mirror of
https://github.com/FaceDeer/dfcaverns.git
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dbc5dd38a3
commit0a61781b99
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 14:50:07 2022 -0600 add an additional check to ensure old timers don't cause inappropriate growth commit1d7b6010c3
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:21:29 2022 -0600 stop timers when seeds are picked up commitc8fa25ccd7
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 13:05:24 2022 -0600 fix replacements for dwarven syrup taffy recipe commit4de45bb6d7
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:48 2022 -0600 account for some additional mod dependencies commit83ea06bbaa
Author: FaceDeer <derksenmobile@gmail.com> Date: Mon Aug 1 11:09:14 2022 -0600 update cooking recipes to be more specific. commit302da3ec51
Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 29 17:12:59 2022 -0600 add location logging for debugging purposes commit11667e184e
Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:54:21 2022 -0600 add checks for submods being present the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed. commit5906308d87
Author: FaceDeer <derksenmobile@gmail.com> Date: Sun Jul 24 16:49:23 2022 -0600 add config settings for biome restrictions, vastly reduce copy and paste in code commite52820c282
Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 20:45:26 2022 -0600 add initial stab at growing conditions - biome restrictions for trees commit7b99556df9
Author: FaceDeer <derksenmobile@gmail.com> Date: Sat Jul 23 12:08:41 2022 -0600 adding biome API. Not yet tested. commitbf82b3b3fe
Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 21:22:37 2022 -0600 added stubs for growth permission for farming plants commit46765df3ef
Author: FaceDeer <derksenmobile@gmail.com> Date: Fri Jul 22 18:36:45 2022 -0600 initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
228 lines
8.1 KiB
Lua
228 lines
8.1 KiB
Lua
local modpath = minetest.get_modpath(minetest.get_current_modname())
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local S = minetest.get_translator(minetest.get_current_modname())
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local min_depth = tonumber(minetest.settings:get("pit_caves_min_bottom") or -2500)
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local max_depth = tonumber(minetest.settings:get("pit_caves_max_bottom") or -500)
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local min_top = tonumber(minetest.settings:get("pit_caves_min_top") or -100)
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local max_top = tonumber(minetest.settings:get("pit_caves_max_top") or 100)
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local seal_ocean = minetest.settings:get_bool("pit_caves_seal_ocean", true)
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assert(min_depth < max_depth, "pit_caves_min_bottom is above pit_caves_max_bottom")
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assert(min_top < max_top, "pit_caves_min_top is above pit_caves_max_top")
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assert(max_depth < min_top, "pit_caves_max_bottom is above pit_caves_min_top")
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local pit_radius = 3 -- approximate minimum radius of pit - noise adds a lot to this
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local region_mapblocks = tonumber(minetest.settings:get("pit_caves_mapblock_spacing") or 16)
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local mapgen_chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
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local pit_region_size = region_mapblocks * mapgen_chunksize * 16
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local c_air = minetest.get_content_id("air")
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local c_gravel = c_air
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local water_node
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if minetest.get_modpath("default") then
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c_gravel = minetest.get_content_id("default:gravel")
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if seal_ocean then
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water_node = "default:water_source"
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end
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end
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local log_location
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if minetest.get_modpath("mapgen_helper") and mapgen_helper.log_location_enabled then
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log_location = mapgen_helper.log_first_location
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end
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local ignore
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if minetest.get_modpath("chasms") then
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-- the chasms mod already sets up a method to allow chasms to avoid overwriting stalactites and whatnot,
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-- hijack that.
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ignore = chasms.ignore_content_id
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end
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local water_level = tonumber(minetest.get_mapgen_setting("water_level"))
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local mapgen_seed = tonumber(minetest.get_mapgen_setting("seed")) % 2^16
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local scatter_2d = function(min_xz, gridscale, border_width)
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local bordered_scale = gridscale - 2 * border_width
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local point = {}
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point.x = math.floor(math.random() * bordered_scale + min_xz.x + border_width)
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point.y = 0
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point.z = math.floor(math.random() * bordered_scale + min_xz.z + border_width)
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return point
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end
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-- For some reason, map chunks generate with -32, -32, -32 as the "origin" minp. To make the large-scale grid align with map chunks it needs to be offset like this.
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local get_corner = function(pos)
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return {x = math.floor((pos.x+32) / pit_region_size) * pit_region_size - 32, z = math.floor((pos.z+32) / pit_region_size) * pit_region_size - 32}
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end
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local get_pit = function(pos)
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local corner_xz = get_corner(pos)
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local next_seed = math.random(1, 1000000000)
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math.randomseed(corner_xz.x + corner_xz.z * 2 ^ 8 + mapgen_seed + 1)
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local location = scatter_2d(corner_xz, pit_region_size, 0)
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local depth = math.floor(math.random() * (max_depth - min_depth) + min_depth)
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local top = math.floor(math.random() * (max_top - min_top) + min_top)
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math.randomseed(next_seed)
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return {location = location, depth = depth, top = top}
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end
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local perlin_params = {
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offset = 0,
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scale = 1,
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spread = {x=30, y=30, z=30},
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seed = 45011,
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octaves = 3,
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persist = 0.67
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}
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local data = {}
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y > max_top or maxp.y < min_depth then
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return
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end
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local pit = get_pit(minp)
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if pit == nil then
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return -- no pit in this map region
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end
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local location_x = pit.location.x
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local location_z = pit.location.z
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-- early out if the pit is too far away to matter
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-- The plus 20 is because the noise being added will generally be in the 0-20 range, see the "distance" calculation below
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if location_x - 20 > maxp.x or
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location_x + 20 < minp.x or
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location_z - 20 > maxp.z or
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location_z + 20 < minp.z
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then
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return
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end
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local top = pit.top
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local depth = pit.depth
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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vm:get_data(data)
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if water_node and minp.y <= water_level and maxp.y >= water_level-240 then
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local test_node = minetest.get_node(vector.new(location_x, water_level, location_z))
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if test_node.name == water_node then
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top = math.min(-32, top) -- we're coming up under the ocean, abort the pit.
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-- note that this does depend on the water-level map block having been generated already,
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-- which could lead to a sharp cutoff if that's not the case - if the player's coming
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-- up a pit from below into an unexplored ocean, for example. But it should still at least
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-- seal the hole before the ocean pours down into it, so that's acceptable. And I expect
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-- most of the time the surface world will be explored first before pits are discovered.
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end
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end
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local nvals_perlin = mapgen_helper.perlin3d("pit_caves:pit", emin, emax, perlin_params)
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for vi, x, y, z in area:iterp_xyz(emin, emax) do
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if not (ignore and ignore(data[vi])) then
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local distance_perturbation = (nvals_perlin[vi]+1)*10
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local distance = vector.distance({x=x, y=y, z=z}, {x=location_x, y=y, z=location_z}) - distance_perturbation
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local taper_min = top - 40
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if y < top and y > depth then
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if y > top - 40 then
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-- taper the top end
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distance = distance - ((taper_min - y)/2)
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end
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if distance < pit_radius then
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if y < depth + 20 and data[vi] ~= c_air then
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data[vi] = c_gravel
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else
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data[vi] = c_air
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if log_location then log_location("pit_cave", vector.new(x,y,z)) end
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end
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end
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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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end)
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----------------------------------------------------------------------------------------------
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-- Debugging and sightseeing commands
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function round(val, decimal)
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if (decimal) then
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return math.floor( (val * 10^decimal) + 0.5) / (10^decimal)
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else
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return math.floor(val+0.5)
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end
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end
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local send_pit_state = function(pos, name)
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local pit = get_pit(pos)
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if pit == nil then
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return false
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end
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local location = {x=math.floor(pit.location.x), y=pit.top, z=math.floor(pit.location.z)}
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minetest.chat_send_player(name, S("Pit at @1, bottom @2", minetest.pos_to_string(location), pit.depth))
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return true
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end
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local send_nearby_states = function(pos, name)
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local retval = false
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retval = send_pit_state({x=pos.x-pit_region_size, y=0, z=pos.z+pit_region_size}, name) or retval
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retval = send_pit_state({x=pos.x, y=0, z=pos.z+pit_region_size}, name) or retval
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retval = send_pit_state({x=pos.x+pit_region_size, y=0, z=pos.z+pit_region_size}, name) or retval
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retval = send_pit_state({x=pos.x-pit_region_size, y=0, z=pos.z}, name) or retval
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retval = send_pit_state(pos, name) or retval
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retval = send_pit_state({x=pos.x+pit_region_size, y=0, z=pos.z}, name) or retval
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retval = send_pit_state({x=pos.x-pit_region_size, y=0, z=pos.z-pit_region_size}, name) or retval
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retval = send_pit_state({x=pos.x, y=0, z=pos.z-pit_region_size}, name) or retval
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retval = send_pit_state({x=pos.x+pit_region_size, y=0, z=pos.z-pit_region_size}, name) or retval
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return retval
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end
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minetest.register_chatcommand("find_pit_caves", {
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params = "pos", -- Short parameter description
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description = S("find the pits near the player's map region, or in the map region containing pos if provided"),
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func = function(name, param)
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if minetest.check_player_privs(name, {server = true}) then
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local pos = {}
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pos.x, pos.y, pos.z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$")
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pos.x = tonumber(pos.x)
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pos.y = tonumber(pos.y)
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pos.z = tonumber(pos.z)
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if pos.x and pos.y and pos.z then
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if not send_nearby_states(pos, name) then
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minetest.chat_send_player(name, S("No pits near @1", minetest.pos_to_string(pos)))
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end
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return true
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else
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local playerobj = minetest.get_player_by_name(name)
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pos = playerobj:get_pos()
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if not send_nearby_states(pos, name) then
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pos.x = math.floor(pos.x)
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pos.y = math.floor(pos.y)
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pos.z = math.floor(pos.z)
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minetest.chat_send_player(name, S("No pits near @1", minetest.pos_to_string(pos)))
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end
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return true
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end
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else
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return false, S("You need the server privilege to use this command.")
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end
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end,
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})
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