mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-13 22:20:28 +01:00
9b7e71c675
* initial chasms mod * tweak default chasm settings * prevent chasms from breaching oil and magma seas, make veinstone actually do something * overgenerate caverns to eliminate floating stalactites * make veinstone punchable instead of right-clickable * ensure dfcaverns get carved before chasms this has an unfortunate tradeoff. Chasms will no longer have floating giant columns in them, but will also no longer have smaller stalactites and stalagmites. Also will carve chasms through lake water. Not sure if this is ideal. * add rare big webs to the chasms, to give them a unique feature * reverse the dependencies for df_caverns and chasms, let chasms go first. * fix web generator * add webs to level 3 tunnels, fix sunless sea chasms * fix up tunnel webs * make webs snappy * make webs slightly more prevalent * add chasms to the guide * final touch-ups before merging * allow anchoring against unloaded blocks
401 lines
14 KiB
Lua
401 lines
14 KiB
Lua
local c_water = df_caverns.node_id.water
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local c_air = df_caverns.node_id.air
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local c_dirt = df_caverns.node_id.dirt
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local c_dirt_moss = df_caverns.node_id.dirt_moss
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local c_gravel = df_caverns.node_id.gravel
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local c_stillworm = df_caverns.node_id.stillworm
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local c_pebble_fungus = df_caverns.node_id.pebble_fungus
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local c_red = df_caverns.node_id.spindlestem_red
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local c_wet_flowstone = df_caverns.node_id.wet_flowstone
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local c_dry_flowstone = df_caverns.node_id.dry_flowstone
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local c_veinstone = df_caverns.node_id.veinstone
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local c_pearls = df_caverns.node_id.pearls
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local chasms_path = minetest.get_modpath("chasms")
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local wall_vein_perlin_params = {
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offset = 0,
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scale = 1,
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spread = {x = 50, y = 50, z = 50},
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seed = 2199,
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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 subsea_level = df_caverns.config.level2_min - (df_caverns.config.level2_min - df_caverns.config.level1_min) * 0.33 -- "sea level" for the flooded caverns.
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local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold) -- cavern value out to which we're flooding tunnels and warrens
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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 < 40 then
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return "goblincap" -- about 33% are below this threshold
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elseif heat < 60 then
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return "sporetree" -- another 33%
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else
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return "tunneltube"
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end
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end
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local goblin_cap_shrublist
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local tunnel_tube_shrublist
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local spore_tree_shrublist
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if minetest.get_modpath("df_farming") then
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goblin_cap_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_dead_fungus_vm,
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df_farming.spawn_cavern_fungi_vm,
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}
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tunnel_tube_shrublist = {
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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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spore_tree_shrublist = {
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df_farming.spawn_pig_tail_vm,
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df_farming.spawn_pig_tail_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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local goblin_cap_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 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, goblin_cap_shrublist)
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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, c_red)
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elseif math.random() < 0.015 then
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df_trees.spawn_goblin_cap_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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local spore_tree_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 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_pebble_fungus
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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, spore_tree_shrublist)
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elseif math.random() < 0.05 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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local tunnel_tube_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 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_stillworm
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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, tunnel_tube_shrublist)
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elseif math.random() < 0.05 then
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df_trees.spawn_tunnel_tube_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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local decorate_level_2 = 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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local vein_noise
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local vein_area
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-- Partly fill flooded caverns and warrens
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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local cave_val = nvals_cave[vi]
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if cave_val < -flooding_threshold then
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if mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp) then
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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 cave_threshold = cavern_def.cave_threshold
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--check if we're just inside the boundary of the (negazone) cavern threshold
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if biome_name == "barren" and cave_val < -cave_threshold and cave_val > -cave_threshold - 0.01 then
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-- add giant rooty structures to the flooded barren caverns
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if vein_noise == nil then
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vein_noise, vein_area = mapgen_helper.perlin3d("df_caverns:wall_veins", minp, maxp, wall_vein_perlin_params)
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end
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if data[vi] == c_air and math.abs(vein_noise[vein_area:transform(area, vi)]) < 0.02 then
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data[vi] = c_veinstone
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end
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end
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end
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if data[vi] == c_air and y <= subsea_level then
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data[vi] = c_water -- otherwise, fill air with water when below sea level
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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 abs_cracks = math.abs(nvals_cracks[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
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-- underwater floor
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df_caverns.flooded_cavern_floor(abs_cracks, vert_rand, vi, area, data)
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elseif biome_name == "barren" then
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if flooded_caverns then
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df_caverns.wet_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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end
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elseif biome_name == "goblincap" then
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goblin_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif biome_name == "sporetree" then
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spore_tree_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif biome_name == "tunneltube" then
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tunnel_tube_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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--------------------------------------
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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[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 == "barren" then
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if flooded_caverns then
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-- wet barren
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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 barren
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if abs_cracks < 0.075 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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local y = area:get_y(vi)
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local y_proportional = (y - df_caverns.config.level1_min) / (df_caverns.config.level2_min - df_caverns.config.level1_min)
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if abs_cracks * y_proportional > 0.3 and math.random() < 0.005 * y_proportional then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,1), true)
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end
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end
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else -- all the other biomes
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df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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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[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 ~= "barren" 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, c_gravel)
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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[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local ystride = area.ystride
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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 ~= "barren" 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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if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
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for i= 1, 4 do
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if math.random() > 0.5 then
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local index = vi-i*ystride
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if data[index] == c_air then
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df_mapitems.place_against_surface_vm(c_pearls, index, 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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else
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-- air pockets
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local ystride = area.ystride
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local cracks = nvals_cracks[index2d]
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if cracks > 0.4 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.6 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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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[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 ~= "barren" 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, c_gravel)
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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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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[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local ystride = area.ystride
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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 ~= "barren" 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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if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
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for i= 1, 4 do
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if math.random() > 0.5 then
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local index = vi-i*ystride
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if data[index] == c_air then
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df_mapitems.place_against_surface_vm(c_pearls, index, 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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else
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-- air pockets
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local cracks = nvals_cracks[index2d]
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if cracks > 0.4 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.6 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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-- Column material override for dry biome
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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 biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local dry = (biome_name == "barren") and (nvals_cave[vi] > 0)
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if dry 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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if chasms_path then
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local pos = area:position(vi)
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if chasms.is_in_chasm_without_taper(pos) then
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if flooded_caverns and pos.y < subsea_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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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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subterrane.register_layer({
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name = "cavern layer 2",
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y_max = df_caverns.config.level1_min-1,
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y_min = df_caverns.config.level2_min,
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cave_threshold = df_caverns.config.cavern_threshold,
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boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
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perlin_cave = df_caverns.perlin_cave,
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perlin_wave = df_caverns.perlin_wave,
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solidify_lava = true,
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columns = {
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maximum_radius = 15,
|
|
minimum_radius = 4,
|
|
node = "df_mapitems:wet_flowstone",
|
|
weight = 0.25,
|
|
maximum_count = 50,
|
|
minimum_count = 5,
|
|
},
|
|
decorate = decorate_level_2,
|
|
warren_region_variability_threshold = 0.33,
|
|
double_frequency = true,
|
|
is_ground_content = df_caverns.is_ground_content,
|
|
})
|
|
|