2018-12-31 19:46:27 +01:00
local c_water = minetest.get_content_id ( " default:water_source " )
local c_air = minetest.get_content_id ( " air " )
local c_desert_sand = minetest.get_content_id ( " default:desert_sand " )
local c_stone_with_coal = minetest.get_content_id ( " default:stone_with_coal " )
local c_silver_sand = minetest.get_content_id ( " default:silver_sand " )
local c_snow = minetest.get_content_id ( " default:snow " )
local c_ice = minetest.get_content_id ( " default:ice " )
local c_hoar_moss = minetest.get_content_id ( " df_mapitems:ice_with_hoar_moss " )
local c_gravel = minetest.get_content_id ( " default:gravel " )
local c_oil = minetest.get_content_id ( " oil:oil_source " )
local c_cobble_fungus_fine = minetest.get_content_id ( " df_mapitems:cobble_with_floor_fungus_fine " )
local c_cobble_fungus = minetest.get_content_id ( " df_mapitems:cobble_with_floor_fungus " )
local c_cobble = minetest.get_content_id ( " default:cobble " )
local c_wet_flowstone = minetest.get_content_id ( " df_mapitems:wet_flowstone " )
local c_dry_flowstone = minetest.get_content_id ( " df_mapitems:dry_flowstone " )
local c_glow_ore = minetest.get_content_id ( " df_mapitems:glow_ruby_ore " )
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
local c_salty_cobble = minetest.get_content_id ( " df_mapitems:salty_cobble " )
local c_salt_crystal = minetest.get_content_id ( " df_mapitems:salt_crystal " )
2018-12-31 19:46:27 +01:00
local c_sprite
if minetest.get_modpath ( " ice_sprites " ) then
c_sprite = minetest.get_content_id ( " ice_sprites:ice_sprite " )
end
local subsea_level = df_caverns.config . level3_min - ( df_caverns.config . level3_min - df_caverns.config . level2_min ) * 0.33
local flooding_threshold = math.min ( df_caverns.config . tunnel_flooding_threshold , df_caverns.config . cavern_threshold )
local ice_thickness = 3
local get_biome = function ( heat , humidity )
if humidity < 23 then -- about 20% of locations fall below this threshold
return " barren "
elseif heat < 50 then
return " blackcap "
else
return " bloodnether "
end
end
local black_cap_shrublist
local nether_cap_shrublist
local blood_thorn_shrublist
if minetest.get_modpath ( " df_farming " ) then
black_cap_shrublist = {
df_farming.spawn_dead_fungus_vm ,
}
nether_cap_shrublist = {
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_cavern_fungi_vm ,
}
blood_thorn_shrublist = {
df_farming.spawn_quarry_bush_vm ,
df_farming.spawn_dead_fungus_vm ,
df_farming.spawn_dead_fungus_vm ,
}
end
local hoar_moss_perlin_params = {
offset = 0 ,
scale = 1 ,
spread = { x = 3 , y = 30 , z = 3 } ,
seed = 345421 ,
octaves = 3 ,
persist = 0.63 ,
lacunarity = 2.0 ,
flags = " eased " ,
}
local black_cap_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
if math.random ( ) < 0.25 then
data [ vi ] = c_stone_with_coal
else
data [ vi ] = c_cobble_fungus
end
if abs_cracks < 0.1 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
elseif abs_cracks < 0.15 and math.random ( ) < 0.3 then
df_trees.spawn_torchspine_vm ( vi + area.ystride , area , data , data_param2 )
else
if math.random ( ) < 0.05 then
df_caverns.place_shrub ( vi + area.ystride , area , data , data_param2 , black_cap_shrublist )
elseif math.random ( ) < 0.01 and abs_cracks > 0.25 then
df_trees.spawn_black_cap_vm ( vi + area.ystride , area , data )
end
end
end
local nether_cap_cavern_floor = function ( cracks , abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
if vert_rand < 0.004 then
subterrane.big_stalagmite ( vi + ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
end
if cracks < - 0.3 then
data [ vi ] = c_silver_sand
if math.random ( ) < 0.025 then
df_trees.spawn_nether_cap_vm ( vi + ystride , area , data )
elseif math.random ( ) < 0.05 then
df_caverns.place_shrub ( vi + ystride , area , data , data_param2 , nether_cap_shrublist )
elseif cracks < - 0.4 and cracks > - 0.6 then
data [ vi + ystride ] = c_snow
end
elseif cracks > 0.1 then
if math.random ( ) < 0.002 then
df_trees.spawn_nether_cap_vm ( vi + ystride , area , data )
else
data [ vi ] = c_ice
end
if cracks > 0.4 then
data [ vi + ystride ] = c_ice
if cracks > 0.6 then
data [ vi + 2 * ystride ] = c_ice
end
end
end
end
local nether_cap_cavern_ceiling = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
local ystride = area.ystride
if abs_cracks < 0.1 then
if vert_rand < 0.01 then
subterrane.big_stalactite ( vi - ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
end
if c_sprite and abs_cracks < 0.5 and math.random ( ) < 0.02 then
local sprite_vi = vi - ystride * math.random ( 1 , 5 )
if data [ sprite_vi ] == c_air and area : containsi ( sprite_vi ) then
data [ sprite_vi ] = c_sprite
minetest.get_node_timer ( area : position ( sprite_vi ) ) : start ( 1 )
end
end
end
local blood_thorn_cavern_floor = function ( abs_cracks , vert_rand , vi , area , data , data_param2 )
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
local ai = vi + area.ystride
2018-12-31 19:46:27 +01:00
if abs_cracks < 0.075 then
if vert_rand < 0.004 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
subterrane.big_stalagmite ( ai , area , data , 6 , 15 , c_dry_flowstone , c_dry_flowstone , c_dry_flowstone )
elseif data [ vi ] ~= air and math.random ( ) < 0.5 then
data [ vi ] = c_salty_cobble
if data [ ai ] == c_air and math.random ( ) < 0.25 then
data [ ai ] = c_salt_crystal
data_param2 [ ai ] = math.random ( 1 , 4 ) - 1
end
2018-12-31 19:46:27 +01:00
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = math.floor ( abs_cracks * 66 )
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
subterrane.stalagmite ( ai , area , data , data_param2 , param2 , height , df_mapitems.dry_stalagmite_ids )
2018-12-31 19:46:27 +01:00
end
elseif math.random ( ) > abs_cracks + 0.66 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
df_trees.spawn_blood_thorn_vm ( ai , area , data , data_param2 )
2018-12-31 19:46:27 +01:00
data [ vi ] = c_desert_sand
else
if math.random ( ) < 0.1 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
df_caverns.place_shrub ( ai , area , data , data_param2 , blood_thorn_shrublist )
2018-12-31 19:46:27 +01:00
data [ vi ] = c_desert_sand
elseif math.random ( ) > 0.25 then
data [ vi ] = c_desert_sand
else
data [ vi ] = c_cobble
end
end
end
local hoar_moss_generator
local decorate_level_3 = function ( minp , maxp , seed , vm , node_arrays , area , data )
math.randomseed ( minp.x + minp.y * 2 ^ 8 + minp.z * 2 ^ 16 + seed ) -- make decorations consistent between runs
local heatmap = minetest.get_mapgen_object ( " heatmap " )
local humiditymap = minetest.get_mapgen_object ( " humiditymap " )
local data_param2 = df_caverns.data_param2
vm : get_param2_data ( data_param2 )
local nvals_cracks = mapgen_helper.perlin2d ( " df_cavern:cracks " , minp , maxp , df_caverns.np_cracks )
local nvals_cave = node_arrays.nvals_cave
local cave_area = node_arrays.cave_area
local cavern_def = node_arrays.cavern_def
-- Partly fill flooded caverns and warrens
if minp.y <= subsea_level then
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for vi , x , y , z in area : iterp_yxz ( area.MinEdge , area.MaxEdge ) do
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if y <= subsea_level and nvals_cave [ vi ] < - flooding_threshold then
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if data [ vi ] == c_air and y <= subsea_level then
data [ vi ] = c_water
end
2019-11-11 21:12:46 +01:00
if ( mapgen_helper.is_pos_within_box ( { x = x , y = y , z = z } , minp , maxp ) ) then
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
if biome_name == " blackcap " then
-- oil slick
local cave = math.abs ( nvals_cave [ vi ] )
if y == subsea_level and data [ vi ] == c_water and cave + nvals_cracks [ index2d ] * 0.025 < cavern_def.cave_threshold + 0.1 then
data [ vi ] = c_oil
end
elseif biome_name == " bloodnether " and y <= subsea_level and y > subsea_level - ice_thickness and data [ vi ] == c_water then
-- floating ice
data [ vi ] = c_ice
2018-12-31 19:46:27 +01:00
end
end
end
end
end
---------------------------------------------------------
-- Cavern floors
for _ , vi in ipairs ( node_arrays.cavern_floor_nodes ) do
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local cracks = nvals_cracks [ index2d ]
local abs_cracks = math.abs ( cracks )
2019-11-11 17:42:56 +01:00
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
-- underwater floor
local ystride = area.ystride
if abs_cracks > 0.25 and data [ vi - ystride ] ~= c_water then
data [ vi ] = c_gravel
end
-- put in only the large stalagmites that won't get in the way of the water
if abs_cracks < 0.1 then
if vert_rand < 0.004 then
subterrane.big_stalagmite ( vi + ystride , area , data , 6 , 15 , c_wet_flowstone , c_wet_flowstone , c_wet_flowstone )
end
end
elseif biome_name == " barren " then
if flooded_caverns then
-- wet zone floor
df_caverns.dry_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
else
-- dry zone floor, add crystals
if abs_cracks < 0.075 then
df_caverns.stalagmites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
elseif abs_cracks > 0.3 and math.random ( ) < 0.005 then
df_mapitems.place_big_crystal_cluster ( area , data , data_param2 , vi + area.ystride , math.random ( 0 , 2 ) , false )
end
end
elseif biome_name == " blackcap " then
black_cap_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
elseif biome_name == " bloodnether " then
if flooded_caverns then
nether_cap_cavern_floor ( cracks , abs_cracks , vert_rand , vi , area , data , data_param2 )
else
blood_thorn_cavern_floor ( abs_cracks , vert_rand , vi , area , data , data_param2 )
end
end
end
--------------------------------------
-- Cavern ceilings
for _ , vi in ipairs ( node_arrays.cavern_ceiling_nodes ) do
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
local abs_cracks = math.abs ( nvals_cracks [ index2d ] )
2019-11-11 17:42:56 +01:00
local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
2018-12-31 19:46:27 +01:00
if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == " blackcap " then
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
if math.random ( ) < 0.25 then
data [ vi ] = c_stone_with_coal
end
elseif biome_name == " barren " then
if flooded_caverns then
-- wet zone ceiling
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , true )
end
else
-- dry zone ceiling, add crystals
if abs_cracks < 0.1 then
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
if abs_cracks > 0.3 and math.random ( ) < 0.005 then
df_mapitems.place_big_crystal_cluster ( area , data , data_param2 , vi , math.random ( 0 , 3 ) , true )
end
end
elseif biome_name == " bloodnether " then
if flooded_caverns then
--Nethercap ceiling
nether_cap_cavern_ceiling ( abs_cracks , vert_rand , vi , area , data , data_param2 )
else
-- bloodthorn ceiling
if abs_cracks < 0.075 then
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.
* add the wandering "gas wisp" to light up some of the gas-filled caverns
* make wisps rarely spawned by gas explosions
* revamp spindlestems into a sort of mineral detector, add glowing extract bottles
* optimize pngs
* add gas wisps to mapgen
* add spindlestems to cavern level 1, most level 1 warrens are now lit up
* update internal names, adjust mineral detection range
* add cave pearls to some level 2 warrens and tunnels
* switch experimental simplecrafting_lib support to crafting mod
* Pearls don't grow on falling nodes
* put spindlestems with goblin caps, make them always grow red when near those
* bunch of documentation
* add castle coral to replace cave coral, which has been repurposed into column decoration
* documentation for cave coral, update some locale text
* add a recipe for cooking oil into paraffin
* add old bones to the underworld
* MIT license for bones_loot
* also cook black cap gills into paraffin, they're oily
* add salt crystals to the bloodthorn caverns, illuminating the floor
* documentation for salt crystals
* auto-generate minetestmapper colors.
need to update the spindlestem colours manually
* add spindlestem to fungiwood caverns too, and increase warren coverage
* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.
* add a bit of displacement to the underside of the slade layer
* Unique images and names for cooking recipes.
* revamp bones loot
* add softer footsteps for some fungus types
* update mapgen_helper
* update cave coral screenshot
* mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
if data [ vi ] ~= air and math.random ( ) < 0.5 then
data [ vi ] = c_salty_cobble
local bi = vi - area.ystride
if data [ bi ] == c_air and math.random ( ) < 0.25 then
data [ bi ] = c_salt_crystal
data_param2 [ bi ] = 19 + math.random ( 1 , 4 )
end
else
df_caverns.stalactites ( abs_cracks , vert_rand , vi , area , data , data_param2 , false )
end
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elseif abs_cracks > 0.75 and math.random ( ) < 0.05 then
data [ vi ] = c_glow_ore
df_mapitems.place_big_crystal ( data , data_param2 , vi - area.ystride , true )
end
end
end
end
----------------------------------------------
-- Tunnel floors
for _ , vi in ipairs ( node_arrays.tunnel_floor_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name == " blackcap " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
end
end
------------------------------------------------------
-- Tunnel ceiling
for _ , vi in ipairs ( node_arrays.tunnel_ceiling_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not ( flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level ) then
if flooded_caverns or biome_name == " blackcap " then
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
else
-- air pockets
local ystride = area.ystride
local cracks = nvals_cracks [ index2d ]
if cracks > 0.5 and data [ vi - ystride ] == c_water then
data [ vi - ystride ] = c_air
if cracks > 0.7 and data [ vi - ystride * 2 ] == c_water then
data [ vi - ystride * 2 ] = c_air
end
end
end
end
------------------------------------------------------
-- Warren ceiling
for _ , vi in ipairs ( node_arrays.warren_ceiling_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and minp.y < subsea_level and area : get_y ( vi ) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == " bloodnether " and flooded_caverns then
-- Nethercap warrens
local cracks = nvals_cracks [ index2d ]
local abs_cracks = math.abs ( cracks )
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local ystride = area.ystride
if abs_cracks < 0.15 then
if vert_rand < 0.004 then
subterrane.big_stalactite ( vi - ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalactite ( vi - ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
end
else
if flooded_caverns or biome_name == " blackcap " then
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_ceiling ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
end
end
----------------------------------------------
-- Warren floors
for _ , vi in ipairs ( node_arrays.warren_floor_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if minp.y < subsea_level and area : get_y ( vi ) < subsea_level and flooded_caverns then
-- underwater floor, do nothing
elseif biome_name == " bloodnether " and flooded_caverns then
-- nethercap warren
local cracks = nvals_cracks [ index2d ]
local abs_cracks = math.abs ( cracks )
local vert_rand = mapgen_helper.xz_consistent_randomi ( area , vi )
local ystride = area.ystride
if abs_cracks < 0.15 then
if vert_rand < 0.004 then
subterrane.big_stalagmite ( vi + ystride , area , data , 6 , 15 , c_ice , c_ice , c_ice )
else
local param2 = abs_cracks * 1000000 - math.floor ( abs_cracks * 1000000 / 4 ) * 4
local height = abs_cracks * 50
if vert_rand > 0.5 then
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height ) , df_mapitems.icicle_ids )
else
subterrane.stalagmite ( vi + ystride , area , data , data_param2 , param2 , math.floor ( height * 0.5 ) , df_mapitems.dry_stalagmite_ids )
end
end
elseif cracks > 0.4 then
data [ vi + ystride ] = c_ice
if cracks > 0.6 then
data [ vi + 2 * ystride ] = c_ice
end
end
else
if flooded_caverns or biome_name == " blackcap " then
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , true )
else
df_caverns.tunnel_floor ( minp , maxp , area , vi , nvals_cracks , data , data_param2 , false )
end
end
end
----------------------------------------------
-- Column material override for dry biome
for _ , vi in ipairs ( node_arrays.column_nodes ) do
local index2d = mapgen_helper.index2di ( minp , maxp , area , vi )
local biome_name = get_biome ( heatmap [ index2d ] , humiditymap [ index2d ] )
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local flooded_caverns = nvals_cave [ vi ] < 0
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if biome_name == " bloodnether " and data [ vi ] == c_wet_flowstone then
if not flooded_caverns then
data [ vi ] = c_dry_flowstone -- bloodthorn
else
if area : get_y ( vi ) > subsea_level - ice_thickness then
if data [ vi + 1 ] == c_air or data [ vi - 1 ] == c_air or data [ vi + area.zstride ] == c_air or data [ vi - area.zstride ] == c_air then
--surface node, potential hoar moss streak
-- This particular Perlin noise is only called in small amounts on rare occasions, so don't bother
-- with the full blown generated array rigamarole.
hoar_moss_generator = hoar_moss_generator or minetest.get_perlin ( hoar_moss_perlin_params )
local pos = area : position ( vi )
if hoar_moss_generator.get_3d and hoar_moss_generator : get_3d ( { x = pos.z , y = pos.y , z = pos.x } ) > 0.5 then -- TODO: version 0.4.16 gets no hoar moss
data [ vi ] = c_hoar_moss
else
data [ vi ] = c_ice
end
else
data [ vi ] = c_ice
end
else
data [ vi ] = c_water -- ice columns shouldn't extend below the surface of the water. There should probably be a bulge below, though. Not sure best way to implement that.
end
end
elseif biome_name == " barren " and not flooded_caverns and data [ vi ] == c_wet_flowstone then
data [ vi ] = c_dry_flowstone
end
end
vm : set_param2_data ( data_param2 )
end
-- Layer 3
subterrane.register_layer ( {
name = " cavern layer 3 " ,
y_max = df_caverns.config . level2_min - 1 ,
y_min = df_caverns.config . level3_min ,
cave_threshold = df_caverns.config . cavern_threshold ,
boundary_blend_range = 64 , -- range near ymin and ymax over which caves diminish to nothing
perlin_cave = df_caverns.perlin_cave ,
perlin_wave = df_caverns.perlin_wave ,
solidify_lava = true ,
columns = {
maximum_radius = 20 ,
minimum_radius = 5 ,
node = " df_mapitems:wet_flowstone " ,
weight = 0.25 ,
maximum_count = 50 ,
minimum_count = 10 ,
} ,
decorate = decorate_level_3 ,
warren_region_variability_threshold = 0.33 ,
double_frequency = true ,
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is_ground_content = df_caverns.is_ground_content ,
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} )