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
This commit is contained in:
FaceDeer
2020-02-12 23:49:17 -07:00
committed by GitHub
parent 12919e9a16
commit 98fb313eb1
221 changed files with 7159 additions and 445 deletions

View File

@ -79,7 +79,7 @@ local goblin_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data,
elseif math.random() < 0.02 then
df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2, c_red)
elseif math.random() < 0.015 then
df_trees.spawn_goblin_cap_vm(vi+ystride, area, data)
df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
end
end
@ -98,7 +98,7 @@ local spore_tree_cavern_floor = function(abs_cracks, vert_rand, vi, area, data,
if math.random() < 0.1 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, spore_tree_shrublist)
elseif math.random() < 0.05 then
df_trees.spawn_spore_tree_vm(vi+ystride, area, data)
df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
end
end
end
@ -135,28 +135,29 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
local cavern_def = node_arrays.cavern_def
local vein_noise
local vein_area
-- Partly fill flooded caverns and warrens
for vi in area:iterp(minp, maxp) do
local cave_val = nvals_cave[cave_area:transform(area, vi)]
for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
local cave_val = nvals_cave[vi]
if cave_val < -flooding_threshold then
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local cave_threshold = cavern_def.cave_threshold
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])
local cave_threshold = cavern_def.cave_threshold
--check if we're just inside the boundary of the (negazone) cavern threshold
if biome_name == "barren" and cave_val < -cave_threshold and cave_val > -cave_threshold - 0.01 then
-- add giant rooty structures to the flooded barren caverns
if vein_noise == nil then
vein_noise = mapgen_helper.perlin3d("df_caverns:wall_veins", minp, maxp, wall_vein_perlin_params)
end
-- we can reuse cave_area here, its extents are minp, maxp too.
if data[vi] == c_air and math.abs(vein_noise[cave_area:transform(area, vi)]) < 0.02 then
data[vi] = c_veinstone
--check if we're just inside the boundary of the (negazone) cavern threshold
if biome_name == "barren" and cave_val < -cave_threshold and cave_val > -cave_threshold - 0.01 then
-- add giant rooty structures to the flooded barren caverns
if vein_noise == nil then
vein_noise, vein_area = mapgen_helper.perlin3d("df_caverns:wall_veins", minp, maxp, wall_vein_perlin_params)
end
if data[vi] == c_air and math.abs(vein_noise[vein_area:transform(area, vi)]) < 0.02 then
data[vi] = c_veinstone
end
end
end
if data[vi] == c_air and area:get_y(vi) <= subsea_level then
if data[vi] == c_air and y <= subsea_level then
data[vi] = c_water -- otherwise, fill air with water when below sea level
end
end
@ -170,7 +171,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
-- underwater floor
@ -198,7 +199,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
-- underwater ceiling, do nothing
@ -230,7 +231,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name ~= "barren" then
@ -248,7 +249,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local ystride = area.ystride
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
@ -287,7 +288,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name ~= "barren" then
@ -305,7 +306,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local ystride = area.ystride
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
@ -345,7 +346,7 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
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])
local dry = (biome_name == "barren") and (nvals_cave[cave_area:transform(area, vi)] > 0)
local dry = (biome_name == "barren") and (nvals_cave[vi] > 0)
if dry and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
@ -375,5 +376,6 @@ subterrane.register_layer({
decorate = decorate_level_2,
warren_region_variability_threshold = 0.33,
double_frequency = true,
is_ground_content = df_caverns.is_ground_content,
})