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Squashed commit of the following:
commit0a61781b99
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit1d7b6010c3
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commitc8fa25ccd7
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit4de45bb6d7
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit83ea06bbaa
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit302da3ec51
Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit11667e184e
Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit5906308d87
Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commite52820c282
Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit7b99556df9
Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commitbf82b3b3fe
Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit46765df3ef
Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
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@ -21,6 +21,11 @@ local c_webs_egg = df_caverns.node_id.big_webs_egg
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local chasms_path = minetest.get_modpath("chasms")
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local log_location
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if mapgen_helper.log_location_enabled then
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log_location = mapgen_helper.log_first_location
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end
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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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@ -36,6 +41,20 @@ local get_biome = function(heat, humidity)
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end
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end
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table.insert(df_caverns.get_biome_at_pos_list, function(pos, heat, humidity)
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if pos.y < df_caverns.config.level3_min or pos.y >= df_caverns.config.level2_min then
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return nil
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end
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local biome = get_biome(heat, humidity)
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if biome == "bloodnether" then
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if subterrane.get_cavern_value("cavern layer 3", pos) < 0 then
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return "nethercap"
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end
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return "bloodthorn"
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end
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return biome
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end)
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local black_cap_shrublist
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local nether_cap_shrublist
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local blood_thorn_shrublist
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@ -214,10 +233,12 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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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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if log_location then log_location("level3_blackcap_oil", vector.new(x,y,z)) end
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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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if log_location then log_location("level3_nethercap_floating_ice", vector.new(x,y,z)) end
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end
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end
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end
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@ -236,7 +257,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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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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-- underwater floor. Not using df_caverns.flooded_cavern_floor to make level 3 water darker
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local ystride = area.ystride
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if abs_cracks > 0.25 and data[vi-ystride] ~= c_water then
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data[vi] = c_gravel
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@ -247,10 +268,12 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_wet_flowstone, c_wet_flowstone, c_wet_flowstone)
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end
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end
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if log_location then log_location("level3_flooded_"..biome_name, area:position(vi)) end
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elseif biome_name == "barren" then
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if flooded_caverns then
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-- wet zone floor
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df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level3_barren_dry", area:position(vi)) end
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else
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-- dry zone floor, add crystals
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if abs_cracks < 0.075 then
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@ -258,14 +281,18 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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elseif abs_cracks > 0.3 and math.random() < 0.005 then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false)
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end
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if log_location then log_location("level3_barren_wet", area:position(vi)) end
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end
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elseif biome_name == "blackcap" then
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black_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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black_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level3_blackcap", area:position(vi)) end
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elseif biome_name == "bloodnether" then
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if flooded_caverns then
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nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level3_nethercap", area:position(vi)) end
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else
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blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level3_bloodthorn", area:position(vi)) end
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end
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end
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end
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@ -396,6 +423,12 @@ 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 flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if log_location then
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local flood_name = ""
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if flooded_caverns then flood_name = "_flooded" end
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log_location("level3_warren_"..biome_name..flood_name, area:position(vi))
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end
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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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elseif biome_name == "bloodnether" and flooded_caverns then
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