Add flora and fauna to clouds.

This commit is contained in:
Duane 2016-06-11 23:26:07 -05:00
parent b5d48307cb
commit 30d5f9ce96
13 changed files with 316 additions and 100 deletions

View file

@ -5,21 +5,29 @@ local rand = math.random
local min = math.min local min = math.min
local floor = math.floor local floor = math.floor
local ceil = math.ceil local ceil = math.ceil
local abs = math.ceil local abs = math.abs
local map_max = 31000 local max_depth = 31000
local cloud_noise_1 = {offset = 10, scale = 10, seed = 3721, spread = {x = 120, y = 120, z = 120}, octaves = 3, persist = 1, lacunarity = 2} local cloud_noise_1 = {offset = 10, scale = 10, seed = 4877, spread = {x = 120, y = 120, z = 120}, octaves = 3, persist = 1, lacunarity = 2}
local cloud_noise_2 = {offset = 0, scale = 1, seed = 5748, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = -2525, octaves = 3, persist = 0.7, lacunarity = 2.0}
local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = -1471, octaves = 3, persist = 0.5, lacunarity = 2.0}
fun_caves.cloudgen = function(minp, maxp, data, area, node) fun_caves.cloudgen = function(minp, maxp, data, p2data, area, node)
local clouds = ceil(minp.y / floor(map_max / 7)) local clouds = ceil(minp.y / floor(max_depth / 7))
if abs(clouds * floor(map_max / 7) - minp.y) > 80 then if abs(clouds * floor(max_depth / 7) - minp.y) > 80 then
return return
end end
local csize = vector.add(vector.subtract(maxp, minp), 1) local csize = vector.add(vector.subtract(maxp, minp), 1)
local map_max = {x = csize.x, y = csize.y, z = csize.z}
local map_min = {x = minp.x, y = minp.y, z = minp.z}
local cloud_1 = minetest.get_perlin_map(cloud_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local cloud_1 = minetest.get_perlin_map(cloud_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local cloud_2 = minetest.get_perlin_map(cloud_noise_2, map_max):get3dMap_flat(map_min)
local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local write = false local write = false
@ -28,25 +36,43 @@ fun_caves.cloudgen = function(minp, maxp, data, area, node)
for z = minp.z, maxp.z do for z = minp.z, maxp.z do
for x = minp.x, maxp.x do for x = minp.x, maxp.x do
index = index + 1 index = index + 1
--index3d = noise_area:index(x, minp.y-1, z) index3d = (z - minp.z) * (csize.y) * csize.x + (x - minp.x) + 1
index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y, z)
--local height = cloud_1[index] + minp.y + 32
local ivm = area:index(x, minp.y-1, z)
local cloud
if biome_n[index] < 0 then
cloud = 'storm_cloud'
else
cloud = 'cloud'
end
cloud_1[index] = floor(cloud_1[index] + 0.5)
if cloud_1[index] > 0 then if cloud_1[index] > 0 then
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
local dy = y - minp.y local dy = y - minp.y
if dy > 32 and cloud_1[index] > 15 then if dy > 32 and cloud_1[index] > 15 and dy < 47 then
if dy < 47 then if dy < 47 - (cloud_1[index] - 15) then
if dy < 47 - (cloud_1[index] - 15) then data[ivm] = node['fun_caves:'..cloud]
data[ivm] = node['fun_caves:cloud'] else
else data[ivm] = node['default:water_source']
data[ivm] = node['default:water_source']
end
write = true write = true
end end
elseif dy >= 32 - cloud_1[index] and dy <= 32 + cloud_1[index] then elseif (dy <= 32 or cloud_1[index] <= 15) and dy >= 32 - cloud_1[index] and dy <= 32 + cloud_1[index] then
data[ivm] = node['fun_caves:cloud'] data[ivm] = node['fun_caves:'..cloud]
write = true
elseif data[ivm - area.ystride] == node['fun_caves:'..cloud] and data[ivm] == node['air'] then
if rand(30) == 1 and plant_n[index] > 0.5 then
data[ivm] = node['fun_caves:moon_weed']
write = true
elseif rand(60) == 1 and plant_n[index] > 0.5 then
fun_caves.place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y-1,z=z}, fun_caves.schematics['lumin_tree'], true)
write = true
elseif rand(10) == 1 then
data[ivm] = node['default:grass_'..rand(4)]
write = true
end
elseif data[ivm] == node['air'] and (dy < 29 - cloud_1[index] or dy > 35 + cloud_1[index]) and cloud_2[index3d] > abs((dy - 40) / 20) then
data[ivm] = node['fun_caves:wispy_cloud']
write = true write = true
end end
@ -57,5 +83,33 @@ fun_caves.cloudgen = function(minp, maxp, data, area, node)
end end
end end
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
local ivm = area:index(x, minp.y, z)
local cloud
if biome_n[index] < 0 then
cloud = 'storm_cloud'
else
cloud = 'cloud'
end
cloud_1[index] = floor(cloud_1[index] + 0.5)
if cloud_1[index] > 0 then
for y = minp.y, maxp.y do
local dy = y - minp.y
if data[ivm] == node['fun_caves:'..cloud] and data[ivm + area.ystride] == node['default:water_source'] and rand(30) == 1 and fun_caves.surround(node, data, area, ivm) then
data[ivm] = node['fun_caves:water_plant_1_water_'..cloud]
end
ivm = ivm + area.ystride
end
end
end
end
return write return write
end end

View file

@ -182,6 +182,47 @@ do
fun_caves.schematics['decaying_tree'] = s fun_caves.schematics['decaying_tree'] = s
end end
do
local w, h, d = 5, 8, 5
local s = fun_caves.schematic_array(w, h, d)
for y = 0, math.floor(h/2)-1 do
s.data[2*d*h + y*d + 2 + 1].name = 'fun_caves:lumin_tree'
s.data[2*d*h + y*d + 2 + 1].param1 = 255
end
for z = 0, d-1 do
for y = math.floor(h/2), h-1 do
for x = 0, w-1 do
if y < h - 1 or (x ~= 0 and x ~= w-1 and z ~= 0 and z ~= d-1) then
s.data[z*d*h + y*d + x + 1].name = 'fun_caves:leaves_lumin'
if y == h-1 or x == 0 or x == w-1 or z == 0 or z == d-1 then
s.data[z*d*h + y*d + x + 1].param1 = 150
else
s.data[z*d*h + y*d + x + 1].param1 = 225
end
end
end
end
end
for z = math.floor(d/2)-1, math.floor(d/2)+1, 2 do
for x = math.floor(w/2)-1, math.floor(w/2)+1, 2 do
s.data[z*d*h + math.floor(h/2)*d + x + 1].name = 'fun_caves:lumin_tree'
s.data[z*d*h + math.floor(h/2)*d + x + 1].param1 = 150
end
end
for y = 0, h-1 do
if y / 3 == math.floor(y / 3) then
s.yslice_prob[#s.yslice_prob+1] = {ypos=y,prob=170}
end
end
fun_caves.schematics['lumin_tree'] = s
end
dofile(fun_caves.path .. "/deco_caves.lua") dofile(fun_caves.path .. "/deco_caves.lua")
--dofile(fun_caves.path.."/deco_dirt.lua") --dofile(fun_caves.path.."/deco_dirt.lua")

View file

@ -1,6 +1,90 @@
local newnode = fun_caves.clone_node("default:dirt") local newnode = fun_caves.clone_node("default:dirt")
newnode.description = "Cloud" newnode.description = "Cloud"
newnode.tiles = {'fun_caves_storm_cloud.png'} newnode.tiles = {'fun_caves_cloud.png'}
newnode.sunlight_propagates = true newnode.sunlight_propagates = true
minetest.register_node("fun_caves:cloud", newnode) minetest.register_node("fun_caves:cloud", newnode)
newnode = fun_caves.clone_node("default:dirt")
newnode.description = "Storm Cloud"
newnode.tiles = {'fun_caves_storm_cloud.png'}
--newnode.sunlight_propagates = true
minetest.register_node("fun_caves:storm_cloud", newnode)
newnode = fun_caves.clone_node("default:dirt")
newnode.description = "Wispy Cloud"
newnode.tiles = {'fun_caves_wisp.png'}
newnode.sunlight_propagates = true
newnode.use_texture_alpha = true
newnode.walkable = false
newnode.buildable_to = true
newnode.pointable = false
minetest.register_node("fun_caves:wispy_cloud", newnode)
minetest.register_node("fun_caves:moon_weed", {
description = "Moon Weed",
drawtype = "plantlike",
tiles = {"fun_caves_moon_weed.png"},
inventory_image = "fun_caves_moon_weed.png",
waving = false,
sunlight_propagates = true,
paramtype = "light",
light_source = 8,
walkable = false,
groups = {snappy=3,flammable=2,flora=1,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
},
})
minetest.register_node("fun_caves:leaves_lumin", {
description = "Leaves",
drawtype = "allfaces_optional",
waving = 1,
visual_scale = 1.3,
tiles = {"default_leaves.png^[colorize:#FFDF00:150"},
special_tiles = {"default_leaves_simple.png^[colorize:#FFDF00:150"},
paramtype = "light",
is_ground_content = false,
light_source = 8,
groups = {snappy = 3, leafdecay = 4, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
--{
-- -- player will get sapling with 1/20 chance
-- items = {'default:sapling'},
-- rarity = 20,
--},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'fun_caves:leaves_lumin'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = default.after_place_leaves,
})
minetest.register_node("fun_caves:lumin_tree", {
description = "Lumin Tree",
tiles = {
"default_tree_top.png", "default_tree_top.png", "fun_caves_lumin_tree.png"
},
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = { {-0.25, -0.5, -0.25, 0.25, 0.5, 0.25}, }
},
paramtype2 = "facedir",
is_ground_content = false,
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})

View file

@ -134,6 +134,14 @@ for _, plant in ipairs(fun_caves.plantlist) do
def2.tiles = { "default_dirt.png", "fun_caves_"..plant.name..".png",} def2.tiles = { "default_dirt.png", "fun_caves_"..plant.name..".png",}
def2.drop = {max_items=2, items={{items={"fun_caves:"..plant.name}, rarity=1}, {items={"default:dirt"}, rarity=1}}} def2.drop = {max_items=2, items={{items={"fun_caves:"..plant.name}, rarity=1}, {items={"default:dirt"}, rarity=1}}}
minetest.register_node("fun_caves:"..plant.name.."_water_soil", def2) minetest.register_node("fun_caves:"..plant.name.."_water_soil", def2)
def2 = table.copy(def)
def2.tiles = { "fun_caves_cloud.png", "fun_caves_"..plant.name..".png",}
def2.drop = {max_items=2, items={{items={"fun_caves:"..plant.name}, rarity=1}, {items={"fun_caves:cloud"}, rarity=1}}}
minetest.register_node("fun_caves:"..plant.name.."_water_cloud", def2)
def2 = table.copy(def)
def2.tiles = { "fun_caves_storm_cloud.png", "fun_caves_"..plant.name..".png",}
def2.drop = {max_items=2, items={{items={"fun_caves:"..plant.name}, rarity=1}, {items={"fun_caves:storm_cloud"}, rarity=1}}}
minetest.register_node("fun_caves:"..plant.name.."_water_storm_cloud", def2)
end end
end end
@ -199,9 +207,17 @@ do
local water_plant_1_def_soil = table.copy(water_plant_1_def_sand) local water_plant_1_def_soil = table.copy(water_plant_1_def_sand)
water_plant_1_def_soil.place_on = {"group:soil"} water_plant_1_def_soil.place_on = {"group:soil"}
water_plant_1_def_soil.decoration = {"fun_caves:water_plant_1_water_soil",} water_plant_1_def_soil.decoration = {"fun_caves:water_plant_1_water_soil",}
local water_plant_1_def_cloud = table.copy(water_plant_1_def_sand)
water_plant_1_def_cloud.place_on = {"group:cloud"}
water_plant_1_def_cloud.decoration = {"fun_caves:water_plant_1_water_cloud",}
local water_plant_1_def_storm_cloud = table.copy(water_plant_1_def_sand)
water_plant_1_def_storm_cloud.place_on = {"group:cloud"}
water_plant_1_def_storm_cloud.decoration = {"fun_caves:water_plant_1_water_storm_cloud",}
register_water_plant(water_plant_1_def_sand) register_water_plant(water_plant_1_def_sand)
register_water_plant(water_plant_1_def_soil) register_water_plant(water_plant_1_def_soil)
register_water_plant(water_plant_1_def_cloud)
register_water_plant(water_plant_1_def_storm_cloud)
end end

View file

@ -26,79 +26,6 @@ local csize
local node_match_cache = {} local node_match_cache = {}
local function place_schematic(minp, maxp, data, p2data, area, node, pos, schem, center)
local rot = rand(4) - 1
local yslice = {}
if schem.yslice_prob then
for _, ys in pairs(schem.yslice_prob) do
yslice[ys.ypos] = ys.prob
end
end
if center then
pos.x = pos.x - floor(schem.size.x / 2)
pos.z = pos.z - floor(schem.size.z / 2)
end
for z1 = 0, schem.size.z - 1 do
for x1 = 0, schem.size.x - 1 do
local x, z
if rot == 0 then
x, z = x1, z1
elseif rot == 1 then
x, z = schem.size.z - z1 - 1, x1
elseif rot == 2 then
x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1
elseif rot == 3 then
x, z = z1, schem.size.x - x1 - 1
end
local dz = pos.z - minp.z + z
local dx = pos.x - minp.x + x
if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then
local ivm = area:index(pos.x + x, pos.y, pos.z + z)
local isch = z1 * schem.size.y * schem.size.x + x1 + 1
for y = 0, schem.size.y - 1 do
local dy = pos.y - minp.y + y
--if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
if yslice[y] or 255 >= rand(255) then
local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
if prob >= rand(255) and schem.data[isch].name ~= "air" then
data[ivm] = node[schem.data[isch].name]
end
local param2 = schem.data[isch].param2 or 0
p2data[ivm] = param2
end
--end
ivm = ivm + area.ystride
isch = isch + schem.size.x
end
end
end
end
end
local function surround(node, data, area, ivm)
-- Check to make sure that a plant root is fully surrounded.
-- This is due to the kludgy way you have to make water plants
-- in minetest, to avoid bubbles.
for x1 = -1,1,2 do
local n = data[ivm+x1]
if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then
return false
end
end
for z1 = -area.zstride,area.zstride,2*area.zstride do
local n = data[ivm+z1]
if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then
return false
end
end
return true
end
local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = 903, octaves = 3, persist = 0.5, lacunarity = 2.0} local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = 903, octaves = 3, persist = 0.5, lacunarity = 2.0}
local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0} local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0}
@ -308,7 +235,7 @@ fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, bi
end end
end end
if air_count > 6 then if air_count > 6 then
place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y,z=z}, fun_caves.schematics['decaying_tree'], true) fun_caves.place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y,z=z}, fun_caves.schematics['decaying_tree'], true)
end end
end end
elseif node_below == node["default:dirt"] and biome and biome.fungi then elseif node_below == node["default:dirt"] and biome and biome.fungi then
@ -380,7 +307,7 @@ fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, bi
local node_below = data[ivm - area.ystride] local node_below = data[ivm - area.ystride]
local node_above = data[ivm + area.ystride] local node_above = data[ivm + area.ystride]
if y < water_level and data[ivm] == node["default:sand"] and node_above == node["default:water_source"] and data[ivm + area.ystride * 2] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) == 1 and surround(node, data, area, ivm) then if y < water_level and data[ivm] == node["default:sand"] and node_above == node["default:water_source"] and data[ivm + area.ystride * 2] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) == 1 and fun_caves.surround(node, data, area, ivm) then
if rand(100) == 1 then if rand(100) == 1 then
data[ivm] = node["fun_caves:precious_coral_water_sand"] data[ivm] = node["fun_caves:precious_coral_water_sand"]
else else
@ -404,7 +331,7 @@ fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, bi
end end
elseif x < maxp.x and y < maxp.y and z < maxp.z and x > minp.x and y > minp.y and z > minp.z and (node_above == node["default:water_source"] or node_above == node["default:river_water_source"]) and (data[ivm] == node["default:sand"] or data[ivm] == node["default:dirt"]) then elseif x < maxp.x and y < maxp.y and z < maxp.z and x > minp.x and y > minp.y and z > minp.z and (node_above == node["default:water_source"] or node_above == node["default:river_water_source"]) and (data[ivm] == node["default:sand"] or data[ivm] == node["default:dirt"]) then
-- Check the biomes and plant water plants, if called for. -- Check the biomes and plant water plants, if called for.
if not surround(node, data, area, ivm) then if not fun_caves.surround(node, data, area, ivm) then
break break
end end

View file

@ -74,6 +74,78 @@ fun_caves.is_fortress = function(pos, cs, debug)
return false return false
end end
fun_caves.place_schematic = function(minp, maxp, data, p2data, area, node, pos, schem, center)
local rot = rand(4) - 1
local yslice = {}
if schem.yslice_prob then
for _, ys in pairs(schem.yslice_prob) do
yslice[ys.ypos] = ys.prob
end
end
if center then
pos.x = pos.x - floor(schem.size.x / 2)
pos.z = pos.z - floor(schem.size.z / 2)
end
for z1 = 0, schem.size.z - 1 do
for x1 = 0, schem.size.x - 1 do
local x, z
if rot == 0 then
x, z = x1, z1
elseif rot == 1 then
x, z = schem.size.z - z1 - 1, x1
elseif rot == 2 then
x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1
elseif rot == 3 then
x, z = z1, schem.size.x - x1 - 1
end
local dz = pos.z - minp.z + z
local dx = pos.x - minp.x + x
if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then
local ivm = area:index(pos.x + x, pos.y, pos.z + z)
local isch = z1 * schem.size.y * schem.size.x + x1 + 1
for y = 0, schem.size.y - 1 do
local dy = pos.y - minp.y + y
--if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
if yslice[y] or 255 >= rand(255) then
local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
if prob >= rand(255) and schem.data[isch].name ~= "air" then
data[ivm] = node[schem.data[isch].name]
end
local param2 = schem.data[isch].param2 or 0
p2data[ivm] = param2
end
--end
ivm = ivm + area.ystride
isch = isch + schem.size.x
end
end
end
end
end
fun_caves.surround = function(node, data, area, ivm)
-- Check to make sure that a plant root is fully surrounded.
-- This is due to the kludgy way you have to make water plants
-- in minetest, to avoid bubbles.
for x1 = -1,1,2 do
local n = data[ivm+x1]
if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then
return false
end
end
for z1 = -area.zstride,area.zstride,2*area.zstride do
local n = data[ivm+z1]
if n == node["default:river_water_source"] or n == node["default:water_source"] or n == node["air"] then
return false
end
end
return true
end
fun_caves.underzones = { fun_caves.underzones = {
Caina = { Caina = {
@ -303,7 +375,7 @@ local function generate(p_minp, p_maxp, seed)
end end
if minp.y > 3000 then if minp.y > 3000 then
write = fun_caves.cloudgen(minp, maxp, data, area, node) write = fun_caves.cloudgen(minp, maxp, data, p2data, area, node)
elseif not underzone and fun_caves.is_fortress(minp, csize) then elseif not underzone and fun_caves.is_fortress(minp, csize) then
--if not underzone then --if not underzone then
fun_caves.fortress(minp, maxp, data, area, node) fun_caves.fortress(minp, maxp, data, area, node)

View file

@ -75,6 +75,28 @@ fun_caves.custom_ready = function(self)
end end
if minetest.registered_entities["kpgmobs:wolf"] then
local m = table.copy(minetest.registered_entities["kpgmobs:wolf"])
m.textures = { {"fun_caves_white_wolf.png"}, }
m.base_texture = m.textures[1]
minetest.registered_entities["fun_caves:white_wolf"] = m
mobs.spawning_mobs["fun_caves:white_wolf"] = true
mobs:register_spawn("fun_caves:white_wolf", {"default:dirt_with_snow", "fun_caves:cloud", "fun_caves:storm_cloud"}, 20, -1, 11000, 3, 31000)
mobs:register_egg("fun_caves:white_wolf", "White Wolf", "wool_white.png", 1)
end
if minetest.registered_entities["kpgmobs:horse2"] then
mobs:register_spawn("kpgmobs:horse2", {"fun_caves:cloud", "fun_caves:storm_cloud"}, 20, 8, 11000, 1, 31000)
end
if minetest.registered_entities["mobs_fish:clownfish"] then
--local l_spawn_near = {"default:sand","default:dirt","group:seaplants","group:seacoral"}
mobs:spawn_specific("mobs_fish:clownfish", {"default:water_source", "default:water_flowing"}, {"default:sand","default:dirt", "fun_caves:cloud", "fun_caves:storm_cloud","group:seaplants","group:seacoral"}, 5, 20, 30, 10000, 1, 4000, 31000)
mobs:spawn_specific("mobs_fish:tropical", {"default:water_source", "default:water_flowing"}, {"default:sand","default:dirt", "fun_caves:cloud", "fun_caves:storm_cloud","group:seaplants","group:seacoral"}, 5, 20, 30, 10000, 1, 4000, 31000)
end
if minetest.registered_entities["mobs_monster:spider"] then if minetest.registered_entities["mobs_monster:spider"] then
-- Deep spider -- Deep spider
local m = table.copy(minetest.registered_entities["mobs_monster:spider"]) local m = table.copy(minetest.registered_entities["mobs_monster:spider"])

View file

@ -1,6 +1,6 @@
local get_node_or_nil = minetest.get_node_or_nil local get_node_or_nil = minetest.get_node_or_nil
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local map_max = 31000 local max_depth = 31000
local old_is_protected = minetest.is_protected local old_is_protected = minetest.is_protected
function minetest.is_protected(pos, name) function minetest.is_protected(pos, name)
@ -143,7 +143,7 @@ local function teleporter(user, area, power)
else else
local newpos local newpos
if area == 'overworld' then if area == 'overworld' then
newpos = {x=(math.random(2)*2-3)*(math.random(math.floor(map_max/6))+power*math.floor(map_max/6)), y=120, z=(math.random(2)*2-3)*(math.random(math.floor(map_max/6))+power*math.floor(map_max/6))} newpos = {x=(math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)), y=120, z=(math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))}
elseif area == 'hell' then elseif area == 'hell' then
newpos = {x=pos.x, y=fun_caves.underzones[({'Caina','Phlegethos','Dis','Minauros','Styx'})[power+1]].ceiling-30, z=pos.z} newpos = {x=pos.x, y=fun_caves.underzones[({'Caina','Phlegethos','Dis','Minauros','Styx'})[power+1]].ceiling-30, z=pos.z}
else else
@ -467,7 +467,7 @@ newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local ready = meta:get_string('formspec') local ready = meta:get_string('formspec')
if ready == '' then if ready == '' then
local level = math.max(6, math.ceil(pos.y / math.floor(map_max / 6))) local level = math.max(6, math.ceil(pos.y / math.floor(max_depth / 6)))
local big_item = treasures[level][math.random(#treasures[level])] local big_item = treasures[level][math.random(#treasures[level])]
meta:set_string("formspec", chest_formspec) meta:set_string("formspec", chest_formspec)
local inv = meta:get_inventory() local inv = meta:get_inventory()

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