mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-11 13:00:41 +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
318 lines
12 KiB
Lua
318 lines
12 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_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_spindlestem_white = df_caverns.node_id.spindlestem_white
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local tower_cap_shrublist
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local fungiwood_shrublist
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local chasms_path = minetest.get_modpath("chasms")
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if minetest.get_modpath("df_farming") then
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tower_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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fungiwood_shrublist = {
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df_farming.spawn_plump_helmet_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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end
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local subsea_level = df_caverns.config.level1_min - (df_caverns.config.level1_min - df_caverns.config.ymax) * 0.33
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local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold)
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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 < 50 then
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return "towercap"
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else
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return "fungiwood"
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end
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end
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local tower_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 and data[vi-ystride] ~= c_water 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, tower_cap_shrublist)
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elseif abs_cracks > 0.25 then
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if math.random() < 0.01 then
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df_trees.spawn_tower_cap_vm(vi+ystride, area, data)
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elseif math.random() < 0.04 then
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df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2, c_spindlestem_white)
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end
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end
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end
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end
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local fungiwood_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 and data[vi-ystride] ~= c_water 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, fungiwood_shrublist)
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elseif math.random() < 0.03 and abs_cracks > 0.35 then
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df_trees.spawn_fungiwood_vm(vi+ystride, area, data)
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elseif math.random() < 0.04 then
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df_trees.spawn_spindlestem_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_1 = 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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-- Partly fill flooded caverns and warrens
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if minp.y <= subsea_level then
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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-- convert all air below sea level into water
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if y <= subsea_level and data[vi] == c_air and nvals_cave[vi] < -flooding_threshold then
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data[vi] = c_water
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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 == "towercap" then
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tower_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif biome_name == "fungiwood" then
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fungiwood_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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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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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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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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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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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 > 0.5 and data[vi-ystride] == c_water then
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data[vi-ystride] = c_air
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if cracks > 0.7 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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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_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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if biome_name ~= "barren" then
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local cracks = nvals_cracks[index2d]
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if cracks > 0.25 then
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local rand = math.random()
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if rand > cracks then
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if math.random() < 0.25 then
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data[vi] = c_dirt_moss
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else
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data[vi] = c_dirt
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end
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if data[vi+ystride] == c_air and math.random() < 0.25 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, tower_cap_shrublist)
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end
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end
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if rand > cracks*2 then
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df_trees.spawn_spindlestem_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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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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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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end
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-- else air pockets?
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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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-------------------------------------------------------------------------------------------
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subterrane.register_layer({
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name = "cavern layer 1",
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y_max = df_caverns.config.ymax,
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y_min = df_caverns.config.level1_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 = 10,
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minimum_radius = 4,
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node = "df_mapitems:wet_flowstone",
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weight = 0.25,
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maximum_count = 50,
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minimum_count = 0,
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},
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decorate = decorate_level_1,
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warren_region_variability_threshold = 0.33,
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double_frequency = true,
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is_ground_content = df_caverns.is_ground_content,
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}) |