dfcaverns/df_caverns/sunless_sea.lua
FaceDeer 9b7e71c675
Chasms (#19)
* 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
2021-03-28 15:20:52 -06:00

426 lines
14 KiB
Lua

local c_water = df_caverns.node_id.water
local c_air = df_caverns.node_id.air
local c_dirt = df_caverns.node_id.dirt
local c_dirt_moss = df_caverns.node_id.dirt_moss
local c_sand = df_caverns.node_id.sand
local c_gravel = df_caverns.node_id.gravel
local c_wet_flowstone = df_caverns.node_id.wet_flowstone
local c_dry_flowstone = df_caverns.node_id.dry_flowstone
local c_lava = df_caverns.node_id.lava
local c_obsidian = df_caverns.node_id.obsidian
local chasms_path = minetest.get_modpath("chasms")
local c_coral_table = {}
for node_name, node_def in pairs(minetest.registered_nodes) do
if minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then
table.insert(c_coral_table, minetest.get_content_id(node_name))
end
end
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
if chasms_path then
local pos = area:position(vi)
if chasms.is_in_chasm(pos) then
if pos.y <= sea_level then
data[vi] = c_water
else
data[vi] = c_air
end
end
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,
})