mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-09 20:11:47 +01:00
98fb313eb1
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
118 lines
3.2 KiB
Lua
118 lines
3.2 KiB
Lua
if not df_caverns.config.enable_oil_sea then
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return
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end
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local c_oil = minetest.get_content_id("oil:oil_source")
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local c_gas = minetest.get_content_id("mine_gas:gas")
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local c_gas_wisp = minetest.get_content_id("mine_gas:gas_wisp")
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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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-------------------------------------------------------------------------------------------
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local perlin_cave = {
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offset = 0,
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scale = 1,
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spread = {x=300, y=300, z=300},
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seed = 6000089,
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octaves = 3,
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persist = 0.67
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}
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-- large-scale rise and fall
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local perlin_wave = {
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offset = 0,
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scale = 1,
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spread = {x=1000, y=1000, z=1000},
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seed = 10089,
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octaves = 3,
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persist = 0.67
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}
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local median = df_caverns.config.oil_sea_level
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local floor_mult = -80
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local floor_displace = 60
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local ceiling_mult = 40
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local ceiling_displace = -30
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local wave_mult = 10
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local c_lava_set
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local y_max = median + 2*wave_mult + 2*ceiling_mult + ceiling_displace
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local y_min = median - 2*wave_mult + 2*floor_mult + floor_displace
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minetest.register_on_generated(function(minp, maxp, seed)
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--if out of range of cave definition limits, abort
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if minp.y > y_max or maxp.y < y_min then
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return
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end
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local t_start = os.clock()
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local vm, data, area = mapgen_helper.mapgen_vm_data()
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:oil_cave", minp, maxp, perlin_cave)
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:oil_wave", minp, maxp, perlin_wave)
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if c_lava_set == nil then
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c_lava_set = {}
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for name, def in pairs(minetest.registered_nodes) do
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if def.groups ~= nil and def.groups.lava ~= nil then
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c_lava_set[minetest.get_content_id(name)] = true
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end
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end
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end
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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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]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
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local wave = nvals_wave[index2d] * wave_mult
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local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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if y > floor_height - 5 and y < ceiling_height + 5 then
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if c_lava_set[data[vi]] then
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data[vi] = c_obsidian
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end
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end
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if y > floor_height and y < ceiling_height then
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if y > median then
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if math.random() < 0.00025 and ((y < median + 3) or (y > ceiling_height - 3)) then
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data[vi] = c_gas_wisp
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else
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data[vi] = c_gas
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end
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else
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data[vi] = c_oil
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end
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end
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end
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--send data back to voxelmanip
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vm:set_data(data)
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--calc lighting
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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vm:update_liquids()
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--write it to world
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vm:write_to_map()
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local time_taken = os.clock() - t_start -- how long this chunk took, in seconds
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mapgen_helper.record_time("df_caverns oil sea", time_taken)
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end)
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minetest.register_ore({
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ore_type = "scatter",
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ore = "mine_gas:gas_seep",
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wherein = "default:stone",
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clust_scarcity = 32 * 32 * 32,
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clust_num_ores = 27,
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clust_size = 6,
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y_max = df_caverns.config.sunless_sea_min,
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y_min = y_min,
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}) |