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https://github.com/FaceDeer/dfcaverns.git
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Modpack refactor (#4)
Split this mod into a set of sub-mods in a modpack, and in the process did a whole bunch of renovations. * updated Subterrane's API to allow for more patterned placement of things * added "warrens" * clean separation of flooded and non-flooded caverns * rearranged biomes to make cavern layers more distinct * added oil layer * added underworld layer
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66
df_caverns/surface_tunnels.lua
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66
df_caverns/surface_tunnels.lua
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-- surface tunnels
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local y_max = -10
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local y_min = df_caverns.config.ymax
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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, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
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local humiditymap = minetest.get_mapgen_object("humiditymap")
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local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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local previous_state = "outside_region"
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local previous_y = minp.y
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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if y < previous_y then
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previous_state = "outside_region"
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end
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previous_y = y
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if y < y_max then
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if mapgen_helper.buildable_to(data[vi]) then
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if previous_state == "in_rock" and not mapgen_helper.buildable_to(data[vi-area.ystride]) then
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local humidity = humiditymap[index2d]
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df_caverns.tunnel_floor(minp, maxp, area, vi-area.ystride, nvals_cracks, data, data_param2, humidity > 30)
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end
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previous_state = "in_tunnel"
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else
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if previous_state == "in_tunnel" and not mapgen_helper.buildable_to(data[vi]) then
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local humidity = humiditymap[index2d]
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, humidity > 30)
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end
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previous_state = "in_rock"
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end
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end
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end
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--send data back to voxelmanip
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vm:set_data(data)
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vm:set_param2_data(data_param2)
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--calc lighting
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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vm:update_liquids()
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--write it to world
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vm:write_to_map()
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local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took
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if chunk_generation_time < 1000 then
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minetest.log("info", "[df_caverns surface tunnels] "..chunk_generation_time.." ms") --tell people how long
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else
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minetest.log("warning", "[df_caverns surface tunnels] took "..chunk_generation_time.." ms to generate map block "
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.. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp))
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end
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end)
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