dfcaverns/biomes/level1.lua

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Lua
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2017-03-19 22:54:46 +01:00
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_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
--dfcaverns.spawn_fungiwood_vm(vi, area, data)
local level_1_tower_cap_floor = function(area, data, ai, vi, bi, param2_data)
subterrane:obsidian_floor_dam(area, data, ai, vi, bi)
if data[bi] ~= c_stone then
return
end
if math.random() < 0.25 then
data[bi] = c_dirt
else
data[bi] = c_dirt_moss
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if math.random() < 0.1 then
dfcaverns.place_shrub(data, vi, param2_data)
elseif drip_rand < 0.1 then
--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.1 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, true)
elseif math.random() < 0.005 then
dfcaverns.spawn_tower_cap_vm(bi, area, data)
end
end
local level_1_moist_ceiling = function(area, data, ai, vi, bi, param2_data)
subterrane:obsidian_ceiling_plug(area, data, ai, vi, bi)
if data[ai] ~= c_stone then
return
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.075 then
--subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.075 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height, true)
elseif math.random() < 0.03 then
dfcaverns.glow_worm_ceiling(area, data, ai, vi, bi)
end
end
local level_1_dry_floor = function(area, data, ai, vi, bi, param2_data)
if data[bi] ~= c_stone then
return
end
if math.random() < 0.25 then
data[bi] = c_cobble_fungus
if math.random() < 0.1 then
data[vi] = c_dead_fungus
end
elseif math.random() < 0.5 then
data[bi] = c_cobble
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.05 then
--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.025 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, false)
end
end
local level_1_dry_ceiling = function(area, data, ai, vi, bi, param2_data)
if data[ai] ~= c_stone then
return
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.075 then
--subterrane:stalactite(ai, area, data, 6, 20, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.05 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height, false)
end
end
local level_1_fungiwood_floor = function(area, data, ai, vi, bi, param2_data)
subterrane:obsidian_floor_dam(area, data, ai, vi, bi)
if data[bi] ~= c_stone then
return
end
if math.random() < 0.25 then
data[bi] = c_dirt
else
data[bi] = c_dirt_moss
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if math.random() < 0.1 then
dfcaverns.place_shrub(data, vi, param2_data)
elseif drip_rand < 0.1 then
--subterrane:stalagmite(bi, area, data, 6, 15, c_stone, c_stone, c_stone)
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.1 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, true)
elseif math.random() < 0.005 then
dfcaverns.spawn_fungiwood_vm(bi, area, data)
end
end
local level_1_cave_floor = function(area, data, ai, vi, bi, param2_data)
if dfcaverns.can_support_vegetation[data[bi]] then
data[bi] = c_dirt_moss
if math.random() < 0.25 then
if data[vi] == c_air then
dfcaverns.place_shrub(data, vi, param2_data)
end
end
return
end
if data[bi] ~= c_stone then
return
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.075 then
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.075 * 4)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, height, true)
end
end
local level_1_cave_ceiling = function(area, data, ai, vi, bi, param2_data)
if data[ai] ~= c_stone then
return
end
local drip_rand = subterrane:vertically_consistent_random(vi, area)
if drip_rand < 0.1 then
local param2 = drip_rand*1000000 - math.floor(drip_rand*1000000/4)*4
local height = math.floor(drip_rand/0.1 * 5)
subterrane:small_stalagmite(vi, area, data, param2_data, param2, -height, true)
end
end
-------------------------------------------------------------------------------------------
minetest.register_biome({
name = "dfcaverns_level1_flooded_biome",
y_min = -2000,
y_max = -300,
heat_point = -20,
humidity_point = 0,
_subterrane_fill_node = c_water,
_subterrane_cave_fill_node = c_water,
})
minetest.register_biome({
name = "dfcaverns_level1_tower_cap_biome",
y_min = -2000,
y_max = -300,
heat_point = 80,
humidity_point = 20,
_subterrane_ceiling_decor = level_1_moist_ceiling,
_subterrane_floor_decor = level_1_tower_cap_floor,
_subterrane_fill_node = c_air,
_subterrane_cave_floor_decor = level_1_cave_floor,
_subterrane_cave_ceiling_decor = level_1_cave_ceiling,
})
minetest.register_biome({
name = "dfcaverns_level1_fungiwood_biome",
y_min = -2000,
y_max = -300,
heat_point = 60,
humidity_point = 100,
_subterrane_ceiling_decor = level_1_moist_ceiling,
_subterrane_floor_decor = level_1_fungiwood_floor,
_subterrane_fill_node = c_air,
_subterrane_cave_floor_decor = level_1_cave_floor,
_subterrane_cave_ceiling_decor = level_1_cave_ceiling,
})
minetest.register_biome({
name = "dfcaverns_level1_dry_biome",
y_min = -2000,
y_max = -300,
heat_point = 20,
humidity_point = 140,
_subterrane_ceiling_decor = level_1_dry_ceiling,
_subterrane_floor_decor = level_1_dry_floor,
_subterrane_fill_node = c_air,
})