mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-19 17:00:26 +01:00
341 lines
12 KiB
Lua
341 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 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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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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df_caverns.register_biome_check(function(pos, heat, humidity)
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if pos.y < df_caverns.config.level1_min or pos.y > df_caverns.config.ymax then
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return nil
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end
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return get_biome(heat, humidity)
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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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if log_location then log_location("level1_flooded_"..biome_name, area:position(vi)) end
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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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if log_location then log_location("level1_towercap", area:position(vi)) end
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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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if log_location then log_location("level1_fungiwood", area:position(vi)) end
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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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if log_location then log_location("level1_barren_wet", area:position(vi)) end
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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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if log_location then log_location("level1_barren_dry", area:position(vi)) 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 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 log_location then
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local flood_name = ""
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if flooded_caverns then flood_name = "_flooded" end
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log_location("level1_warren_"..biome_name..flood_name, area:position(vi))
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end
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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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}) |