2018-12-31 19:46:27 +01:00
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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 = minetest.get_content_id("air")
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local c_lava = minetest.get_content_id("default:lava_source")
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local c_meseore = minetest.get_content_id("default:stone_with_mese")
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local c_mese_crystal = minetest.get_content_id("df_mapitems:mese_crystal")
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local c_mese_crystal_block = minetest.get_content_id("df_mapitems:glow_mese")
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local c_obsidian = minetest.get_content_id("default: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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Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
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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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2018-12-31 19:46:27 +01:00
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end)
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