dfcaverns/df_caverns/sunless_sea.lua
FaceDeer 12919e9a16
Small stuff (#8)
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet.

* add the wandering "gas wisp" to light up some of the gas-filled caverns

* make wisps rarely spawned by gas explosions

* revamp spindlestems into a sort of mineral detector, add glowing extract bottles

* optimize pngs

* add gas wisps to mapgen

* add spindlestems to cavern level 1, most level 1 warrens are now lit up

* update internal names, adjust mineral detection range

* add cave pearls to some level 2 warrens and tunnels

* switch experimental simplecrafting_lib support to crafting mod

* Pearls don't grow on falling nodes

* put spindlestems with goblin caps, make them always grow red when near those

* bunch of documentation

* add castle coral to replace cave coral, which has been repurposed into column decoration

* documentation for cave coral, update some locale text

* add a recipe for cooking oil into paraffin

* add old bones to the underworld

* MIT license for bones_loot

* also cook black cap gills into paraffin, they're oily

* add salt crystals to the bloodthorn caverns, illuminating the floor

* documentation for salt crystals

* auto-generate minetestmapper colors.

need to update the spindlestem colours manually

* add spindlestem to fungiwood caverns too, and increase warren coverage

* in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting.

* add a bit of displacement to the underside of the slade layer

* Unique images and names for cooking recipes.

* revamp bones loot

* add softer footsteps for some fungus types

* update mapgen_helper

* update cave coral screenshot

* mention glowing salts in bloodthorn caverns
2019-08-18 22:20:07 -05:00

405 lines
14 KiB
Lua

local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local c_dirt = minetest.get_content_id("default:dirt")
local c_dirt_moss = minetest.get_content_id("df_mapitems:dirt_with_cave_moss")
local c_sand = minetest.get_content_id("default:sand")
local c_gravel = minetest.get_content_id("default:gravel")
local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
local c_lava = minetest.get_content_id("default:lava_source")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_coral_table = {
minetest.get_content_id("df_mapitems:cave_coral_1"),
minetest.get_content_id("df_mapitems:cave_coral_2"),
minetest.get_content_id("df_mapitems:cave_coral_3")
}
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)
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)
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
-- convert all air below sea level into water
if y <= sea_level and data[vi] == c_air then
data[vi] = c_water
end
else
skip_next = false
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
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,
})