--These nodes used to be defined by subterrane but were pulled due to not wanting to force all mods that use it to create these nodes. --For backwards compatibility they can still be defined here, however. local enable_legacy = minetest.settings:get_bool("subterrane_enable_legacy_dripstone", false) if enable_legacy then local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) subterrane.register_stalagmite_nodes("subterrane:dry_stal", { description = S("Dry Dripstone"), tiles = { "default_stone.png^[brighten", }, groups = {cracky = 3, stone = 2}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("subterrane:dry_flowstone", { description = S("Dry Flowstone"), tiles = {"default_stone.png^[brighten"}, groups = {cracky = 3, stone = 1}, drop = 'default:cobble', sounds = default.node_sound_stone_defaults(), }) ----------------------------------------------- subterrane.register_stalagmite_nodes("subterrane:wet_stal", { description = S("Wet Dripstone"), tiles = { "default_stone.png^[brighten^subterrane_dripstone_streaks.png", }, groups = {cracky = 3, stone = 2, subterrane_wet_dripstone = 1}, sounds = default.node_sound_stone_defaults(), }, "subterrane:dry_stal") minetest.register_node("subterrane:wet_flowstone", { description = S("Wet Flowstone"), tiles = {"default_stone.png^[brighten^subterrane_dripstone_streaks.png"}, groups = {cracky = 3, stone = 1, subterrane_wet_dripstone = 1}, drop = 'default:cobble', sounds = default.node_sound_stone_defaults(), }) end function subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id) subterrane.stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id) end function subterrane:giant_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material) subterrane.big_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material) end function subterrane:giant_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material) subterrane.big_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material) end function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds) subterrane.giant_mushroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds) end ------------------------------------------------------------------------------------- -- Original cave registration code. local c_lava = minetest.get_content_id("default:lava_source") local c_obsidian = minetest.get_content_id("default:obsidian") local c_stone = minetest.get_content_id("default:stone") local c_air = minetest.get_content_id("air") subterrane.default_perlin_cave = { offset = 0, scale = 1, spread = {x=256, y=256, z=256}, seed = -400000000089, octaves = 3, persist = 0.67 } subterrane.default_perlin_wave = { offset = 0, scale = 1, spread = {x=512, y=256, z=512}, -- squashed 2:1 seed = 59033, octaves = 6, persist = 0.63 } -- cave_layer_def --{ -- minimum_depth = -- required, the highest elevation this cave layer will be generated in. -- maximum_depth = -- required, the lowest elevation this cave layer will be generated in. -- cave_threshold = -- optional, Cave threshold. Defaults to 0.5. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume -- boundary_blend_range = -- optional, range near ymin and ymax over which caves diminish to nothing. Defaults to 128. -- perlin_cave = -- optional, a 3D perlin noise definition table to define the shape of the caves -- perlin_wave = -- optional, a 3D perlin noise definition table that's averaged with the cave noise to add more horizontal surfaces (squash its spread on the y axis relative to perlin_cave to accomplish this) -- columns = -- optional, a column_def table for producing truly enormous dripstone formations --} -- column_def --{ -- max_column_radius = -- Maximum radius for individual columns, defaults to 10 -- min_column_radius = -- Minimum radius for individual columns, defaults to 2 (going lower can increase the likelihood of "intermittent" columns with floating sections) -- node = -- node name to build columns out of. Defaults to default:stone -- weight = -- a floating point value (usually in the range of 0.5-1) to modify how strongly the column is affected by the surrounding cave. Lower values create a more variable, tapered stalactite/stalagmite combination whereas a value of 1 produces a roughly cylindrical column. Defaults to 0.5 -- maximum_count = -- The maximum number of columns placed in any given column region (each region being a square 4 times the length and width of a map chunk). Defaults to 100 -- minimum_count = -- The minimum number of columns placed in a column region. The actual number placed will be randomly selected between this range. Defaults to 25. --} --extra biome properties used by subterrane --{ -- _subterrane_ceiling_decor = -- function for putting stuff on the ceiling of the big caverns -- _subterrane_floor_decor = -- function for putting stuff on the floor of the big caverns -- _subterrane_fill_node = -- node to fill the cavern with (defaults to air) -- _subterrane_column_node = -- override the node the giant columns in this biome are made from -- _subterrane_cave_floor_decor = -- function for putting stuff on the floors of other preexisting open space -- _subterrane_cave_ceiling_decor = -- function for putting stuff on the ceiling of other preexisting open space -- _subterrane_mitigate_lava = -- try to patch the walls of big caverns with obsidian plugs when lava intersects. Not perfect, but helpful. -- _subterrane_override_sea_level = -- Y coordinate where an underground sea level begins. Biomes' y coordinate cutoffs are unreliable underground, this forces subterrane to take this sea level cutoff into account. -- _subterrane_override_under_sea_biome = -- When below the override_sea_level, the biome with this name will be looked up and substituted. -- _subterrane_column_node = -- overrides the node type of a cavern layer's column_def, if there are columns here. --} local default_column = { max_column_radius = 10, min_column_radius = 2, node = c_stone, weight = 0.25, maximum_count = 100, minimum_count = 25, } local skip_uzlayer = function (ytop, ybot) if type (deeprealms) ~= "table" then return false end local underzones = deeprealms.underzones for _,v in pairs (underzones) do local uzhigh = ((v.high_chunk + 1) * 80) local uzlow = ((v.low_chunk - 1) * 80) if ytop >= uzhigh and ybot <= uzlow or ytop >= uzlow and ytop <= uzhigh or ybot >= uzlow and ybot <= uzhigh then return true end end return false end function subterrane:register_cave_layer(cave_layer_def) table.insert(subterrane.registered_layers, cave_layer_def) local YMIN = cave_layer_def.maximum_depth local YMAX = cave_layer_def.minimum_depth local BLEND = math.min(cave_layer_def.boundary_blend_range or 128, (YMAX-YMIN)/2) local TCAVE = cave_layer_def.cave_threshold or 0.5 local np_cave = cave_layer_def.perlin_cave or subterrane.default_perlin_cave local np_wave = cave_layer_def.perlin_wave or subterrane.default_perlin_wave local yblmin = YMIN + BLEND * 1.5 local yblmax = YMAX - BLEND * 1.5 local column_def = cave_layer_def.columns local c_column if column_def then column_def.max_column_radius = column_def.max_column_radius or default_column.max_column_radius column_def.min_column_radius = column_def.min_column_radius or default_column.min_column_radius c_column = column_def.node or default_column.node column_def.weight = column_def.weight or default_column.weight column_def.maximum_count = column_def.maximum_count or default_column.maximum_count column_def.minimum_count = column_def.minimum_count or default_column.minimum_count end -- On generated function minetest.register_on_generated(function(minp, maxp, seed) if skip_uzlayer (maxp.y, minp.y) then return end --if out of range of cave definition limits, abort if minp.y > YMAX or maxp.y < YMIN then return end local t_start = os.clock() local y_max = maxp.y local y_min = minp.y minetest.log("info", "[subterrane] chunk minp " .. minetest.pos_to_string(minp)) --tell people you are generating a chunk local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2() local layer_range_name = tostring(YMIN).." to "..tostring(YMAX) local nvals_cave, cave_area = mapgen_helper.perlin3d("cave "..layer_range_name, minp, maxp, np_cave) --cave noise for structure local nvals_wave = mapgen_helper.perlin3d("wave "..layer_range_name, minp, maxp, np_wave) --wavy structure of cavern ceilings and floors local cave_iterator = cave_area:iterp(minp, maxp) local biomemap = minetest.get_mapgen_object("biomemap") local column_points = nil local column_weight = nil if column_def then column_points = subterrane.get_column_points(minp, maxp, column_def) column_weight = column_def.weight end for vi, x, y, z in area:iterp_xyz(minp, maxp) do local index_3d = cave_iterator() local index_2d = mapgen_helper.index2d(minp, maxp, x, z) local tcave --declare variable --determine the overall cave threshold if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 elseif y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 else tcave = TCAVE end local biome if biomemap then biome = mapgen_helper.get_biome_def(biomemap[index_2d]) end if biome and biome._subterrane_override_sea_level and y <= biome._subterrane_override_sea_level then local override_name = biome._subterrane_override_under_sea_biome if override_name then biome = minetest.registered_biomes[override_name] else biome = nil end end local fill_node = c_air local column_node = c_column if biome then if biome._subterrane_fill_node then fill_node = biome._subterrane_fill_node end if biome._subterrane_column_node then column_node = biome._subterrane_column_node end end local cave_value = (nvals_cave[index_3d] + nvals_wave[index_3d])/2 if cave_value > tcave then --if node falls within cave threshold local column_value = 0 if column_def then column_value = subterrane.get_point_heat({x=x, y=y, z=z}, column_points) end if column_value > 0 and cave_value - column_value * column_weight < tcave then data[vi] = column_node -- add a column else data[vi] = fill_node --hollow it out to make the cave end elseif biome and biome._subterrane_cave_fill_node and data[vi] == c_air then data[vi] = biome._subterrane_cave_fill_node end if biome and biome._subterrane_mitigate_lava and cave_value > tcave - 0.1 then -- Eliminate nearby lava to keep it from spilling in if data[vi] == c_lava then data[vi] = c_obsidian end end end cave_iterator = cave_area:iterp(minp, maxp) -- reset this iterator for vi, x, y, z in area:iterp_xyz(minp, maxp) do local index_3d = cave_iterator() local index_2d = mapgen_helper.index2d(minp, maxp, x, z) local ai = vi + area.ystride local bi = vi - area.ystride local tcave --same as above if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 elseif y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 else tcave = TCAVE end local biome if biomemap then biome = mapgen_helper.get_biome_def(biomemap[index_2d]) end local fill_node = c_air local cave_fill_node = c_air if biome and biome._subterrane_override_sea_level and y <= biome._subterrane_override_sea_level then local override_name = biome._subterrane_override_under_sea_biome if override_name then biome = minetest.registered_biomes[override_name] else biome = nil end end if biome then local cave_value = (nvals_cave[index_3d] + nvals_wave[index_3d])/2 -- only check nodes near the edges of caverns if cave_value > tcave - 0.05 and cave_value < tcave + 0.05 then if biome._subterrane_fill_node then fill_node = biome._subterrane_fill_node end --ceiling if biome._subterrane_ceiling_decor and data[ai] ~= fill_node and data[vi] == fill_node and y < y_max then --ceiling biome._subterrane_ceiling_decor(area, data, ai, vi, bi, data_param2) end --floor if biome._subterrane_floor_decor and data[bi] ~= fill_node and data[vi] == fill_node and y > y_min then --floor biome._subterrane_floor_decor(area, data, ai, vi, bi, data_param2) end elseif cave_value <= tcave then --if node falls outside cave threshold -- decorate other "native" caves and tunnels if biome._subterrane_cave_fill_node then cave_fill_node = biome._subterrane_cave_fill_node if data[vi] == c_air then data[vi] = cave_fill_node end end if biome._subterrane_cave_ceiling_decor and data[ai] ~= cave_fill_node and data[vi] == cave_fill_node and y < y_max then --ceiling biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2) end if biome._subterrane_cave_floor_decor and data[bi] ~= cave_fill_node and data[vi] == cave_fill_node and y > y_min then --ground biome._subterrane_cave_floor_decor(area, data, ai, vi, bi, data_param2) 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() --write it to world vm:write_to_map() 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", "[subterrane] "..chunk_generation_time.." ms") --tell people how long else minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate map block " .. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp)) end end) end function subterrane:register_cave_decor(minimum_depth, maximum_depth) -- On generated function minetest.register_on_generated(function(minp, maxp, seed) if skip_uzlayer (maxp.y, minp.y) then return end --if out of range of cave definition limits, abort if minp.y > minimum_depth or maxp.y < maximum_depth then return end --easy reference to commonly used values local t_start = os.clock() local y_max = maxp.y local y_min = minp.y minetest.log("info", "[subterrane] chunk minp " .. minetest.pos_to_string(minp)) --tell people you are generating a chunk local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2() local biomemap = minetest.get_mapgen_object("biomemap") for vi, x, y, z in area:iterp_xyz(minp, maxp) do --decoration loop, places nodes on floor and ceiling local index_2d = mapgen_helper.index2d(minp, maxp, x, z) local ai = vi + area.ystride local bi = vi - area.ystride local biome if biomemap then biome = mapgen_helper.get_biome_def(biomemap[index_2d]) end local cave_fill_node = c_air if biome then -- decorate "native" caves and tunnels if biome._subterrane_cave_fill_node then cave_fill_node = biome._subterrane_cave_fill_node if data[vi] == c_air then data[vi] = cave_fill_node end end if biome._subterrane_cave_ceiling_decor and data[ai] ~= cave_fill_node and data[vi] == cave_fill_node and y < y_max then --ceiling biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2) end --ground if biome._subterrane_cave_floor_decor and data[bi] ~= cave_fill_node and data[vi] == cave_fill_node and y > y_min then --ground biome._subterrane_cave_floor_decor(area, data, ai, vi, bi, data_param2) 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() --write it to world vm:write_to_map() 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", "[subterrane] "..chunk_generation_time.." ms") --tell people how long else minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate a map block") end end) end --FUNCTIONS-- local grid_size = mapgen_helper.block_size * 4 function subterrane:vertically_consistent_randomp(pos) local next_seed = math.floor(math.random() * 2^31) math.randomseed(minetest.hash_node_position({x=pos.x, y=0, z=pos.z})) local output = math.random() math.randomseed(next_seed) return output end function subterrane:vertically_consistent_random(vi, area) local pos = area:position(vi) return subterrane:vertically_consistent_randomp(pos) end subterrane.get_column_points = function(minp, maxp, column_def) local grids = mapgen_helper.get_nearest_regions(minp, grid_size) local points = {} for _, grid in ipairs(grids) do --The y value of the returned point will be the radius of the column local minp = {x=grid.x, y = column_def.min_column_radius*100, z=grid.z} local maxp = {x=grid.x+grid_size-1, y=column_def.max_column_radius*100, z=grid.z+grid_size-1} for _, point in ipairs(mapgen_helper.get_random_points(minp, maxp, column_def.minimum_count, column_def.maximum_count)) do point.y = point.y / 100 if point.x > minp.x - point.y and point.x < maxp.x + point.y and point.z > minp.z - point.y and point.z < maxp.z + point.y then table.insert(points, point) end end end return points end subterrane.get_point_heat = function(pos, points) local heat = 0 for _, point in ipairs(points) do local axis_point = {x=point.x, y=pos.y, z=point.z} local radius = point.y if (pos.x >= axis_point.x-radius and pos.x <= axis_point.x+radius and pos.z >= axis_point.z-radius and pos.z <= axis_point.z+radius) then local dist = vector.distance(pos, axis_point) if dist < radius then heat = math.max(heat, 1 - dist/radius) end end end return heat end