mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-12-29 04:10:34 +01:00
0a0c97b74e
* latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
157 lines
5.4 KiB
Lua
157 lines
5.4 KiB
Lua
if not df_caverns.config.enable_lava_sea then
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return
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end
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local c_air = df_caverns.node_id.air
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local c_lava = df_caverns.node_id.lava
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local c_meseore = df_caverns.node_id.meseore
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local c_mese_crystal = df_caverns.node_id.mese_crystal
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local c_mese_crystal_block = df_caverns.node_id.mese_crystal_block
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local c_obsidian = df_caverns.node_id.obsidian
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local log_location
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if 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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-------------------------------------------------------------------------------------------
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local perlin_cave = {
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offset = 0,
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scale = 1,
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spread = {x=100, y=100, z=100},
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seed = -787324,
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octaves = 3,
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persist = 0.67
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}
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-- large-scale rise and fall
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local perlin_wave = {
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offset = 0,
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scale = 1,
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spread = {x=1000, y=1000, z=1000},
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seed = 256664,
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octaves = 3,
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persist = 0.67
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}
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local perlin_mese = {
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offset = 0,
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scale = 1,
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spread = {x=500, y=500, z=500},
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seed = -50001,
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octaves = 3,
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persist = 0.67
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}
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local median = df_caverns.config.lava_sea_level
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local floor_mult = 60
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local floor_displace = -25
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local ceiling_mult = -40
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local ceiling_displace = 15
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local wave_mult = 10
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local y_max = median + 2*wave_mult + -2*ceiling_mult + ceiling_displace
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local y_min = median - 2*wave_mult - 2*floor_mult + floor_displace
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df_caverns.register_biome_check(function(pos, heat, humidity)
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if pos.y > y_max or pos.y < y_min then
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return
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end
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return "lava_sea"
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end)
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minetest.register_on_generated(function(minp, maxp, seed)
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--if out of range of cave definition limits, abort
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if minp.y > y_max or maxp.y < y_min then
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return
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end
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local t_start = os.clock()
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math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
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local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2()
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local nvals_cave = mapgen_helper.perlin2d("df_caverns:lava_cave", minp, maxp, perlin_cave)
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local nvals_wave = mapgen_helper.perlin2d("df_caverns:lava_wave", minp, maxp, perlin_wave)
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local nvals_mese = mapgen_helper.perlin2d("df_caverns:lava_mese", minp, maxp, perlin_mese)
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local nvals_lavasurface = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
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for vi, x, y, z in area:iterp_yxz(minp, maxp) do
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
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local wave = nvals_wave[index2d] * wave_mult
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local lava = nvals_lavasurface[index2d]
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local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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local lava_height = math.floor(median + lava * 2)
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if y >= floor_height - 2 and y >= ceiling_height and y < ceiling_height + 2 and y <= lava_height + 2 and not mapgen_helper.buildable_to(data[vi]) then
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data[vi] = c_obsidian -- obsidian ceiling
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elseif y > floor_height and y < ceiling_height then
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if y > lava_height then
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data[vi] = c_air
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else
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data[vi] = c_lava
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if log_location then log_location("magma_sea", area:position(vi)) end
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end
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elseif y > floor_height - 5 and y < ceiling_height and y <= lava_height + 2 and not mapgen_helper.buildable_to(data[vi]) then
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data[vi] = c_obsidian -- thick obsidian floor
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elseif y < lava_height and data[vi] == c_air then
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data[vi] = c_lava
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end
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end
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-- decoration loop.
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for x = minp.x + 1, maxp.x-1 do
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for z = minp.z + 1, maxp.z -1 do
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local index2d = mapgen_helper.index2d(minp, maxp, x, z)
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local mese_intensity = math.abs(nvals_mese[index2d])
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local abs_cave = math.abs(nvals_cave[index2d]) -- range is from 0 to approximately 2, with 0 being connected and 2s being islands
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local wave = nvals_wave[index2d] * wave_mult
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local floor_height = math.floor(abs_cave * floor_mult + floor_displace + median + wave)
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local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
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local lava = nvals_lavasurface[index2d]
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local lava_height = math.floor(median + lava * 2)
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if mese_intensity > 0.65 and ceiling_height > lava_height + 1 and ceiling_height > floor_height + 1 and ceiling_height <= maxp.y and ceiling_height >= minp.y then
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local vi = area:index(x, ceiling_height, z)
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if not mapgen_helper.buildable_to(data[vi]) then
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-- decorate ceiling
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if math.random() < 0.25 then
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data[vi] = c_meseore
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if log_location then log_location("magma_sea_meseore", area:position(vi)) end
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elseif mese_intensity > 0.75 and math.random() < 0.1 then
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data[vi] = c_meseore
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local bi = vi-area.ystride
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data[bi] = c_mese_crystal
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data_param2[bi] = math.random(1,4) + 19
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if log_location then log_location("magma_sea_mesecrystal", area:position(vi)) end
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elseif mese_intensity > 0.85 and math.random() < 0.025 then
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subterrane.big_stalactite(vi-area.ystride, area, data, 6, 13, c_meseore, c_meseore, c_mese_crystal_block)
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if log_location then log_location("magma_sea_mesebig", area:position(vi)) 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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vm:set_param2_data(data_param2)
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--calc lighting
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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vm:update_liquids()
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--write it to world
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vm:write_to_map()
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local time_taken = os.clock() - t_start -- how long this chunk took, in seconds
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mapgen_helper.record_time("df_caverns lava sea", time_taken)
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end) |