Add hot spikes. Bias ores toward bad zones.

This commit is contained in:
Duane Robertson 2016-05-16 00:08:53 -05:00
parent 87fbc5256c
commit 0780d8dd67
4 changed files with 124 additions and 16 deletions

View file

@ -15,6 +15,7 @@ minetest.register_on_mapgen_init(function(mgparams)
end)
fun_caves.ores = {}
if default then
if default.register_ores then
default.register_ores()
@ -35,6 +36,8 @@ if default then
local ores = {}
for id, ore_table in pairs(minetest.registered_ores) do
local ore = table.copy(ore_table)
local ore2 = table.copy(ore_table)
table.insert(fun_caves.ores, ore2)
ore.y_min = -31000
ore.y_max = 31000
table.insert(ores, ore)
@ -47,6 +50,26 @@ if default then
end
function fun_caves.set_ores(biome)
local ores = fun_caves.ores
--print("generating ores based on biome: "..biome)
local y_factor = (math.abs(biome) - 0.4) * -3500
--print("y_factor: "..y_factor)
minetest.clear_registered_ores()
for id, ore_table in pairs(ores) do
local ore = table.copy(ore_table)
if ore.y_max >= y_factor then
--print("using ore: "..ore.ore..", y_max: "..ore.y_max)
ore.y_min = -31000
ore.y_max = 31000
minetest.register_ore(ore)
end
end
end
-- Check if the table contains an element.
function table.contains(table, element)
for key, value in pairs(table) do

View file

@ -180,26 +180,13 @@ function fun_caves.generate(p_minp, p_maxp, seed)
local px = math.floor((minp.x + 32) / csize.x)
local pz = math.floor((minp.z + 32) / csize.z)
-- Fill with stone.
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local ivm = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
data[ivm] = node("default:stone")
ivm = ivm + 1
end
end
end
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
vm:get_data(data)
local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp)
local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_bn = minetest.get_perlin_map(biome_blend, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_avg = 0
local biome_ct = 0
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
@ -218,14 +205,26 @@ function fun_caves.generate(p_minp, p_maxp, seed)
if n1 * n2 > 0.05 then
data[ivm] = node("air")
else
data[ivm] = node("default:stone")
end
local biome_val = biome_n[index] + biome_bn[index]
biome_avg = biome_avg + biome_val
biome_ct = biome_ct + 1
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
end
end
vm:set_data(data)
biome_avg = biome_avg / biome_ct
fun_caves.set_ores(biome_avg)
minetest.generate_ores(vm, minp, maxp)
vm:get_data(data)
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
@ -315,6 +314,12 @@ function fun_caves.generate(p_minp, p_maxp, seed)
data[ivm] = node("fun_caves:stalactite")
end
-- standing up
elseif data[ivm_below] == node("fun_caves:hot_cobble") and sr < 20 then
if sr < 10 then
data[ivm] = node("fun_caves:hot_spike")
else
data[ivm] = node("fun_caves:hot_spike_"..(math.ceil(sr / 3) - 2))
end
elseif data[ivm_below] == node("default:coalblock") and sr < 20 then
data[ivm] = node("fun_caves:constant_flame")
elseif data[ivm_below] == node("default:ice") and sr < 80 then
@ -365,7 +370,6 @@ function fun_caves.generate(p_minp, p_maxp, seed)
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
--vm:set_param2_data(p2data)
if DEBUG then
vm:set_lighting({day = 15, night = 15})

View file

@ -588,3 +588,84 @@ minetest.register_craft({
}
})
--stone spike
local spike_size = { 1.0, 1.2, 1.4, 1.6, 1.7 }
local hot_spikes = {}
for i in ipairs(spike_size) do
if i == 1 then
nodename = "fun_caves:hot_spike"
else
nodename = "fun_caves:hot_spike_"..i
end
hot_spikes[#hot_spikes+1] = nodename
vs = spike_size[i]
minetest.register_node(nodename, {
description = "Stone Spike",
tiles = {"fun_caves_hot_spike.png"},
inventory_image = "fun_caves_hot_spike.png",
wield_image = "fun_caves_hot_spike.png",
is_ground_content = true,
groups = {cracky=3, oddly_breakable_by_hand=1},
sounds = default.node_sound_stone_defaults(),
light_source = 3,
paramtype = "light",
drawtype = "plantlike",
walkable = false,
buildable_to = true,
visual_scale = vs,
selection_box = {
type = "fixed",
fixed = {-0.5*vs, -0.5*vs, -0.5*vs, 0.5*vs, -5/16*vs, 0.5*vs},
}
})
end
-- Spike spread and death
minetest.register_abm({
nodenames = hot_spikes,
neighbors = {"default:lava_source", "default:lava_flowing"},
interval = 6 * fun_caves.time_factor,
chance = 50,
action = function(pos, node)
local spike_num
for i = 1, #hot_spikes do
if hot_spikes[i] == node.name then
spike_num = i
end
end
if not spike_num then
return
end
if spike_num < #hot_spikes then
minetest.set_node(pos, {name=hot_spikes[spike_num+1]})
return
end
local random = {
x = pos.x + math.random(-2, 2),
y = pos.y + math.random(-1, 1),
z = pos.z + math.random(-2, 2)
}
local random_node = minetest.get_node_or_nil(random)
if not random_node or (random_node.name ~= "air" and random_node.name ~= "default:lava_source" and random_node.name ~= "default:lava_flowing") then
return
end
local node_under = minetest.get_node_or_nil({x = random.x,
y = random.y - 1, z = random.z})
if not node_under then
return
end
print("node_under ("..random.x..","..(random.y-1)..","..random.z.."): "..node_under.name)
if node_under.name == "fun_caves:hot_cobble" or node_under.name == "default:coalblock" then
print("setting ("..random.x..","..random.y..","..random.z.."): "..node_under.name)
minetest.set_node(random, {name = hot_spikes[1]})
end
end
})

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