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https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-14 14:40:29 +01:00
add names to the glowing pits and some of the ruins
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aec1cac984
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@ -1,4 +1,4 @@
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name = df_caverns
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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.
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depends = default, subterrane, df_trees, df_mapitems
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optional_depends = df_farming, ice_sprites, oil, df_underworld_items, magma_conduits, bones_loot, named_waypoints, map
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optional_depends = df_farming, ice_sprites, oil, df_underworld_items, magma_conduits, bones_loot, named_waypoints, map, namegen
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@ -59,7 +59,7 @@ local mushroom_cavern_floor = function(abs_cracks, humidity, vi, area, data, dat
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end
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local rand = math.random() * math.min(abs_cracks, 1) * humidityfactor
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if rand < 0.00075 then
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if rand < 0.0005 then
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data[vi+ystride] = c_giant_mycelium
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elseif rand < 0.003 then
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local schematic = df_primordial_items.get_primordial_mushroom()
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@ -325,7 +325,7 @@ local decorate_primordial = function(minp, maxp, seed, vm, node_arrays, area, da
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minetest.get_node_timer(area:position(vi)):start(math.random(10, 60))
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else
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data[vi] = c_mycelial_dirt
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if math.random() < 0.01 then
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if math.random() < 0.025 then
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local rand_vi = vi + random_dir[math.random(1,4)]
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if data[rand_vi] == c_air then
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data[rand_vi] = c_giant_mycelium
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@ -365,7 +365,7 @@ minetest.register_abm({
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nodenames = {"df_primordial_items:dirt_with_jungle_grass"},
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neighbors = {"air"},
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interval = 60.0,
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chance = 20,
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chance = 50,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if minetest.find_node_near(pos, 2, {"group:primordial_jungle_plant"}) == nil then
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local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
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@ -382,7 +382,7 @@ minetest.register_abm({
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nodenames = {"df_primordial_items:dirt_with_mycelium"},
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neighbors = {"air"},
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interval = 60.0,
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chance = 20,
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chance = 50,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if minetest.find_node_near(pos, 3, {"group:primordial_fungal_plant"}) == nil then
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local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
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@ -1,11 +1,16 @@
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if not df_caverns.config.enable_underworld or not minetest.get_modpath("df_underworld_items") then
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return
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end
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local S = minetest.get_translator("df_caverns")
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local bones_loot_path = minetest.get_modpath("bones_loot")
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local named_waypoints_path = minetest.get_modpath("named_waypoints")
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local namegen_path = minetest.get_modpath("namegen")
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local name_pit = function() end
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local name_ruin = function() end
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if named_waypoints_path then
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local pit_waypoint_def = {
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@ -37,7 +42,34 @@ if named_waypoints_path then
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seal_waypoint_def.on_discovery = named_waypoints.default_discovery_popup
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end
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named_waypoints.register_named_waypoints("puzzle_seals", seal_waypoint_def)
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if namegen_path then
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namegen.parse_lines(io.lines(modpath.."/underworld_names.cfg"))
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name_pit = function()
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return namegen.generate("glowing_pits")
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end
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name_ruin = function()
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return namegen.generate("underworld_ruins")
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end
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local underworld_ruin_def = {
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default_name = S("Ancient ruin"),
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discovery_volume_radius = tonumber(minetest.settings:get("dfcaverns_pit_discovery_range")) or 60,
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}
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if minetest.settings:get_bool("dfcaverns_show_pits_in_hud", true) then
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underworld_ruin_def.visibility_volume_radius = tonumber(minetest.settings:get("dfcaverns_pit_visibility_range")) or 500
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underworld_ruin_def.on_discovery = named_waypoints.default_discovery_popup
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end
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if minetest.settings:get_bool("dfcaverns_pit_hud_requires_mapping_kit", true)
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and minetest.registered_items["map:mapping_kit"] then
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underworld_ruin_def.visibility_requires_item = "map:mapping_kit"
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end
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named_waypoints.register_named_waypoints("underworld_ruins", underworld_ruin_def)
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end
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end
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local c_slade = minetest.get_content_id("df_underworld_items:slade")
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local c_slade_block = minetest.get_content_id("df_underworld_items:slade_block")
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@ -324,7 +356,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local floor_height = math.floor(abs_cave * floor_mult + median + floor_displace + wave)
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if named_waypoints_path and floor_height == y and pit and pit.location.x == x and pit.location.z == z then
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named_waypoints.add_waypoint("glowing_pits", {x=x, y=y, z=z})
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named_waypoints.add_waypoint("glowing_pits", {x=x, y=y, z=z}, {name=name_pit()})
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end
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local underside_height = math.floor(y_min + math.abs(wave) / 5)+2 -- divide wave by five to smooth out the underside of the slade, we only want the interface to ripple a little down here
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@ -347,7 +379,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local pit_value = nvals_pit[area_pit:index(x,y,z)] * pit.variance
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local distance = vector.distance({x=x, y=y, z=z}, {x=pit.location.x, y=y, z=pit.location.z}) + pit_value
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if distance < pit.radius -3 then
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if y < median + floor_displace + wave - pit.depth then
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if y < median + floor_displace + wave - pit.depth or y < underside_height + plasma_depth_min then
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data[vi] = c_pit_plasma
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else
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data[vi] = c_air
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@ -429,6 +461,11 @@ minetest.register_on_generated(function(minp, maxp, seed)
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_building_schematic, building.rotation)
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elseif building.building_type == "medium building" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, medium_building_schematic, building.rotation)
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if named_waypoints_path and namegen_path then
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if not next(named_waypoints.get_waypoints_in_area("underworld_ruins", vector.subtract(building.pos, 250), vector.add(building.pos, 250))) then
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named_waypoints.add_waypoint("underworld_ruins", {x=building.pos.x, y=floor_height+1, z=building.pos.z}, {name=name_ruin()})
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end
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end
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elseif building.building_type == "small slab" then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_slab_schematic, building.rotation)
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else
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18
df_caverns/underworld_names.cfg
Normal file
18
df_caverns/underworld_names.cfg
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@ -0,0 +1,18 @@
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name "glowing_pits" {
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customGroupA = "Actinic, Amethyst, Angry, Atrocious, Bad, Blighted, Baneful, Baleful, Beastly, Calamitous, Corrupt, Crazed, Damnable, Demoniacal, Demonic, Depraved, Destructive, Devilish, Diabolical, Disastrous, Execrable, Fiendish, Foul, Frenzied, Glaring, Harmful, Hateful, Heinous, Hellish, Hideous, Infernal, Iniquitous, Injurious, Loathsome, Lost, Maleficent, Malevolent, Malicious, Malignant, Manic, Nefarious, Nightmare, Obscene, Offensive, Pernicious, Poison, Possessed, Rancorous, Repugnant, Repulsive, Revolting, Spiteful, Unhallowed, Unpleasant, Vicious, Vile, Villainous, Violent, Wicked, Wrathful"
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customGroupB = "Abyss, Aperture, Breach, Cavity, Chasm, Crevasse, Depth, Deep, Fissure, Funnel, Gate, Gulf, Hell, Hole, Hollow, Inferno, Maw, Mouth, Opening, Pit, Portal, Puncture, Ravager, Rent, Rift, Rim, Schism, Shaft, Split, Throat, Void, Well"
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customGroupC = "Adversity, Affliction, Annihilation, Bale, Bane, Blight, Calamity, Cataclysm, Catastrophe, Collapse, Conclusion, Condemnation, Death, Defeat, Destiny, Destruction, Disaster, Doom, Downfall, Failure, Grief, Harm, Hazard, Judgment, Karma, Misadventure, Mischance, Misfortune, Mishap, Ruin, Ruination, Tragedy, Undoing, Verdict, Woe"
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rules = "%50The_$A_$B, The_$B_of_$C, %10The_$A_$B_of_$C"
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}
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name "underworld_ruins" {
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customGroupA = "Abandoned, Absent, Adrift, Alien, Anonymous, Bare, Barren, Blank, Buried, Clandestine, Cloaked, Concealed, Covered, Cryptic, Dark, Dead, Depleted, Deserted, Desolate, Despoiled, Destitute, Devoid, Disappeared, Distant, Exhausted, Empty, Forfeit, Forfeited, Forsaken, Hidden, Incognito, Indiscernible, Invisible, Irretrievable, Irrevocable, Masked, Mislaid, Misplaced, Mystic, Mystical, Nameless, Obscured, Secluded, Secret, Sequestered, Shadowy, Shrouded, Stark, Strange, Uncelebrated, Uncharted, Undiscovered, Unexplained, Unexplored, Unfamiliar, Unfilled, Unidentified, Unknown, Unnamed, Unredeemed, Unsung, Untold, Vacant, Vacated, Vanished, Veiled, Wayward, Warrior's, King's, Knave's, Coward's, Cardinal's, Priest's, Soldier's, Noble, Steadfast, Children's, Howling, Silent, Grinding, Dusty"
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customGroupB = "Temple, Chapel, House, Sanctuary, Shrine, Fortress, Tomb, Crypt, Graves, Citadel, Garrison, Rampart, Redoubt, Refuge, Asylum, Haven, Hideout, Retreat, Shelter, Stronghold, Covert, Den, Settlement, Preserve, Seat, Watch, Bulwark, Necropolis, Catacomb, Ruin, Hulk, Wreck"
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rules = "The_$A_$B"
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}
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@ -101,7 +101,7 @@ end
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local sparkle = function(sparkle_pos)
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minetest.add_particlespawner({
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amount = 10,
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time = 1,
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time = 2,
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minpos = {x=sparkle_pos.x-5, y=sparkle_pos.y-0.5, z=sparkle_pos.z-5},
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maxpos = {x=sparkle_pos.x+5, y=sparkle_pos.y+0.5, z=sparkle_pos.z+5},
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minvel = {x=-0.1, y=2, z=-0.1},
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@ -129,7 +129,7 @@ if df_underworld_items.config.destructive_pit_plasma then
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minetest.register_abm({
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label = "glowing pit matter degradation",
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nodenames = {"group:pit_plasma"},
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interval = 1,
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interval = 2,
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chance = 30,
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catch_up = false,
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action = function(pos)
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@ -164,7 +164,7 @@ else
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label = "glowing pit sparkle",
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nodenames = {"group:pit_plasma"},
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neighbors = {"air"},
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interval = 1,
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interval = 2,
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chance = 30,
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catch_up = false,
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action = function(pos)
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@ -1 +1 @@
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Subproject commit deae92e2ab6a15d435acc94ce82d2effd9387dac
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Subproject commit cfb31b3361c152998a7bd801328f44d643ce9749
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