mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-09 20:11:47 +01:00
882395ef75
Split this mod into a set of sub-mods in a modpack, and in the process did a whole bunch of renovations. * updated Subterrane's API to allow for more patterned placement of things * added "warrens" * clean separation of flooded and non-flooded caverns * rearranged biomes to make cavern layers more distinct * added oil layer * added underworld layer
392 lines
13 KiB
Lua
392 lines
13 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 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)
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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)
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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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-- 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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else
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skip_next = false
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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_cave_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)
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end
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end
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-- columns
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for _, vi in ipairs(node_arrays.column_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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if area:get_y(vi) > sea_level and heat > hot_zone_boundary and data[vi] == c_wet_flowstone then
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data[vi] = c_dry_flowstone
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end
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end
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vm:set_param2_data(data_param2)
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end
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--Sunless Sea
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subterrane.register_layer({
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name = "sunless sea",
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y_max = df_caverns.config.level3_min-1,
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y_min = df_caverns.config.sunless_sea_min,
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cave_threshold = df_caverns.config.sunless_sea_threshold,
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perlin_cave = perlin_cave_sunless_sea,
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perlin_wave = perlin_wave_sunless_sea,
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solidify_lava = true,
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columns = {
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maximum_radius = 20,
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minimum_radius = 5,
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node = "df_mapitems:wet_flowstone",
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weight = 0.5,
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maximum_count = 60,
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minimum_count = 10,
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},
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decorate = decorate_sunless_sea,
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double_frequency = false,
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})
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