dfcaverns/df_caverns/sunless_sea.lua
FaceDeer 98fb313eb1
Primordial cavern layer (#12)
* 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
2020-02-12 23:49:17 -07:00

412 lines
14 KiB
Lua

local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local c_dirt = minetest.get_content_id("default:dirt")
local c_dirt_moss = minetest.get_content_id("df_mapitems:dirt_with_cave_moss")
local c_sand = minetest.get_content_id("default:sand")
local c_gravel = minetest.get_content_id("default:gravel")
local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
local c_lava = minetest.get_content_id("default:lava_source")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_coral_table = {
minetest.get_content_id("df_mapitems:cave_coral_1"),
minetest.get_content_id("df_mapitems:cave_coral_2"),
minetest.get_content_id("df_mapitems:cave_coral_3")
}
local mushroom_shrublist
local fungispore_shrublist
if minetest.get_modpath("df_farming") then
mushroom_shrublist = {
df_farming.spawn_plump_helmet_vm,
df_farming.spawn_plump_helmet_vm,
df_farming.spawn_dimple_cup_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_cavern_fungi_vm,
}
fungispore_shrublist = {
df_farming.spawn_pig_tail_vm,
df_farming.spawn_sweet_pod_vm,
df_farming.spawn_cave_wheat_vm,
df_farming.spawn_cave_wheat_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_cavern_fungi_vm,
}
end
------------------------------------------------------------------------------------------
local perlin_cave_sunless_sea = {
offset = 0,
scale = 1,
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},
seed = -400000000089,
octaves = 3,
persist = 0.67
}
local perlin_wave_sunless_sea = {
offset = 0,
scale = 1,
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
seed = 59033,
octaves = 6,
persist = 0.63
}
local perlin_cave_rivers = {
offset = 0,
scale = 1,
spread = {x=400, y=400, z=400},
seed = -400000000089,
octaves = 3,
persist = 0.67,
flags = "", -- remove "eased" flag, makes the paths of rivers a bit jaggedier and more interesting that curvy smooth paths
}
-- 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
local perlin_wave_rivers = {
offset = 0,
scale = 1,
spread = {x=800, y=800, z=800},
seed = -4000089,
octaves = 3,
persist = 0.67,
}
local sea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.sunless_sea_min) * 0.5
local floor_mult = 100
local floor_displace = -10
local ceiling_mult = -200
local ceiling_displace = 20
local wave_mult = 7
local ripple_mult = 15
local y_max_river = sea_level + 2*wave_mult + ceiling_displace + ripple_mult
local y_min_river = sea_level - 2*wave_mult + floor_displace
local hot_zone_boundary = 70
local middle_zone_boundary = 50
local cool_zone_boundary = 30
local mushroom_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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
if math.random() < 0.25 then
data[vi] = c_dirt
else
data[vi] = c_dirt_moss
end
if math.random() < 0.1 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, mushroom_shrublist)
elseif abs_cracks > 0.25 then
if math.random() < 0.01 then
df_trees.spawn_tower_cap_vm(vi+ystride, area, data)
elseif math.random() < 0.01 then
df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
elseif math.random() < 0.02 then
df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2)
end
end
end
end
local fungispore_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
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
if math.random() < 0.25 then
data[vi] = c_dirt
else
data[vi] = c_dirt_moss
end
if math.random() < 0.1 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, fungispore_shrublist)
elseif abs_cracks > 0.35 then
if math.random() < 0.025 then
df_trees.spawn_fungiwood_vm(vi+ystride, area, data)
elseif math.random() < 0.025 then
df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
end
end
end
end
local cool_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
end
local hot_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
-- dry zone ceiling, add crystals
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
if abs_cracks > 0.3 and math.random() < 0.005 then
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true)
end
end
local cool_zone_floor = df_caverns.dry_cavern_floor
local hot_zone_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
if abs_cracks < 0.075 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
elseif abs_cracks > 0.3 and math.random() < 0.005 then
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false)
end
end
local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, data)
math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
local heatmap = minetest.get_mapgen_object("heatmap")
local data_param2 = df_caverns.data_param2
vm:get_param2_data(data_param2)
local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
local minp_below = minp.y <= sea_level
local maxp_above = maxp.y > sea_level
local nvals_cave = mapgen_helper.perlin2d("df_caverns:sunless_sea", minp, maxp, perlin_cave_rivers) --cave noise for structure
local nvals_wave = mapgen_helper.perlin2d("df_caverns:sunless_sea_wave", minp, maxp, perlin_wave_rivers) --cave noise for structure
local skip_next = false -- mapgen is proceeding upward on the y axis,
--if this is true it skips a step to allow for things to be placed above the floor
-- creates "river" caverns
for vi, x, y, z in area:iterp_yxz(minp, maxp) do
if not skip_next then
if y < y_max_river and y > y_min_river then
local index2d = mapgen_helper.index2d(minp, maxp, x, z)
local abs_cave = math.abs(nvals_cave[index2d])
local wave = nvals_wave[index2d] * wave_mult
local cracks = nvals_cracks[index2d]
local ripple = cracks * ((y - y_min_river) / (y_max_river - y_min_river)) * ripple_mult
-- above floor and below ceiling
local floor_height = math.floor(abs_cave * floor_mult + sea_level + floor_displace + wave)
local ceiling_height = math.floor(abs_cave * ceiling_mult + sea_level + ceiling_displace + wave + ripple)
-- deal with lava
if y <= floor_height and y > floor_height - 3 and y < sea_level + 5 and data[vi] == c_lava then
data[vi] = c_obsidian
end
if y == floor_height and y < sea_level and not mapgen_helper.buildable_to(data[vi]) then
if cracks > 0.2 then
data[vi] = c_sand
if cracks > 0.5 then
data[vi+area.ystride] = c_sand
skip_next = true
end
else
data[vi] = c_gravel
end
elseif y > floor_height and y < ceiling_height and data[vi] ~= c_wet_flowstone then
data[vi] = c_air
elseif y == ceiling_height and not mapgen_helper.buildable_to(data[vi]) then
df_caverns.glow_worm_cavern_ceiling(math.abs(cracks),
mapgen_helper.xz_consistent_randomi(area, vi), vi, area, data, data_param2)
end
-- Deal with lava
if y >= ceiling_height and y < ceiling_height + 5 and y > sea_level - 5 and data[vi] == c_lava then
data[vi] = c_obsidian
end
end
else
skip_next = false
end
end
if minp.y <= sea_level then
for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
-- convert all air below sea level into water
if y <= sea_level and data[vi] == c_air then
data[vi] = c_water
end
end
end
---------------------------------------------------------
-- Cavern floors
for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local heat = heatmap[index2d]
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local y = area:get_y(vi)
-- The vertically squished aspect of these caverns produces too many very thin shelves, this blunts them
if mapgen_helper.buildable_to(data[vi-area.ystride]) then
if y <= sea_level then
data[vi] = c_water
else
data[vi] = c_air
end
end
-- extra test is needed because the rivers can remove nodes that Subterrane marked as floor.
if not mapgen_helper.buildable_to(data[vi]) then
if y >= sea_level then
if heat > hot_zone_boundary then
hot_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
elseif heat > middle_zone_boundary then
fungispore_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
elseif heat > cool_zone_boundary then
mushroom_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
else
cool_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
end
elseif y >= sea_level - 30 then
if math.random() < 0.005 then
df_mapitems.place_snareweed_patch(area, data, vi, data_param2, 6)
else
data[vi] = c_dirt
end
else
data[vi] = c_sand
if math.random() < 0.001 then
local iterations = math.random(1, 6)
df_mapitems.spawn_coral_pile(area, data, vi, iterations)
df_mapitems.spawn_castle_coral(area, data, vi+area.ystride, iterations)
end
end
end
end
--------------------------------------
-- Cavern ceilings
for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local heat = heatmap[index2d]
local cracks = nvals_cracks[index2d]
local abs_cracks = math.abs(cracks)
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local y = area:get_y(vi)
if y > sea_level and not mapgen_helper.buildable_to(data[vi]) then
if heat > hot_zone_boundary then
hot_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
elseif heat > cool_zone_boundary then
df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
else
cool_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
end
end
end
----------------------------------------------
-- Tunnel floors
for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
end
end
------------------------------------------------------
-- Tunnel ceiling
for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
-- air pockets
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local cracks = nvals_cracks[index2d]
local ystride = area.ystride
if cracks > 0.6 and data[vi-ystride] == c_water then
data[vi-ystride] = c_air
if cracks > 0.8 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
if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
-- air pockets
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local cracks = nvals_cracks[index2d]
local ystride = area.ystride
if cracks > 0.6 and data[vi-ystride] == c_water then
data[vi-ystride] = c_air
if cracks > 0.8 and data[vi-ystride*2] == c_water then
data[vi-ystride*2] = c_air
end
end
end
end
----------------------------------------------
-- Warren floors
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then
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,
})