mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-12-26 02:40:36 +01:00
546 lines
20 KiB
Lua
546 lines
20 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_desert_sand = df_caverns.node_id.desert_sand
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local c_stone_with_coal = df_caverns.node_id.stone_with_coal
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local c_silver_sand = df_caverns.node_id.silver_sand
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local c_snow = df_caverns.node_id.snow
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local c_ice = df_caverns.node_id.ice
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local c_hoar_moss = df_caverns.node_id.hoar_moss
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local c_gravel = df_caverns.node_id.gravel
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local c_oil = df_caverns.node_id.oil
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local c_cobble_fungus_fine = df_caverns.node_id.cobble_fungus_fine
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local c_cobble_fungus = df_caverns.node_id.cobble_fungus
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local c_cobble = df_caverns.node_id.cobble
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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_glow_ore = df_caverns.node_id.glow_ore
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local c_salty_cobble = df_caverns.node_id.salty_cobble
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local c_salt_crystal = df_caverns.node_id.salt_crystal
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local c_sprite = df_caverns.node_id.sprite
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local c_webs_egg = df_caverns.node_id.big_webs_egg
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local chasms_path = minetest.get_modpath("chasms")
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local subsea_level = math.floor(df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.level2_min) * 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 ice_thickness = 3
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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 "blackcap"
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else
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return "bloodnether"
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end
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end
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local black_cap_shrublist
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local nether_cap_shrublist
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local blood_thorn_shrublist
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if minetest.get_modpath("df_farming") then
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black_cap_shrublist = {
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df_farming.spawn_dead_fungus_vm,
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}
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nether_cap_shrublist = {
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_dead_fungus_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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blood_thorn_shrublist = {
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df_farming.spawn_quarry_bush_vm,
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df_farming.spawn_dead_fungus_vm,
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df_farming.spawn_dead_fungus_vm,
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}
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end
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local hoar_moss_perlin_params = {
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offset = 0,
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scale = 1,
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spread = {x = 3, y = 30, z = 3},
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seed = 345421,
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octaves = 3,
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persist = 0.63,
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lacunarity = 2.0,
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flags = "eased",
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}
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local black_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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if math.random() < 0.25 then
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data[vi] = c_stone_with_coal
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else
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data[vi] = c_cobble_fungus
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end
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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, false)
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elseif abs_cracks < 0.15 and math.random() < 0.3 then
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df_trees.spawn_torchspine_vm(vi+area.ystride, area, data, data_param2)
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else
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if math.random() < 0.05 then
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df_caverns.place_shrub(vi+area.ystride, area, data, data_param2, black_cap_shrublist)
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elseif math.random() < 0.01 and abs_cracks > 0.25 then
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df_trees.spawn_black_cap_vm(vi+area.ystride, area, data)
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end
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end
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end
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local nether_cap_cavern_floor = function(cracks, 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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if vert_rand < 0.004 then
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subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
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else
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local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
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local height = abs_cracks * 50
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if vert_rand > 0.5 then
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subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
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else
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subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
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end
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end
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end
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if cracks < -0.3 then
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data[vi] = c_silver_sand
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if math.random() < 0.025 then
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df_trees.spawn_nether_cap_vm(vi+ystride, area, data)
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elseif math.random() < 0.05 then
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df_caverns.place_shrub(vi+ystride, area, data, data_param2, nether_cap_shrublist)
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elseif cracks < -0.4 and cracks > -0.6 then
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data[vi + ystride] = c_snow
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end
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elseif cracks > 0.1 then
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if math.random() < 0.002 then
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df_trees.spawn_nether_cap_vm(vi+ystride, area, data)
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else
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data[vi] = c_ice
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end
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if cracks > 0.4 then
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data[vi + ystride] = c_ice
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if cracks > 0.6 then
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data[vi + 2*ystride] = c_ice
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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 nether_cap_cavern_ceiling = 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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if vert_rand < 0.01 then
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subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
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else
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local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
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local height = abs_cracks * 50
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if vert_rand > 0.5 then
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subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
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else
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subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
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end
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end
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end
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if c_sprite and abs_cracks < 0.5 and math.random() < 0.02 then
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local sprite_vi = vi-ystride*math.random(1,5)
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if data[sprite_vi] == c_air and area:containsi(sprite_vi) then
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data[sprite_vi] = c_sprite
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minetest.get_node_timer(area:position(sprite_vi)):start(1)
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end
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end
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end
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local blood_thorn_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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local ai = vi+area.ystride
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if abs_cracks < 0.075 then
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if vert_rand < 0.004 then
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subterrane.big_stalagmite(ai, area, data, 6, 15, c_dry_flowstone, c_dry_flowstone, c_dry_flowstone)
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elseif data[vi] ~= c_air and math.random() < 0.5 then
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data[vi] = c_salty_cobble
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if data[ai] == c_air and math.random() < 0.25 then
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data[ai] = c_salt_crystal
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data_param2[ai] = math.random(1,4)-1
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end
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else
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local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
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local height = math.floor(abs_cracks * 66)
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subterrane.stalagmite(ai, area, data, data_param2, param2, height, df_mapitems.dry_stalagmite_ids)
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end
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elseif math.random() > abs_cracks + 0.66 then
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df_trees.spawn_blood_thorn_vm(ai, area, data, data_param2)
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data[vi] = c_desert_sand
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else
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if math.random() < 0.1 then
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df_caverns.place_shrub(ai, area, data, data_param2, blood_thorn_shrublist)
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data[vi] = c_desert_sand
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elseif math.random() > 0.25 then
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data[vi] = c_desert_sand
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else
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data[vi] = c_cobble
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end
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end
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end
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local hoar_moss_generator
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local decorate_level_3 = 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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local cavern_def = node_arrays.cavern_def
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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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local cave = nvals_cave[vi]
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if y <= subsea_level and cave < -flooding_threshold then
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if data[vi] == c_air and y <= subsea_level then
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data[vi] = c_water
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end
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if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
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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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if biome_name == "blackcap" then
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-- oil slick
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if y == subsea_level and data[vi] == c_water and math.abs(cave) + nvals_cracks[index2d]*0.025 < cavern_def.cave_threshold + 0.1 then
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data[vi] = c_oil
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end
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elseif biome_name == "bloodnether" and y <= subsea_level and y > subsea_level - ice_thickness and data[vi] == c_water then
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-- floating ice
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data[vi] = c_ice
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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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-- 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 cracks = nvals_cracks[index2d]
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local abs_cracks = math.abs(cracks)
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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 floor
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local ystride = area.ystride
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if abs_cracks > 0.25 and data[vi-ystride] ~= c_water then
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data[vi] = c_gravel
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end
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-- put in only the large stalagmites that won't get in the way of the water
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if abs_cracks < 0.1 then
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if vert_rand < 0.004 then
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subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_wet_flowstone, c_wet_flowstone, c_wet_flowstone)
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end
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end
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elseif biome_name == "barren" then
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if flooded_caverns then
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-- wet zone floor
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df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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-- dry zone floor, add crystals
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if abs_cracks < 0.075 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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elseif abs_cracks > 0.3 and math.random() < 0.005 then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false)
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end
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end
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elseif biome_name == "blackcap" then
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black_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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elseif biome_name == "bloodnether" then
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if flooded_caverns then
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nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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blood_thorn_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 == "blackcap" then
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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, false)
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end
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if math.random() < 0.25 then
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data[vi] = c_stone_with_coal
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end
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elseif biome_name == "barren" then
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if flooded_caverns then
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-- wet zone ceiling
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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 zone ceiling, add crystals
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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, false)
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end
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if abs_cracks > 0.3 and math.random() < 0.005 then
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df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true)
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end
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end
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elseif biome_name == "bloodnether" then
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if flooded_caverns then
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--Nethercap ceiling
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nether_cap_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
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else
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-- bloodthorn ceiling
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if abs_cracks < 0.075 then
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if data[vi] ~= c_air and math.random() < 0.5 then
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data[vi] = c_salty_cobble
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local bi = vi - area.ystride
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if data[bi] == c_air and math.random() < 0.25 then
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data[bi] = c_salt_crystal
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data_param2[bi] = 19 + math.random(1,4)
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end
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else
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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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elseif abs_cracks > 0.75 and math.random() < 0.05 then
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data[vi] = c_glow_ore
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df_mapitems.place_big_crystal(data, data_param2, vi-area.ystride, true)
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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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-- 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 == "blackcap" 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 humidity = humiditymap[index2d]
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local biome_name = get_biome(heatmap[index2d], humidity)
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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 == "blackcap" 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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if c_webs_egg and humidity < 40 and nvals_cracks[index2d] > 0.5 and math.random() < 0.1 then
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local index = vi-ystride
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if data[index] == c_air then
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data[index] = c_webs_egg
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minetest.get_node_timer(area:position(index)):start(1)
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end
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end
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else
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-- air pockets
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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 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 flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
|
|
-- underwater ceiling, do nothing
|
|
elseif biome_name == "bloodnether" and flooded_caverns then
|
|
-- Nethercap warrens
|
|
local cracks = nvals_cracks[index2d]
|
|
local abs_cracks = math.abs(cracks)
|
|
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
|
|
local ystride = area.ystride
|
|
if abs_cracks < 0.15 then
|
|
if vert_rand < 0.004 then
|
|
subterrane.big_stalactite(vi-ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
|
|
else
|
|
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
|
|
local height = abs_cracks * 50
|
|
if vert_rand > 0.5 then
|
|
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
|
|
else
|
|
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
if flooded_caverns or biome_name == "blackcap" then
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------------
|
|
-- Warren floors
|
|
|
|
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
|
|
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
|
|
|
|
if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
|
|
-- underwater floor, do nothing
|
|
elseif biome_name == "bloodnether" and flooded_caverns then
|
|
-- nethercap warren
|
|
local cracks = nvals_cracks[index2d]
|
|
local abs_cracks = math.abs(cracks)
|
|
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
|
|
local ystride = area.ystride
|
|
if abs_cracks < 0.15 then
|
|
if vert_rand < 0.004 then
|
|
subterrane.big_stalagmite(vi+ystride, area, data, 6, 15, c_ice, c_ice, c_ice)
|
|
else
|
|
local param2 = abs_cracks*1000000 - math.floor(abs_cracks*1000000/4)*4
|
|
local height =abs_cracks * 50
|
|
if vert_rand > 0.5 then
|
|
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height), df_mapitems.icicle_ids)
|
|
else
|
|
subterrane.stalagmite(vi+ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
|
|
end
|
|
end
|
|
elseif cracks > 0.4 then
|
|
data[vi + ystride] = c_ice
|
|
if cracks > 0.6 then
|
|
data[vi + 2*ystride] = c_ice
|
|
end
|
|
end
|
|
else
|
|
if flooded_caverns or biome_name == "blackcap" then
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
|
|
else
|
|
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false, c_gravel)
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------------
|
|
-- Column material override for dry and icy biomes
|
|
for _, vi in ipairs(node_arrays.column_nodes) do
|
|
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
|
|
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
|
|
local flooded_caverns = nvals_cave[vi] < 0
|
|
|
|
if biome_name == "bloodnether" and data[vi] == c_wet_flowstone then
|
|
if not flooded_caverns then
|
|
data[vi] = c_dry_flowstone -- bloodthorn
|
|
else
|
|
if area:get_y(vi) > subsea_level - ice_thickness then
|
|
if data[vi + 1] == c_air or data[vi - 1] == c_air or data[vi + area.zstride] == c_air or data[vi - area.zstride] == c_air then
|
|
--surface node, potential hoar moss streak
|
|
-- This particular Perlin noise is only called in small amounts on rare occasions, so don't bother
|
|
-- with the full blown generated array rigamarole.
|
|
hoar_moss_generator = hoar_moss_generator or minetest.get_perlin(hoar_moss_perlin_params)
|
|
local pos = area:position(vi)
|
|
if hoar_moss_generator:get_3d({x=pos.z, y=pos.y, z=pos.x}) > 0.5 then
|
|
data[vi] = c_hoar_moss
|
|
else
|
|
data[vi] = c_ice
|
|
end
|
|
else
|
|
data[vi] = c_ice
|
|
end
|
|
else
|
|
data[vi] = c_water -- ice columns shouldn't extend below the surface of the water. There should probably be a bulge below, though. Not sure best way to implement that.
|
|
end
|
|
end
|
|
elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then
|
|
data[vi] = c_dry_flowstone
|
|
end
|
|
|
|
if chasms_path then
|
|
local pos = area:position(vi)
|
|
if chasms.is_in_chasm_without_taper(pos) then
|
|
if flooded_caverns and pos.y < subsea_level then
|
|
data[vi] = c_water -- this puts a crack in the ice of icy biomes, but why not? A crack in the ice is interesting.
|
|
else
|
|
data[vi] = c_air
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
end
|
|
|
|
vm:set_param2_data(data_param2)
|
|
end
|
|
|
|
-- Layer 3
|
|
subterrane.register_layer({
|
|
name = "cavern layer 3",
|
|
y_max = df_caverns.config.level2_min-1,
|
|
y_min = df_caverns.config.level3_min,
|
|
cave_threshold = df_caverns.config.cavern_threshold,
|
|
boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
|
|
perlin_cave = df_caverns.perlin_cave,
|
|
perlin_wave = df_caverns.perlin_wave,
|
|
solidify_lava = true,
|
|
columns = {
|
|
maximum_radius = 20,
|
|
minimum_radius = 5,
|
|
node = "df_mapitems:wet_flowstone",
|
|
weight = 0.25,
|
|
maximum_count = 50,
|
|
minimum_count = 10,
|
|
},
|
|
decorate = decorate_level_3,
|
|
warren_region_variability_threshold = 0.33,
|
|
double_frequency = true,
|
|
is_ground_content = df_caverns.is_ground_content,
|
|
})
|