dfcaverns/df_caverns/shared.lua

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-- This file contains code that is used by multiple different cavern layers.
local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local c_dirt = minetest.get_content_id("default:dirt")
local c_dirt_moss = minetest.get_content_id("df_mapitems:dirt_with_cave_moss")
local c_cobble_fungus = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus")
local c_cobble_fungus_fine = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus_fine")
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
df_caverns.data_param2 = {}
--------------------------------------------------
df_caverns.stalagmites = function(abs_cracks, vert_rand, vi, area, data, data_param2, wet, reverse_sign)
local flowstone
local stalagmite_ids
if wet then
flowstone = c_wet_flowstone
stalagmite_ids = df_mapitems.wet_stalagmite_ids
else
flowstone = c_dry_flowstone
stalagmite_ids = df_mapitems.dry_stalagmite_ids
end
local height_mult = 1
local ystride = area.ystride
if reverse_sign then
ystride = - ystride
height_mult = -1
end
if vert_rand < 0.004 then
if reverse_sign then
subterrane.big_stalactite(vi+ystride, area, data, 6, 15, flowstone, flowstone, flowstone)
else
subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, flowstone, flowstone, flowstone)
end
else
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = math.floor(abs_cracks * 50)
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, height*height_mult, stalagmite_ids)
end
data[vi] = flowstone
end
df_caverns.stalactites = function(abs_cracks, vert_rand, vi, area, data, data_param2, wet)
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, wet, true)
end
--------------------------------------------------
df_caverns.flooded_cavern_floor = function(abs_cracks, vert_rand, vi, area, data)
local ystride = area.ystride
if abs_cracks < 0.25 then
data[vi] = c_mossycobble
elseif data[vi-ystride] ~= c_water then
data[vi] = c_dirt
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
end
local c_dead_fungus
if minetest.get_modpath("df_farming") then
c_dead_fungus = minetest.get_content_id("df_farming:dead_fungus")
end
df_caverns.dry_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
if abs_cracks < 0.075 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
elseif abs_cracks < 0.4 then
data[vi] = c_cobble
elseif abs_cracks < 0.6 then
data[vi] = c_cobble_fungus_fine
else
data[vi] = c_cobble_fungus
if c_dead_fungus and math.random() < 0.05 then
data[vi+area.ystride] = c_dead_fungus
end
end
end
df_caverns.wet_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
elseif abs_cracks < 0.6 then
data[vi] = c_cobble
else
data[vi] = c_mossycobble
if c_dead_fungus and math.random() < 0.05 then
data[vi+area.ystride] = c_dead_fungus
end
end
end
--------------------------------------
df_caverns.glow_worm_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
elseif abs_cracks < 0.5 and abs_cracks > 0.3 and math.random() < 0.3 then
df_mapitems.glow_worm_ceiling(area, data, vi-area.ystride)
end
end
local content_in_list=function(content, list)
for i, v in ipairs(list) do
if content == v then return true end
end
return false
end
df_caverns.tunnel_floor = function(minp, maxp, area, vi, nvals_cracks, data, data_param2, wet, dirt_node)
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
if maxp.y > -30 then
wet = false
end
local ystride = area.ystride
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
if wet then
if abs_cracks < 0.05 and data[vi+ystride] == c_air and not content_in_list(data[vi], df_mapitems.wet_stalagmite_ids) then -- make sure data[vi] is not already flowstone. Stalagmites from lower levels are acting as base for further stalagmites
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = math.floor(abs_cracks * 100)
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, height, df_mapitems.wet_stalagmite_ids)
data[vi] = c_wet_flowstone
elseif dirt_node and abs_cracks > 0.5 and data[vi-ystride] ~= c_air then
data[vi] = dirt_node
end
else
if abs_cracks < 0.025 and data[vi+ystride] == c_air and not content_in_list(data[vi], df_mapitems.dry_stalagmite_ids) then -- make sure data[vi] is not already flowstone. Stalagmites from lower levels are acting as base for further stalagmites
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = math.floor(abs_cracks * 100)
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, height, df_mapitems.dry_stalagmite_ids)
elseif dirt_node and cracks > 0.5 and data[vi-ystride] ~= c_air then
data[vi] = dirt_node
end
end
end
df_caverns.tunnel_ceiling = function(minp, maxp, area, vi, nvals_cracks, data, data_param2, wet)
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
if maxp.y > -30 then
wet = false
end
local ystride = area.ystride
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
if wet then
if abs_cracks < 0.05 and data[vi-ystride] == c_air and not content_in_list(data[vi], df_mapitems.wet_stalagmite_ids) then -- make sure data[vi] is not already flowstone. Stalagmites from lower levels are acting as base for further stalagmites
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = math.floor(abs_cracks * 100)
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, height, df_mapitems.wet_stalagmite_ids)
data[vi] = c_wet_flowstone
end
else
if abs_cracks < 0.025 and data[vi-ystride] == c_air and not content_in_list(data[vi], df_mapitems.dry_stalagmite_ids) then -- make sure data[vi] is not already flowstone. Stalagmites from lower levels are acting as base for further stalagmites
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
local height = math.floor(abs_cracks * 100)
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, height, df_mapitems.dry_stalagmite_ids)
end
end
end
df_caverns.perlin_cave = {
offset = 0,
scale = 1,
spread = {x=df_caverns.config.horizontal_cavern_scale, y=df_caverns.config.vertical_cavern_scale, z=df_caverns.config.horizontal_cavern_scale},
seed = -400000000089,
octaves = 3,
persist = 0.67
}
df_caverns.perlin_wave = {
offset = 0,
scale = 1,
spread = {x=df_caverns.config.horizontal_cavern_scale * 2, y=df_caverns.config.vertical_cavern_scale, z=df_caverns.config.horizontal_cavern_scale * 2}, -- squashed 2:1
seed = 59033,
octaves = 6,
persist = 0.63
}
-- Used for making lines of dripstone, and in various other places where small-scale patterns are needed
df_caverns.np_cracks = {
offset = 0,
scale = 1,
spread = {x = 20, y = 20, z = 20},
seed = 5717,
octaves = 3,
persist = 0.63,
lacunarity = 2.0,
}
---------------------------------------------------------------------------------
df_caverns.place_shrub = function(vi, area, data, param2_data, shrub_list)
if shrub_list == nil then
return
end
local shrub = shrub_list[math.random(#shrub_list)]
shrub(vi, area, data, param2_data)
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
end
---------------------------------------------------------------------------------
-- This method allows subterrane to overgenerate caves without destroying any of the decorations
local dfcaverns_nodes = nil
local dfcaverns_mods = {
"df_farming:",
"df_mapitems:",
"df_primordial_items:",
"df_trees:",
"df_underworld_items:",
"ice_sprites:",
"mine_gas:",
}
df_caverns.is_ground_content = function(c_node)
if dfcaverns_nodes then
return not dfcaverns_nodes[c_node]
end
dfcaverns_nodes = {}
for k, v in pairs(minetest.registered_nodes) do
for _, prefix in ipairs(dfcaverns_mods) do
if k:sub(1, #prefix) == prefix then
dfcaverns_nodes[minetest.get_content_id(k)] = true
end
end
end
dfcaverns_nodes[minetest.get_content_id("default:ice")] = true -- needed for nethercap cavern water covering
dfcaverns_nodes[minetest.get_content_id("oil:oil_source")] = true -- needed for blackcap oil slicks
if minetest.get_modpath("fireflies") then
dfcaverns_nodes[minetest.get_content_id("fireflies:firefly")] = true -- used in the primordial caverns
end
dfcaverns_mods = nil
return not dfcaverns_nodes[c_node]
end