mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-15 23:20:25 +01:00
98fb313eb1
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
412 lines
14 KiB
Lua
412 lines
14 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_dirt = minetest.get_content_id("default:dirt")
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local c_dirt_moss = minetest.get_content_id("df_mapitems:dirt_with_cave_moss")
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local c_sand = minetest.get_content_id("default:sand")
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local c_gravel = minetest.get_content_id("default:gravel")
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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_lava = minetest.get_content_id("default:lava_source")
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local c_obsidian = minetest.get_content_id("default:obsidian")
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local c_coral_table = {
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minetest.get_content_id("df_mapitems:cave_coral_1"),
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minetest.get_content_id("df_mapitems:cave_coral_2"),
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minetest.get_content_id("df_mapitems:cave_coral_3")
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}
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local mushroom_shrublist
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local fungispore_shrublist
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if minetest.get_modpath("df_farming") then
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mushroom_shrublist = {
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_plump_helmet_vm,
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df_farming.spawn_dimple_cup_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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fungispore_shrublist = {
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_sweet_pod_vm,
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df_farming.spawn_cave_wheat_vm,
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df_farming.spawn_cave_wheat_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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end
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------------------------------------------------------------------------------------------
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local perlin_cave_sunless_sea = {
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offset = 0,
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scale = 1,
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spread = {x=df_caverns.config.horizontal_cavern_scale * 2, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 2},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67
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}
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local perlin_wave_sunless_sea = {
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offset = 0,
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scale = 1,
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spread = {x=df_caverns.config.horizontal_cavern_scale * 4, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 4}, -- squashed 2:1
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seed = 59033,
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octaves = 6,
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persist = 0.63
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}
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local perlin_cave_rivers = {
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offset = 0,
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scale = 1,
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spread = {x=400, y=400, z=400},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67,
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flags = "", -- remove "eased" flag, makes the paths of rivers a bit jaggedier and more interesting that curvy smooth paths
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}
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-- large-scale rise and fall to make the seam between roof and floor less razor-flat and make the rivers shallower and deeper in various places
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local perlin_wave_rivers = {
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offset = 0,
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scale = 1,
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spread = {x=800, y=800, z=800},
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seed = -4000089,
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octaves = 3,
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persist = 0.67,
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}
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local sea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.sunless_sea_min) * 0.5
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local floor_mult = 100
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local floor_displace = -10
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local ceiling_mult = -200
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local ceiling_displace = 20
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local wave_mult = 7
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local ripple_mult = 15
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local y_max_river = sea_level + 2*wave_mult + ceiling_displace + ripple_mult
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local y_min_river = sea_level - 2*wave_mult + floor_displace
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local hot_zone_boundary = 70
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local middle_zone_boundary = 50
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local cool_zone_boundary = 30
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local mushroom_cavern_floor = 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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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_dirt_moss
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, mushroom_shrublist)
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elseif abs_cracks > 0.25 then
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if math.random() < 0.01 then
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df_trees.spawn_tower_cap_vm(vi+ystride, area, data)
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elseif math.random() < 0.01 then
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df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
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elseif math.random() < 0.02 then
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df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2)
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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 fungispore_cavern_floor = 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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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick
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if math.random() < 0.25 then
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data[vi] = c_dirt
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else
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data[vi] = c_dirt_moss
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end
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if math.random() < 0.1 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, fungispore_shrublist)
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elseif abs_cracks > 0.35 then
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if math.random() < 0.025 then
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df_trees.spawn_fungiwood_vm(vi+ystride, area, data)
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elseif math.random() < 0.025 then
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df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
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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 cool_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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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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end
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local hot_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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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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local cool_zone_floor = df_caverns.dry_cavern_floor
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local hot_zone_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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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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local decorate_sunless_sea = 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 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 minp_below = minp.y <= sea_level
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local maxp_above = maxp.y > sea_level
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:sunless_sea", minp, maxp, perlin_cave_rivers) --cave noise for structure
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:sunless_sea_wave", minp, maxp, perlin_wave_rivers) --cave noise for structure
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local skip_next = false -- mapgen is proceeding upward on the y axis,
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--if this is true it skips a step to allow for things to be placed above the floor
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-- creates "river" caverns
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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if not skip_next then
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if y < y_max_river and y > y_min_river then
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local abs_cave = math.abs(nvals_cave[index2d])
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local wave = nvals_wave[index2d] * wave_mult
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local cracks = nvals_cracks[index2d]
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local ripple = cracks * ((y - y_min_river) / (y_max_river - y_min_river)) * ripple_mult
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-- above floor and below ceiling
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local floor_height = math.floor(abs_cave * floor_mult + sea_level + floor_displace + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + sea_level + ceiling_displace + wave + ripple)
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-- deal with lava
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if y <= floor_height and y > floor_height - 3 and y < sea_level + 5 and data[vi] == c_lava then
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data[vi] = c_obsidian
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end
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if y == floor_height and y < sea_level and not mapgen_helper.buildable_to(data[vi]) then
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if cracks > 0.2 then
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data[vi] = c_sand
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if cracks > 0.5 then
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data[vi+area.ystride] = c_sand
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skip_next = true
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end
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else
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data[vi] = c_gravel
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end
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elseif y > floor_height and y < ceiling_height and data[vi] ~= c_wet_flowstone then
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data[vi] = c_air
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elseif y == ceiling_height and not mapgen_helper.buildable_to(data[vi]) then
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df_caverns.glow_worm_cavern_ceiling(math.abs(cracks),
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mapgen_helper.xz_consistent_randomi(area, vi), vi, area, data, data_param2)
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end
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-- Deal with lava
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if y >= ceiling_height and y < ceiling_height + 5 and y > sea_level - 5 and data[vi] == c_lava then
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data[vi] = c_obsidian
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end
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end
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else
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skip_next = false
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end
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end
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if minp.y <= sea_level then
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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-- convert all air below sea level into water
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if y <= sea_level and data[vi] == c_air then
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data[vi] = c_water
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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 index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local heat = heatmap[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 vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local y = area:get_y(vi)
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-- The vertically squished aspect of these caverns produces too many very thin shelves, this blunts them
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if mapgen_helper.buildable_to(data[vi-area.ystride]) then
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if y <= sea_level then
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data[vi] = c_water
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else
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data[vi] = c_air
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end
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end
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-- extra test is needed because the rivers can remove nodes that Subterrane marked as floor.
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if not mapgen_helper.buildable_to(data[vi]) then
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if y >= sea_level then
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if heat > hot_zone_boundary then
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hot_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif heat > middle_zone_boundary then
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fungispore_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif heat > cool_zone_boundary then
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mushroom_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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cool_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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end
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elseif y >= sea_level - 30 then
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if math.random() < 0.005 then
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df_mapitems.place_snareweed_patch(area, data, vi, data_param2, 6)
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else
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data[vi] = c_dirt
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end
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else
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data[vi] = c_sand
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if math.random() < 0.001 then
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local iterations = math.random(1, 6)
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df_mapitems.spawn_coral_pile(area, data, vi, iterations)
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df_mapitems.spawn_castle_coral(area, data, vi+area.ystride, iterations)
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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 ceilings
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for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local heat = heatmap[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 vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local y = area:get_y(vi)
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if y > sea_level and not mapgen_helper.buildable_to(data[vi]) then
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if heat > hot_zone_boundary then
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hot_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif heat > cool_zone_boundary then
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df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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cool_zone_ceiling(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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-- Tunnel floors
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for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
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if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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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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if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
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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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-- air pockets
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local cracks = nvals_cracks[index2d]
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local ystride = area.ystride
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if cracks > 0.6 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.8 and data[vi-ystride*2] == c_water then
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data[vi-ystride*2] = c_air
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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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-- Warren ceiling
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for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
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if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
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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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-- air pockets
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local cracks = nvals_cracks[index2d]
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local ystride = area.ystride
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if cracks > 0.6 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.8 and data[vi-ystride*2] == c_water then
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data[vi-ystride*2] = c_air
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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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-- Warren floors
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for _, vi in ipairs(node_arrays.warren_floor_nodes) do
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if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
end
|
|
end
|
|
|
|
-- columns
|
|
for _, vi in ipairs(node_arrays.column_nodes) do
|
|
if data[vi] == c_wet_flowstone then
|
|
if area:get_y(vi) > sea_level then
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local heat = heatmap[index2d]
|
|
if heat > hot_zone_boundary then
|
|
data[vi] = c_dry_flowstone
|
|
end
|
|
else
|
|
data[vi] = c_coral_table[math.random(1,3)]
|
|
data_param2[vi] = math.random(1,4)-1
|
|
minetest.get_node_timer(area:position(vi)):start(math.random(10, 60))
|
|
end
|
|
end
|
|
end
|
|
|
|
vm:set_param2_data(data_param2)
|
|
end
|
|
|
|
--Sunless Sea
|
|
subterrane.register_layer({
|
|
name = "sunless sea",
|
|
y_max = df_caverns.config.level3_min-1,
|
|
y_min = df_caverns.config.sunless_sea_min,
|
|
cave_threshold = df_caverns.config.sunless_sea_threshold,
|
|
perlin_cave = perlin_cave_sunless_sea,
|
|
perlin_wave = perlin_wave_sunless_sea,
|
|
solidify_lava = true,
|
|
columns = {
|
|
maximum_radius = 20,
|
|
minimum_radius = 5,
|
|
node = "df_mapitems:wet_flowstone",
|
|
weight = 0.5,
|
|
maximum_count = 60,
|
|
minimum_count = 10,
|
|
},
|
|
decorate = decorate_sunless_sea,
|
|
double_frequency = false,
|
|
is_ground_content = df_caverns.is_ground_content,
|
|
})
|