ns_cavegen/script.lua

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2024-09-11 09:55:09 +00:00
-- This file is executed in the mapgen environment.
-- Average size of each cave biome
local BIOME_SIZE = { x = 250, y = 250, z = 250 }
-- Average step size of connectivity params
-- Given that connectivity is mostly a horizontal feature, it mostly changes
-- on a vertical scale, and barely on a horizontal scale.
local CONNECTIVITY_BLOB = { x = 250, y = 100, z = 250 }
local ENUM_AIR = 1
local ENUM_CEILING = 2
local ENUM_CEILING_DECORATION = 3
local ENUM_FLOOR = 4
local ENUM_FLOOR_DECORATION = 5
local ENUM_STONE = 6
local ENUM_WALL = 7
-- Point that is so out of the normal connectivity/verticality scope (0 - 100)
-- that it is only selected when no other items are registered.
local OUTLANDISH_POINT = -1e3
-- Average size of each cave shape
local SHAPE_SIZE = { x = 128, y = 128, z = 128 }
-- Several seeds for mapgen
local SEED_CONNECTIVITY = 297948
local SEED_HEAT = 320523
local SEED_HUMIDITY = 9923473
local SEED_VERTICALITY = 35644
-- Average step size of verticality params
-- Given that verticality is mostly a vertical feature, it mostly changes on a
-- horizontal scale, and barely on a vertical scale.
local VERTICALITY_BLOB = { x = 100, y = 250, z = 100 }
-- Lower bound for cave generation
local WORLD_MINP = { x = -1e6, y = -1e6, z = -1e6 }
-- Upper bound for cave generation
local WORLD_MAXP = { x = 1e6, y = 1e6, z = 1e6 }
local WORLD_DEPTH = -60
local internal = {}
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------- INTERNAL API ---------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
function internal.cave_vastness(pos)
local v = ns_cavegen.cave_vastness(pos)
if not v then
return 0
elseif v < 0 then
return 0
elseif v > 1 then
return 1
else
return v
end
end
-- Classify all nodes in the chunk into what they are
function internal.classify_nodes(used_shapes, minp, maxp)
local sminp = vector.offset(minp, 1, 1, 1)
local smaxp = vector.offset(maxp, -1, -1, -1)
local sva = VoxelArea(sminp, smaxp)
local va = VoxelArea(minp, maxp)
local ceiling_decos = {}
local ceilings = {}
local contents = {}
local floor_decos = {}
local floors = {}
local walls = {}
for i in sva:iterp(sminp, smaxp) do
local pos = sva:position(i)
if used_shapes[va:index(pos.x, pos.y, pos.z)] == true then
-- Part of cave
if not used_shapes[va:index(pos.x, pos.y + 1, pos.z)] then
table.insert(ceiling_decos, i)
elseif not used_shapes[va:index(pos.x, pos.y - 1, pos.z)] then
table.insert(floor_decos, i)
else
table.insert(contents, i)
end
else
-- Not part of cave
if used_shapes[va:index(pos.x, pos.y + 1, pos.z)] then
table.insert(floors, i)
elseif used_shapes[va:index(pos.x, pos.y - 1, pos.z)] then
table.insert(ceilings, i)
elseif used_shapes[va:index(pos.x - 1, pos.y, pos.z)] then
table.insert(walls, i)
elseif used_shapes[va:index(pos.x + 1, pos.y, pos.z)] then
table.insert(walls, i)
elseif used_shapes[va:index(pos.x, pos.y, pos.z - 1)] then
table.insert(walls, i)
elseif used_shapes[va:index(pos.x, pos.y, pos.z + 1)] then
table.insert(walls, i)
end
end
end
return {
ceiling_decos = ceiling_decos,
ceilings = ceilings,
contents = contents,
floor_decos = floor_decos,
floors = floors,
walls = walls,
}
end
function internal.clean_biome_def(def)
assert(type(def) == "table")
assert(type(def.name) == "string")
assert(type(def.heat_point) == "number")
assert(type(def.humidity_point) == "number")
def.y_min = def.y_min or (def.min_pos and def.min_pos.y) or WORLD_MINP.y
def.y_max = def.y_max or (def.max_pos and def.max_pos.y) or WORLD_MAXP.y
def.min_pos = def.min_pos or { x = WORLD_MINP.x, y = def.y_min, z = WORLD_MINP.z }
def.max_pos = def.max_pos or { x = WORLD_MAXP.x, y = def.y_max, z = WORLD_MAXP.z }
assert(type(def.y_min) == "number")
assert(type(def.y_max) == "number")
assert(type(def.min_pos) == "table")
assert(type(def.max_pos) == "table")
assert(type(def.min_pos.x) == "number")
assert(type(def.max_pos.x) == "number")
assert(type(def.min_pos.y) == "number")
assert(type(def.max_pos.y) == "number")
assert(type(def.min_pos.z) == "number")
assert(type(def.max_pos.z) == "number")
def.node_air = def.node_air or "air"
assert(def.node_dust == nil or type(def.node_dust) == "string")
assert(def.node_floor == nil or type(def.node_floor) == "string")
assert(def.node_wall == nil or type(def.node_wall) == "string")
assert(def.node_roof == nil or type(def.node_roof) == "string")
assert(type(def.node_air) == "string")
return def
end
function internal.clean_deco_def(def)
def.deco_type = def.deco_type or "simple"
def.place_on = def.place_on or "floor"
def.y_min = def.y_min or WORLD_MINP.y
def.y_max = def.y_max or WORLD_MAXP.y
assert(def.deco_type == "simple" or def.deco_type == "schematic")
assert(def.place_on == "floor" or def.place_on == "ceiling")
assert(type(def.fill_ratio) == "number")
assert(def.biomes == nil or type(def.biomes) == "table")
if def.deco_type == "simple" then
def.height = def.height or 1
def.height_max = def.height_max or def.height
def.place_offset_y = def.place_offset_y or 0
assert(type(def.deco_type) == "string")
assert(type(def.height) == "number")
assert(type(def.height_max) == "number")
assert(type(def.place_offset_y) == "number")
elseif def.deco_type == "schematic" then
def.replacements = def.replacements or {}
def.place_offset_y = def.place_offset_y or 0
assert(type(def.schematic) == "string" or type(def.schematic) == "table")
assert(type(def.replacements) == "table")
assert(def.rotation == "0" or def.rotation == "90" or def.rotation == "180" or def.rotation == "270" or def.rotation == "random")
assert(type(def.place_offset_y) == "number")
end
return def
end
function internal.clean_shape_def(def)
assert(
type(def) == "table",
"Shape def is meant to be a table type"
)
assert(type(def.name) == "string", "Shape name is meant to be a string")
assert(type(def.connectivity_point) == "number")
assert(type(def.verticality_point) == "number")
def.y_min = def.y_min or WORLD_MINP.y
def.y_max = def.y_max or WORLD_MAXP.y
def.func = def.func or function(_, n) return n end
assert(type(def.y_min) == "number")
assert(type(def.y_max) == "number")
assert(type(def.func) == "function")
assert(def.noise_params == nil or type(def.noise_params) == "table")
return def
end
-- Get connectivity noise params
function internal.connectivity_noise_params()
local factor = math.max(1, math.abs(#ns_cavegen.registered_shapes) ^ 0.5)
return {
offset = 50,
scale = 50,
spread = {
x = factor * CONNECTIVITY_BLOB.x,
y = factor * CONNECTIVITY_BLOB.y,
z = factor * CONNECTIVITY_BLOB.z,
},
seed = SEED_CONNECTIVITY,
octaves = 2,
persistence = 0.2,
lacunarity = 2.0,
flags = "eased"
}
end
-- Get a default cave biome in case no biomes are registered
function internal.default_biome()
return internal.clean_biome_def(
{ name = "ns_cavegen:default_biome"
, heat_point = OUTLANDISH_POINT
, humidity_point = OUTLANDISH_POINT
}
)
end
-- Get a default cave shape in case no shapes are registered
function internal.default_shape()
return internal.clean_shape_def(
{ name = "ns_cavegen:none"
, connectivity_point = OUTLANDISH_POINT
, verticality_point = OUTLANDISH_POINT
, func = function (pos, v) return 0 end
}
)
end
-- Get a (sorta) Euclidian distance. The exact distance doesn't matter,
-- it just needs to correctly determine whichever value is closer in a
-- Euclidian space. Consequently, the square root is ignored as optimization.
function internal.euclidian(x1, x2, y1, y2)
return (x1 - x2) ^ 2 + (y1 - y2) ^ 2
end
-- For each node, determine which cave biome they're in.
function internal.find_biome_allocations(heat, humidity)
assert(#heat == #humidity)
local allocs = {}
local default_biome = internal.default_biome()
for i = 1, #heat, 1 do
local e, u = heat[i], humidity[i]
local d = internal.euclidian(
e, default_biome.heat_point,
u, default_biome.humidity_point
)
local biome_name
-- Find the appropriate biome
for name, def in pairs(ns_cavegen.registered_biomes) do
local def_d = internal.euclidian(
e, def.heat_point, u, def.humidity_point
)
if def_d < d then
d = def_d
biome_name = name
end
end
allocs[i] = biome_name
end
return allocs
end
-- For each node, determine which cave shape they follow.
function internal.find_shape_allocations(connectivity, verticality)
assert(#connectivity == #verticality)
local allocs = {}
local default_shape = internal.default_shape()
for i = 1, #connectivity, 1 do
local c, v = connectivity[i], verticality[i]
local d = internal.euclidian(
c, default_shape.connectivity_point,
v, default_shape.verticality_point
)
local shape_name
-- Find the appropriate shape
for name, def in pairs(ns_cavegen.registered_shapes) do
local def_d = internal.euclidian(
c, def.connectivity_point, v, def.verticality_point
)
if def_d < d then
d = def_d
shape_name = name
end
end
-- Assign the chosen name
allocs[i] = shape_name
end
return allocs
end
-- Once it has been figured out which node belongs to which shape,
-- get noise values from the respective shapes.
-- This function does its operations in-place.
function internal.find_shape_values(used_shapes, minp, maxp, va)
-- Cache shapes so they don't need to be recalculated.
local captured_shapes = {}
local default_shape = internal.default_shape()
for i in va:iterp(minp, maxp) do
-- Get shape values per item
local name = used_shapes[i]
local shape
if name == nil then
shape = default_shape
else
shape = ns_cavegen.registered_shapes[name]
end
if captured_shapes[shape] == nil then
-- minetest.debug("Generating new shape! " .. shape.name)
captured_shapes[shape] = internal.generate_shape(shape, minp, maxp, va)
end
used_shapes[i] = captured_shapes[shape][i]
if used_shapes[i] == nil then
error(
"Noise value ended up nil unexpectedly: i = " .. i .. ", shape = " .. shape.name
)
end
end
-- minetest.debug("Finished generating shapes.")
end
function internal.generate_connectivity_noise(minp, maxp)
return internal.generate_perlin_noise(
internal.connectivity_noise_params(), minp, maxp
)
end
function internal.generate_heat_noise(minp, maxp)
return internal.generate_perlin_noise(
internal.heat_noise_params(), minp, maxp
)
end
function internal.generate_humidity_noise(minp, maxp)
return internal.generate_perlin_noise(
internal.humidity_noise_params(), minp, maxp
)
end
-- Generate Perlin noise within given boundaries
function internal.generate_perlin_noise(noiseparams, minp, maxp)
local size = {
x = 1 + maxp.x - minp.x,
y = 1 + maxp.y - minp.y,
z = 1 + maxp.z - minp.z,
}
return PerlinNoiseMap(noiseparams, size):get_3d_map_flat(minp)
end
function internal.generate_shape(def, minp, maxp, va)
-- local noise_flat = {}
-- Get random noise if noise_params are given
if def.noise_params then
return internal.generate_perlin_noise(def.noise_params, minp, maxp)
else
return {}
-- for i in va:iterp(minp, maxp) do
-- noise_flat[i] = 0
-- end
end
-- -- Update noise with custom defined function
-- for i in va:iterp(minp, maxp) do
-- noise_flat[i] = def.func(va:position(i), noise_flat[i])
-- end
-- return noise_flat
end
-- Generate verticality noise within given boundaries
function internal.generate_verticality_noise(minp, maxp)
return internal.generate_perlin_noise(
internal.verticality_noise_params(), minp, maxp
)
end
-- Get the noise params for the cave biome temperature.
function internal.heat_noise_params()
return {
offset = 50,
scale = 50,
spread = BIOME_SIZE,
seed = SEED_HEAT,
octaves = 2,
persistence = 0.1,
lacunarity = 2.0,
flags = ""
}
end
-- Get the noise params for the cave biome humidity.
function internal.humidity_noise_params()
return {
offset = 50,
scale = 50,
spread = BIOME_SIZE,
seed = SEED_HUMIDITY,
octaves = 2,
persistence = 0.1,
lacunarity = 2.0,
flags = ""
}
end
-- Take all necessary steps to execute the mapgen
function internal.mapgen(vm, minp, maxp, blockseed)
-- Create bordered VoxelArea.
-- The point of this is so walls and ceilings can be determined using
-- bordering nodes in different chunks.
local bminp = vector.offset(minp, -1, -1, -1)
local bmaxp = vector.offset(maxp, 1, 1, 1)
local bva = VoxelArea(bminp, bmaxp)
local va = VoxelArea(vm:get_emerged_area())
math.randomseed(blockseed)
-- Find cave shape params
local connectivity = internal.generate_connectivity_noise(bminp, bmaxp)
local verticality = internal.generate_verticality_noise(bminp, bmaxp)
-- Draw cave shapes
local used_shapes = internal.find_shape_allocations(connectivity, verticality)
internal.find_shape_values(used_shapes, bminp, bmaxp, bva)
internal.shape_to_air(used_shapes, bminp, bmaxp, bva)
-- Find cave biome params
local heat = internal.generate_heat_noise(minp, maxp)
local humidity = internal.generate_humidity_noise(minp, maxp)
-- -- DEBUG: Write to air (or not)
-- local air = 0
-- for i in small_va:iterp(minp, maxp) do
-- if used_shapes[i] == true then
-- local pos = small_va:position(i)
-- local vmi = va:index(pos.x, pos.y, pos.z)
-- data[vmi] = minetest.CONTENT_AIR
-- air = air + 1
-- end
-- end
-- Classify various nodes as walls, floors, ceilings
local classified_nodes = internal.classify_nodes(used_shapes, bminp, bmaxp)
-- Draw cave biomes
local used_biomes = internal.find_biome_allocations(heat, humidity)
-- Manipulate `data` table by adding classified nodes based on which biome
-- they're in.
local sva = VoxelArea(minp, maxp)
local data = vm:get_data()
local ground = { [ minetest.CONTENT_AIR ] = false }
internal.write_classified_node(
data, va, used_biomes, classified_nodes.ceilings, sva, "node_roof",
ground
)
internal.write_classified_node(
data, va, used_biomes, classified_nodes.contents, sva, "node_air",
ground
)
internal.write_classified_node(
data, va, used_biomes, classified_nodes.floors, sva, "node_floor",
ground
)
internal.write_classified_node(
data, va, used_biomes, classified_nodes.walls, sva, "node_wall",
ground
)
-- Place floor decorations
-- In case the dust has not been defined, place air nodes first
internal.write_classified_node(
data, va, used_biomes, classified_nodes.floor_decos, sva, "node_air",
ground
)
internal.write_classified_node(
data, va, used_biomes, classified_nodes.floor_decos, sva, "node_dust",
ground
)
local claimed_floor = internal.write_simple_floor_decorations(
data, va, used_biomes, classified_nodes.floor_decos, sva
)
-- Place ceiling decorations
internal.write_classified_node(
data, va, used_biomes, classified_nodes.ceiling_decos, sva, "node_air",
ground
)
local claimed_ceiling = internal.write_simple_ceiling_decorations(
data, va, used_biomes, classified_nodes.ceiling_decos, sva
)
vm:set_data(data)
-- Set schematic decorations
internal.write_schematic_floor_decoration(
vm, used_biomes, classified_nodes.floor_decos, sva, claimed_floor
)
internal.write_schematic_ceiling_decoration(
vm, used_biomes, classified_nodes.ceiling_decos, sva, claimed_ceiling
)
-- vm:write_to_map()
end
-- Register a new biome
function internal.register_biome(biome)
biome = internal.clean_biome_def(biome)
ns_cavegen.registered_biomes[biome.name] = biome
end
-- Register a new decoration
function internal.register_decoration(deco)
table.insert(
ns_cavegen.registered_decorations,
internal.clean_deco_def(deco)
)
end
-- Register a new shape
function internal.register_shape(shape)
shape = internal.clean_shape_def(shape)
ns_cavegen.registered_shapes[shape.name] = shape
end
-- Convert all shape noise into clarifications whether a node is wall or air.
-- This function does its operations in-place.
function internal.shape_to_air(noise_values, minp, maxp, va)
for i in va:iterp(minp, maxp) do
local vastness = internal.cave_vastness(va:position(i))
if noise_values[i] == nil then
error(
"Noise value ended up nil unexpectedly"
)
elseif noise_values[i] >= 1 - vastness then
noise_values[i] = true
else
noise_values[i] = false
end
end
end
-- Get verticality noise params
function internal.verticality_noise_params()
local factor = math.max(1, math.abs(#ns_cavegen.registered_shapes) ^ 0.5)
return {
offset = 50,
scale = 50,
spread = {
x = factor * VERTICALITY_BLOB.x,
y = factor * VERTICALITY_BLOB.y,
z = factor * VERTICALITY_BLOB.z,
},
seed = SEED_VERTICALITY,
octaves = 2,
persistence = 0.2,
lacunarity = 2.0,
flags = "eased"
}
end
function internal.write_classified_node(vm_data, va, used_biomes, classified_nodes, small_va, biome_key, ground_content_nodes)
local default_biome = internal.default_biome()
local biome_to_id = {}
biome_to_id[default_biome.name] = default_biome[biome_key] or ""
for _, i in ipairs(classified_nodes) do
local pos = small_va:position(i)
local biome = used_biomes[i] or default_biome.name
if biome_to_id[biome] == nil then
local biome_def
if biome == default_biome.name then
biome_def = default_biome
else
biome_def = ns_cavegen.registered_biomes[biome] or default_biome
end
if biome_def[biome_key] == nil then
biome_to_id[biome] = ""
else
biome_to_id[biome] = minetest.get_content_id(biome_def[biome_key]) or ""
end
end
local content_id = biome_to_id[biome]
if content_id ~= "" then
local vi = va:index(pos.x, pos.y, pos.z)
local vm_node = vm_data[vi]
if ground_content_nodes[vm_node] == nil then
local name = minetest.get_name_from_content_id(content_id)
ground_content_nodes[vm_node] = minetest.registered_nodes[name].is_ground_content or true
end
if ground_content_nodes[vm_node] then
vm_data[vi] = content_id
end
end
end
end
function internal.write_schematic_ceiling_decoration(vmanip, used_biomes, classified_nodes, sva, claimed_spots)
for _, def in pairs(ns_cavegen.registered_decorations) do
if def.deco_type == "schematic" and def.place_on == "ceiling" then
-- Place the decoration, if they're in the appropriate biome
for _, i in ipairs(classified_nodes) do
local good_biome = def.biomes == nil
local unclaimed_spot = true
for _, ci in ipairs(claimed_spots) do
if ci == i then
unclaimed_spot = false
break
end
end
if unclaimed_spot and not good_biome then
local current_biome = used_biomes[i]
for _, name in ipairs(def.biomes) do
if name == current_biome then
good_biome = true
break
end
end
end
if unclaimed_spot and good_biome and math.random() < def.fill_ratio then
-- Automatically place the top at the top of the cave
local pos = sva:position(i)
local h = def.schematic
if type(def.schematic) == "string" then
h = minetest.read_schematic(h, {})
if type(h) == "nil" then
error("Could not find schematic! Perhaps it the filename is incorrect?")
end
end
h = h.size.y
minetest.place_schematic_on_vmanip(vmanip,
{ x = pos.x, y = pos.y - h + 1 + def.place_offset_y, z = pos.z },
def.schematic, def.rotation, def.replacement, true,
def.flags
)
table.insert(claimed_spots, i)
end
end
end
end
return claimed_spots
end
function internal.write_schematic_floor_decoration(vmanip, used_biomes, classified_nodes, sva, claimed_spots)
for _, def in pairs(ns_cavegen.registered_decorations) do
if def.deco_type == "schematic" and def.place_on == "floor" then
-- Place the decoration, if they're in the appropriate biome
for _, i in ipairs(classified_nodes) do
local good_biome = def.biomes == nil
local unclaimed_spot = true
for _, ci in ipairs(claimed_spots) do
if ci == i then
unclaimed_spot = false
break
end
end
if unclaimed_spot and not good_biome then
local current_biome = used_biomes[i]
for _, name in ipairs(def.biomes) do
if name == current_biome then
good_biome = true
break
end
end
end
if unclaimed_spot and good_biome and math.random() < def.fill_ratio then
minetest.place_schematic_on_vmanip(
vmanip, sva:position(i), def.schematic, def.rotation,
def.replacement, true, def.flags
)
table.insert(claimed_spots, i)
end
end
end
end
return claimed_spots
end
function internal.write_simple_ceiling_decorations(vm_data, va, used_biomes, classified_nodes, sva)
local claimed_spots = {}
for _, def in pairs(ns_cavegen.registered_decorations) do
if def.deco_type == "simple" and def.place_on == "ceiling" then
-- Place the decoration, if they're in the appropriate biome.
for _, i in ipairs(classified_nodes) do
local pos = sva:position(i)
local good_biome = def.biomes == nil
local unclaimed_spot = true
for _, ci in ipairs(claimed_spots) do
if ci == i then
unclaimed_spot = false
break
end
end
if not good_biome and unclaimed_spot then
local current_biome = used_biomes[i]
for _, name in ipairs(def.biomes) do
if name == current_biome then
good_biome = true
break
end
end
end
if unclaimed_spot and good_biome and math.random() < def.fill_ratio then
-- Determine the height
local height = def.height
if def.height_max > height then
height = math.min(
16, math.random(def.height, def.height_max)
)
end
-- Place the structure!
for h = 1, height, 1 do
local y = pos.y - h + def.place_offset_y + 1
if sva:contains(pos.x, y, pos.z) then
vm_data[va:index(pos.x, y, pos.z)] = minetest.get_content_id(def.decoration)
end
end
table.insert(claimed_spots, i)
end
end
end
end
return claimed_spots
end
function internal.write_simple_floor_decorations(vm_data, va, used_biomes, classified_nodes, sva)
local claimed_spots = {}
for _, def in pairs(ns_cavegen.registered_decorations) do
if def.deco_type == "simple" and def.place_on == "floor" then
-- Place the decoration, if they're in the appropriate biome.
for _, i in ipairs(classified_nodes) do
local pos = sva:position(i)
local good_biome = def.biomes == nil
local unclaimed_spot = true
for _, ci in ipairs(claimed_spots) do
if ci == i then
unclaimed_spot = false
break
end
end
if unclaimed_spot and not good_biome then
local current_biome = used_biomes[i]
for _, name in ipairs(def.biomes) do
if name == current_biome then
good_biome = true
break
end
end
end
if unclaimed_spot and good_biome and math.random() < def.fill_ratio then
-- Determine the height
local height = def.height
if def.height_max > height then
height = math.min(
16, math.random(def.height, def.height_max)
)
end
-- Place the structure!
for h = 1, height, 1 do
local y = pos.y + h + def.place_offset_y - 1
if sva:contains(pos.x, y, pos.z) then
vm_data[va:index(pos.x, y, pos.z)] = minetest.get_content_id(def.decoration)
end
end
table.insert(claimed_spots, i)
end
end
end
end
return claimed_spots
end
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
--------------------------------- PUBLIC API ----------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
minetest.register_on_generated(internal.mapgen)
ns_cavegen = {
cave_vastness = function(pos)
if pos.y > 0 or pos.y < WORLD_DEPTH then
return 0
end
local y = math.abs(pos.y)
local d = math.abs(WORLD_DEPTH / 2)
return 1 - (math.abs(y - d) / d)
end,
register_biome = internal.register_biome,
register_decoration = internal.register_decoration,
register_shape = internal.register_shape,
registered_biomes = {},
registered_decorations = {},
registered_shapes = {},
}
-- dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/lua/register.lua")