2018-12-31 19:46:27 +01:00
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if not df_caverns.config.enable_oil_sea then
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return
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end
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2020-11-15 23:25:05 +01:00
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local c_oil = df_caverns.node_id.oil
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local c_gas = df_caverns.node_id.gas
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local c_gas_wisp = df_caverns.node_id.gas_wisp
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local c_lava = df_caverns.node_id.lava
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local c_obsidian = df_caverns.node_id.obsidian
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2018-12-31 19:46:27 +01:00
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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=300, y=300, z=300},
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seed = 6000089,
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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 = 10089,
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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.oil_sea_level
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local floor_mult = -80
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local floor_displace = 60
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local ceiling_mult = 40
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local ceiling_displace = -30
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local wave_mult = 10
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local c_lava_set
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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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local vm, data, area = mapgen_helper.mapgen_vm_data()
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:oil_cave", minp, maxp, perlin_cave)
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:oil_wave", minp, maxp, perlin_wave)
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if c_lava_set == nil then
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c_lava_set = {}
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for name, def in pairs(minetest.registered_nodes) do
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if def.groups ~= nil and def.groups.lava ~= nil then
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c_lava_set[minetest.get_content_id(name)] = true
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end
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end
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end
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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 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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if y > floor_height - 5 and y < ceiling_height + 5 then
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if c_lava_set[data[vi]] then
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data[vi] = c_obsidian
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end
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end
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if y > floor_height and y < ceiling_height then
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|
if y > median 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
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|
|
if math.random() < 0.00025 and ((y < median + 3) or (y > ceiling_height - 3)) then
|
|
|
|
data[vi] = c_gas_wisp
|
|
|
|
else
|
|
|
|
data[vi] = c_gas
|
|
|
|
end
|
2018-12-31 19:46:27 +01:00
|
|
|
else
|
|
|
|
data[vi] = c_oil
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
--send data back to voxelmanip
|
|
|
|
vm:set_data(data)
|
|
|
|
--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 oil sea", time_taken)
|
2018-12-31 19:46:27 +01:00
|
|
|
end)
|
|
|
|
|
|
|
|
minetest.register_ore({
|
|
|
|
ore_type = "scatter",
|
2019-07-02 00:19:35 +02:00
|
|
|
ore = "mine_gas:gas_seep",
|
2018-12-31 19:46:27 +01:00
|
|
|
wherein = "default:stone",
|
|
|
|
clust_scarcity = 32 * 32 * 32,
|
|
|
|
clust_num_ores = 27,
|
|
|
|
clust_size = 6,
|
|
|
|
y_max = df_caverns.config.sunless_sea_min,
|
|
|
|
y_min = y_min,
|
|
|
|
})
|