all caves

This commit is contained in:
Duane Robertson 2016-04-25 01:16:53 -05:00
parent a7fe73e6b1
commit 6097e844cf
31 changed files with 1240 additions and 167 deletions

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@ -1,6 +1,6 @@
# fun_caves
Fun Caves is an attempt to convert the mapgen V6 caves into a lua mod, so they can be used with any mapgen. I've translated the C++ code into lua in the most mechanical way possible. I honestly have no idea how half of it works, and I don't intend to spend a lot of time on it in the future, so anyone who likes this mod is encouraged to fork and/or tinker with it and submit pull requests.
Fun Caves started as an attempt to convert the mapgen V6 caves into a lua mod, so they could be used with any mapgen. However, I've since turned it into an all cave environment, with no surface at all.
![screenshot](https://github.com/duane-r/fun_caves/raw/master/textures/screenshot.jpg)

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@ -1 +1,2 @@
default
flowers

358
fungal_tree.lua Normal file
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@ -0,0 +1,358 @@
-------------------
-- Fungal Tree --
-------------------
local light_max = 9
local colors = {"^[colorize:#FF00FF:60", "", "^[colorize:#0000FF:60", "^[colorize:#FF4500:80"}
fun_caves.fungal_tree_leaves = {}
-- all leaves
function fun_caves.make_fungal_tree(data, area, pos, height, leaves, fruit)
for y = 0, height do
local radius = 1
if y > 1 and y < height - 2 then
radius = 2
end
local force_x = math.random(1,3) - 2
local force_y = math.random(1,3) - 2
for z = -radius,radius do
for x = -radius,radius do
local sr = math.random(1,27)
local i = pos + z*area.zstride + y*area.ystride + x
if force_x == x and force_y == y then
data[i] = leaves
elseif sr == 1 then
data[i] = fruit
elseif sr < 14 then
data[i] = leaves
end
end
end
end
end
-- multicolored growths
local count = 0
for _, color in pairs(colors) do
count = count + 1
local name = "fun_caves:fungal_tree_leaves_"..count
fun_caves.fungal_tree_leaves[#fun_caves.fungal_tree_leaves+1] = name
minetest.register_node(name, {
description = "Fungal tree growths",
drawtype = "allfaces_optional",
waving = 1,
visual_scale = 1.3,
tiles = {"fun_caves_fungal_tree_leaves.png"..color},
paramtype = "light",
is_ground_content = false,
groups = {snappy=3, flammable=3, leaves=1, plant=1},
drop = {
max_items = 1,
items = {
--{items = {"fun_caves:"..tree.name.."_sapling"}, rarity = tree.drop_rarity },
{items = {name} }
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = default.after_place_leaves,
})
minetest.register_craft({
output = "default:stick",
recipe = {
{name}
}
})
end
local leaves_and_air = table.copy(fun_caves.fungal_tree_leaves)
leaves_and_air[#leaves_and_air+1] = "air"
local good_stone = {}
good_stone["fun_caves:stone_with_lichen"] = true
good_stone["fun_caves:stone_with_algae"] = true
local function find_ground(pos)
for y1 = 1, 16 do
local node = minetest.get_node_or_nil({x=pos.x, y=pos.y-y1, z=pos.z})
if node then
if minetest.get_item_group(node.name, "soil") ~= 0 or
good_stone[node.name] then
return y1
end
end
end
return 1000
end
-- fungal spread
minetest.register_abm({
nodenames = fun_caves.fungal_tree_leaves,
interval = 2 * fun_caves.time_factor,
chance = 10,
action = function(pos, node)
if minetest.get_node_light(pos, nil) == 15 then
minetest.remove_node(pos)
return
end
if find_ground(pos) > 16 then
minetest.remove_node(pos)
return
end
local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local grow_node = minetest.get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" then
minetest.set_node(grow_pos, {name = node.name})
return
end
if math.random(1,3) ~= 1 then
return
end
local foreign = {}
for _, i in pairs(fun_caves.fungal_tree_leaves) do
if i ~= node.name then
foreign[#foreign+1] = i
end
end
local pos1, count = minetest.find_nodes_in_area(vector.subtract(pos, 3), vector.add(pos, 3), foreign)
if #pos1 > 0 then
minetest.set_node(pos1[math.random(1,#pos1)], {name="air"})
return
end
if math.random(1,201) == 1 then
local new = fun_caves.fungal_tree_leaves[math.random(1,#fun_caves.fungal_tree_leaves)]
local pos1, count = minetest.find_nodes_in_area({x=pos.x-8, y=pos.y-16, z=pos.z-8}, {x=pos.x+8, y=pos.y+16, z=pos.z+8}, node.name)
for _, p in pairs(pos1) do
minetest.set_node(p, {name=new})
end
return
end
grow_pos = {x = pos.x + math.random(-1,1), y = pos.y + math.random(-1,1), z = pos.z + math.random(-1,1)}
grow_node = minetest.get_node_or_nil(grow_pos)
--if math.random(1,2) == 1 then
minetest.set_node(pos, {name = "air"})
--end
if not grow_node or not table.contains(leaves_and_air, grow_node.name) or find_ground(grow_pos) > 16 then
return
end
if minetest.get_node_light(grow_pos, nil) <= light_max then
minetest.set_node(pos, {name = "air"})
if math.random(1,27) == 1 then
minetest.set_node(grow_pos, {name = "fun_caves:fungal_tree_fruit"})
else
minetest.set_node(grow_pos, {name = node.name})
end
end
end
})
-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
minetest.after(0, function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
--drops = def.drops,
flammable = def.groups.flammable,
choppy = def.groups.choppy,
fleshy = def.groups.fleshy,
snappy = def.groups.snappy,
on_blast = def.on_blast,
}
end
end)
local function add_effects(pos, radius)
minetest.add_particlespawner({
amount = 128,
time = 1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-20, y=-20, z=-20},
maxvel = {x=20, y=20, z=20},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 3,
minsize = 8,
maxsize = 16,
texture = "tnt_smoke.png",
})
end
local function destroy(pos, cid)
if minetest.is_protected(pos, "") then
return
end
local def = cid_data[cid]
if def and def.on_blast then
def.on_blast(vector.new(pos), 1)
return
end
if def.snappy == nil and def.choppy == nil and def.fleshy == nil and def.name ~= "fire:basic_flame" then
return
end
local new = "air"
--if math.random(1,2) == 1 then
if true then
local node_under = minetest.get_node_or_nil({x = pos.x,
y = pos.y - 1, z = pos.z})
if node_under and node_under.name ~= "air" then
--new = node.name
end
end
minetest.set_node(pos, {name=new})
end
local function explode(pos, radius)
local pos = vector.round(pos)
local vm = VoxelManip()
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
local minp, maxp = vm:read_from_map(p1, p2)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local drops = {}
local p = {}
local c_air = minetest.get_content_id("air")
for z = -radius, radius do
for y = -radius, 4*radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
if (x * x) + (y * y / 4) + (z * z) <=
(radius * radius) + math.random(-radius, radius) then
local cid = data[vi]
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if cid ~= c_air then
destroy(p, cid)
end
end
vi = vi + 1
end
end
end
end
local function calc_velocity(pos1, pos2, old_vel, power)
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
-- Divide by distance
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
-- Add old velocity
vel = vector.add(vel, old_vel)
return vel
end
local function entity_physics(pos, radius)
-- Make the damage radius larger than the destruction radius
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local obj_vel = obj:getvelocity()
local dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
local damage = (4 / dist) * radius
obj:set_hp(obj:get_hp() - damage)
end
end
local function boom(pos)
if not pos then
return
end
local node = minetest.get_node_or_nil(pos)
if not node then
return
end
minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
local radius = 5
minetest.set_node(pos, {name="air"})
explode(pos, radius)
entity_physics(pos, radius)
add_effects(pos, radius)
end
local function burn(pos)
minetest.get_node_timer(pos):start(1)
end
-- Exploding fruit
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
interval = 3 * fun_caves.time_factor,
chance = 20,
action = function(pos, node)
local pos1, count = minetest.find_nodes_in_area(vector.subtract(pos, 1), vector.add(pos, 1), {"fire:basic_flame"})
if #pos1 > 0 then
boom(pos)
return
end
local pos1, count = minetest.find_nodes_in_area(vector.subtract(pos, 1), vector.add(pos, 1), fun_caves.fungal_tree_leaves)
if #pos1 < 3 then
minetest.set_node(pos, {name="air"})
return
end
local g = find_ground(pos)
if g > 4 and g < 17 then
if math.random(1,17 - g) == 1 then
boom(pos)
end
elseif math.random(1,2) == 1 then
minetest.set_node(pos, {name="air"})
end
end
})
minetest.register_node("fun_caves:fungal_tree_fruit", {
description = "Fungal tree fruit",
drawtype = "plantlike",
visual_scale = 0.75,
tiles = {"fun_caves_fungal_tree_fruit.png"},
--inventory_image = ".png",
paramtype = "light",
sunlight_propagates = true,
light_source = 6,
walkable = false,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
groups = {fleshy = 3, dig_immediate = 3, flammable = 2},
--on_use = minetest.item_eat(2),
sounds = default.node_sound_leaves_defaults(),
on_timer = boom,
on_punch = boom,
})

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@ -2,35 +2,46 @@ fun_caves = {}
fun_caves.version = "1.0"
fun_caves.path = minetest.get_modpath(minetest.get_current_modname())
fun_caves.world = false
fun_caves.time_factor = 10
if fun_caves.world then
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
end)
minetest.register_on_mapgen_init(function(mgparams)
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
end)
if default then
if default.register_ores then
default.register_ores()
end
if default.register_blobs then
default.register_blobs()
end
if default.register_biomes then
default.register_biomes()
end
if default.register_decorations then
default.register_decorations()
end
if flowers.register_decorations then
flowers.register_decorations()
end
if default then
if default.register_ores then
default.register_ores()
end
if default.register_blobs then
default.register_blobs()
end
if default.register_biomes then
default.register_biomes()
end
if default.register_decorations then
default.register_decorations()
end
if flowers.register_decorations then
flowers.register_decorations()
end
else
minetest.set_mapgen_params({flags="nocaves"})
end
-- Check if the table contains an element.
function table.contains(table, element)
for key, value in pairs(table) do
if value == element then
if key then
return key
else
return true
end
end
end
return false
end
-- Modify a node to add a group
function minetest.add_group(node, groups)
local def = minetest.registered_items[node]
@ -71,14 +82,17 @@ function fun_caves.node(name)
end
--dofile(fun_caves.path .. "/nodes.lua")
dofile(fun_caves.path .. "/nodes.lua")
dofile(fun_caves.path .. "/fungal_tree.lua")
dofile(fun_caves.path .. "/mapgen.lua")
if fun_caves.world then
minetest.register_on_newplayer(fun_caves.respawn)
minetest.register_on_respawnplayer(fun_caves.respawn)
end
minetest.register_on_newplayer(fun_caves.respawn)
minetest.register_on_respawnplayer(fun_caves.respawn)
-- Inserting helps to ensure that fun_caves operates first.
table.insert(minetest.registered_on_generateds, 1, fun_caves.generate)
minetest.register_on_joinplayer(function(player)
player:set_sky("#000000", "plain", {})
end)

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@ -2,27 +2,31 @@
-- cavegen.cpp, and is likewise distributed under the LGPL2.1
--local DEBUG = true
local DEBUG = false
-- Cave blend distance near YMIN, YMAX
local massive_cave_blend = 128
-- noise threshold for massive caves
local massive_cave_threshold = 0.6
-- mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2}
local cave_noise_v6 = {offset = 6, scale = 6, seed = 34329, spread = {x = 250, y = 250, z = 250}, octaves = 3, persist = 0.5, lacunarity = 2}
local intersect_cave_noise_1 = {offset = 0, scale = 1, seed = -8402, spread = {x = 64, y = 64, z = 64}, octaves = 3, persist = 0.5, lacunarity = 2}
local intersect_cave_noise_2 = {offset = 0, scale = 1, seed = 3944, spread = {x = 64, y = 64, z = 64}, octaves = 3, persist = 0.5, lacunarity = 2}
local massive_cave_noise = {offset = 0, scale = 1, seed = 59033, spread = {x = 768, y = 256, z = 768}, octaves = 6, persist = 0.63, 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_blend = {offset = 0.0, scale = 0.1, spread = {x = 8, y = 8, z = 8}, seed = 4023, octaves = 2, persist = 1.0, lacunarity = 2.0}
local node = fun_caves.node
local data = {}
local p2data = {} -- vm rotation data buffer
local lightmap = {}
local vm, emin, emax, a, csize, heightmap, biomemap
local vm, emin, emax, area, csize
local div_sz_x, div_sz_z, minp, maxp, terrain, cave
local terrain_noise = {offset = 0,
scale = 20, seed = 8829, spread = {x = 40, y = 40, z = 40},
octaves = 6, persist = 0.4, lacunarity = 2}
local cave_noise = {offset = 0, scale = 1,
seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3,
persist = 0.8, 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}
if fun_caves.world then
fun_caves.biomes = {}
local biomes = fun_caves.biomes
@ -118,7 +122,7 @@ local function place_schematic(pos, schem, center)
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 = a:index(pos.x + x, pos.y, pos.z + z)
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
@ -133,7 +137,7 @@ local function place_schematic(pos, schem, center)
end
end
ivm = ivm + a.ystride
ivm = ivm + area.ystride
isch = isch + schem.size.x
end
end
@ -157,13 +161,11 @@ local function get_decoration(biome)
end
local np_cave = {offset = 6, scale = 6, seed = 34329, spread = {x = 250, y = 250, z = 250}, octaves = 3, persist = 0.5, lacunarity = 2}
local function rangelim(x, y, z)
return math.max(math.min(x, z), y)
end
local function carveRoute(this, vec, f, randomize_xz, tunnel_above_ground)
local function carveRoute(this, vec, f, randomize_xz)
local startp = vector.new(this.orp)
startp = vector.add(startp, this.of)
@ -182,52 +184,48 @@ local function carveRoute(this, vec, f, randomize_xz, tunnel_above_ground)
for z0 = d0, d1 do
local si = this.rs / 2 - math.max(0, math.abs(z0) - this.rs / 7 - 1)
for x0 = -si - math.random(0,1), si - 1 + math.random(0,1) do
if (tunnel_above_ground) then
--continue
else
local maxabsxz = math.max(math.abs(x0), math.abs(z0))
local si2 = this.rs / 2 - math.max(0, maxabsxz - this.rs / 7 - 1)
for y0 = -si2, si2 do
if (this.large_cave_is_flat) then
-- Make large caves not so tall
if (this.rs > 7 and math.abs(y0) >= this.rs / 3) then
local maxabsxz = math.max(math.abs(x0), math.abs(z0))
local si2 = this.rs / 2 - math.max(0, maxabsxz - this.rs / 7 - 1)
for y0 = -si2, si2 do
if (this.large_cave_is_flat) then
-- Make large caves not so tall
if (this.rs > 7 and math.abs(y0) >= this.rs / 3) then
--continue
else
local p = vector.new(cp.x + x0, cp.y + y0, cp.z + z0)
p = vector.add(p, this.of)
if not area:containsp(p) then
--continue
else
local p = vector.new(cp.x + x0, cp.y + y0, cp.z + z0)
p = vector.add(p, this.of)
local i = area:indexp(vector.round(p))
local c = data[i]
--if (not ndef.get(c).is_ground_content) then
-- ** check for ground content? **
local donotdig = false
if c == node("default:desert_sand") then
donotdig = true
end
if not a:containsp(p) then
if donotdig then
--continue
else
local i = a:indexp(vector.round(p))
local c = data[i]
--if (not ndef.get(c).is_ground_content) then
-- ** check for ground content? **
local donotdig = false
if c == node("default:desert_sand") then
donotdig = true
end
if (this.large_cave) then
local full_ymin = minp.y - 16
local full_ymax = maxp.y + 16
if donotdig then
--continue
else
if (this.large_cave) then
local full_ymin = minp.y - 16
local full_ymax = maxp.y + 16
if this.flooded and not this.lava_cave then
data[i] = (p.y <= this.water_level) and node("default:water_source") or node("air")
elseif this.flooded then
data[i] = (p.y < startp.y - 2) and node("default:lava_source") or node("air")
else
data[i] = node("air")
end
if this.flooded and not this.lava_cave then
data[i] = (p.y <= this.water_level) and node("default:water_source") or node("air")
elseif this.flooded then
data[i] = (p.y < startp.y - 2) and node("default:lava_source") or node("air")
else
if (c == node("ignore") or c == node("air")) then
--continue
else
data[i] = node("air")
end
data[i] = node("air")
end
else
if (c == node("ignore") or c == node("air")) then
--continue
else
data[i] = node("air")
end
end
end
@ -239,7 +237,7 @@ local function carveRoute(this, vec, f, randomize_xz, tunnel_above_ground)
end
end
local function makeTunnel(this, dirswitch)
local function makeV6Tunnel(this, dirswitch)
if dirswitch and not this.large_cave then
this.main_direction = vector.new(
((math.random() * 20) - 10) / 10,
@ -285,38 +283,6 @@ local function makeTunnel(this, dirswitch)
)
end
-- Do not make caves that are entirely above ground, to fix
-- shadow bugs caused by overgenerated large caves.
-- It is only necessary to check the startpoint and endpoint.
local orpi = vector.new(this.orp.x, this.orp.y, this.orp.z)
local veci = vector.new(vec.x, vec.y, vec.z)
local h1
local h2
local p1 = vector.add(orpi, veci, this.of, this.rs / 2)
if (p1.z >= minp.z and p1.z <= maxp.z and
p1.x >= minp.x and p1.x <= maxp.x) then
local index1 = math.floor(p1.z - minp.z + 0.5) * csize.x + math.floor(p1.x - minp.x + 0.5) + 1
h1 = heightmap[index1]
else
h1 = this.water_level -- If not in heightmap
end
local p2 = vector.add(orpi, this.of, this.rs / 2)
if (p2.z >= minp.z and p2.z <= maxp.z and
p2.x >= minp.x and p2.x <= maxp.x) then
local index2 = math.floor(p2.z - minp.z + 0.5) * csize.x + math.floor(p2.x - minp.x + 0.5) + 1
h2 = heightmap[index2]
else
h2 = this.water_level
end
-- If startpoint and endpoint are above ground,
-- disable placing of nodes in carveRoute while
-- still running all pseudorandom calls to ensure
-- caves consistent with existing worlds.
local tunnel_above_ground = p1.y > h1 and p2.y > h2
vec = vector.add(vec, this.main_direction)
local rp = vector.add(this.orp, vec)
@ -352,16 +318,15 @@ local function makeTunnel(this, dirswitch)
-- Carve routes
for f = 0, 1, 1.0 / veclen do
--print(dump(vec))
carveRoute(this, vec, f, randomize_xz, tunnel_above_ground)
carveRoute(this, vec, f, randomize_xz)
end
this.orp = rp
end
local function makeCave(this, max_stone_height)
this.max_stone_y = max_stone_height
local function makeV6Cave(this)
this.max_stone_y = 32000
this.main_direction = vector.new(0, 0, 0)
--print(dump(this))
-- Allowed route area size in nodes
this.ar = vector.add(vector.subtract(maxp, minp), 1)
@ -409,7 +374,7 @@ local function makeCave(this, max_stone_height)
-- Generate some tunnel starting from orp
for j = 0, this.tunnel_routepoints do
--print(dump(this.orp))
makeTunnel(this, j % this.dswitchint == 0)
makeV6Tunnel(this, j % this.dswitchint == 0)
end
end
@ -424,7 +389,7 @@ local function CaveV6(is_large_cave)
this.flooded = true
this.lava_cave = false
if maxp.y < this.water_level and minp.y / 31000 - math.random() < -0.5 then
if math.random(2) == 1 then
this.lava_cave = true
end
@ -446,8 +411,8 @@ local function getBiome(x, z)
return nil
end
local function generateCaves(max_stone_y)
local cave_amount = minetest.get_perlin(np_cave):get2d({x=minp.x, y=minp.y})
local function generateV6Caves()
local cave_amount = minetest.get_perlin(cave_noise_v6):get2d({x=minp.x, y=minp.y})
local volume_nodes = (maxp.x - minp.x + 1) * (maxp.y - minp.y + 1) * 16
cave_amount = math.max(0.0, cave_amount)
local caves_count = cave_amount * volume_nodes / 50000
@ -457,17 +422,11 @@ local function generateCaves(max_stone_y)
bruises_count = math.random(0, math.random(0, 2))
end
if (getBiome(minp.x, minp.z) == "desert") then
caves_count = caves_count / 3
bruises_count = caves_count / 3
end
for i = 0, caves_count + bruises_count do
local large_cave = (i >= caves_count)
local cave = CaveV6(large_cave)
--print(dump(cave))
makeCave(cave, max_stone_y)
makeV6Cave(cave)
end
end
@ -477,20 +436,8 @@ function fun_caves.generate(p_minp, p_maxp, seed)
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
--p2data = vm:get_param2_data()
a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1)
heightmap = minetest.get_mapgen_object("heightmap")
local max_stone_height = -40000
local index = 0
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
if max_stone_height < heightmap[index] then
max_stone_height = heightmap[index]
end
end
end
-- Deal with memory issues. This, of course, is supposed to be automatic.
local mem = math.floor(collectgarbage("count")/1024)
@ -506,31 +453,209 @@ 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)
generateCaves(max_stone_height)
-- 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
--local index = 0
--local index3d = 0
--for z = minp.z, maxp.z do
-- local dz = z - minp.z
-- for x = minp.x, maxp.x do
-- index = index + 1
-- local dx = x - minp.x
-- index3d = dz * csize.y * csize.x + dx + 1
-- local ivm = a:index(x, minp.y, z)
local made_a_big_one = false
local massive_cave = minetest.get_perlin_map(massive_cave_noise, csize):get3dMap_flat(minp)
local cave_1 = minetest.get_perlin_map(intersect_cave_noise_1, csize):get3dMap_flat(minp)
local cave_2 = minetest.get_perlin_map(intersect_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})
-- for y = minp.y, maxp.y do
-- local dy = y - minp.y
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
index3d = dz * csize.y * csize.x + dx + 1
local ivm = area:index(x, minp.y, z)
-- ivm = ivm + a.ystride
-- index3d = index3d + csize.x
-- end
-- end
--end
for y = minp.y, maxp.y do
local dy = y - minp.y
if massive_cave[index3d] > massive_cave_threshold then
data[ivm] = node("air")
made_a_big_one = true
else
local n1 = (math.abs(cave_1[index3d]) < 0.08)
local n2 = (math.abs(cave_2[index3d]) < 0.08)
if n1 and n2 then
local sr = 1000
if data[ivm] == node("default:stone") then
sr = math.random(1000)
end
--if sr == 1 then
-- data[ivm] = node("default:lava_source")
--elseif sr == 2 then
-- data[ivm] = node("default:water_source")
--else
data[ivm] = node("air")
--end
end
end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
end
end
if made_a_big_one then
--print("massive cave at "..minp.x..","..minp.y..","..minp.z)
else
generateV6Caves()
end
local index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
index3d = (dz + 1) * csize.y * csize.x + dx
local air_count = 0
local ivm = area:index(x, maxp.y, z)
for y = maxp.y, minp.y, -1 do
local ivm_below = ivm - area.ystride
local ivm_above = ivm + area.ystride
local dy = y - minp.y
if data[ivm] == node("air") then
-------------------
local stone_type = node("default:stone")
local stone_depth = 1
local biome_val = biome_n[index] + biome_bn[index]
if biome_val < -0.8 then
if true then
stone_type = node("default:ice")
stone_depth = 2
else
stone_type = node("fun_caves:thinice")
stone_depth = 2
end
elseif biome_val < -0.7 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 < 0.2 then
stone_type = node("fun_caves:stone_with_lichen")
elseif biome_val < 0.5 then
stone_type = node("fun_caves:stone_with_algae")
elseif biome_val < 0.6 then
stone_type = node("fun_caves:stone_with_salt")
stone_depth = 2
elseif biome_val < 0.8 then
stone_type = node("default:coalblock")
stone_depth = 2
else
stone_type = node("fun_caves:hot_cobble")
end
-- "glow"
-- Change stone per biome.
if data[ivm_below] == node("default:stone") then
data[ivm_below] = stone_type
if stone_depth == 2 then
data[ivm_below - area.ystride] = stone_type
end
end
if data[ivm_above] == node("default:stone") then
data[ivm_above] = stone_type
if stone_depth == 2 then
data[ivm_above + area.ystride] = stone_type
end
end
if (data[ivm_above] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("fun_caves:stone_with_moss")) and math.random(1,20) == 1 then
data[ivm_above] = node("fun_caves:glowing_fungal_stone")
end
if data[ivm] == node("air") then
local sr = math.random(1,1000)
-- fluids
if (not made_a_big_one) and data[ivm_below] == node("default:stone") and sr < 10 then
data[ivm] = node("default:lava_source")
elseif (not made_a_big_one) and data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 10 then
data[ivm] = node("default:water_source")
-- hanging down
elseif data[ivm_above] == node("default:ice") and sr < 80 then
data[ivm] = node("fun_caves:icicle_down")
elseif (data[ivm_above] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("fun_caves:stone_with_moss") or data[ivm_above] == node("fun_caves:stone_with_algae") or data[ivm_above] == node("default:stone")) and sr < 80 then
if data[ivm_above] == node("fun_caves:stone_with_algae") then
data[ivm] = node("fun_caves:stalactite_slimy")
elseif data[ivm_above] == node("fun_caves:stone_with_moss") then
data[ivm] = node("fun_caves:stalactite_mossy")
else
data[ivm] = node("fun_caves:stalactite")
end
-- standing up
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
data[ivm] = node("fun_caves:icicle_up")
elseif (data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_below] == node("fun_caves:stone_with_algae") or data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:stone_with_moss")) and sr < 80 then
if data[ivm_below] == node("fun_caves:stone_with_algae") then
data[ivm] = node("fun_caves:stalagmite_slimy")
elseif data[ivm_below] == node("fun_caves:stone_with_moss") then
data[ivm] = node("fun_caves:stalagmite_mossy")
elseif data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_above] == node("default:stone") then
data[ivm] = node("fun_caves:stalagmite")
end
-- vegetation
elseif (data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_below] == node("fun_caves:stone_with_algae")) and biome_val >= -0.7 then
if sr < 110 then
data[ivm] = node("flowers:mushroom_red")
elseif sr < 140 then
data[ivm] = node("flowers:mushroom_brown")
elseif air_count > 1 and sr < 160 then
data[ivm_above] = node("fun_caves:huge_mushroom_cap")
data[ivm] = node("fun_caves:giant_mushroom_stem")
elseif air_count > 2 and sr < 170 then
data[ivm + 2 * area.ystride] = node("fun_caves:giant_mushroom_cap")
data[ivm_above] = node("fun_caves:giant_mushroom_stem")
data[ivm] = node("fun_caves:giant_mushroom_stem")
elseif made_a_big_one and air_count > 5 and sr < 180 then
fun_caves.make_fungal_tree(data, area, ivm, math.random(2,math.min(air_count, 12)), node(fun_caves.fungal_tree_leaves[math.random(1,#fun_caves.fungal_tree_leaves)]), node("fun_caves:fungal_tree_fruit"))
data[ivm_below] = node("dirt")
elseif sr < 300 then
data[ivm_below] = node("dirt")
end
if data[ivm] ~= node("air") then
data[ivm_below] = node("dirt")
end
end
end
if data[ivm] == node("air") then
air_count = air_count + 1
end
end
ivm = ivm - area.ystride
index3d = index3d - csize.x
end
end
end
vm:set_data(data)
--minetest.generate_ores(vm, minp, maxp)
--minetest.generate_decorations(vm, minp, maxp)
minetest.generate_ores(vm, minp, maxp)
--vm:set_param2_data(p2data)
if DEBUG then
vm:set_lighting({day = 15, night = 15})
@ -541,5 +666,36 @@ function fun_caves.generate(p_minp, p_maxp, seed)
vm:update_liquids()
vm:write_to_map()
vm, a, lightmap, heightmap, biomemap, terrain, cave = nil, nil, nil, nil, nil, nil, nil
vm, area, lightmap, terrain, cave = nil, nil, nil, nil, nil
end
function fun_caves.respawn(player)
local pos = {x=0,y=0,z=0}
local massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos)
local biome_n = minetest.get_perlin(biome_noise):get2d({x=pos.x, y=pos.z})
local biome_bn = minetest.get_perlin(biome_blend):get2d({x=pos.x, y=pos.z})
local biome = biome_n + biome_bn
while biome < 0.3 or biome > 0.5 do
pos.x = pos.x + math.random(20) - 10
pos.z = pos.z + math.random(20) - 10
biome_n = minetest.get_perlin(biome_noise):get2d({x=pos.x, y=pos.z})
biome_bn = minetest.get_perlin(biome_blend):get2d({x=pos.x, y=pos.z})
biome = biome_n + biome_bn
end
while massive_cave <= massive_cave_threshold do
pos.y = pos.y + 80
massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos)
end
while massive_cave > massive_cave_threshold do
pos.y = pos.y - 1
massive_cave = minetest.get_perlin(massive_cave_noise):get3d(pos)
end
pos.y = pos.y + 1
player:setpos(pos)
return true -- Disable default player spawner
end

544
nodes.lua Normal file
View file

@ -0,0 +1,544 @@
----------------------
-- Cave Decorations --
----------------------
-- Mushrooms and Speleothems
-- These are instantiated by voxel.lua since the decoration manager
-- only works at the surface of the world.
local light_max = 12
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 = 10,
groups = {fleshy=1, dig_immediate=3, flammable=2, plant=1, leafdecay=1},
})
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 = 10,
groups = {fleshy=1, dig_immediate=3, flammable=2, plant=1, leafdecay=1},
})
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 = {tree=1,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}, }},
})
-- Mushroom stems can be used as wood, ala Journey to the Center of the Earth.
minetest.register_craft({
output = "default:wood",
recipe = {
{"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},
})
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,
})
-- 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 = 12,
groups = {cracky=3, stone=1},
drop = {items={ {items={"default:cobble"},}, {items={"fun_caves:glowing_fungus",},},},},
sounds = default.node_sound_stone_defaults(),
})
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, attached_node = 1},
})
-- The fungus can be made into juice and then into glowing glass.
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},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("fun_caves:moon_glass", {
description = "Moon Glass",
drawtype = "glasslike",
tiles = {"default_glass.png",},
inventory_image = minetest.inventorycube("default_glass.png"),
is_ground_content = true,
light_source = default.LIGHT_MAX,
groups = {cracky=3},
sounds = default.node_sound_glass_defaults(),
})
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",
},
})
-- 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",
--light_source = 14,
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",
--light_source = 14,
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
-- They 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", ""},
},
})
minetest.register_node("fun_caves:glowing_dirt", {
description = "Glowing Dirt",
tiles = {"default_dirt.png"},
groups = {crumbly = 3, soil = 1},
light_source = default.LIGHT_MAX,
sounds = default.node_sound_dirt_defaults(),
soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
},
})
minetest.register_node("fun_caves:glowing_soil", {
description = "Glowing Soil",
tiles = {"default_dirt.png^farming_soil.png", "default_dirt.png"},
drop = "fun_caves:glowing_dirt",
groups = {crumbly=3, not_in_creative_inventory=1, soil=2, grassland = 1, field = 1},
sounds = default.node_sound_dirt_defaults(),
light_source = default.LIGHT_MAX,
soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
},
})
minetest.register_node("fun_caves:glowing_soil_wet", {
description = "Wet Glowing Soil",
tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
drop = "fun_caves:glowing_dirt",
groups = {crumbly=3, not_in_creative_inventory=1, soil=3, wet = 1, grassland = 1, field = 1},
sounds = default.node_sound_dirt_defaults(),
light_source = default.LIGHT_MAX,
soil = {
base = "fun_caves:glowing_dirt",
dry = "fun_caves:glowing_soil",
wet = "fun_caves:glowing_soil_wet"
},
})
minetest.register_craft({
output = "fun_caves:glowing_dirt",
type = "shapeless",
recipe = {
"fun_caves:moon_juice",
"default:dirt",
},
})
--thin (transparent) ice
minetest.register_node("fun_caves:thin_ice", {
description = "Thin Ice",
tiles = {"caverealms_thin_ice.png"},
is_ground_content = true,
groups = {cracky=3},
sounds = default.node_sound_glass_defaults(),
use_texture_alpha = true,
light_source = 1,
drawtype = "glasslike",
sunlight_propagates = true,
freezemelt = "default:water_source",
paramtype = "light",
})
minetest.register_node("fun_caves:stone_with_moss", {
description = "Cave Stone with Moss",
tiles = {"default_stone.png^fun_caves_moss.png"},
is_ground_content = true,
light_source = 10,
groups = {stone=1, crumbly=3},
drop = 'default:cobble',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
}),
})
minetest.register_node("fun_caves:stone_with_lichen", {
description = "Cave Stone with Lichen",
tiles = {"default_stone.png^fun_caves_lichen.png"},
is_ground_content = true,
light_source = 10,
groups = {stone=1, crumbly=3},
drop = 'default:cobble',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
}),
})
minetest.register_node("fun_caves:stone_with_algae", {
description = "Cave Stone with Algae",
tiles = {"default_stone.png^fun_caves_algae.png"},
is_ground_content = true,
light_source = 10,
groups = {stone=1, crumbly=3},
drop = 'default:cobble',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.25},
}),
})
minetest.register_node("fun_caves:stone_with_salt", {
description = "Cave Stone with Salt",
tiles = {"caverealms_salty2.png"},--{"caverealms_salty2.png^caverealms_salty.png", "caverealms_salty2.png", "caverealms_salty2.png^caverealms_salty_side.png"},
light_source = 9,
paramtype = "light",
use_texture_alpha = true,
drawtype = "glasslike",
sunlight_propagates = true,
is_ground_content = true,
groups = {stone=1, crumbly=3},
sounds = default.node_sound_glass_defaults(),
})
--Glow Obsidian
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},
}),
})
--Glow Obsidian 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, hot=1},
damage_per_second = 1,
light_source = 9,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
--minetest.register_node("fun_caves:bright_air", {
-- drawtype = "glasslike",
-- tiles = {"technic_light.png"},
-- paramtype = "light",
-- groups = {not_in_creative_inventory=1},
-- drop = "",
-- walkable = false,
-- buildable_to = true,
-- sunlight_propagates = true,
-- light_source = LIGHT_MAX,
-- pointable = false,
--})
--define special flame so that it 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,
})
--Hot Cobble - 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, hot=1},
damage_per_second = 1,
light_source = 6,
sounds = default.node_sound_stone_defaults({
footstep = {name="default_stone_footstep", gain=0.25},
}),
})
-- mushroom growth
minetest.register_abm({
nodenames = {"flowers:mushroom_brown", "flowers:mushroom_red"},
interval = 50 * fun_caves.time_factor,
chance = 100,
action = function(pos, node)
local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
local node_up = minetest.get_node_or_nil(pos_up)
if not node_up then
return
end
if node_up.name ~= "air" then
return
end
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
if not node_under then
return
end
if minetest.get_item_group(node_under.name, "soil") ~= 0 and
minetest.get_node_light(pos_up, nil) <= light_max then
minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
end
end
})
-- mushroom growth
minetest.register_abm({
nodenames = {"fun_caves:huge_mushroom_cap"},
interval = 100 * fun_caves.time_factor,
chance = 150,
action = function(pos, node)
if minetest.get_node_light(pos, nil) >= 14 then
minetest.set_node(pos, {name = "air"})
return
end
local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
local node_up = minetest.get_node_or_nil(pos_up)
if not node_up then
return
end
if node_up.name ~= "air" then
return
end
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
if not node_under or node_under.name ~= "fun_caves:giant_mushroom_stem" then
return
end
node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 2, z = pos.z})
if not node_under then
return
end
if minetest.get_item_group(node_under.name, "soil") ~= 0 and
minetest.get_node_light(pos_up, nil) <= light_max then
minetest.set_node(pos_up, {name = "fun_caves:giant_mushroom_cap"})
minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
end
end
})
-- mushroom growth
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_stem"},
interval = 5 * fun_caves.time_factor,
chance = 5,
action = function(pos, node)
local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
local node_up = minetest.get_node_or_nil(pos_up)
if not node_up then
return
end
if node_up.name ~= "air" then
return
end
if minetest.get_node_light(pos_up, nil) <= light_max then
minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
end
end
})
-- mushroom spread
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
interval = 3 * fun_caves.time_factor,
chance = 40,
action = function(pos, node)
if minetest.get_node_light(pos, nil) >= 14 then
minetest.set_node(pos, {name = "air"})
return
end
local pos_down = pos
pos_down.y = pos_down.y - 1
local pos1, count = minetest.find_nodes_in_area_under_air(vector.subtract(pos_down, 4), vector.add(pos_down, 4), {"group:soil"})
if #pos1 < 1 then
return
end
local random = pos1[math.random(1, #pos1)]
random.y = random.y + 1
local mushroom_type
if math.random(1,2) == 1 then
mushroom_type = "flowers:mushroom_red"
else
mushroom_type = "flowers:mushroom_brown"
end
if minetest.get_node_light(random, nil) <= light_max then
minetest.set_node(random, {name = mushroom_type})
end
end
})
-- Mushroom spread and death
minetest.register_abm({
nodenames = {"flowers:mushroom_brown", "flowers:mushroom_red"},
interval = 3 * fun_caves.time_factor,
chance = 50,
action = function(pos, node)
if minetest.get_node_light(pos, nil) == 15 then
minetest.remove_node(pos)
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" 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
if (minetest.get_item_group(node_under.name, "soil") ~= 0 or
minetest.get_item_group(node_under.name, "tree") ~= 0) and
minetest.get_node_light(pos, 0.5) <= light_max and
minetest.get_node_light(random, 0.5) <= light_max then
minetest.set_node(random, {name = node.name})
end
end
})

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