mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2025-07-19 00:40:26 +02:00
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:
@ -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,
|
||||
})
|
||||
|
||||
|
Reference in New Issue
Block a user