(minp, maxp, seed)
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--if out of range of cave definition limits, abort
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if minp.y > y_max or maxp.y < y_min then
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return
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end
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local t_start = os.clock()
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local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
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local emin = area.MinEdge
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local emax = area.MaxEdge
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:underworld_cave", emin, emax, perlin_cave) --cave noise for structure
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:underworld_wave", emin, emax, perlin_wave) --cave noise for structure
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local nvals_zone = mapgen_helper.perlin2d("df_caverns:underworld_zone", emin, emax, perlin_zone) --building zones
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local pit = get_pit(minp)
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--minetest.chat_send_all(minetest.pos_to_string(pit.location))
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local buildings = get_buildings(emin, emax, nvals_zone)
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local pit_uninitialized = true
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local nvals_pit, area_pit
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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if y > y_min then
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local index2d = mapgen_helper.index2d(emin, emax, x, z)
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local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
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local wave = nvals_wave[index2d] * wave_mult
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local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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if y <= floor_height then
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data[vi] = c_slade
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if pit and
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pit.location.x - radius_pit_max - radius_pit_variance < maxp.x and
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pit.location.x + radius_pit_max + radius_pit_variance > minp.x and
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pit.location.z - radius_pit_max - radius_pit_variance < maxp.z and
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pit.location.z + radius_pit_max + radius_pit_variance > minp.z
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then
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-- there's a pit nearby
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if pit_uninitialized then
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nvals_pit, area_pit = mapgen_helper.perlin3d("df_cavern:perlin_cave", minp, maxp, perlin_pit) -- determine which areas are spongey with warrens
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pit_uninitialized = false
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end
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local pit_value = nvals_pit[area_pit:index(x,y,z)] * pit.variance
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local distance = vector.distance({x=x, y=y, z=z}, {x=pit.location.x, y=y, z=pit.location.z}) + pit_value
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if distance < pit.radius -3 then
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if y < y_min + 4 then -- make a layer of amethyst at the bottom of the pit to keep the plasma from digging infinitely downward.
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data[vi] = c_amethyst
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elseif y < median + floor_displace + wave - pit.depth then
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data[vi] = c_pit_plasma
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else
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data[vi] = c_air
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end
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elseif distance < pit.radius then
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data[vi] = c_amethyst
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elseif distance < radius_pit_max and y == floor_height - 4 then
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if math.random() > 0.95 then
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df_underworld_items.underworld_shard(data, area, vi)
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end
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end
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end
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elseif y < ceiling_height and data[vi] ~= c_amethyst then
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data[vi] = c_air
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elseif data[vi] == c_water then
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data[vi] = c_air -- no water down here
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end
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end
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end
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-- Ceiling decoration
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for x = minp.x + 1, maxp.x-1 do
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for z = minp.z + 1, maxp.z -1 do
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local index2d = mapgen_helper.index2d(emin, emax, x, z)
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local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
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local wave = nvals_wave[index2d] * wave_mult
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local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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if ceiling_height > floor_height + 5 and ceiling_height < maxp.y and ceiling_height > minp.y then
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local vi = area:index(x, ceiling_height, z)
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if (
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--test if we're nestled in a crevice
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(not mapgen_helper.buildable_to(data[vi-area.ystride + 1]) and not mapgen_helper.buildable_to(data[vi-area.ystride - 1])) or
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(not mapgen_helper.buildable_to(data[vi-area.ystride + area.zstride]) and not mapgen_helper.buildable_to(data[vi-area.ystride - area.zstride]))
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)
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then
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data[vi] = c_glowstone
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end
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end
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end
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end
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-- buildings
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for x = emin.x + 5, emax.x - 5 do
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for z = emin.z + 5, emax.z - 5 do
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local skip = false
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if pit and
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pit.location.x - radius_pit_max - radius_pit_variance < x and
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pit.location.x + radius_pit_max + radius_pit_variance > x and
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pit.location.z - radius_pit_max - radius_pit_variance < z and
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pit.location.z + radius_pit_max + radius_pit_variance > z
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then
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if vector.distance(pit.location, {x=x, y=0, z=z}) < radius_pit_max + radius_pit_variance then
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-- there's a pit nearby
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skip = true
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end
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end
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if not skip then
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local index2d = mapgen_helper.index2d(emin, emax, x, z)
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local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
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local wave = nvals_wave[index2d] * wave_mult
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local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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if ceiling_height > floor_height and floor_height <= maxp.y and floor_height >= minp.y then
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local building = buildings[minetest.hash_node_position({x=x,y=0,z=z})]
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if building ~= nil then
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building.pos.y = floor_height
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--minetest.chat_send_all("placing " .. building.building_type .. " at " .. minetest.pos_to_string(building.pos))
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if building.building_type == "oubliette" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, oubliette_schematic)
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elseif building.building_type == "open oubliette" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, oubliette_schematic, 0, {["df_underworld_items:slade_seal"] = "air"})
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elseif building.building_type == "lamppost" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, lamppost_schematic)
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elseif building.building_type == "small building" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_building_schematic, building.rotation)
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elseif building.building_type == "medium building" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, medium_building_schematic, building.rotation)
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elseif building.building_type == "small slab" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_slab_schematic, building.rotation)
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else
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minetest.log("error", "unrecognized underworld building type: " .. tostring(building.building_type))
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end
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end
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end
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end
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end
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end
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--send data back to voxelmanip
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vm:set_data(data)
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vm:set_param2_data(data_param2)
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--calc lighting
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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vm:update_liquids()
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--write it to world
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vm:write_to_map()
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local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took
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if chunk_generation_time < 1000 then
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minetest.log("info", "[df_caverns] underworld mapblock generation took "..chunk_generation_time.." ms") --tell people how long
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else
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minetest.log("warning", "[df_caverns] underworld took "..chunk_generation_time.." ms to generate map block "
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.. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp))
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end
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end)
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