dfcaverns/df_caverns/lava_sea.lua

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if not df_caverns.config.enable_lava_sea then
return
end
local c_air = df_caverns.node_id.air
local c_lava = df_caverns.node_id.lava
local c_meseore = df_caverns.node_id.meseore
local c_mese_crystal = df_caverns.node_id.mese_crystal
local c_mese_crystal_block = df_caverns.node_id.mese_crystal_block
local c_obsidian = df_caverns.node_id.obsidian
-------------------------------------------------------------------------------------------
local perlin_cave = {
offset = 0,
scale = 1,
spread = {x=100, y=100, z=100},
seed = -787324,
octaves = 3,
persist = 0.67
}
-- large-scale rise and fall
local perlin_wave = {
offset = 0,
scale = 1,
spread = {x=1000, y=1000, z=1000},
seed = 256664,
octaves = 3,
persist = 0.67
}
local perlin_mese = {
offset = 0,
scale = 1,
spread = {x=500, y=500, z=500},
seed = -50001,
octaves = 3,
persist = 0.67
}
local median = df_caverns.config.lava_sea_level
local floor_mult = 60
local floor_displace = -25
local ceiling_mult = -40
local ceiling_displace = 15
local wave_mult = 10
local y_max = median + 2*wave_mult + -2*ceiling_mult + ceiling_displace
local y_min = median - 2*wave_mult - 2*floor_mult + floor_displace
minetest.register_on_generated(function(minp, maxp, seed)
--if out of range of cave definition limits, abort
if minp.y > y_max or maxp.y < y_min then
return
end
local t_start = os.clock()
math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
local nvals_cave = mapgen_helper.perlin2d("df_caverns:lava_cave", minp, maxp, perlin_cave)
local nvals_wave = mapgen_helper.perlin2d("df_caverns:lava_wave", minp, maxp, perlin_wave)
local nvals_mese = mapgen_helper.perlin2d("df_caverns:lava_mese", minp, maxp, perlin_mese)
local nvals_lavasurface = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
for vi, x, y, z in area:iterp_yxz(minp, maxp) do
local index2d = mapgen_helper.index2d(minp, maxp, x, z)
local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
local wave = nvals_wave[index2d] * wave_mult
local lava = nvals_lavasurface[index2d]
local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
local lava_height = math.floor(median + lava * 2)
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
data[vi] = c_obsidian -- obsidian ceiling
elseif y > floor_height and y < ceiling_height then
if y > lava_height then
data[vi] = c_air
else
data[vi] = c_lava
end
elseif y > floor_height - 5 and y < ceiling_height and y <= lava_height + 2 and not mapgen_helper.buildable_to(data[vi]) then
data[vi] = c_obsidian -- thick obsidian floor
elseif y < lava_height and data[vi] == c_air then
data[vi] = c_lava
end
end
-- decoration loop.
for x = minp.x + 1, maxp.x-1 do
for z = minp.z + 1, maxp.z -1 do
local index2d = mapgen_helper.index2d(minp, maxp, x, z)
local mese_intensity = math.abs(nvals_mese[index2d])
local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
local wave = nvals_wave[index2d] * wave_mult
local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
local lava = nvals_lavasurface[index2d]
local lava_height = math.floor(median + lava * 2)
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
local vi = area:index(x, ceiling_height, z)
if not mapgen_helper.buildable_to(data[vi]) then
-- decorate ceiling
if math.random() < 0.25 then
data[vi] = c_meseore
elseif mese_intensity > 0.75 and math.random() < 0.1 then
data[vi] = c_meseore
local bi = vi-area.ystride
data[bi] = c_mese_crystal
data_param2[bi] = math.random(1,4) + 19
elseif mese_intensity > 0.85 and math.random() < 0.025 then
subterrane.big_stalactite(vi-area.ystride, area, data, 6, 13, c_meseore, c_meseore, c_mese_crystal_block)
end
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()
vm:update_liquids()
--write it to world
vm:write_to_map()
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
local time_taken = os.clock() - t_start -- how long this chunk took, in seconds
mapgen_helper.record_time("df_caverns lava sea", time_taken)
end)