mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-16 07:30:27 +01:00
142 lines
4.8 KiB
Lua
142 lines
4.8 KiB
Lua
if not df_caverns.config.enable_lava_sea then
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return
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end
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local c_air = df_caverns.node_id.air
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local c_lava = df_caverns.node_id.lava
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local c_meseore = df_caverns.node_id.meseore
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local c_mese_crystal = df_caverns.node_id.mese_crystal
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local c_mese_crystal_block = df_caverns.node_id.mese_crystal_block
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local c_obsidian = df_caverns.node_id.obsidian
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-------------------------------------------------------------------------------------------
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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=100, y=100, z=100},
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seed = -787324,
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octaves = 3,
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persist = 0.67
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}
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-- large-scale rise and fall
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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 = 256664,
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octaves = 3,
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persist = 0.67
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}
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local perlin_mese = {
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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 = -50001,
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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.lava_sea_level
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local floor_mult = 60
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local floor_displace = -25
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local ceiling_mult = -40
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local ceiling_displace = 15
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local wave_mult = 10
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local y_max = median + 2*wave_mult + -2*ceiling_mult + ceiling_displace
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local y_min = median - 2*wave_mult - 2*floor_mult + floor_displace
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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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math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
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local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:lava_cave", minp, maxp, perlin_cave)
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:lava_wave", minp, maxp, perlin_wave)
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local nvals_mese = mapgen_helper.perlin2d("df_caverns:lava_mese", minp, maxp, perlin_mese)
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local nvals_lavasurface = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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local index2d = mapgen_helper.index2d(minp, maxp, 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 lava = nvals_lavasurface[index2d]
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local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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local lava_height = math.floor(median + lava * 2)
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if y >= floor_height - 2 and y >= ceiling_height and y < ceiling_height + 2 and y <= lava_height + 2 and not mapgen_helper.buildable_to(data[vi]) then
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data[vi] = c_obsidian -- obsidian ceiling
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elseif y > floor_height and y < ceiling_height then
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if y > lava_height then
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data[vi] = c_air
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else
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data[vi] = c_lava
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end
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elseif y > floor_height - 5 and y < ceiling_height and y <= lava_height + 2 and not mapgen_helper.buildable_to(data[vi]) then
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data[vi] = c_obsidian -- thick obsidian floor
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elseif y < lava_height and data[vi] == c_air then
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data[vi] = c_lava
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end
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end
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-- decoration loop.
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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(minp, maxp, x, z)
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local mese_intensity = math.abs(nvals_mese[index2d])
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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 + floor_displace + median + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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local lava = nvals_lavasurface[index2d]
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local lava_height = math.floor(median + lava * 2)
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if mese_intensity > 0.65 and ceiling_height > lava_height + 1 and ceiling_height > floor_height + 1 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 not mapgen_helper.buildable_to(data[vi]) then
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-- decorate ceiling
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if math.random() < 0.25 then
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data[vi] = c_meseore
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elseif mese_intensity > 0.75 and math.random() < 0.1 then
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data[vi] = c_meseore
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local bi = vi-area.ystride
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data[bi] = c_mese_crystal
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data_param2[bi] = math.random(1,4) + 19
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elseif mese_intensity > 0.85 and math.random() < 0.025 then
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subterrane.big_stalactite(vi-area.ystride, area, data, 6, 13, c_meseore, c_meseore, c_mese_crystal_block)
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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 time_taken = os.clock() - t_start -- how long this chunk took, in seconds
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mapgen_helper.record_time("df_caverns lava sea", time_taken)
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end) |