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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
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@ -28,7 +28,7 @@ if minetest.get_modpath("ice_sprites") then
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c_sprite = minetest.get_content_id("ice_sprites:ice_sprite")
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end
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local subsea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.level2_min) * 0.33
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local subsea_level = math.floor(df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.level2_min) * 0.33)
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local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold)
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local ice_thickness = 3
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@ -165,7 +165,7 @@ local blood_thorn_cavern_floor = function(abs_cracks, vert_rand, vi, area, data,
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if abs_cracks < 0.075 then
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if vert_rand < 0.004 then
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subterrane.big_stalagmite(ai, area, data, 6, 15, c_dry_flowstone, c_dry_flowstone, c_dry_flowstone)
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elseif data[vi] ~= air and math.random() < 0.5 then
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elseif data[vi] ~= c_air and math.random() < 0.5 then
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data[vi] = c_salty_cobble
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if data[ai] == c_air and math.random() < 0.25 then
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data[ai] = c_salt_crystal
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@ -207,25 +207,25 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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-- Partly fill flooded caverns and warrens
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if minp.y <= subsea_level then
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for vi in area:iterp(minp, maxp) do
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local y = area:get_y(vi)
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if y <= subsea_level and nvals_cave[cave_area:transform(area, vi)] < -flooding_threshold then
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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local cave = nvals_cave[vi]
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if y <= subsea_level and cave < -flooding_threshold then
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if data[vi] == c_air and y <= subsea_level then
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data[vi] = c_water
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end
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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if biome_name == "blackcap" then
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-- oil slick
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local cave = math.abs(nvals_cave[cave_area:transform(area, vi)])
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if y == subsea_level and data[vi] == c_water and cave + nvals_cracks[index2d]*0.025 < cavern_def.cave_threshold + 0.1 then
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data[vi] = c_oil
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if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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if biome_name == "blackcap" then
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-- oil slick
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if y == subsea_level and data[vi] == c_water and math.abs(cave) + nvals_cracks[index2d]*0.025 < cavern_def.cave_threshold + 0.1 then
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data[vi] = c_oil
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end
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elseif biome_name == "bloodnether" and y <= subsea_level and y > subsea_level - ice_thickness and data[vi] == c_water then
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-- floating ice
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data[vi] = c_ice
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end
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elseif biome_name == "bloodnether" and y <= subsea_level and y > subsea_level - ice_thickness and data[vi] == c_water then
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-- floating ice
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data[vi] = c_ice
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end
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end
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end
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@ -240,7 +240,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local cracks = nvals_cracks[index2d]
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local abs_cracks = math.abs(cracks)
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
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-- underwater floor
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@ -285,7 +285,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local abs_cracks = math.abs(nvals_cracks[index2d])
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
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-- underwater ceiling, do nothing
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@ -321,7 +321,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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else
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-- bloodthorn ceiling
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if abs_cracks < 0.075 then
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if data[vi] ~= air and math.random() < 0.5 then
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if data[vi] ~= c_air and math.random() < 0.5 then
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data[vi] = c_salty_cobble
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local bi = vi - area.ystride
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if data[bi] == c_air and math.random() < 0.25 then
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@ -346,7 +346,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name == "blackcap" then
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@ -364,7 +364,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name == "blackcap" then
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@ -393,7 +393,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
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-- underwater ceiling, do nothing
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@ -431,7 +431,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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for _, vi in ipairs(node_arrays.warren_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
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-- underwater floor, do nothing
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@ -473,7 +473,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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for _, vi in ipairs(node_arrays.column_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0
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local flooded_caverns = nvals_cave[vi] < 0
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if biome_name == "bloodnether" and data[vi] == c_wet_flowstone then
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if not flooded_caverns then
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@ -527,4 +527,5 @@ subterrane.register_layer({
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decorate = decorate_level_3,
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warren_region_variability_threshold = 0.33,
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double_frequency = true,
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is_ground_content = df_caverns.is_ground_content,
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})
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