* initial chasms mod

* tweak default chasm settings

* prevent chasms from breaching oil and magma seas, make veinstone actually do something

* overgenerate caverns to eliminate floating stalactites

* make veinstone punchable instead of right-clickable

* ensure dfcaverns get carved before chasms

this has an unfortunate tradeoff. Chasms will no longer have floating giant columns in them, but will also no longer have smaller stalactites and stalagmites. Also will carve chasms through lake water. Not sure if this is ideal.

* add rare big webs to the chasms, to give them a unique feature

* reverse the dependencies for df_caverns and chasms, let chasms go first.

* fix web generator

* add webs to level 3 tunnels, fix sunless sea chasms

* fix up tunnel webs

* make webs snappy

* make webs slightly more prevalent

* add chasms to the guide

* final touch-ups before merging

* allow anchoring against unloaded blocks
This commit is contained in:
FaceDeer 2021-03-28 15:20:52 -06:00 committed by GitHub
parent 0acb3ab09b
commit 9b7e71c675
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23 changed files with 598 additions and 22 deletions

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@ -36,7 +36,7 @@ Some of the other cave decorations provide dim bioluminescent lighting in some c
The "[doc](https://forum.minetest.net/viewtopic.php?f=9&t=15912&p=240152)" mod is supported to provide in-game documentation for all of the new items and nodes this mod adds.
"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides.
"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides. Some are large enough that a [glider](https://github.com/CBugDCoder/glider) may be well suited.
"[radiant damage](https://github.com/FaceDeer/radiant_damage)" greatly increases the danger of the Magma Sea if heat radiance is enabled, as well as several of the rare crystals in the deeper layers that emit Mese radiation if that damage type is enabled.

24
big_webs/LICENSE.txt Normal file
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Sounds and textures are under various licenses, see the license.txt file in the /sounds and /textures directories for details.
License for Code
----------------
Copyright (C) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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big_webs/init.lua Normal file
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local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local default_path = minetest.get_modpath("default")
local get_node_box = function(connector_thickness)
return {
type = "connected",
--fixed = {-hub_thickness,-hub_thickness,-hub_thickness,hub_thickness,hub_thickness,hub_thickness},
connect_top = {-connector_thickness, 0, -connector_thickness, connector_thickness, 0.5, connector_thickness},
connect_bottom = {-connector_thickness, -0.5, -connector_thickness, connector_thickness, 0, connector_thickness},
connect_back = {-connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness, 0.5},
connect_right = {0, -connector_thickness, -connector_thickness, 0.5, connector_thickness, connector_thickness},
connect_front = {-connector_thickness, -connector_thickness, -0.5, connector_thickness, connector_thickness, 0},
connect_left = {-0.5, -connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness},
disconnected = {-connector_thickness, -connector_thickness, -connector_thickness, connector_thickness, connector_thickness, connector_thickness},
}
end
local in_anchor_group = function(name)
return
minetest.get_item_group(name, "soil") > 0 or
minetest.get_item_group(name, "stone") > 0 or
minetest.get_item_group(name, "tree") > 0 or
minetest.get_item_group(name, "leaves") > 0 or
minetest.get_item_group(name, "sand") > 0 or
minetest.get_item_group(name, "wood") > 0 or
name == "ignore"
end
local cardinal_directions = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=1,z=0},
{x=0,y=-1,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1}
}
local cardinal_planes = {
{3,5},
{3,5},
{1,5},
{1,5},
{1,3},
{1,3},
}
local insert_if_not_in_hashtable = function(pos, insert_into, if_not_in)
local hash = minetest.hash_node_position(pos)
if if_not_in[hash] then
return
end
table.insert(insert_into, pos)
end
-- flood fill through the web to get all web and anchor locations
local get_web_nodes = function(pos, webs, anchors)
local to_check = {}
table.insert(to_check, pos)
while next(to_check) ~= nil do
local check_pos = table.remove(to_check)
local check_node = minetest.get_node(check_pos)
if minetest.get_item_group(check_node.name, "webbing") > 0 then
webs[minetest.hash_node_position(check_pos)] = true
for _, dir in pairs(cardinal_directions) do
insert_if_not_in_hashtable(vector.add(check_pos, dir), to_check, webs)
end
elseif in_anchor_group(check_node.name) then
anchors[minetest.hash_node_position(check_pos)] = true
end
end
end
local sound
if default_path then
sound = default.node_sound_leaves_defaults()
end
local web_line = function(pos, dir, distance)
local web_spine = {}
for i = 0, distance do
local web_pos = vector.add(pos, vector.multiply(dir,i))
local node_name = minetest.get_node(web_pos).name
if node_name == "air" or node_name == "big_webs:webbing" then
table.insert(web_spine, web_pos)
elseif in_anchor_group(node_name) then
anchored=true
break
else
anchored=false
break
end
end
if anchored then
for _, web_pos in pairs(web_spine) do
if math.random() < 0.9 then
minetest.set_node(web_pos, {name="big_webs:webbing"})
end
end
return web_spine
end
return nil
end
local generate_web = function(pos)
local dir_choice = math.random(1, 6)
local dir = cardinal_directions[dir_choice]
local web_spine = web_line(pos, dir, 30)
if web_spine then
local dir2 = cardinal_directions[cardinal_planes[dir_choice][math.random(1, 2)]]
local dir2_opposite = vector.multiply(dir2, -1)
for _, web_pos in pairs(web_spine) do
web_line(web_pos, dir2, 15)
web_line(web_pos, dir2_opposite, 15)
end
end
end
minetest.register_node("big_webs:webbing", {
description = S("Giant Cave Spider Webbing"),
_doc_items_longdesc = S("Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts."),
_doc_items_usagehelp = S("Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it."),
tiles = {
{name="big_webs.png"},
},
use_texture_alpha = "blend",
connects_to = {"group:soil", "group:stone", "group:tree", "group:leaves", "group:sand", "group:wood", "group:webbing"},
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.0625),
collision_box = get_node_box(0.0625),
inventory_image = "big_webs_item.png",
wield_image = "big_webs_item.png",
paramtype = "light",
is_ground_content = false,
climbable = true,
floodable = true,
groups = {snappy = 2, choppy = 2, webbing = 1, flammable=1, fall_damage_add_percent=-100, bouncy=20},
sounds = sound,
on_construct = function(pos)
minetest.get_node_timer(pos):start(30)
end,
on_destruct = function(pos)
for _, dir in pairs(cardinal_directions) do
local neighbor_pos = vector.add(pos, dir)
if minetest.get_item_group(minetest.get_node(neighbor_pos).name, "webbing") > 0 then
minetest.get_node_timer(neighbor_pos):start(30)
end
end
minetest.get_node_timer(pos):stop()
end,
on_timer = function(pos, elapsed)
local webs = {}
local anchors = {}
get_web_nodes(pos, webs, anchors)
local first_anchor = next(anchors)
for hash, _ in pairs(webs) do
local web_pos = minetest.get_position_from_hash(hash)
if first_anchor == nil then
-- unsupported web
minetest.set_node(web_pos, {name="air"})
minetest.item_drop(ItemStack("big_webs:webbing"), nil, web_pos)
end
minetest.get_node_timer(web_pos):stop() -- no need to recheck
end
end,
})
minetest.register_node("big_webs:web_egg", {
description = S("Giant Cave Spider Web Generator"),
tiles = {
{name="big_webs.png"},
},
use_texture_alpha = "blend",
connects_to = {"group:soil", "group:stone", "group:tree", "group:leaves", "group:sand", "group:wood", "group:webbing"},
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.0625),
collision_box = get_node_box(0.0625),
inventory_image = "big_webs_item.png",
wield_image = "big_webs_item.png",
paramtype = "light",
is_ground_content = false,
climbable = true,
floodable = true,
groups = {snappy = 2, choppy = 2, webbing = 1, flammable=1, fall_damage_add_percent=-100, bouncy=20},
sounds = sound,
on_construct = function(pos)
minetest.get_node_timer(pos):start(1)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name="air"})
generate_web(pos)
end,
})

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@ -0,0 +1,12 @@
# textdomain: big_webs
### init.lua ###
Giant Cave Spider Web Generator=
Giant Cave Spider Webbing=
Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts.=
Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it.=

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name=big_webs
optional_depends=default

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chasms/LICENSE.txt Normal file
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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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chasms/init.lua Normal file
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@ -0,0 +1,169 @@
local data = {}
chasms = {}
local maxy = tonumber(minetest.settings:get("chasms_maxy")) or -50
local miny = tonumber(minetest.settings:get("chasms_miny")) or -2500
local falloff = tonumber(minetest.settings:get("chasms_falloff")) or 100
local web_probability = 0.15 -- the chance that a given mapblock will have webbing criss-crossing the chasm
local chasms_threshold = tonumber(minetest.settings:get("chasms_threshold")) or 0.9
local np_chasms_default = {
offset = 0,
scale = 1,
spread = {x = 50, y = 1000, z = 3000},
seed = 94586,
octaves = 2,
persist = 0.63,
lacunarity = 2.0,
}
local np_chasms = minetest.settings:get_np_group("chasms_params") or np_chasms_default
-- For some reason, these numbers are returned as strings by get_np_group.
local tonumberize_params = function(params)
params.scale = tonumber(params.scale)
params.lacunarity = tonumber(params.lacunarity)
params.spread.x = tonumber(params.spread.x)
params.spread.y = tonumber(params.spread.y)
params.spread.z = tonumber(params.spread.z)
params.offset = tonumber(params.offset)
params.persistence = tonumber(params.persistence)
end
tonumberize_params(np_chasms)
local nobj_chasm
local chasm_data = {}
local waver_strength = 8
local waver_vector = {x=waver_strength, y=0, z=0}
local np_waver = {
offset = 0,
scale = waver_strength,
spread = {x = 50, y = 50, z = 50},
seed = 49585,
octaves = 2,
persist = 0.63,
lacunarity = 2.0,
}
local nobj_waver
local waver_data = {}
local minfalloff = miny + falloff
local maxfalloff = maxy - falloff
local get_intensity = function(y)
if y < miny or y > maxy then
return 0
end
if y <= maxfalloff and y >= minfalloff then
return 1
end
if y < minfalloff then
return (y-miny)/falloff
end
-- if y > maxfalloff then
return (maxy-y)/falloff
-- end
end
local c_air = minetest.get_content_id("air")
local c_web
local big_webs_path = minetest.get_modpath("big_webs")
if big_webs_path then
c_web = minetest.get_content_id("big_webs:webbing")
end
local z_displace = 10000
local calculate_web_array = function(minp, maxp)
local seed = math.random()*10000000
math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
local webs = {}
for count = 1, math.random(5,20) do
local width = math.random(5, 25)
local direction_vertical = math.random() > 0.5
local web_y = math.random(minp.y+8, maxp.y-8)
local web_z = math.random(minp.z+8, maxp.z-8)
for i = -math.floor(width/2), math.ceil(width/2) do
if direction_vertical then
webs[(web_y+i) + web_z*z_displace] = true
else
webs[web_y + (web_z+i)*z_displace] = true
end
end
end
math.randomseed(seed)
return webs
end
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y >= maxy or maxp.y <= miny then
return
end
-- check if webs are present
local webs
local webs_present = false
if big_webs_path then
local seed = math.random()*10000000
math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
if math.random() < web_probability then
webs_present = true
end
math.randomseed(seed)
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
nobj_chasm = nobj_chasm or minetest.get_perlin_map(np_chasms, {x = emax.x - emin.x + 1 + waver_strength*2, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
nobj_chasm:get_3d_map_flat(vector.subtract(emin, waver_vector), chasm_data)
nobj_waver = nobj_waver or minetest.get_perlin_map(np_waver, {x = emax.x - emin.x + 1, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
nobj_waver:get_3d_map_flat(emin, waver_data)
local chasm_area = VoxelArea:new{MinEdge = vector.subtract(emin, waver_vector), MaxEdge = vector.add(emax, waver_vector)}
local data_area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
for i, x, y, z in data_area:iterp_xyz(emin, emax) do
local waver = math.min(math.max(math.floor(waver_data[i]+0.5), -waver_strength), waver_strength)
local intensity = get_intensity(y)
if chasm_data[chasm_area:index(x+waver, y, z)]*intensity > chasms_threshold then
if webs_present then
webs = webs or calculate_web_array(minp, maxp) -- only calculate webs when we know we're in a chasm
if webs[y + z*z_displace] and math.random() < 0.85 then -- random holes in the web
data[i] = c_web
minetest.get_node_timer({x=x,y=y,z=z}):start(1) -- this timer will check for unsupported webs
else
data[i] = c_air
end
else
data[i] = c_air
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map()
end)
local nobj_local_chasm = minetest.get_perlin(np_chasms)
local nobj_local_waver = minetest.get_perlin(np_waver)
chasms.is_in_chasm = function(pos)
nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
return chasm_value*get_intensity(pos.y) > chasms_threshold
end
-- A little cheaper to run, for mapgens that know they don't have to worry about the tops and bottoms of chasms
chasms.is_in_chasm_without_taper = function(pos)
nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
return chasm_value > chasms_threshold
end

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chasms/mod.conf Normal file
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@ -0,0 +1,3 @@
name=chasms
depends=mapgen_helper
optional_depends=big_webs

5
chasms/settingtypes.txt Normal file
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@ -0,0 +1,5 @@
chasms_params (Noise params for chasms) noise_params_3d 0, 1, (50, 1000, 3000), 94586, 2, 0.63, 2.0
chasms_threshold (Noise threshold for chasms) float 0.9
chasms_maxy (Maximum Y) int -50
chasms_miny (Minimum Y) int -2500
chasms_falloff (Taper range when approaching max or min) int 100

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@ -10,6 +10,8 @@ local c_spindlestem_white = df_caverns.node_id.spindlestem_white
local tower_cap_shrublist
local fungiwood_shrublist
local chasms_path = minetest.get_modpath("chasms")
if minetest.get_modpath("df_farming") then
tower_cap_shrublist = {
df_farming.spawn_plump_helmet_vm,
@ -273,6 +275,18 @@ local decorate_level_1 = function(minp, maxp, seed, vm, node_arrays, area, data)
if dry and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
end
if chasms_path then
local pos = area:position(vi)
if chasms.is_in_chasm_without_taper(pos) then
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and pos.y < subsea_level then
data[vi] = c_water
else
data[vi] = c_air
end
end
end
end
vm:set_param2_data(data_param2)

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@ -14,6 +14,9 @@ local c_dry_flowstone = df_caverns.node_id.dry_flowstone
local c_veinstone = df_caverns.node_id.veinstone
local c_pearls = df_caverns.node_id.pearls
local chasms_path = minetest.get_modpath("chasms")
local wall_vein_perlin_params = {
offset = 0,
scale = 1,
@ -354,6 +357,19 @@ local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
if dry and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
end
if chasms_path then
local pos = area:position(vi)
if chasms.is_in_chasm_without_taper(pos) then
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and pos.y < subsea_level then
data[vi] = c_water
else
data[vi] = c_air
end
end
end
end
vm:set_param2_data(data_param2)

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@ -17,6 +17,9 @@ local c_glow_ore = df_caverns.node_id.glow_ore
local c_salty_cobble = df_caverns.node_id.salty_cobble
local c_salt_crystal = df_caverns.node_id.salt_crystal
local c_sprite = df_caverns.node_id.sprite
local c_webs_egg = df_caverns.node_id.big_webs_egg
local chasms_path = minetest.get_modpath("chasms")
local subsea_level = math.floor(df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.level2_min) * 0.33)
local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold)
@ -355,6 +358,7 @@ local decorate_level_3 = 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 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
if flooded_caverns or biome_name == "blackcap" then
@ -363,9 +367,15 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
else
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
if c_webs_egg and (biome_name == "barren" or biome_name == "blackcap") and nvals_cracks[index2d] > 0.5 and math.random() < 0.1 then
local index = vi-ystride
if data[index] == c_air then
data[index] = c_webs_egg
minetest.get_node_timer(area:position(index)):start(1)
end
end
else
-- air pockets
local ystride = area.ystride
local cracks = nvals_cracks[index2d]
if cracks > 0.5 and data[vi-ystride] == c_water then
data[vi-ystride] = c_air
@ -459,7 +469,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
end
----------------------------------------------
-- Column material override for dry biome
-- Column material override for dry and icy biomes
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])
@ -476,7 +486,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
-- with the full blown generated array rigamarole.
hoar_moss_generator = hoar_moss_generator or minetest.get_perlin(hoar_moss_perlin_params)
local pos = area:position(vi)
if hoar_moss_generator.get_3d and hoar_moss_generator:get_3d({x=pos.z, y=pos.y, z=pos.x}) > 0.5 then -- TODO: version 0.4.16 gets no hoar moss
if hoar_moss_generator:get_3d({x=pos.z, y=pos.y, z=pos.x}) > 0.5 then
data[vi] = c_hoar_moss
else
data[vi] = c_ice
@ -491,6 +501,19 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
end
if chasms_path then
local pos = area:position(vi)
if chasms.is_in_chasm_without_taper(pos) then
if flooded_caverns and pos.y < subsea_level then
data[vi] = c_water -- this puts a crack in the ice of icy biomes, but why not? A crack in the ice is interesting.
else
data[vi] = c_air
end
end
end
end
vm:set_param2_data(data_param2)

View File

@ -1,4 +1,4 @@
name = df_caverns
description = Adds vast underground caverns in the style of Dwarf Fortress, complete with underground flora in diverse biomes. Also adds stalactite/stalagmite decorations in the smaller tunnels.
depends = default, subterrane, df_trees, df_mapitems
optional_depends = df_farming, ice_sprites, oil, df_underworld_items, magma_conduits, bones_loot, named_waypoints, name_generator, fireflies
optional_depends = df_farming, ice_sprites, oil, df_underworld_items, magma_conduits, bones_loot, named_waypoints, name_generator, fireflies, chasms, big_webs

View File

@ -14,6 +14,11 @@ if minetest.get_modpath("df_farming") then
df_caverns.node_id.dead_fungus = minetest.get_content_id("df_farming:dead_fungus")
end
if minetest.get_modpath("big_webs") then
df_caverns.node_id.big_webs = minetest.get_content_id("big_webs:webbing")
df_caverns.node_id.big_webs_egg = minetest.get_content_id("big_webs:web_egg")
end
df_caverns.node_id.air = minetest.get_content_id("air")
df_caverns.node_id.cobble = minetest.get_content_id("default:cobble")

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@ -18,12 +18,30 @@ local c_spongestone = df_caverns.node_id.spongestone
local c_rock_rot = df_caverns.node_id.rock_rot
local c_water = df_caverns.node_id.water
local c_wet_flowstone = df_caverns.node_id.wet_flowstone
local c_webs = df_caverns.node_id.big_webs
local c_webs_egg = df_caverns.node_id.big_webs_egg
df_caverns.data_param2 = {}
-- prevent mapgen from using these nodes as a base for stalactites or stalagmites
local dont_build_speleothems_on = {}
for _, content_id in pairs(df_mapitems.wet_stalagmite_ids) do
dont_build_speleothems_on[content_id] = true
end
for _, content_id in pairs(df_mapitems.dry_stalagmite_ids) do
dont_build_speleothems_on[content_id] = true
end
if minetest.get_modpath("big_webs") then
dont_build_speleothems_on[c_webs] = true
dont_build_speleothems_on[c_webs_egg] = true
end
--------------------------------------------------
df_caverns.stalagmites = function(abs_cracks, vert_rand, vi, area, data, data_param2, wet, reverse_sign)
if dont_build_speleothems_on[data[vi]] then
return
end
local flowstone
local stalagmite_ids
if wet then
@ -118,13 +136,6 @@ df_caverns.glow_worm_cavern_ceiling = function(abs_cracks, vert_rand, vi, area,
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)
if maxp.y > -30 then
wet = false
@ -135,7 +146,7 @@ df_caverns.tunnel_floor = function(minp, maxp, area, vi, nvals_cracks, data, dat
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
if abs_cracks < 0.05 and data[vi+ystride] == c_air and not dont_build_speleothems_on[data[vi]] 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)
@ -144,7 +155,7 @@ df_caverns.tunnel_floor = function(minp, maxp, area, vi, nvals_cracks, data, dat
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
if abs_cracks < 0.025 and data[vi+ystride] == c_air and not dont_build_speleothems_on[data[vi]] 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)
@ -165,14 +176,14 @@ df_caverns.tunnel_ceiling = function(minp, maxp, area, vi, nvals_cracks, data, d
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
if abs_cracks < 0.05 and data[vi-ystride] == c_air and not dont_build_speleothems_on[data[vi]] 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
if abs_cracks < 0.025 and data[vi-ystride] == c_air and not dont_build_speleothems_on[data[vi]] 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)

View File

@ -9,6 +9,8 @@ local c_dry_flowstone = df_caverns.node_id.dry_flowstone
local c_lava = df_caverns.node_id.lava
local c_obsidian = df_caverns.node_id.obsidian
local chasms_path = minetest.get_modpath("chasms")
local c_coral_table = {}
for node_name, node_def in pairs(minetest.registered_nodes) do
if minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then
@ -383,6 +385,17 @@ local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, d
data_param2[vi] = math.random(1,4)-1
minetest.get_node_timer(area:position(vi)):start(math.random(10, 60))
end
if chasms_path then
local pos = area:position(vi)
if chasms.is_in_chasm(pos) then
if pos.y <= sea_level then
data[vi] = c_water
else
data[vi] = c_air
end
end
end
end
end

View File

@ -9,6 +9,58 @@ minetest.register_node("df_mapitems:veinstone", {
_magma_conduits_heats_to = df_mapitems.node_name.cobble,
is_ground_content = false,
light_source = 2,
drop = df_mapitems.node_name.cobble,
drop = "df_mapitems:veinstone",
sounds = df_mapitems.sounds.stone,
on_punch = function(pos, node, puncher, pointed_thing)
minetest.node_punch(pos, node, puncher, pointed_thing)
minetest.swap_node(pos, {name="df_mapitems:veinstone_pulse"})
minetest.get_node_timer(pos):start(2)
end,
})
minetest.register_node("df_mapitems:veinstone_pulse", {
description = S("Veinstone"),
_doc_items_longdesc = df_mapitems.doc.veinstone_desc,
_doc_items_usagehelp = df_mapitems.doc.veinstone_usage,
tiles = {df_mapitems.texture.stone .. "^dfcaverns_veins.png"},
groups = {cracky = 3, stone = 1, lava_heatable = 1, not_in_creative_inventory = 1},
_magma_conduits_heats_to = df_mapitems.node_name.cobble,
is_ground_content = false,
light_source = 8,
drop = "df_mapitems:veinstone",
sounds = df_mapitems.sounds.stone,
on_timer = function(pos, elapsed)
local positions, count = minetest.find_nodes_in_area(vector.add(pos,1), vector.subtract(pos,1), "df_mapitems:veinstone")
if count["df_mapitems:veinstone"] == 0 then
positions, count = minetest.find_nodes_in_area(vector.add(pos,2), vector.subtract(pos,2), "df_mapitems:veinstone")
end
if count["df_mapitems:veinstone"] == 0 then
positions = {[1] = minetest.find_node_near(pos, 3, "df_mapitems:veinstone")}
end
if positions[1] == nil then
positions = {[1] = minetest.find_node_near(pos, 4, "df_mapitems:veinstone")}
end
for _, neighbor_pos in pairs(positions) do
minetest.swap_node(neighbor_pos, {name="df_mapitems:veinstone_pulse"})
minetest.get_node_timer(neighbor_pos):start(2)
end
minetest.swap_node(pos, {name="df_mapitems:veinstone_refractory"})
minetest.get_node_timer(pos):start(12)
end,
})
minetest.register_node("df_mapitems:veinstone_refractory", {
description = S("Veinstone"),
_doc_items_longdesc = df_mapitems.doc.veinstone_desc,
_doc_items_usagehelp = df_mapitems.doc.veinstone_usage,
tiles = {df_mapitems.texture.stone .. "^dfcaverns_veins.png"},
groups = {cracky = 3, stone = 1, lava_heatable = 1, not_in_creative_inventory = 1},
_magma_conduits_heats_to = df_mapitems.node_name.cobble,
is_ground_content = false,
light_source = 1,
drop = "df_mapitems:veinstone",
sounds = df_mapitems.sounds.stone,
on_timer = function(pos, elapsed)
minetest.swap_node(pos, {name="df_mapitems:veinstone"})
end,
})

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@ -160,6 +160,14 @@ Quarry bushes can be found here.
On the third cavern layer the dry barren caverns will sprout clusters of enormous hexagonal red crystals from their floors and ceilings, providing light. These crystals have no particular use but are rare and beautiful to look at.
# Chasms
![A chasm](./df_caverns/screenshots/chasm.jpg)
Not all vast open spaces underground are the result of aeons of erosion by water or magma. The foundations of the world shift from time to time, causing deep faults to split open in the rock. Yawning chasms can be found oriented along the north-south axis, some of them stretching for kilometers both in length and depth. They cross through multiple cavern layers and are an environment in their own right. Chasms can be a convenient way of traveling long distances and also a convenient way of falling to your death.
The great extent of chasms makes them hospitable to small flying creatures, and their narrowness makes the hospitable to creatures that feed on them - giant cave spider webs can be found strung across them here and there. A dubious salvation for anyone falling from above.
# Sunless Sea
![Sunless river](./df_caverns/screenshots/sunless_river.jpg)
@ -174,7 +182,7 @@ The distinguishing feature of the Sunless Sea is the vast expanse of water to be
Below the surface of the water Snareweed can be found, a dangerous kelp-like growth that uses bioluminescence and reflective patches to lure cave fish close enough to snag with their barbs. Swimming through Snareweed is a painful experience. Deeper down are craggy towers of softly glowing Cave Coral.
This is the last stop for the living world, however. Caverns continue to stretch below but nothing grows down there.
This is the last stop for the living world. Caverns continue to stretch below but nothing grows below.
# Lakes of Oil
@ -200,9 +208,9 @@ The Magma Sea is not without its treasures, however. In the most infernal region
![There are older and fouler things than orcs in the deep places of the world](./df_caverns/screenshots/underworld.jpg)
The foundations of the world lie at -3100 meters, under a default configuration. The diggable rock of the world ends at a rippling layer of invulnerable Slade, a material of unparalleled density. There is a cavern layer at the seam between rock and Slade, however, as if the earth itself was reluctant to touch the strange matter below. The crevices of the ceiling have strange glowing rocks in them, producing a surprisingly bright ambiance. Don't attempt to disturb those rocks.
The foundations of the world lie at -3100 meters. The diggable rock of the world ends at a rippling layer of invulnerable Slade, a material of unparalleled density. There is a cavern layer at the seam between rock and Slade, however, as if the earth itself was reluctant to touch the strange matter below. The crevices of the ceiling have strange glowing rocks in them, producing a surprisingly bright ambiance. Don't attempt to disturb those rocks.
There is no native life in the Underworld. It appears there once _was_, however. Occasional clusters of vacant buildings can be found, impossibly crafted from bricks of Slade and empty of any furnishings. Around those clusters of vacant buildings are fields filled with sealed pits lined with flawless Slade blocks. It is unclear whether these pits are as vacant as the buildings, though. The seals capping them are engraved with ancient words in lost tongues, but one phrase can be translated from the oldest known languages: "This Place is Not a Place of Honor."
There is no native life in the Underworld. It appears there once _was_, however. Occasional clusters of vacant buildings can be found, impossibly crafted from bricks of Slade and empty of any furnishings. Around those clusters of vacant buildings are fields filled with sealed pits that are lined with flawless Slade blocks. It is unclear whether these pits are as vacant as the buildings, though. The seals capping them are engraved with ancient words in lost tongues, but one phrase can be translated from the oldest known languages: "This Place is Not a Place of Honor."
Just as ominously, the ancient bones of long-dead warriors are scattered amidst the buildings. They contain loot for those willing to risk disturbing them. There are no traces of who - or what - they died fighting, but their ancient sentinels still lurk nearby to guard them.

View File

@ -114,7 +114,7 @@ hunter_statue.register_hunter_statue = function(node_name, statue_def)
if fleshy_armour then
armour_multiplier = fleshy_armour/100
end
nearest_player:add_player_velocity(vector.multiply(vector.direction(pos, nearest_pos), knockback))
nearest_player:add_velocity(vector.multiply(vector.direction(pos, nearest_pos), knockback))
nearest_player:set_hp(math.max(nearest_player:get_hp() - damage*armour_multiplier, 0))
minetest.sound_play({name="hunter_statue_thud"}, {pos = nearest_pos})
return

@ -1 +1 @@
Subproject commit 6439ca59bfe8e3e4c5ed0826f41d2c49b862fb75
Subproject commit 6cc2fe8faea4026101dc9f462a7594edfc26ca7f