mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-15 07:00:26 +01:00
12919e9a16
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
531 lines
20 KiB
Lua
531 lines
20 KiB
Lua
local c_water = minetest.get_content_id("default:water_source")
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local c_air = minetest.get_content_id("air")
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local c_desert_sand = minetest.get_content_id("default:desert_sand")
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local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal")
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local c_silver_sand = minetest.get_content_id("default:silver_sand")
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local c_snow = minetest.get_content_id("default:snow")
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local c_ice = minetest.get_content_id("default:ice")
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local c_hoar_moss = minetest.get_content_id("df_mapitems:ice_with_hoar_moss")
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local c_gravel = minetest.get_content_id("default:gravel")
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local c_oil = minetest.get_content_id("oil:oil_source")
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local c_cobble_fungus_fine = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus_fine")
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local c_cobble_fungus = minetest.get_content_id("df_mapitems:cobble_with_floor_fungus")
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local c_cobble = minetest.get_content_id("default:cobble")
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local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
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local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
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local c_glow_ore = minetest.get_content_id("df_mapitems:glow_ruby_ore")
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local c_salty_cobble = minetest.get_content_id("df_mapitems:salty_cobble")
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local c_salt_crystal = minetest.get_content_id("df_mapitems:salt_crystal")
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local c_sprite
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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 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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local get_biome = function(heat, humidity)
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if humidity < 23 then -- about 20% of locations fall below this threshold
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return "barren"
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elseif heat < 50 then
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return "blackcap"
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else
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return "bloodnether"
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end
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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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if minetest.get_modpath("df_farming") then
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black_cap_shrublist = {
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df_farming.spawn_dead_fungus_vm,
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}
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nether_cap_shrublist = {
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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blood_thorn_shrublist = {
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df_farming.spawn_quarry_bush_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_dead_fungus_vm,
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}
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end
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local hoar_moss_perlin_params = {
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offset = 0,
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scale = 1,
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spread = {x = 3, y = 30, z = 3},
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seed = 345421,
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octaves = 3,
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persist = 0.63,
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lacunarity = 2.0,
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flags = "eased",
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}
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local black_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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if math.random() < 0.25 then
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data[vi] = c_stone_with_coal
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else
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data[vi] = c_cobble_fungus
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end
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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elseif abs_cracks < 0.15 and math.random() < 0.3 then
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df_trees.spawn_torchspine_vm(vi+area.ystride, area, data, data_param2)
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else
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if math.random() < 0.05 then
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df_caverns.place_shrub(vi+area.ystride, area, data, data_param2, black_cap_shrublist)
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elseif math.random() < 0.01 and abs_cracks > 0.25 then
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df_trees.spawn_black_cap_vm(vi+area.ystride, area, data)
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end
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end
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end
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local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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if vert_rand < 0.004 then
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subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
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else
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local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
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local height = abs_cracks * 50
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if vert_rand > 0.5 then
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subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
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else
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subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
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end
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end
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end
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if cracks < -0.3 then
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data[vi] = c_silver_sand
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if math.random() < 0.025 then
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df_trees.spawn_nether_cap_vm(vi+ystride, area, data)
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elseif math.random() < 0.05 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, nether_cap_shrublist)
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elseif cracks < -0.4 and cracks > -0.6 then
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data[vi + ystride] = c_snow
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end
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elseif cracks > 0.1 then
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if math.random() < 0.002 then
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df_trees.spawn_nether_cap_vm(vi+ystride, area, data)
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else
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data[vi] = c_ice
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end
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if cracks > 0.4 then
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data[vi + ystride] = c_ice
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if cracks > 0.6 then
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data[vi + 2*ystride] = c_ice
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end
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end
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end
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end
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local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ystride = area.ystride
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if abs_cracks < 0.1 then
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if vert_rand < 0.01 then
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subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
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else
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local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
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local height = abs_cracks * 50
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if vert_rand > 0.5 then
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subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
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else
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subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
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end
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end
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end
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if c_sprite and abs_cracks < 0.5 and math.random() < 0.02 then
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local sprite_vi = vi-ystride*math.random(1,5)
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if data[sprite_vi] == c_air and area:containsi(sprite_vi) then
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data[sprite_vi] = c_sprite
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minetest.get_node_timer(area:position(sprite_vi)):start(1)
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end
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end
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end
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local blood_thorn_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ai = vi+area.ystride
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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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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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data_param2[ai] = math.random(1,4)-1
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end
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else
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local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
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local height = math.floor(abs_cracks * 66)
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subterrane.stalagmite(ai, area, data, data_param2, param2, height, df_mapitems.dry_stalagmite_ids)
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end
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elseif math.random() > abs_cracks + 0.66 then
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df_trees.spawn_blood_thorn_vm(ai, area, data, data_param2)
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data[vi] = c_desert_sand
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else
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if math.random() < 0.1 then
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df_caverns.place_shrub(ai, area, data, data_param2, blood_thorn_shrublist)
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data[vi] = c_desert_sand
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elseif math.random() > 0.25 then
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data[vi] = c_desert_sand
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else
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data[vi] = c_cobble
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end
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end
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end
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local hoar_moss_generator
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local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
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local heatmap = minetest.get_mapgen_object("heatmap")
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local humiditymap = minetest.get_mapgen_object("humiditymap")
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local data_param2 = df_caverns.data_param2
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vm:get_param2_data(data_param2)
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local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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local nvals_cave = node_arrays.nvals_cave
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local cave_area = node_arrays.cave_area
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local cavern_def = node_arrays.cavern_def
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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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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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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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end
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---------------------------------------------------------
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-- Cavern floors
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for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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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 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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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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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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end
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-- put in only the large stalagmites that won't get in the way of the water
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if abs_cracks < 0.1 then
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if vert_rand < 0.004 then
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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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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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else
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-- dry zone floor, add crystals
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if abs_cracks < 0.075 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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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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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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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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else
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blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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end
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end
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end
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--------------------------------------
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-- Cavern ceilings
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for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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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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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 == "blackcap" then
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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if math.random() < 0.25 then
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data[vi] = c_stone_with_coal
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end
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elseif biome_name == "barren" then
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if flooded_caverns then
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-- wet zone ceiling
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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end
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else
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-- dry zone ceiling, add crystals
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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if 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, math.random(0,3), true)
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end
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end
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elseif biome_name == "bloodnether" then
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if flooded_caverns then
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--Nethercap ceiling
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nether_cap_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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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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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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data[bi] = c_salt_crystal
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data_param2[bi] = 19 + math.random(1,4)
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end
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else
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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elseif abs_cracks > 0.75 and math.random() < 0.05 then
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data[vi] = c_glow_ore
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df_mapitems.place_big_crystal(data, data_param2, vi-area.ystride, true)
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end
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end
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end
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end
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----------------------------------------------
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-- Tunnel floors
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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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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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-- we're in flooded areas or are not barren
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
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end
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end
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end
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------------------------------------------------------
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-- Tunnel ceiling
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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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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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-- we're in flooded areas or are not barren
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
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end
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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
|
|
if cracks > 0.7 and data[vi-ystride*2] == c_water then
|
|
data[vi-ystride*2] = c_air
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
------------------------------------------------------
|
|
-- Warren ceiling
|
|
|
|
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.
|
|
|
|
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
|
|
-- underwater ceiling, do nothing
|
|
elseif biome_name == "bloodnether" and flooded_caverns then
|
|
-- Nethercap warrens
|
|
local cracks = nvals_cracks[index2d]
|
|
local abs_cracks = math.abs(cracks)
|
|
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
|
|
local ystride = area.ystride
|
|
if abs_cracks < 0.15 then
|
|
if vert_rand < 0.004 then
|
|
subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
|
|
else
|
|
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
|
|
local height = abs_cracks * 50
|
|
if vert_rand > 0.5 then
|
|
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
|
|
else
|
|
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
if flooded_caverns or biome_name == "blackcap" then
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------------
|
|
-- Warren floors
|
|
|
|
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.
|
|
|
|
if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
|
|
-- underwater floor, do nothing
|
|
elseif biome_name == "bloodnether" and flooded_caverns then
|
|
-- nethercap warren
|
|
local cracks = nvals_cracks[index2d]
|
|
local abs_cracks = math.abs(cracks)
|
|
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
|
|
local ystride = area.ystride
|
|
if abs_cracks < 0.15 then
|
|
if vert_rand < 0.004 then
|
|
subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
|
|
else
|
|
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
|
|
local height =abs_cracks * 50
|
|
if vert_rand > 0.5 then
|
|
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
|
|
else
|
|
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
|
|
end
|
|
end
|
|
elseif cracks > 0.4 then
|
|
data[vi + ystride] = c_ice
|
|
if cracks > 0.6 then
|
|
data[vi + 2*ystride] = c_ice
|
|
end
|
|
end
|
|
else
|
|
if flooded_caverns or biome_name == "blackcap" then
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------------
|
|
-- Column material override for dry biome
|
|
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 flooded_caverns = nvals_cave[cave_area:transform(area, vi)] < 0
|
|
|
|
if biome_name == "bloodnether" and data[vi] == c_wet_flowstone then
|
|
if not flooded_caverns then
|
|
data[vi] = c_dry_flowstone -- bloodthorn
|
|
else
|
|
if area:get_y(vi) > subsea_level - ice_thickness then
|
|
if data[vi + 1] == c_air or data[vi - 1] == c_air or data[vi + area.zstride] == c_air or data[vi - area.zstride] == c_air then
|
|
--surface node, potential hoar moss streak
|
|
-- This particular Perlin noise is only called in small amounts on rare occasions, so don't bother
|
|
-- 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
|
|
data[vi] = c_hoar_moss
|
|
else
|
|
data[vi] = c_ice
|
|
end
|
|
else
|
|
data[vi] = c_ice
|
|
end
|
|
else
|
|
data[vi] = c_water -- ice columns shouldn't extend below the surface of the water. There should probably be a bulge below, though. Not sure best way to implement that.
|
|
end
|
|
end
|
|
elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then
|
|
data[vi] = c_dry_flowstone
|
|
end
|
|
end
|
|
|
|
vm:set_param2_data(data_param2)
|
|
end
|
|
|
|
-- Layer 3
|
|
subterrane.register_layer({
|
|
name = "cavern layer 3",
|
|
y_max = df_caverns.config.level2_min-1,
|
|
y_min = df_caverns.config.level3_min,
|
|
cave_threshold = df_caverns.config.cavern_threshold,
|
|
boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
|
|
perlin_cave = df_caverns.perlin_cave,
|
|
perlin_wave = df_caverns.perlin_wave,
|
|
solidify_lava = true,
|
|
columns = {
|
|
maximum_radius = 20,
|
|
minimum_radius = 5,
|
|
node = "df_mapitems:wet_flowstone",
|
|
weight = 0.25,
|
|
maximum_count = 50,
|
|
minimum_count = 10,
|
|
},
|
|
decorate = decorate_level_3,
|
|
warren_region_variability_threshold = 0.33,
|
|
double_frequency = true,
|
|
})
|