More lag reduction.

This commit is contained in:
Duane Robertson 2016-05-29 04:32:40 -05:00
parent 02d6c44638
commit 558e778861
12 changed files with 1011 additions and 927 deletions

120
abms.lua
View file

@ -21,6 +21,7 @@ local find_nodes_in_area = minetest.find_nodes_in_area
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
local time = get_us_time() local time = get_us_time()
@ -77,29 +78,6 @@ minetest.register_globalstep(function(dtime)
end) end)
-- Exploding fungal fruit
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
interval = 20 * fun_caves.time_factor,
chance = 14,
catch_up = false,
action = function(pos, node)
fun_caves.soft_boom(pos)
end
})
-- Exploding fungal fruit -- in a fire
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
neighbors = {"fire:basic_flame"},
interval = 10 * fun_caves.time_factor,
chance = 5,
catch_up = false,
action = function(pos, node)
fun_caves.soft_boom(pos)
end
})
-- mushroom growth -- small into huge -- mushroom growth -- small into huge
minetest.register_abm({ minetest.register_abm({
nodenames = mushrooms, nodenames = mushrooms,
@ -271,6 +249,102 @@ minetest.register_abm({
}) })
local fungal_tree_leaves = {}
for i = 1, 4 do
fungal_tree_leaves[#fungal_tree_leaves+1] = "fun_caves:fungal_tree_leaves_"..i
end
local leaves = {}
for _, leaf in pairs(fungal_tree_leaves) do
leaves[leaf] = true
end
-- Exploding fungal fruit
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
interval = 20 * fun_caves.time_factor,
chance = 14,
catch_up = false,
action = function(pos, node)
fun_caves.soft_boom(pos)
end
})
-- Exploding fungal fruit -- in a fire
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
neighbors = {"fire:basic_flame"},
interval = 10 * fun_caves.time_factor,
chance = 5,
catch_up = false,
action = function(pos, node)
fun_caves.soft_boom(pos)
end
})
-- fungal spread
minetest.register_abm({
nodenames = fungal_tree_leaves,
neighbors = {"air", "group:liquid"},
interval = 2 * fun_caves.time_factor,
chance = 10,
catch_up = false,
action = function(pos, node)
if get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
remove_node(pos)
return
end
local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local grow_node = get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" then
set_node(grow_pos, {name = node.name})
return
end
grow_pos = {x=rand(-1,1)+pos.x, y=rand(-1,1)+pos.y, z=rand(-1,1)+pos.z}
grow_node = get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" and get_node_light(grow_pos, nil) <= fun_caves.light_max then
set_node(grow_pos, {name = node.name})
return
elseif grow_node and leaves[grow_node.name] and grow_node.name ~= node.name then
set_node(grow_pos, {name = 'air'})
return
end
if rand(40) == 1 then
set_node(pos, {name = "fun_caves:fungal_tree_fruit"})
return
end
if rand(100) == 1 then
set_node(pos, {name = fungal_tree_leaves[rand(#fungal_tree_leaves)]})
return
end
end
})
-- new fungi
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {"air"},
interval = 20 * fun_caves.time_factor,
chance = 25,
action = function(pos, node)
if pos.y > 0 then
return
end
local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local grow_node = get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" and (get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
set_node(grow_pos, {name = fungal_tree_leaves[rand(#fungal_tree_leaves)]})
return
end
end
})
-- All of this is copied from TNT, but modified to leave stone intact. -- All of this is copied from TNT, but modified to leave stone intact.
-- Fill a list with data for content IDs, after all nodes are registered -- Fill a list with data for content IDs, after all nodes are registered

View file

@ -113,10 +113,9 @@ minetest.register_decoration({
}) })
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")
dofile(fun_caves.path.."/deco_plants.lua") dofile(fun_caves.path.."/deco_plants.lua")
dofile(fun_caves.path.."/deco_rocks.lua") dofile(fun_caves.path.."/deco_rocks.lua")
--dofile(fun_caves.path.."/deco_ferns.lua") --dofile(fun_caves.path.."/deco_ferns.lua")
--dofile(fun_caves.path.."/deco_ferns_tree.lua") --dofile(fun_caves.path.."/deco_ferns_tree.lua")
dofile(fun_caves.path.."/deco_water.lua")

View file

@ -1,430 +0,0 @@
-- black (oily) sand
local newnode = fun_caves.clone_node("default:sand")
newnode.description = "Black Sand"
newnode.tiles = {"fun_caves_black_sand.png"}
newnode.groups['falling_node'] = 0
minetest.register_node("fun_caves:black_sand", newnode)
-- cobble, hot - cobble with lava instead of mortar XD
minetest.register_node("fun_caves:hot_cobble", {
description = "Hot Cobble",
tiles = {"caverealms_hot_cobble.png"},
is_ground_content = true,
groups = {crumbly=2, surface_hot=3},
--light_source = 2,
damage_per_second = 1,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
-- dirt, glowing
newnode = fun_caves.clone_node("default:dirt")
newnode.description = "Glowing Dirt"
newnode.light_source = default.LIGHT_MAX
newnode.soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
}
minetest.register_node("fun_caves:glowing_dirt", newnode)
-- Dirt can become soil.
newnode = fun_caves.clone_node("farming:soil")
newnode.description = "Glowing Soil"
newnode.light_source = default.LIGHT_MAX
newnode.soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
}
minetest.register_node("fun_caves:glowing_dirt", newnode)
-- Dirt to soil to wet soil...
newnode = fun_caves.clone_node("farming:soil_wet")
newnode.description = "Wet Glowing Soil"
newnode.light_source = default.LIGHT_MAX
newnode.soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
}
minetest.register_node("fun_caves:glowing_dirt", newnode)
-- flame, constant -- does not expire
minetest.register_node("fun_caves:constant_flame", {
description = "Fire",
drawtype = "plantlike",
tiles = {{
name="fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
}},
inventory_image = "fire_basic_flame.png",
light_source = 14,
groups = {igniter=2,dig_immediate=3,hot=3, not_in_creative_inventory=1},
drop = '',
walkable = false,
buildable_to = true,
damage_per_second = 4,
})
-- Glowing fungal stone provides an eerie light.
minetest.register_node("fun_caves:glowing_fungal_stone", {
description = "Glowing Fungal Stone",
tiles = {"default_stone.png^vmg_glowing_fungal.png",},
is_ground_content = true,
light_source = fun_caves.light_max - 4,
groups = {cracky=3, stone=1},
drop = {items={ {items={"default:cobble"},}, {items={"fun_caves:glowing_fungus",},},},},
sounds = default.node_sound_stone_defaults(),
})
-- Glowing fungus grows underground.
minetest.register_node("fun_caves:glowing_fungus", {
description = "Glowing Fungus",
drawtype = "plantlike",
paramtype = "light",
tiles = {"vmg_glowing_fungus.png"},
inventory_image = "vmg_glowing_fungus.png",
groups = {dig_immediate = 3},
})
-- moon glass (glows)
local newnode = fun_caves.clone_node("default:glass")
newnode.light_source = default.LIGHT_MAX
minetest.register_node("fun_caves:moon_glass", newnode)
-- Moon juice is extracted from glowing fungus, to make glowing materials.
minetest.register_node("fun_caves:moon_juice", {
description = "Moon Juice",
drawtype = "plantlike",
paramtype = "light",
tiles = {"vmg_moon_juice.png"},
inventory_image = "vmg_moon_juice.png",
--groups = {dig_immediate = 3, attached_node = 1},
groups = {dig_immediate = 3},
sounds = default.node_sound_glass_defaults(),
})
-- mushroom cap, giant
minetest.register_node("fun_caves:giant_mushroom_cap", {
description = "Giant Mushroom Cap",
tiles = {"vmg_mushroom_giant_cap.png", "vmg_mushroom_giant_under.png", "vmg_mushroom_giant_cap.png"},
is_ground_content = false,
paramtype = "light",
drawtype = "nodebox",
node_box = { type = "fixed",
fixed = {
{-0.4, -0.5, -0.4, 0.4, 0.0, 0.4},
{-0.75, -0.5, -0.4, -0.4, -0.25, 0.4},
{0.4, -0.5, -0.4, 0.75, -0.25, 0.4},
{-0.4, -0.5, -0.75, 0.4, -0.25, -0.4},
{-0.4, -0.5, 0.4, 0.4, -0.25, 0.75},
} },
light_source = fun_caves.light_max,
groups = {fleshy=1, dig_immediate=3, flammable=2, plant=1},
})
-- mushroom cap, huge
minetest.register_node("fun_caves:huge_mushroom_cap", {
description = "Huge Mushroom Cap",
tiles = {"vmg_mushroom_giant_cap.png", "vmg_mushroom_giant_under.png", "vmg_mushroom_giant_cap.png"},
is_ground_content = false,
paramtype = "light",
drawtype = "nodebox",
node_box = { type = "fixed",
fixed = {
{-0.5, -0.5, -0.33, 0.5, -0.33, 0.33},
{-0.33, -0.5, 0.33, 0.33, -0.33, 0.5},
{-0.33, -0.5, -0.33, 0.33, -0.33, -0.5},
{-0.33, -0.33, -0.33, 0.33, -0.17, 0.33},
} },
light_source = fun_caves.light_max,
groups = {fleshy=1, dig_immediate=3, flammable=2, plant=1},
})
-- mushroom stem, giant or huge
minetest.register_node("fun_caves:giant_mushroom_stem", {
description = "Giant Mushroom Stem",
tiles = {"vmg_mushroom_giant_stem.png", "vmg_mushroom_giant_stem.png", "vmg_mushroom_giant_stem.png"},
is_ground_content = false,
groups = {choppy=2, oddly_breakable_by_hand=1, flammable=2, plant=1},
sounds = default.node_sound_wood_defaults(),
paramtype = "light",
drawtype = "nodebox",
node_box = { type = "fixed", fixed = { {-0.25, -0.5, -0.25, 0.25, 0.5, 0.25}, }},
})
-- obsidian, glowing
minetest.register_node("fun_caves:glow_obsidian", {
description = "Glowing Obsidian",
tiles = {"caverealms_glow_obsidian.png"},
is_ground_content = true,
groups = {stone=2, crumbly=1},
--light_source = 7,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
-- obsidian, glowing, 2 - has traces of lava
minetest.register_node("fun_caves:glow_obsidian_2", {
description = "Hot Glow Obsidian",
tiles = {"caverealms_glow_obsidian2.png"},
is_ground_content = true,
groups = {stone=2, crumbly=1, surface_hot=3, igniter=1},
damage_per_second = 1,
--light_source = 9,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
-- salt
minetest.register_node("fun_caves:stone_with_salt", {
description = "Cave Stone with Salt",
tiles = {"caverealms_salty2.png"},
paramtype = "light",
use_texture_alpha = true,
drawtype = "glasslike",
sunlight_propagates = false,
is_ground_content = true,
groups = {stone=1, crumbly=3},
sounds = default.node_sound_glass_defaults(),
})
newnode = fun_caves.clone_node("fun_caves:stone_with_salt")
-- salt, radioactive ore
newnode.description = "Salt With Radioactive Ore"
newnode.tiles = {"caverealms_salty2.png^[colorize:#004000:250"}
newnode.light_source = 4
minetest.register_node("fun_caves:radioactive_ore", newnode)
-- What's a cave without speleothems?
local spel = {
{type1="stalactite", type2="stalagmite", tile="default_stone.png"},
{type1="stalactite_slimy", type2="stalagmite_slimy", tile="default_stone.png^fun_caves_algae.png"},
{type1="stalactite_mossy", type2="stalagmite_mossy", tile="default_stone.png^fun_caves_moss.png"},
{type1="icicle_down", type2="icicle_up", desc="Icicle", tile="caverealms_thin_ice.png", drop="default:ice"},
}
for _, desc in pairs(spel) do
minetest.register_node("fun_caves:"..desc.type1, {
description = (desc.desc or "Stalactite"),
tiles = {desc.tile},
is_ground_content = true,
walkable = false,
paramtype = "light",
drop = (desc.drop or "fun_caves:stalactite"),
drawtype = "nodebox",
node_box = { type = "fixed",
fixed = {
{-0.07, 0.0, -0.07, 0.07, 0.5, 0.07},
{-0.04, -0.25, -0.04, 0.04, 0.0, 0.04},
{-0.02, -0.5, -0.02, 0.02, 0.25, 0.02},
} },
groups = {rock=1, cracky=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:"..desc.type2, {
description = (desc.desc or "Stalagmite"),
tiles = {desc.tile},
is_ground_content = true,
walkable = false,
paramtype = "light",
drop = "fun_caves:stalagmite",
drawtype = "nodebox",
node_box = { type = "fixed",
fixed = {
{-0.07, -0.5, -0.07, 0.07, 0.0, 0.07},
{-0.04, 0.0, -0.04, 0.04, 0.25, 0.04},
{-0.02, 0.25, -0.02, 0.02, 0.5, 0.02},
} },
groups = {rock=1, cracky=3},
sounds = default.node_sound_stone_defaults(),
})
end
-- spikes, hot -- silicon-based life
local spike_size = { 1.0, 1.2, 1.4, 1.6, 1.7 }
fun_caves.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
fun_caves.hot_spikes[#fun_caves.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, surface_hot=3},
damage_per_second = 1,
sounds = default.node_sound_stone_defaults(),
paramtype = "light",
drawtype = "plantlike",
walkable = false,
light_source = i * 2,
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
-- stone with algae
newnode = fun_caves.clone_node("default:stone")
newnode.description = "Cave Stone With Algae"
newnode.tiles = {"default_stone.png^fun_caves_algae.png"}
newnode.groups = {stone=1, crumbly=3}
newnode.sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
})
minetest.register_node("fun_caves:stone_with_algae", newnode)
-- stone with lichen
newnode = fun_caves.clone_node("default:stone")
newnode.description = "Cave Stone With Lichen"
newnode.tiles = {"default_stone.png^fun_caves_lichen.png"}
newnode.groups = {stone=1, crumbly=3}
newnode.sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
})
minetest.register_node("fun_caves:stone_with_lichen", newnode)
-- stone with moss
newnode = fun_caves.clone_node("default:stone")
newnode.description = "Cave Stone With Moss"
newnode.tiles = {"default_stone.png^fun_caves_moss.png"}
newnode.groups = {stone=1, crumbly=3}
newnode.sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
})
minetest.register_node("fun_caves:stone_with_moss", newnode)
------------------------------------
-- recipes
------------------------------------
-- Mushroom stems can be used as wood and leather,
-- ala Journey to the Center of the Earth.
minetest.register_craft({
output = "default:wood",
recipe = {
{"fun_caves:giant_mushroom_stem"}
}
})
minetest.register_craft({
output = "mobs:leather",
recipe = {
{"fun_caves:giant_mushroom_cap"}
}
})
minetest.register_craft({
output = "dye:red",
recipe = {
{"flowers:mushroom_red"}
}
})
--minetest.register_craft({
-- output = "dye:yellow",
-- recipe = {
-- {"flowers:mushroom_brown"}
-- }
--})
minetest.register_craft({
output = 'default:paper 6',
recipe = {
{'fun_caves:giant_mushroom_stem', 'fun_caves:giant_mushroom_stem', 'fun_caves:giant_mushroom_stem'},
}
})
-- Caps can be cooked and eaten.
minetest.register_node("fun_caves:mushroom_steak", {
description = "Mushroom Steak",
drawtype = "plantlike",
paramtype = "light",
tiles = {"vmg_mushroom_steak.png"},
inventory_image = "vmg_mushroom_steak.png",
on_use = minetest.item_eat(4),
--groups = {dig_immediate = 3, attached_node = 1},
groups = {dig_immediate = 3},
})
minetest.register_craft({
type = "cooking",
output = "fun_caves:mushroom_steak",
recipe = "fun_caves:huge_mushroom_cap",
cooktime = 2,
})
minetest.register_craft({
type = "cooking",
output = "fun_caves:mushroom_steak 2",
recipe = "fun_caves:giant_mushroom_cap",
cooktime = 2,
})
-- moon juice from fungus
minetest.register_craft({
output = "fun_caves:moon_juice",
recipe = {
{"fun_caves:glowing_fungus", "fun_caves:glowing_fungus", "fun_caves:glowing_fungus"},
{"fun_caves:glowing_fungus", "fun_caves:glowing_fungus", "fun_caves:glowing_fungus"},
{"fun_caves:glowing_fungus", "vessels:glass_bottle", "fun_caves:glowing_fungus"},
},
})
minetest.register_craft({
output = "fun_caves:moon_glass",
type = "shapeless",
recipe = {
"fun_caves:moon_juice",
"fun_caves:moon_juice",
"default:glass",
},
})
minetest.register_craft({
output = "fun_caves:glowing_dirt",
type = "shapeless",
recipe = {
"fun_caves:moon_juice",
"default:dirt",
},
})
-- Speleothems can be made into cobblestone, to get them out of inventory.
minetest.register_craft({
output = "default:cobble",
recipe = {
{"", "", ""},
{"fun_caves:stalactite", "fun_caves:stalactite", ""},
{"fun_caves:stalactite", "fun_caves:stalactite", ""},
},
})
minetest.register_craft({
output = "default:cobble",
recipe = {
{"", "", ""},
{"fun_caves:stalagmite", "fun_caves:stalagmite", ""},
{"fun_caves:stalagmite", "fun_caves:stalagmite", ""},
},
})

View file

@ -1,177 +1,430 @@
dofile(fun_caves.path .. "/deco_cave_nodes.lua") -- black (oily) sand
local newnode = fun_caves.clone_node("default:sand")
newnode.description = "Black Sand"
newnode.tiles = {"fun_caves_black_sand.png"}
newnode.groups['falling_node'] = 0
minetest.register_node("fun_caves:black_sand", newnode)
local min_surface = -80 -- cobble, hot - cobble with lava instead of mortar XD
minetest.register_node("fun_caves:hot_cobble", {
description = "Hot Cobble",
tiles = {"caverealms_hot_cobble.png"},
is_ground_content = true,
groups = {crumbly=2, surface_hot=3},
--light_source = 2,
damage_per_second = 1,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
function fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_val_in) -- dirt, glowing
if not (data[ivm] == node("air") or data[ivm] == node("default:stone")) then newnode = fun_caves.clone_node("default:dirt")
return newnode.description = "Glowing Dirt"
end newnode.light_source = default.LIGHT_MAX
newnode.soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
}
minetest.register_node("fun_caves:glowing_dirt", newnode)
local ivm_below = ivm - area.ystride -- Dirt can become soil.
local ivm_above = ivm + area.ystride newnode = fun_caves.clone_node("farming:soil")
local biome_val = biome_val_in newnode.description = "Glowing Soil"
newnode.light_source = default.LIGHT_MAX
newnode.soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
}
minetest.register_node("fun_caves:glowing_dirt", newnode)
------------------- -- Dirt to soil to wet soil...
local stone_type = node("default:stone") newnode = fun_caves.clone_node("farming:soil_wet")
local stone_depth = 1 newnode.description = "Wet Glowing Soil"
newnode.light_source = default.LIGHT_MAX
newnode.soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
}
minetest.register_node("fun_caves:glowing_dirt", newnode)
if y > -200 then -- flame, constant -- does not expire
biome_val = biome_val / math.max(1, math.log(200 + y)) minetest.register_node("fun_caves:constant_flame", {
end description = "Fire",
------------------- drawtype = "plantlike",
--biome_val = 0.55 tiles = {{
------------------- name="fire_basic_flame_animated.png",
if biome_val < -0.65 then animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
stone_type = node("default:ice") }},
stone_depth = 2 inventory_image = "fire_basic_flame.png",
elseif biome_val < -0.6 then light_source = 14,
stone_type = node("fun_caves:thin_ice") groups = {igniter=2,dig_immediate=3,hot=3, not_in_creative_inventory=1},
stone_depth = 2 drop = '',
elseif biome_val < -0.5 then walkable = false,
stone_type = node("fun_caves:stone_with_lichen") buildable_to = true,
elseif biome_val < -0.3 then damage_per_second = 4,
stone_type = node("fun_caves:stone_with_moss") })
elseif biome_val < -0.0 then
stone_type = node("fun_caves:stone_with_lichen")
elseif biome_val < 0.2 then
stone_type = node("fun_caves:stone_with_algae")
elseif biome_val < 0.35 then
stone_type = node("fun_caves:stone_with_salt")
stone_depth = 2
elseif biome_val < 0.5 then
stone_type = node("default:sand")
stone_depth = 2
elseif biome_val < 0.6 then
stone_type = node("fun_caves:black_sand")
stone_depth = 2
else
stone_type = node("fun_caves:hot_cobble")
end
-- "glow"
local node_below -- Glowing fungal stone provides an eerie light.
if y > minp.y then minetest.register_node("fun_caves:glowing_fungal_stone", {
node_below = data[ivm - area.ystride] description = "Glowing Fungal Stone",
end tiles = {"default_stone.png^vmg_glowing_fungal.png",},
local node_above = data[ivm + area.ystride] is_ground_content = true,
light_source = fun_caves.light_max - 4,
groups = {cracky=3, stone=1},
drop = {items={ {items={"default:cobble"},}, {items={"fun_caves:glowing_fungus",},},},},
sounds = default.node_sound_stone_defaults(),
})
if data[ivm] == node("default:stone") then -- Glowing fungus grows underground.
local air_above = false minetest.register_node("fun_caves:glowing_fungus", {
for i = 1, stone_depth do description = "Glowing Fungus",
if data[ivm + area.ystride * i] == node("air") then drawtype = "plantlike",
air_above = true paramtype = "light",
end tiles = {"vmg_glowing_fungus.png"},
end inventory_image = "vmg_glowing_fungus.png",
groups = {dig_immediate = 3},
})
if node_above == node("air") and (stone_type == node("fun_caves:stone_with_algae") or stone_type == node("fun_caves:stone_with_lichen")) and math.random(10) == 1 then -- moon glass (glows)
return node("dirt") local newnode = fun_caves.clone_node("default:glass")
end newnode.light_source = default.LIGHT_MAX
minetest.register_node("fun_caves:moon_glass", newnode)
if air_above then -- Moon juice is extracted from glowing fungus, to make glowing materials.
if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then minetest.register_node("fun_caves:moon_juice", {
return node("fun_caves:radioactive_ore") description = "Moon Juice",
elseif stone_type == node("fun_caves:black_sand") and math.random(100) == 1 then drawtype = "plantlike",
return node("default:coalblock") paramtype = "light",
elseif node_above == node("air") and stone_type == node("fun_caves:stone_with_moss") and math.random(50) == 1 then tiles = {"vmg_moon_juice.png"},
return node("fun_caves:glowing_fungal_stone") inventory_image = "vmg_moon_juice.png",
else --groups = {dig_immediate = 3, attached_node = 1},
return stone_type groups = {dig_immediate = 3},
end sounds = default.node_sound_glass_defaults(),
end })
local air_below = false -- mushroom cap, giant
for i = 1, stone_depth do minetest.register_node("fun_caves:giant_mushroom_cap", {
if data[ivm - area.ystride * i] == node("air") then description = "Giant Mushroom Cap",
air_below = true tiles = {"vmg_mushroom_giant_cap.png", "vmg_mushroom_giant_under.png", "vmg_mushroom_giant_cap.png"},
end is_ground_content = false,
end paramtype = "light",
drawtype = "nodebox",
node_box = { type = "fixed",
fixed = {
{-0.4, -0.5, -0.4, 0.4, 0.0, 0.4},
{-0.75, -0.5, -0.4, -0.4, -0.25, 0.4},
{0.4, -0.5, -0.4, 0.75, -0.25, 0.4},
{-0.4, -0.5, -0.75, 0.4, -0.25, -0.4},
{-0.4, -0.5, 0.4, 0.4, -0.25, 0.75},
} },
light_source = fun_caves.light_max,
groups = {fleshy=1, dig_immediate=3, flammable=2, plant=1},
})
if data[ivm] == node("default:stone") and air_below then -- mushroom cap, huge
if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then minetest.register_node("fun_caves:huge_mushroom_cap", {
return node("fun_caves:radioactive_ore") description = "Huge Mushroom Cap",
elseif stone_type == node("fun_caves:black_sand") and math.random(100) == 1 then tiles = {"vmg_mushroom_giant_cap.png", "vmg_mushroom_giant_under.png", "vmg_mushroom_giant_cap.png"},
return node("default:coalblock") is_ground_content = false,
elseif node_below == node("air") and (stone_type == node("fun_caves:stone_with_lichen") or stone_type == node("fun_caves:stone_with_moss")) and math.random(50) == 1 then paramtype = "light",
return node("fun_caves:glowing_fungal_stone") drawtype = "nodebox",
else node_box = { type = "fixed",
return stone_type fixed = {
end {-0.5, -0.5, -0.33, 0.5, -0.33, 0.33},
end {-0.33, -0.5, 0.33, 0.33, -0.33, 0.5},
end {-0.33, -0.5, -0.33, 0.33, -0.33, -0.5},
{-0.33, -0.33, -0.33, 0.33, -0.17, 0.33},
} },
light_source = fun_caves.light_max,
groups = {fleshy=1, dig_immediate=3, flammable=2, plant=1},
})
if data[ivm] == node("air") then -- mushroom stem, giant or huge
local sr = math.random(1000) minetest.register_node("fun_caves:giant_mushroom_stem", {
description = "Giant Mushroom Stem",
tiles = {"vmg_mushroom_giant_stem.png", "vmg_mushroom_giant_stem.png", "vmg_mushroom_giant_stem.png"},
is_ground_content = false,
groups = {choppy=2, oddly_breakable_by_hand=1, flammable=2, plant=1},
sounds = default.node_sound_wood_defaults(),
paramtype = "light",
drawtype = "nodebox",
node_box = { type = "fixed", fixed = { {-0.25, -0.5, -0.25, 0.25, 0.5, 0.25}, }},
})
-- hanging down -- obsidian, glowing
if node_above == node("default:stone") and sr < 80 then minetest.register_node("fun_caves:glow_obsidian", {
if stone_type == node("default:ice") then description = "Glowing Obsidian",
return node("fun_caves:icicle_down") tiles = {"caverealms_glow_obsidian.png"},
elseif stone_type == node("fun_caves:stone_with_algae") then is_ground_content = true,
return node("fun_caves:stalactite_slimy") groups = {stone=2, crumbly=1},
elseif stone_type == node("fun_caves:stone_with_moss") then --light_source = 7,
return node("fun_caves:stalactite_mossy") sounds = default.node_sound_stone_defaults({
elseif stone_type == node("fun_caves:stone_with_lichen") then footstep = {name="default_stone_footstep", gain=0.25},
return node("fun_caves:stalactite") }),
elseif stone_type == node("default:stone") then })
return node("fun_caves:stalactite")
end
end
-- fluids -- obsidian, glowing, 2 - has traces of lava
if y > minp.y and (node_below == node("default:stone") or node_below == node("fun_caves:hot_cobble")) and sr < 3 then minetest.register_node("fun_caves:glow_obsidian_2", {
return node("default:lava_source") description = "Hot Glow Obsidian",
elseif node_below == node("fun_caves:stone_with_moss") and sr < 3 then tiles = {"caverealms_glow_obsidian2.png"},
return node("default:water_source") is_ground_content = true,
groups = {stone=2, crumbly=1, surface_hot=3, igniter=1},
damage_per_second = 1,
--light_source = 9,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
-- standing up -- salt
elseif node_below == node("default:ice") and sr < 80 then minetest.register_node("fun_caves:stone_with_salt", {
return node("fun_caves:icicle_up") description = "Cave Stone with Salt",
elseif node_below == node("fun_caves:stone_with_algae") and sr < 80 then tiles = {"caverealms_salty2.png"},
return node("fun_caves:stalagmite_slimy") paramtype = "light",
elseif node_below == node("fun_caves:stone_with_moss") and sr < 80 then use_texture_alpha = true,
return node("fun_caves:stalagmite_mossy") drawtype = "glasslike",
elseif node_below == node("fun_caves:stone_with_lichen") and sr < 80 then sunlight_propagates = false,
return node("fun_caves:stalagmite") is_ground_content = true,
elseif node_below == node("default:stone") and sr < 80 then groups = {stone=1, crumbly=3},
return node("fun_caves:stalagmite") sounds = default.node_sound_glass_defaults(),
elseif node_below == node("fun_caves:hot_cobble") and sr < 80 then })
if sr <= 20 then newnode = fun_caves.clone_node("fun_caves:stone_with_salt")
return node("fun_caves:hot_spike")
else
return node("fun_caves:hot_spike_"..math.ceil(sr / 20))
end
elseif node_below == node("fun_caves:black_sand") and sr < 20 then
return node("fun_caves:constant_flame")
-- vegetation -- salt, radioactive ore
elseif node_below == node("default:dirt") and (stone_type == node("fun_caves:stone_with_lichen") or stone_type == node("fun_caves:stone_with_algae")) and biome_val >= -0.5 then newnode.description = "Salt With Radioactive Ore"
if sr < 110 then newnode.tiles = {"caverealms_salty2.png^[colorize:#004000:250"}
return node("flowers:mushroom_red") newnode.light_source = 4
elseif sr < 220 then minetest.register_node("fun_caves:radioactive_ore", newnode)
return node("flowers:mushroom_brown")
elseif node_above == node("air") and sr < 330 then -- What's a cave without speleothems?
return node("fun_caves:giant_mushroom_stem") local spel = {
elseif sr < 360 then {type1="stalactite", type2="stalagmite", tile="default_stone.png"},
local air_count = 0 {type1="stalactite_slimy", type2="stalagmite_slimy", tile="default_stone.png^fun_caves_algae.png"},
local j {type1="stalactite_mossy", type2="stalagmite_mossy", tile="default_stone.png^fun_caves_moss.png"},
for i = 1, 12 do {type1="icicle_down", type2="icicle_up", desc="Icicle", tile="caverealms_thin_ice.png", drop="default:ice"},
j = ivm + area.ystride * i }
if j <= #data and data[j] == node("air") then
air_count = air_count + 1 for _, desc in pairs(spel) do
end minetest.register_node("fun_caves:"..desc.type1, {
end description = (desc.desc or "Stalactite"),
if air_count > 5 then tiles = {desc.tile},
fun_caves.make_fungal_tree(data, area, ivm, math.random(2,math.min(air_count, 12))) is_ground_content = true,
end walkable = false,
end paramtype = "light",
elseif node_below == node("fun_caves:giant_mushroom_stem") and data[ivm - area.ystride * 2] == node("fun_caves:giant_mushroom_stem") then drop = (desc.drop or "fun_caves:stalactite"),
return node("fun_caves:giant_mushroom_cap") drawtype = "nodebox",
elseif node_below == node("fun_caves:giant_mushroom_stem") then node_box = { type = "fixed",
if node_above == node("air") and math.random(3) == 1 then fixed = {
return node("fun_caves:giant_mushroom_stem") {-0.07, 0.0, -0.07, 0.07, 0.5, 0.07},
else {-0.04, -0.25, -0.04, 0.04, 0.0, 0.04},
return node("fun_caves:huge_mushroom_cap") {-0.02, -0.5, -0.02, 0.02, 0.25, 0.02},
end } },
end groups = {rock=1, cracky=3},
end sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:"..desc.type2, {
description = (desc.desc or "Stalagmite"),
tiles = {desc.tile},
is_ground_content = true,
walkable = false,
paramtype = "light",
drop = "fun_caves:stalagmite",
drawtype = "nodebox",
node_box = { type = "fixed",
fixed = {
{-0.07, -0.5, -0.07, 0.07, 0.0, 0.07},
{-0.04, 0.0, -0.04, 0.04, 0.25, 0.04},
{-0.02, 0.25, -0.02, 0.02, 0.5, 0.02},
} },
groups = {rock=1, cracky=3},
sounds = default.node_sound_stone_defaults(),
})
end end
-- spikes, hot -- silicon-based life
local spike_size = { 1.0, 1.2, 1.4, 1.6, 1.7 }
fun_caves.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
fun_caves.hot_spikes[#fun_caves.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, surface_hot=3},
damage_per_second = 1,
sounds = default.node_sound_stone_defaults(),
paramtype = "light",
drawtype = "plantlike",
walkable = false,
light_source = i * 2,
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
-- stone with algae
newnode = fun_caves.clone_node("default:stone")
newnode.description = "Cave Stone With Algae"
newnode.tiles = {"default_stone.png^fun_caves_algae.png"}
newnode.groups = {stone=1, crumbly=3}
newnode.sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
})
minetest.register_node("fun_caves:stone_with_algae", newnode)
-- stone with lichen
newnode = fun_caves.clone_node("default:stone")
newnode.description = "Cave Stone With Lichen"
newnode.tiles = {"default_stone.png^fun_caves_lichen.png"}
newnode.groups = {stone=1, crumbly=3}
newnode.sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
})
minetest.register_node("fun_caves:stone_with_lichen", newnode)
-- stone with moss
newnode = fun_caves.clone_node("default:stone")
newnode.description = "Cave Stone With Moss"
newnode.tiles = {"default_stone.png^fun_caves_moss.png"}
newnode.groups = {stone=1, crumbly=3}
newnode.sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
})
minetest.register_node("fun_caves:stone_with_moss", newnode)
------------------------------------
-- recipes
------------------------------------
-- Mushroom stems can be used as wood and leather,
-- ala Journey to the Center of the Earth.
minetest.register_craft({
output = "default:wood",
recipe = {
{"fun_caves:giant_mushroom_stem"}
}
})
minetest.register_craft({
output = "mobs:leather",
recipe = {
{"fun_caves:giant_mushroom_cap"}
}
})
minetest.register_craft({
output = "dye:red",
recipe = {
{"flowers:mushroom_red"}
}
})
--minetest.register_craft({
-- output = "dye:yellow",
-- recipe = {
-- {"flowers:mushroom_brown"}
-- }
--})
minetest.register_craft({
output = 'default:paper 6',
recipe = {
{'fun_caves:giant_mushroom_stem', 'fun_caves:giant_mushroom_stem', 'fun_caves:giant_mushroom_stem'},
}
})
-- Caps can be cooked and eaten.
minetest.register_node("fun_caves:mushroom_steak", {
description = "Mushroom Steak",
drawtype = "plantlike",
paramtype = "light",
tiles = {"vmg_mushroom_steak.png"},
inventory_image = "vmg_mushroom_steak.png",
on_use = minetest.item_eat(4),
--groups = {dig_immediate = 3, attached_node = 1},
groups = {dig_immediate = 3},
})
minetest.register_craft({
type = "cooking",
output = "fun_caves:mushroom_steak",
recipe = "fun_caves:huge_mushroom_cap",
cooktime = 2,
})
minetest.register_craft({
type = "cooking",
output = "fun_caves:mushroom_steak 2",
recipe = "fun_caves:giant_mushroom_cap",
cooktime = 2,
})
-- moon juice from fungus
minetest.register_craft({
output = "fun_caves:moon_juice",
recipe = {
{"fun_caves:glowing_fungus", "fun_caves:glowing_fungus", "fun_caves:glowing_fungus"},
{"fun_caves:glowing_fungus", "fun_caves:glowing_fungus", "fun_caves:glowing_fungus"},
{"fun_caves:glowing_fungus", "vessels:glass_bottle", "fun_caves:glowing_fungus"},
},
})
minetest.register_craft({
output = "fun_caves:moon_glass",
type = "shapeless",
recipe = {
"fun_caves:moon_juice",
"fun_caves:moon_juice",
"default:glass",
},
})
minetest.register_craft({
output = "fun_caves:glowing_dirt",
type = "shapeless",
recipe = {
"fun_caves:moon_juice",
"default:dirt",
},
})
-- Speleothems can be made into cobblestone, to get them out of inventory.
minetest.register_craft({
output = "default:cobble",
recipe = {
{"", "", ""},
{"fun_caves:stalactite", "fun_caves:stalactite", ""},
{"fun_caves:stalactite", "fun_caves:stalactite", ""},
},
})
minetest.register_craft({
output = "default:cobble",
recipe = {
{"", "", ""},
{"fun_caves:stalagmite", "fun_caves:stalagmite", ""},
{"fun_caves:stalagmite", "fun_caves:stalagmite", ""},
},
})

View file

@ -1,99 +0,0 @@
local light_depth = -13
local water_level = 1
local water_lily_biomes = {}
for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do
water_lily_biomes[i] = true
end
local coral_biomes = {}
for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do
coral_biomes[i] = true
end
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 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 node_match_cache = {}
function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_in, pn)
if pos.y < light_depth then
return
end
local biome = biome_in
local node_below = data[ivm - area.ystride]
local node_above = data[ivm + area.ystride]
local inside = false
if pos.x < maxp.x and pos.y < maxp.y and pos.z < maxp.z and pos.x > minp.x and pos.y > minp.y and pos.z > minp.z then
inside = true
end
if pos.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 math.random(5) == 1 and surround(node, data, area, ivm) then
return node("fun_caves:staghorn_coral_water_sand")
elseif pos.y < water_level and node_below == node("default:sand") and node_above == node("default:water_source") and data[ivm] == node("default:water_source") and coral_biomes[biome] and pn < -0.1 and math.random(5) < 3 then
local sr = math.random(65)
if sr < 4 then
return node("fun_caves:brain_coral")
elseif sr < 6 then
return node("fun_caves:dragon_eye")
elseif sr < 65 then
return node("fun_caves:pillar_coral")
end
elseif inside 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.
if not surround(node, data, area, ivm) then
return
end
for _, desc in pairs(fun_caves.water_plants) do
if desc.content_id then
if not node_match_cache[desc.content_id] then
node_match_cache[desc.content_id] = {}
end
if not node_match_cache[desc.content_id][data[ivm]] then
-- This is a great way to match all node type strings
-- against a given node (or nodes). However, it's slow.
-- To speed it up, we cache the results for each plant
-- on each node, and avoid calling find_nodes every time.
local posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on)
if #posm > 0 then
node_match_cache[desc.content_id][data[ivm]] = "good"
else
node_match_cache[desc.content_id][data[ivm]] = "bad"
end
end
if node_match_cache[desc.content_id][data[ivm]] == "good" and desc.fill_ratio and (not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome))) and math.random() <= desc.fill_ratio then
return desc.content_id
end
end
end
elseif pos.y > minp.y and node_below == node("default:river_water_source") and data[ivm] == node("air") and water_lily_biomes[biome] and pn > 0.5 and math.random(15) == 1 then
-- on top of the water
-- I haven't figured out what the decoration manager is
-- doing with the noise functions, but this works ok.
return node("flowers:waterlily")
end
end

View file

@ -1,7 +1,7 @@
default default
flowers flowers
wool wool
mobs mobs?
mobs_monster mobs_monster?
mobs_slimes? mobs_slimes?
mobs_creeper? mobs_creeper?

View file

@ -1,85 +0,0 @@
-- invisible maze
-- hungry maze
-- chests (w traps)
-- step traps (math based)
-- hidden doors/downs
-- hot/ice floors
fun_caves.fortress = function(node, data, area, minp, maxp, level)
local n = 16
local walls = {}
local floor = node('fun_caves:dungeon_floor_1')
local outer_wall = node('fun_caves:dungeon_wall_2')
local inner_wall = node('fun_caves:dungeon_wall_1')
for y2 = 0, n-1 do
--for y2 = 0, 0 do
-- walls is zero-based.
for i = 0, 2 * n * n - 1 do
walls[i] = i
end
table.shuffle(walls)
local dox, doz = math.random(0, n-1), math.random(0, n-1)
for z = minp.z, maxp.z do
for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do
local ivm = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
if (y - minp.y) % 5 == 0 then
if math.floor((z - minp.z) / 5) == doz and math.floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then
data[ivm] = node("air")
else
data[ivm] = floor
end
elseif x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then
data[ivm] = outer_wall
elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then
data[ivm] = inner_wall
else
data[ivm] = node("air")
end
ivm = ivm + 1
end
end
end
local set = unionfind(n * n)
for m = 0, #walls do
local c = walls[m]
local a = math.floor(c / 2)
local i = a % n
local j = math.floor(a / n)
local u = c % 2 == 0 and 1 or 0
local v = c % 2 == 1 and 1 or 0
local b = a + u + n * v
if i < n - u and j < n - v and set:find(a) ~= set:find(b) then
set:union(a, b)
local x = (i + u) * 5 + minp.x
local y = minp.y + y2 * 5
local z = (j + v) * 5 + minp.z
--if y > minp.y and math.random(20) == 1 then
-- for z1 = z + 1, z + 4 do
-- ivm = area:index(x+1, y, z1)
-- for x1 = x + 1, x + 4 do
-- data[ivm] = node("air")
-- ivm = ivm + 1
-- end
-- end
--end
for z1 = z + (1-v), z + (1-v) * 4 do
for y1 = y + 1, y + 4 do
local ivm = area:index(x + (1-u), y1, z1)
for x1 = x + (1-u), x + (1-u) * 4 do
if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
data[ivm] = node("air")
end
ivm = ivm + 1
end
end
end
end
end
end
end

View file

@ -114,76 +114,3 @@ minetest.register_craft({
{"flowers:mushroom_brown"} {"flowers:mushroom_brown"}
} }
}) })
local leaves = {}
for _, leaf in pairs(fungal_tree_leaves) do
leaves[leaf] = true
end
local get_node_light = minetest.get_node_light
local remove_node = minetest.remove_node
local set_node = minetest.set_node
local get_node_or_nil = minetest.get_node_or_nil
-- fungal spread
minetest.register_abm({
nodenames = fungal_tree_leaves,
neighbors = {"air", "group:liquid"},
interval = 2 * fun_caves.time_factor,
chance = 10,
catch_up = false,
action = function(pos, node)
if get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
remove_node(pos)
return
end
local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local grow_node = get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" then
set_node(grow_pos, {name = node.name})
return
end
grow_pos = {x=rand(-1,1)+pos.x, y=rand(-1,1)+pos.y, z=rand(-1,1)+pos.z}
grow_node = get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" and get_node_light(grow_pos, nil) <= fun_caves.light_max then
set_node(grow_pos, {name = node.name})
return
elseif grow_node and leaves[grow_node.name] and grow_node.name ~= node.name then
set_node(grow_pos, {name = 'air'})
return
end
if rand(40) == 1 then
set_node(pos, {name = "fun_caves:fungal_tree_fruit"})
return
end
if rand(100) == 1 then
set_node(pos, {name = fungal_tree_leaves[rand(#fungal_tree_leaves)]})
return
end
end
})
-- new fungi
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {"air"},
interval = 20 * fun_caves.time_factor,
chance = 25,
action = function(pos, node)
if pos.y > 0 then
return
end
local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local grow_node = get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" and (get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
set_node(grow_pos, {name = fungal_tree_leaves[rand(#fungal_tree_leaves)]})
return
end
end
})

View file

@ -54,6 +54,8 @@ dofile(fun_caves.path .. "/unionfind.lua")
dofile(fun_caves.path .. "/nodes.lua") dofile(fun_caves.path .. "/nodes.lua")
dofile(fun_caves.path .. "/deco.lua") dofile(fun_caves.path .. "/deco.lua")
dofile(fun_caves.path .. "/fungal_tree.lua") dofile(fun_caves.path .. "/fungal_tree.lua")
dofile(fun_caves.path .. "/fortress.lua")
dofile(fun_caves.path .. "/mapgen.lua") dofile(fun_caves.path .. "/mapgen.lua")
dofile(fun_caves.path .. "/mobs.lua")
if mobs and mobs.mod == "redo" then
dofile(fun_caves.path .. "/mobs.lua")
end

View file

@ -1,7 +1,27 @@
local DEBUG = false local DEBUG = false
local floor = math.floor local deco_depth = -30 -- place cave stuff this far beneath the surface
local ceil = math.ceil local light_depth = -13 -- depth above which to place corals/sea plants
local water_level = 1
local fortress_depth = -3 -- close to y / 80
local max_depth = 31000
local cave_width = 0.05 -- figurative width
local fluid_compression = -200 -- the depth to start planting lava/water
local dirt_ratio = 10 -- place this many stones for every dirt in caves
local radioactive_ratio = 500 -- place this much salt for every radioactive ore
local coalblock_ratio = 100 -- place this many sand for every coalblock
local fungal_stone_ratio = 50 -- place this many stones for every glowing fungus
local water_lily_ratio = 15 -- place this many water for every lily
local water_lily_biomes = {}
for _, i in pairs({"rainforest_swamp", "rainforest", "savanna_swamp", "savanna", "deciduous_forest_swamp", "deciduous_forest", "desertstone_grassland", }) do
water_lily_biomes[i] = true
end
local coral_biomes = {}
for _, i in pairs({"desert_ocean", "savanna_ocean", "rainforest_ocean", }) do
coral_biomes[i] = true
end
local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
@ -9,34 +29,35 @@ local cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y
local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2} local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2}
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 fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2} local fortress_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2}
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 node_cache = {} -- These may speed up function access.
local function get_node(name) local rand = math.random
if not node_cache then local max = math.max
node_cache = {} local min = math.min
end local log = math.log
local ceil = math.ceil
local floor = math.floor
local find_nodes_in_area = minetest.find_nodes_in_area
if not node_cache[name] then -- This tables looks up nodes that aren't already stored.
node_cache[name] = minetest.get_content_id(name) local node = setmetatable({}, {
if name ~= "ignore" and node_cache[name] == 127 then __index = function(t, k)
print("*** Failure to find node: "..name) t[k] = minetest.get_content_id(k)
end return t[k]
end end})
return node_cache[name]
end
local node = get_node
local deco_depth = 30
local data = {} local data = {}
--local p2data = {} -- vm rotation data buffer --local p2data = {} -- vm rotation data buffer
local node_match_cache = {}
-- Create a table of biome ids, so I can use the biomemap. -- Create a table of biome ids, so I can use the biomemap.
local get_biome_id = minetest.get_biome_id
local biome_ids = {} local biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do for name, desc in pairs(minetest.registered_biomes) do
biome_ids[minetest.get_biome_id(desc.name)] = desc.name biome_ids[get_biome_id(desc.name)] = desc.name
end end
--local function place_schematic(pos, schem, center) --local function place_schematic(pos, schem, center)
@ -76,7 +97,7 @@ end
-- if yslice[y] or 255 >= math.random(255) then -- if yslice[y] or 255 >= math.random(255) then
-- local prob = schem.data[isch].prob or schem.data[isch].param1 or 255 -- local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
-- if prob >= math.random(255) and schem.data[isch].name ~= "air" then -- if prob >= math.random(255) and schem.data[isch].name ~= "air" then
-- data[ivm] = node(schem.data[isch].name) -- data[ivm] = node[schem.data[isch].name]
-- end -- end
-- local param2 = schem.data[isch].param2 or 0 -- local param2 = schem.data[isch].param2 or 0
-- p2data[ivm] = param2 -- p2data[ivm] = param2
@ -106,18 +127,43 @@ 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
fun_caves.is_fortress = function(pos, cs, debug) fun_caves.is_fortress = function(pos, cs, debug)
-- Fix this to get csize, somehow. -- Fix this to get csize, somehow.
-- Remember that this function may be called
-- before any chunks are generated.
local cs = cs or {x=80, y=80, z=80} local cs = cs or {x=80, y=80, z=80}
local offset = floor(cs.y / 2) - 8 + 1
local y = floor((pos.y + 33) / cs.y) local y = floor((pos.y + offset) / cs.y)
if y > -3 or (pos.y + 33) % cs.y > cs.y - 5 then -- Fortresses show up below ground.
-- Calls from the first dungeon level should return false.
if y > fortress_depth or (pos.y + offset) % cs.y > cs.y - 5 then
return false return false
end end
local x = floor((pos.x + 33) / cs.x) local x = floor((pos.x + offset) / cs.x)
local z = floor((pos.z + 33) / cs.z) local z = floor((pos.z + offset) / cs.z)
local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z}) local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z})
if debug then if debug then
@ -142,20 +188,111 @@ local function generate(p_minp, p_maxp, seed)
local csize = vector.add(vector.subtract(maxp, minp), 1) local csize = vector.add(vector.subtract(maxp, minp), 1)
local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)}) local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
local write = false
-- use the same seed (based on perlin noise). -- use the same seed (based on perlin noise).
math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
local fortress = maxp.y / 3100 local write = false
if fun_caves.is_fortress(minp, csize) then if fun_caves.is_fortress(minp, csize) then
fun_caves.fortress(node, data, area, minp, maxp, ceil(maxp.y / 3100))
write = true write = true
--------------------------------------------------------------
-- fortress decoration non-loop -- only there to enable breaks
-- Remove this loop to eliminate fortress decorations.
--------------------------------------------------------------
for deco_non_loop = 1, 1 do
-- invisible maze
-- hungry maze
-- chests (w traps)
-- step traps (math based)
-- hidden doors/downs
-- hot/ice floors
--
--local level = ceil(maxp.y / 3100)
local n = 16
local walls = {}
local floor = node['fun_caves:dungeon_floor_1']
local outer_wall = node['fun_caves:dungeon_wall_2']
local inner_wall = node['fun_caves:dungeon_wall_1']
for y2 = 0, n-1 do
--for y2 = 0, 0 do
-- walls is zero-based.
for i = 0, 2 * n * n - 1 do
walls[i] = i
end
table.shuffle(walls)
local dox, doz = math.random(0, n-1), math.random(0, n-1)
for z = minp.z, maxp.z do
for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do
local ivm = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
if (y - minp.y) % 5 == 0 then
if math.floor((z - minp.z) / 5) == doz and math.floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then
data[ivm] = node["air"]
else
data[ivm] = floor
end
elseif x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then
data[ivm] = outer_wall
elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then
data[ivm] = inner_wall
else
data[ivm] = node["air"]
end
ivm = ivm + 1
end
end
end
local set = unionfind(n * n)
for m = 0, #walls do
local c = walls[m]
local a = math.floor(c / 2)
local i = a % n
local j = math.floor(a / n)
local u = c % 2 == 0 and 1 or 0
local v = c % 2 == 1 and 1 or 0
local b = a + u + n * v
if i < n - u and j < n - v and set:find(a) ~= set:find(b) then
set:union(a, b)
local x = (i + u) * 5 + minp.x
local y = minp.y + y2 * 5
local z = (j + v) * 5 + minp.z
--if y > minp.y and math.random(20) == 1 then
-- for z1 = z + 1, z + 4 do
-- ivm = area:index(x+1, y, z1)
-- for x1 = x + 1, x + 4 do
-- data[ivm] = node["air"]
-- ivm = ivm + 1
-- end
-- end
--end
for z1 = z + (1-v), z + (1-v) * 4 do
for y1 = y + 1, y + 4 do
local ivm = area:index(x + (1-u), y1, z1)
for x1 = x + (1-u), x + (1-u) * 4 do
if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
data[ivm] = node["air"]
end
ivm = ivm + 1
end
end
end
end
end
end
end
-----------------------------------------------------
-- end of fortress decoration non-loop
-----------------------------------------------------
else else
local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp) 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 cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp) local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local index = 0 local index = 0
@ -167,17 +304,17 @@ local function generate(p_minp, p_maxp, seed)
local ivm = area:index(x, minp.y, z) local ivm = area:index(x, minp.y, z)
local height = heightmap[index] local height = heightmap[index]
if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node['air'] then
height = 31000 height = max_depth
heightmap[index] = height heightmap[index] = height
elseif height <= minp.y then elseif height <= minp.y then
height = -31000 height = -max_depth
heightmap[index] = height heightmap[index] = height
end end
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
if data[ivm] ~= node('air') and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > 0.05 then if data[ivm] ~= node['air'] and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then
data[ivm] = node("air") data[ivm] = node["air"]
write = true write = true
if y > 0 and cave_3[index] < 1 and y == height then if y > 0 and cave_3[index] < 1 and y == height then
@ -185,8 +322,9 @@ local function generate(p_minp, p_maxp, seed)
local ivm2 = ivm local ivm2 = ivm
for y2 = y + 1, maxp.y + 8 do for y2 = y + 1, maxp.y + 8 do
ivm2 = ivm2 + area.ystride ivm2 = ivm2 + area.ystride
if data[ivm2] ~= node("default:water_source") then if data[ivm2] ~= node["default:water_source"] then
data[ivm2] = node("air") data[ivm2] = node["air"]
write = true
end end
end end
end end
@ -210,25 +348,330 @@ local function generate(p_minp, p_maxp, seed)
local height = heightmap[index] local height = heightmap[index]
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
if y <= height - deco_depth and (height < 31000 or y < 0) then if y <= height + deco_depth and (height < max_depth or y < 0) then
local new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d]) ----------------------------------------------------------
if new_node then -- cave decoration non-loop -- only there to enable breaks
data[ivm] = new_node -- Remove this loop to eliminate cave decorations.
write = true ----------------------------------------------------------
for deco_non_loop = 1, 1 do
if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then
break
end
local biome_val = biome_n[index3d]
local stone_type = node["default:stone"]
local stone_depth = 1
-- Compress biomes at the surface to avoid fluids.
if y > fluid_compression then
biome_val = biome_val / max(1, log(y - fluid_compression))
end
-------------------
--biome_val = 0.55
-------------------
if biome_val < -0.65 then
stone_type = node["default:ice"]
stone_depth = 2
elseif biome_val < -0.6 then
stone_type = node["fun_caves:thin_ice"]
stone_depth = 2
elseif biome_val < -0.5 then
stone_type = node["fun_caves:stone_with_lichen"]
elseif biome_val < -0.3 then
stone_type = node["fun_caves:stone_with_moss"]
elseif biome_val < -0.0 then
stone_type = node["fun_caves:stone_with_lichen"]
elseif biome_val < 0.2 then
stone_type = node["fun_caves:stone_with_algae"]
elseif biome_val < 0.35 then
stone_type = node["fun_caves:stone_with_salt"]
stone_depth = 2
elseif biome_val < 0.5 then
stone_type = node["default:sand"]
stone_depth = 2
elseif biome_val < 0.6 then
stone_type = node["fun_caves:black_sand"]
stone_depth = 2
else
stone_type = node["fun_caves:hot_cobble"]
end
-- "glow"
local node_below
if y > minp.y then
node_below = data[ivm - area.ystride]
end
local node_above = data[ivm + area.ystride]
if data[ivm] == node["default:stone"] then
local air_above = false
for i = 1, stone_depth do
if data[ivm + area.ystride * i] == node["air"] then
air_above = true
end
end
if node_above == node["air"] and (stone_type == node["fun_caves:stone_with_algae"] or stone_type == node["fun_caves:stone_with_lichen"]) and rand(dirt_ratio) == 1 then
data[ivm] = node["dirt"]
write = true
break
end
if air_above then
if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then
data[ivm] = node["fun_caves:radioactive_ore"]
write = true
break
elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then
data[ivm] = node["default:coalblock"]
break
elseif node_above == node["air"] and stone_type == node["fun_caves:stone_with_moss"] and rand(fungal_stone_ratio) == 1 then
data[ivm] = node["fun_caves:glowing_fungal_stone"]
write = true
break
else
data[ivm] = stone_type
write = true
break
end
end
local air_below = false
for i = 1, stone_depth do
if data[ivm - area.ystride * i] == node["air"] then
air_below = true
end
end
if data[ivm] == node["default:stone"] and air_below then
if stone_type == node["fun_caves:stone_with_salt"] and rand(radioactive_ratio) == 1 then
data[ivm] = node["fun_caves:radioactive_ore"]
write = true
break
elseif stone_type == node["fun_caves:black_sand"] and rand(coalblock_ratio) == 1 then
data[ivm] = node["default:coalblock"]
write = true
break
elseif node_below == node["air"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_moss"]) and rand(fungal_stone_ratio) == 1 then
data[ivm] = node["fun_caves:glowing_fungal_stone"]
write = true
break
else
data[ivm] = stone_type
write = true
break
end
end
end
if data[ivm] == node["air"] then
local sr = rand(1000)
-- hanging down
if node_above == node["default:stone"] and sr < 80 then
if stone_type == node["default:ice"] then
data[ivm] = node["fun_caves:icicle_down"]
write = true
break
elseif stone_type == node["fun_caves:stone_with_algae"] then
data[ivm] = node["fun_caves:stalactite_slimy"]
write = true
break
elseif stone_type == node["fun_caves:stone_with_moss"] then
data[ivm] = node["fun_caves:stalactite_mossy"]
write = true
break
elseif stone_type == node["fun_caves:stone_with_lichen"] then
data[ivm] = node["fun_caves:stalactite"]
write = true
break
elseif stone_type == node["default:stone"] then
data[ivm] = node["fun_caves:stalactite"]
write = true
break
end
end
-- fluids
if y > minp.y and (node_below == node["default:stone"] or node_below == node["fun_caves:hot_cobble"]) and sr < 3 then
data[ivm] = node["default:lava_source"]
write = true
break
elseif node_below == node["fun_caves:stone_with_moss"] and sr < 3 then
data[ivm] = node["default:water_source"]
write = true
break
-- standing up
elseif node_below == node["default:ice"] and sr < 80 then
data[ivm] = node["fun_caves:icicle_up"]
write = true
break
elseif node_below == node["fun_caves:stone_with_algae"] and sr < 80 then
data[ivm] = node["fun_caves:stalagmite_slimy"]
write = true
break
elseif node_below == node["fun_caves:stone_with_moss"] and sr < 80 then
data[ivm] = node["fun_caves:stalagmite_mossy"]
write = true
break
elseif node_below == node["fun_caves:stone_with_lichen"] and sr < 80 then
data[ivm] = node["fun_caves:stalagmite"]
write = true
break
elseif node_below == node["default:stone"] and sr < 80 then
data[ivm] = node["fun_caves:stalagmite"]
write = true
break
elseif node_below == node["fun_caves:hot_cobble"] and sr < 80 then
if sr <= 20 then
data[ivm] = node["fun_caves:hot_spike"]
write = true
break
else
data[ivm] = node["fun_caves:hot_spike_"..ceil(sr / 20)]
write = true
break
end
elseif node_below == node["fun_caves:black_sand"] and sr < 20 then
data[ivm] = node["fun_caves:constant_flame"]
write = true
break
-- vegetation
elseif node_below == node["default:dirt"] and (stone_type == node["fun_caves:stone_with_lichen"] or stone_type == node["fun_caves:stone_with_algae"]) and biome_val >= -0.5 then
if sr < 110 then
data[ivm] = node["flowers:mushroom_red"]
write = true
break
elseif sr < 220 then
data[ivm] = node["flowers:mushroom_brown"]
write = true
break
elseif node_above == node["air"] and sr < 330 then
data[ivm] = node["fun_caves:giant_mushroom_stem"]
write = true
break
elseif sr < 360 then
local air_count = 0
local j
for i = 1, 12 do
j = ivm + area.ystride * i
if j <= #data and data[j] == node["air"] then
air_count = air_count + 1
end
end
if air_count > 5 then
fun_caves.make_fungal_tree(data, area, ivm, rand(2, min(air_count, 12)))
end
end
elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then
data[ivm] = node["fun_caves:giant_mushroom_cap"]
write = true
break
elseif node_below == node["fun_caves:giant_mushroom_stem"] then
if node_above == node["air"] and rand(3) == 1 then
data[ivm] = node["fun_caves:giant_mushroom_stem"]
write = true
break
else
data[ivm] = node["fun_caves:huge_mushroom_cap"]
write = true
break
end
end
end
end end
-----------------------------------------------------
-- end of cave decoration non-loop
-----------------------------------------------------
elseif y < height then elseif y < height then
if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then -- This just places non-abm dirt inside caves.
data[ivm - area.ystride] = node("fun_caves:dirt") -- Its value is questionable.
if data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then
data[ivm - area.ystride] = node["fun_caves:dirt"]
write = true write = true
end end
else else
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z}) local pn = plant_n[index]
local biome = biome_ids[biomemap[index]] local biome = biome_ids[biomemap[index]]
local new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) -----------------------------------------------------------
if new_node then -- water decoration non-loop -- only there to enable breaks
data[ivm] = new_node -- Remove this loop to eliminate water decorations.
write = true -----------------------------------------------------------
for deco_non_loop = 1, 1 do
if y < light_depth then
break
end
local node_below = 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
data[ivm] = node["fun_caves:staghorn_coral_water_sand"]
write = true
break
elseif y < water_level and node_below == node["default:sand"] and node_above == node["default:water_source"] and data[ivm] == node["default:water_source"] and coral_biomes[biome] and pn < -0.1 and rand(5) < 3 then
local sr = rand(65)
if sr < 4 then
data[ivm] = node["fun_caves:brain_coral"]
write = true
break
elseif sr < 6 then
data[ivm] = node["fun_caves:dragon_eye"]
write = true
break
elseif sr < 65 then
data[ivm] = node["fun_caves:pillar_coral"]
write = true
break
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
-- Check the biomes and plant water plants, if called for.
if not surround(node, data, area, ivm) then
break
end
for i = 1, #fun_caves.water_plants do
local desc = fun_caves.water_plants[i]
if desc.content_id then
if not node_match_cache[desc.content_id] then
node_match_cache[desc.content_id] = {}
end
if not node_match_cache[desc.content_id][data[ivm]] then
-- This is a great way to match all node type strings
-- against a given node (or nodes). However, it's slow.
-- To speed it up, we cache the results for each plant
-- on each node, and avoid calling find_nodes every time.
local posm, count = find_nodes_in_area({x=x, y=y, z=z}, {x=x, y=y, z=z}, desc.place_on)
if #posm > 0 then
node_match_cache[desc.content_id][data[ivm]] = "good"
else
node_match_cache[desc.content_id][data[ivm]] = "bad"
end
end
if node_match_cache[desc.content_id][data[ivm]] == "good" and desc.fill_ratio and (not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome))) and rand() <= desc.fill_ratio then
data[ivm] = desc.content_id
write = true
break
end
end
end
elseif y > minp.y and node_below == node["default:river_water_source"] and data[ivm] == node["air"] and water_lily_biomes[biome] and pn > 0.5 and rand(water_lily_ratio) == 1 then
-- on top of the water
-- I haven't figured out what the decoration manager is
-- doing with the noise functions, but this works ok.
data[ivm] = node["flowers:waterlily"]
write = true
break
end
end end
-----------------------------------------------------
-- end of water decoration non-loop
-----------------------------------------------------
end end
ivm = ivm + area.ystride ivm = ivm + area.ystride

View file

@ -96,9 +96,9 @@ end
if minetest.registered_entities["mobs_creeper:creeper"] then if minetest.registered_entities["mobs_creeper:creeper"] then
mobs:spawn_specific("mobs_creeper:creeper", mobs:spawn_specific("mobs_creeper:creeper",
{"fun_caves:stone_with_moss"}, {"fun_caves:stone_with_moss"},
{"air"}, {"air"},
-1, 20, 30, 20000, 1, -31000, 31000 -1, 20, 30, 20000, 1, -31000, 31000
) )
end end

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