dfcaverns/biomes/sunless_sea.lua

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local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local c_stone = minetest.get_content_id("default:stone")
local c_cobble = minetest.get_content_id("default:cobble")
local c_dirt = minetest.get_content_id("default:dirt")
local c_sand = minetest.get_content_id("default:sand")
local c_dirt_moss = minetest.get_content_id("dfcaverns:dirt_with_cave_moss")
local c_cobble_fungus = minetest.get_content_id("dfcaverns:cobble_with_floor_fungus")
local c_dead_fungus = minetest.get_content_id("dfcaverns:dead_fungus") -- param2 = 0
local c_cavern_fungi = minetest.get_content_id("dfcaverns:cavern_fungi") -- param2 = 0
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minetest.debug(dfcaverns.config.sunless_sea_min)
minetest.debug(dfcaverns.config.sunless_sea_level)
local sunless_sea_underwater_floor = function(area, data, ai, vi, bi, param2_data)
if data[bi] ~= c_stone then
return
end
data[bi] = c_dirt
end
local sunless_sea_biome_def = {
name = "dfcaverns_sunless_sea",
y_min = dfcaverns.config.sunless_sea_min,
y_max = dfcaverns.config.sunless_sea_level,
heat_point = 50,
humidity_point = 50,
_subterrane_fill_node = c_water,
_subterrane_cave_fill_node = c_water,
_subterrane_mitigate_lava = true,
_subterrane_floor_decor = sunless_sea_underwater_floor,
}
minetest.register_biome(sunless_sea_biome_def)
local data = {}
minetest.register_on_generated(function(minp, maxp, seed)
--if out of range of cave definition limits, abort
if minp.y > dfcaverns.config.sunless_sea_level or maxp.y < dfcaverns.config.sunless_sea_min then
return
end
--easy reference to commonly used values
local t_start = os.clock()
local x_max = maxp.x
local y_max = maxp.y
local z_max = maxp.z
local x_min = minp.x
local y_min = minp.y
local z_min = minp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
vm:get_data(data)
for z = z_min, z_max do -- for each xy plane progressing northwards
for y = y_min, y_max do -- for each x row progressing upwards
if y <= dfcaverns.config.sunless_sea_level then
local vi = area:index(x_min, y, z) --current node index
for x = x_min, x_max do -- for each node do
if data[vi] == c_air then
data[vi] = c_water
end
vi = vi + 1
end
end
end
end
--send data back to voxelmanip
vm:set_data(data)
--calc lighting
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
--write it to world
vm:write_to_map()
end)