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
83 lines
2.7 KiB
Lua
83 lines
2.7 KiB
Lua
-- surface tunnels
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local y_max = 200
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local y_min = df_caverns.config.ymax
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local c_stone = minetest.get_content_id("default:stone")
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local c_air = minetest.get_content_id("air")
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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, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
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local eminp = {x=minp.x, y=area.MinEdge.y, z=minp.z}
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local emaxp = {x=maxp.x, y=area.MaxEdge.y, z=maxp.z}
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local minp_y = minp.y
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local maxp_y = maxp.y
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local humiditymap = minetest.get_mapgen_object("humiditymap")
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local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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local previous_y = eminp.y-1
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local previous_potential_floor_vi
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local previous_potential_floor_y
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local previous_node
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for vi, x, y, z in area:iterp_yxz(eminp, emaxp) do
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if y < previous_y then
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-- we've started a new column, initialize everything
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previous_potential_floor_vi = nil
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previous_potential_floor_y = nil
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previous_node = nil
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end
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previous_y = y
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local current_node = data[vi]
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if previous_node and y < y_max then
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if current_node == c_air and previous_node == c_stone then
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-- this may be a floor, but only if we eventually hit a ceiling in this column
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previous_potential_floor_vi = vi-area.ystride
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previous_potential_floor_y = y-1
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elseif current_node == c_stone and previous_node == c_air and previous_potential_floor_vi then
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-- we hit a ceiling after passing through a floor
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local humidity = humiditymap[index2d]
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if previous_potential_floor_y <= maxp_y and previous_potential_floor_y >= minp_y then
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df_caverns.tunnel_floor(minp, maxp, area, previous_potential_floor_vi, nvals_cracks, data, data_param2, humidity > 30)
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end
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if y <= maxp_y and y >= minp_y then
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df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, humidity > 30)
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end
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previous_potential_floor_vi = nil
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elseif not mapgen_helper.buildable_to(current_node) then
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-- we've entered a non-stone ceiling of some kind. Abort potential floor-ceiling pair detection.
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previous_potential_floor_vi = nil
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end
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end
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previous_node = current_node
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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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vm:set_param2_data(data_param2)
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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 surface tunnels", time_taken)
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end)
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