Continuing rewrite. Add plants.

This commit is contained in:
Duane Robertson 2016-05-22 07:17:20 -05:00
parent d65c6acdf4
commit 61f3bd007d
12 changed files with 408 additions and 312 deletions

View file

@ -34,12 +34,9 @@ minetest.register_craft({
minetest.add_group("default:cactus", {oddly_breakable_by_hand=1}) minetest.add_group("default:cactus", {oddly_breakable_by_hand=1})
dofile(fun_caves.path.."/deco_caves.lua") dofile(fun_caves.path.."/deco_caves.lua")
--dofile(fun_caves.path.."/deco_coral.lua")
--dofile(fun_caves.path.."/deco_dirt.lua") --dofile(fun_caves.path.."/deco_dirt.lua")
--dofile(fun_caves.path.."/deco_trees.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_fungal_tree.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") dofile(fun_caves.path.."/deco_water.lua")

View file

@ -2,6 +2,10 @@ local node = fun_caves.node
local min_surface = -80 local min_surface = -80
function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in) function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
if not (data[ivm] == node("air") or data[ivm] == node("default:stone")) then
return
end
local ivm_below = ivm - area.ystride local ivm_below = ivm - area.ystride
local ivm_above = ivm + area.ystride local ivm_above = ivm + area.ystride
local biome_val = biome_val_in local biome_val = biome_val_in
@ -9,7 +13,6 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
------------------- -------------------
local stone_type = node("default:stone") local stone_type = node("default:stone")
local stone_depth = 1 local stone_depth = 1
local air_count = 0
if y > -500 then if y > -500 then
biome_val = biome_val / math.max(1, math.log(500 + y)) biome_val = biome_val / math.max(1, math.log(500 + y))
@ -34,9 +37,6 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
elseif biome_val < 0.35 then elseif biome_val < 0.35 then
stone_type = node("fun_caves:stone_with_salt") stone_type = node("fun_caves:stone_with_salt")
stone_depth = 2 stone_depth = 2
if data[ivm] == node("default:stone") then
return stone_type
end
elseif biome_val < 0.5 then elseif biome_val < 0.5 then
stone_type = node("default:sand") stone_type = node("default:sand")
stone_depth = 2 stone_depth = 2
@ -54,6 +54,7 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
end end
local node_above = data[ivm + area.ystride] local node_above = data[ivm + area.ystride]
if data[ivm] == node("default:stone") then
local air_above = false local air_above = false
for i = 1, stone_depth do for i = 1, stone_depth do
if data[ivm + area.ystride * i] == node("air") then if data[ivm + area.ystride * i] == node("air") then
@ -61,13 +62,15 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
end end
end end
if data[ivm] == node("default:stone") and (stone_type == node("fun_caves:stone_with_algae") or stone_type == node("fun_caves:stone_with_lichen")) and node_above == node("air") and math.random(3) == 1 then 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(4) == 1 then
return node("dirt") return node("dirt")
end end
if data[ivm] == node("default:stone") and air_above then if air_above then
if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
return node("fun_caves:radioactive_ore") return node("fun_caves:radioactive_ore")
elseif node_above == node("air") and stone_type == node("fun_caves:stone_with_moss") and math.random(50) == 1 then
return node("fun_caves:glowing_fungal_stone")
else else
return stone_type return stone_type
end end
@ -83,16 +86,12 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
if data[ivm] == node("default:stone") and air_below then if data[ivm] == node("default:stone") and air_below then
if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
return node("fun_caves:radioactive_ore") return node("fun_caves:radioactive_ore")
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
return node("fun_caves:glowing_fungal_stone")
else else
return stone_type return stone_type
end end
end end
if node_below == node("air") and (data[ivm] == node("fun_caves:stone_with_lichen") or data[ivm] == node("fun_caves:stone_with_moss")) and math.random(50) == 1 then
return node("fun_caves:glowing_fungal_stone")
end
if node_above == node("air") and data[ivm] == node("fun_caves:stone_with_moss") and math.random(50) == 1 then
return node("fun_caves:glowing_fungal_stone")
end end
if data[ivm] == node("air") then if data[ivm] == node("air") then
@ -114,11 +113,11 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
end end
-- fluids -- fluids
--if y < min_surface and (node_below == node("default:stone") or node_below == node("fun_caves:hot_cobble")) and sr < 3 then
if y > minp.y and (node_below == node("default:stone") or node_below == node("fun_caves:hot_cobble")) and sr < 3 then if y > minp.y and (node_below == node("default:stone") or node_below == node("fun_caves:hot_cobble")) and sr < 3 then
return node("default:lava_source") return node("default:lava_source")
elseif node_below == node("fun_caves:stone_with_moss") and sr < 3 then elseif node_below == node("fun_caves:stone_with_moss") and sr < 3 then
return node("default:water_source") return node("default:water_source")
-- standing up -- standing up
elseif node_below == node("default:ice") and sr < 80 then elseif node_below == node("default:ice") and sr < 80 then
return node("fun_caves:icicle_up") return node("fun_caves:icicle_up")
@ -138,6 +137,7 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
end end
elseif node_below == node("default:coalblock") and sr < 20 then elseif node_below == node("default:coalblock") and sr < 20 then
return node("fun_caves:constant_flame") return node("fun_caves:constant_flame")
-- vegetation -- 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 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 if sr < 110 then
@ -147,6 +147,7 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
elseif node_above == node("air") and sr < 330 then elseif node_above == node("air") and sr < 330 then
return node("fun_caves:giant_mushroom_stem") return node("fun_caves:giant_mushroom_stem")
elseif sr < 360 then elseif sr < 360 then
local air_count = 0
for i = 1, 12 do for i = 1, 12 do
local j = ivm + area.ystride * i local j = ivm + area.ystride * i
if j <= #data and data[j] == node("air") then if j <= #data and data[j] == node("air") then
@ -155,7 +156,6 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
end end
if air_count > 5 then if air_count > 5 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")) 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"))
--node_below = node("dirt")
end end
end end
elseif node_below == node("fun_caves:giant_mushroom_stem") and data[ivm - area.ystride * 2] == node("fun_caves:giant_mushroom_stem") then elseif node_below == node("fun_caves:giant_mushroom_stem") and data[ivm - area.ystride * 2] == node("fun_caves:giant_mushroom_stem") then
@ -167,151 +167,5 @@ function fun_caves.decorate_cave(data, area, minp, y, ivm, biome_val_in)
return node("fun_caves:huge_mushroom_cap") return node("fun_caves:huge_mushroom_cap")
end end
end end
if data[ivm] == node("air") then
air_count = air_count + 1
end end
end end
end
--function original_fun_caves_decorate_cave(data, area)
-- local ivm_below = ivm - area.ystride
-- local ivm_above = ivm + area.ystride
-- local dy = y - minp.y
--
-- -------------------
-- local stone_type = node("default:stone")
-- local stone_depth = 1
-- local biome_val = biome_n[index3d]
-- if y > -500 then
-- biome_val = biome_val / math.max(1, math.log(500 + y))
-- end
-- -------------------
-- --biome_val = 0.7
-- -------------------
-- if biome_val < -0.6 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 < -0.5 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
-- if data[ivm] == node("default:stone") then
-- data[ivm] = stone_type
-- end
-- elseif biome_val < 0.5 then
-- stone_type = node("default:sand")
-- stone_depth = 2
-- elseif biome_val < 0.6 then
-- stone_type = node("default:coalblock")
-- stone_depth = 2
-- else
-- stone_type = node("fun_caves:hot_cobble")
-- end
-- -- "glow"
--
-- if data[ivm] == node("air") then
-- -- Change stone per biome.
-- if data[ivm_below] == node("default:stone") or (stone_type == node("fun_caves:stone_with_salt") and data[ivm_below] ~= node("fun_caves:stone_with_salt") and data[ivm_below] ~= node("air")) then
-- data[ivm_below] = stone_type
-- if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
-- data[ivm_below - area.ystride] = node("fun_caves:radioactive_ore")
-- elseif stone_depth == 2 then
-- data[ivm_below - area.ystride] = stone_type
-- end
-- end
-- if data[ivm_above] == node("default:stone") or (stone_type == node("fun_caves:stone_with_salt") and data[ivm_above] ~= node("fun_caves:stone_with_salt") and data[ivm_above] ~= node("air")) then
-- data[ivm_above] = stone_type
-- if stone_type == node("fun_caves:stone_with_salt") and math.random(500) == 1 then
-- data[ivm_above - area.ystride] = node("fun_caves:radioactive_ore")
-- elseif 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(1,50) == 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 (data[ivm_below] == node("default:stone") or data[ivm_below] == node("fun_caves:hot_cobble")) and sr < 3 then
-- data[ivm] = node("default:lava_source")
-- elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 3 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("fun_caves:hot_cobble") and sr < 20 then
-- if sr < 10 then
-- data[ivm] = node("fun_caves:hot_spike")
-- else
-- data[ivm] = node("fun_caves:hot_spike_"..(math.ceil(sr / 3) - 2))
-- end
-- elseif data[ivm_below] == node("default:coalblock") and sr < 20 then
-- data[ivm] = node("fun_caves:constant_flame")
-- elseif data[ivm_below] == node("default:ice") and sr < 80 then
-- 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
-- elseif data[ivm_below] == node("fun_caves:stone_with_moss") and sr < 90 then
-- data[ivm_below] = node("fun_caves:glowing_fungal_stone")
-- -- vegetation
-- elseif (data[ivm_below] == node("fun_caves:stone_with_lichen") or data[ivm_below] == node("fun_caves:stone_with_algae")) and biome_val >= -0.5 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 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
--end

View file

@ -1,97 +0,0 @@
minetest.register_node("fun_caves:pillar_coral", {
description = "Pillar Coral",
tiles = {"fun_caves_pillar_coral.png"},
paramtype = "light",
light_source = 2,
groups = {cracky = 3, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:brain_coral", {
description = "Brain Coral",
tiles = {"fun_caves_brain_coral.png"},
light_source = 4,
groups = {cracky = 3, stone=1,},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:dragon_eye", {
description = "Dragon Eye",
tiles = {"fun_caves_dragon_eye.png"},
light_source = 4,
groups = {cracky = 3, stone=1,},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:staghorn_coral", {
description = "Staghorn Coral",
drawtype = "plantlike",
tiles = {"fun_caves_staghorn_coral.png"},
waving = false,
sunlight_propagates = true,
paramtype = "light",
light_source = 2,
walkable = false,
groups = {cracky = 3, stone=1, attached_node=1, sea=1},
sounds = default.node_sound_stone_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
},
})
function fun_caves.sea_plants()
if y >= light_depth and (data[index_3d] == node["sand"] or data[index_3d] == node["dirt"]) and (data[index_3d_above] == node["water_source"] or data[index_3d_above] == node["river_water_source"]) then
-- Check the biomes and plant water plants, if called for.
biome = valc.biome_ids[biomemap[index_2d]]
if y < water_level and data[index_3d_above + ystride] == node["water_source"] and table.contains(coral_biomes, biome) and n21[index_2d] < -0.1 and math_random(1,3) ~= 1 then
sr = math_random(1,100)
if sr < 4 then
data[index_3d_above] = node["brain_coral"]
elseif sr < 6 then
data[index_3d_above] = node["dragon_eye"]
elseif sr < 35 then
data[index_3d_above] = node["staghorn_coral"]
elseif sr < 100 then
data[index_3d_above] = node["pillar_coral"]
end
elseif surround then
for _, desc in pairs(valc.water_plants) do
placeable = false
if not node_match_cache[desc] then
node_match_cache[desc] = {}
end
if node_match_cache[desc][data[index_3d]] then
placeable = node_match_cache[desc][data[index_3d]]
else
-- 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.
pos, count = minetest.find_nodes_in_area({x=x,y=y,z=z}, {x=x,y=y,z=z}, desc.place_on)
if #pos > 0 then
placeable = true
end
node_match_cache[desc][data[index_3d]] = placeable
end
if placeable and desc.fill_ratio and desc.content_id then
biome = valc.biome_ids[biomemap[index_2d]]
if not desc.biomes or (biome and desc.biomes and table.contains(desc.biomes, biome)) then
if math_random() <= desc.fill_ratio then
data[index_3d] = desc.content_id
write = true
end
end
end
end
end
end
end

209
deco_plants.lua Normal file
View file

@ -0,0 +1,209 @@
fun_caves.water_plants = {}
function fun_caves.register_water_plant(desc)
fun_caves.water_plants[#fun_caves.water_plants+1] = desc
end
minetest.register_node("fun_caves:pillar_coral", {
description = "Pillar Coral",
tiles = {"fun_caves_pillar_coral.png"},
paramtype = "light",
light_source = 2,
groups = {cracky = 3, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:brain_coral", {
description = "Brain Coral",
tiles = {"fun_caves_brain_coral.png"},
light_source = 4,
groups = {cracky = 3, stone=1,},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("fun_caves:dragon_eye", {
description = "Dragon Eye",
tiles = {"fun_caves_dragon_eye.png"},
light_source = 4,
groups = {cracky = 3, stone=1,},
sounds = default.node_sound_stone_defaults(),
})
fun_caves.plantlist = {
{name="staghorn_coral",
desc="Staghorn Coral",
water=true,
light_source=1,
coral=true,
sounds = default.node_sound_stone_defaults(),
},
{name="water_plant_1",
desc="Water Plant",
water=true,
},
{name="bird_of_paradise",
desc="Bird of Paradise",
light=true,
groups={flower=1},
},
{name="gerbera",
desc="Gerbera",
light=true,
groups={flower=1, color_pink=1},
},
{name="hibiscus",
desc="Hibiscus",
wave=true,
groups={flower=1, color_white=1},
},
{name="orchid",
desc="Orchid",
wave=true,
light=true,
groups={flower=1, color_white=1},
},
}
for _, plant in ipairs(fun_caves.plantlist) do
if plant.coral then
groups = {cracky=3, stone=1, attached_node=1}
else
groups = {snappy=3,flammable=2,flora=1,attached_node=1}
end
if plant.groups then
for k,v in pairs(plant.groups) do
groups[k] = v
end
end
minetest.register_node("fun_caves:"..plant.name, {
description = plant.desc,
drawtype = "plantlike",
tiles = {"fun_caves_"..plant.name..".png"},
waving = plant.wave,
sunlight_propagates = plant.light,
paramtype = "light",
walkable = false,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
},
})
if plant.water then
local def = {
description = plant.desc,
drawtype = "nodebox",
node_box = {type='fixed', fixed={{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, {-0.5, 0.5, -0.001, 0.5, 1.5, 0.001}, {-0.001, 0.5, -0.5, 0.001, 1.5, 0.5}}},
drop = {max_items=2, items={{items={"fun_caves:"..plant.name}, rarity=1}, {items={"default:sand"}, rarity=1}}},
tiles = { "default_sand.png", "fun_caves_"..plant.name..".png",},
--tiles = { "default_dirt.png", "fun_caves_"..plant.name..".png",},
sunlight_propagates = plant.light,
--light_source = 14,
paramtype = "light",
light_source = plant.light_source,
walkable = false,
groups = groups,
selection_box = {
type = "fixed",
fixed = {-0.5, 0.5, -0.5, 0.5, 11/16, 0.5},
},
sounds = plant.sounds or default.node_sound_leaves_defaults(),
}
minetest.register_node("fun_caves:"..plant.name.."_water_sand", def)
def2 = table.copy(def)
def2.tiles = { "default_dirt.png", "fun_caves_"..plant.name..".png",}
def2.drop = {max_items=2, items={{items={"fun_caves:"..plant.name}, rarity=1}, {items={"default:dirt"}, rarity=1}}}
minetest.register_node("fun_caves:"..plant.name.."_water_soil", def2)
end
end
local function register_flower(name, seed, biomes)
local param = {
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
sidelen = 16,
noise_params = {
offset = -0.02,
scale = 0.03,
spread = {x = 200, y = 200, z = 200},
seed = seed,
octaves = 3,
persist = 0.6
},
biomes = biomes,
y_min = 6,
y_max = 31000,
decoration = "fun_caves:"..name,
}
-- Let rainforest plants show up more often.
local key1 = table.contains(biomes, "rainforest")
--local key2 = table.contains(biomes, "desertstone_grassland")
--if key1 or key2 then
if key1 then
if key1 then
table.remove(param.biomes, key1)
--else
-- table.remove(param.biomes, key2)
end
if #param.biomes > 0 then
minetest.register_decoration(param)
end
local param2 = table.copy(param)
--param2.biomes = {"rainforest", "desertstone_grassland", }
param2.biomes = {"rainforest", }
param2.noise_params.seed = param2.noise_params.seed + 20
param2.noise_params.offset = param2.noise_params.offset + 0.01
minetest.register_decoration(param2)
else
minetest.register_decoration(param)
end
end
register_flower("bird_of_paradise", 8402, {"rainforest", })
register_flower("orchid", 3944, {"sandstone_grassland", "tundra", "taiga", "stone_grassland", "coniferous_forest", "deciduous_forest", "savanna", "rainforest", "rainforest_swamp", })
register_flower("hibiscus", 7831, {"sandstone_grassland", "deciduous_forest", "savanna", "rainforest", "rainforest_swamp", })
--register_flower("calla_lily", 7985, {"sandstone_grassland", "stone_grassland", "deciduous_forest", "rainforest", })
register_flower("gerbera", 1976, {"savanna", "rainforest", })
do
-- Water Plant
local water_plant_1_def_sand = {
fill_ratio = 0.05,
place_on = {"group:sand"},
decoration = {"fun_caves:water_plant_1_water_sand"},
--biomes = {"sandstone_grassland", "stone_grassland", "coniferous_forest", "deciduous_forest", "desert", "savanna", "rainforest", "rainforest_swamp", },
biomes = {"sandstone_grassland", "stone_grassland", "coniferous_forest", "deciduous_forest", "savanna", "rainforest", "rainforest_swamp","sandstone_grassland_ocean", "stone_grassland_ocean", "coniferous_forest_ocean", "deciduous_forest_ocean", "desert_ocean", "savanna_ocean", },
y_max = 60,
}
local water_plant_1_def_soil = table.copy(water_plant_1_def_sand)
water_plant_1_def_soil.place_on = {"group:soil"}
water_plant_1_def_soil.decoration = {"fun_caves:water_plant_1_water_soil",}
fun_caves.register_water_plant(water_plant_1_def_sand)
fun_caves.register_water_plant(water_plant_1_def_soil)
end
-- Get the content ids for all registered water plants.
for _, desc in pairs(fun_caves.water_plants) do
if type(desc.decoration) == 'string' then
desc.content_id = minetest.get_content_id(desc.decoration)
elseif type(desc.decoration) == 'table' then
desc.content_id = minetest.get_content_id(desc.decoration[1])
end
end

102
deco_water.lua Normal file
View file

@ -0,0 +1,102 @@
local node = fun_caves.node
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", }) 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(data, area, ivm)
local n
-- 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
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
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
function fun_caves.decorate_water(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(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(data, area, ivm) then
return
end
for _, desc in pairs(fun_caves.water_plants) do
if desc.content_id then
if not fun_caves.node_match_cache[desc.content_id] then
fun_caves.node_match_cache[desc.content_id] = {}
end
if not fun_caves.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
fun_caves.node_match_cache[desc.content_id][data[ivm]] = "good"
else
fun_caves.node_match_cache[desc.content_id][data[ivm]] = "bad"
end
end
if fun_caves.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") 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.
if water_lily_biomes[biome] and pn > 0.5 and math.random(15) == 1 then
return node("flowers:waterlily")
end
end
end

View file

@ -3,6 +3,7 @@ fun_caves.version = "1.0"
fun_caves.path = minetest.get_modpath(minetest.get_current_modname()) fun_caves.path = minetest.get_modpath(minetest.get_current_modname())
fun_caves.world = false fun_caves.world = false
fun_caves.time_factor = 10 fun_caves.time_factor = 10
fun_caves.node_match_cache = {}
minetest.register_on_mapgen_init(function(mgparams) minetest.register_on_mapgen_init(function(mgparams)

View file

@ -16,6 +16,15 @@ local data = {}
local vm, emin, emax, area, noise_area, csize local vm, emin, emax, area, noise_area, csize
local minp, maxp local minp, maxp
-- Create a table of biome ids, so I can use the biomemap.
if not fun_caves.biome_ids then
fun_caves.biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do
local i = minetest.get_biome_id(desc.name)
fun_caves.biome_ids[i] = desc.name
end
end
local function place_schematic(pos, schem, center) local function place_schematic(pos, schem, center)
local rot = math.random(4) - 1 local rot = math.random(4) - 1
local yslice = {} local yslice = {}
@ -84,37 +93,44 @@ local function get_decoration(biome)
end end
function fun_caves.generate(p_minp, p_maxp, seed) local function detect_bull(heightmap, csize)
minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
--p2data = vm:get_param2_data()
local heightmap = minetest.get_mapgen_object("heightmap")
area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1)
noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
-- There's a bug in the heightmap from valleys_c. Check for it.
local bullshit_heightmap = false
do
local j = -31000 local j = -31000
local k = 0 local k = 0
local cutoff = (csize.x * csize.z) * 0.3
for i = 1, #heightmap do for i = 1, #heightmap do
if j == heightmap[i] then if j == heightmap[i] then
k = k + 1 k = k + 1
if k > (csize.x ^ 2) * 0.5 then if k > cutoff then
bullshit_heightmap = true return true
end end
else else
k = 0 k = 0
end end
j = heightmap[i] j = heightmap[i]
end end
return false
end end
function fun_caves.generate(p_minp, p_maxp, seed)
minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
--p2data = vm:get_param2_data()
local heightmap = minetest.get_mapgen_object("heightmap")
local biomemap = minetest.get_mapgen_object("biomemap")
area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1)
noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
-- There's a bug in the heightmap from valleys_c. Check for it.
local bullshit_heightmap = detect_bull(heightmap, csize)
local write = false
-- Deal with memory issues. This, of course, is supposed to be automatic. -- Deal with memory issues. This, of course, is supposed to be automatic.
local mem = math.floor(collectgarbage("count")/1024) local mem = math.floor(collectgarbage("count")/1024)
if mem > 300 then if mem > 200 then
print("Fun Caves: Manually collecting garbage...") print("Fun Caves: Manually collecting garbage...")
collectgarbage("collect") collectgarbage("collect")
end end
@ -138,9 +154,11 @@ function fun_caves.generate(p_minp, p_maxp, seed)
local ivm = area:index(x, minp.y, z) local ivm = area:index(x, minp.y, z)
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
if (y < min_surface or bullshit_heightmap or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then if (y < min_surface or (bullshit_heightmap and y < 0) or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then
data[ivm] = node("air") data[ivm] = node("air")
if y > min_surface and cave_3[index] < 1 and heightmap[index] == y and y > 0 then write = true
if y > 0 and cave_3[index] < 1 and heightmap[index] == y then
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
@ -157,6 +175,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
end end
end end
-- Air needs to be placed prior to decorations.
local index = 0 local index = 0
local index3d = 0 local index3d = 0
for z = minp.z, maxp.z do for z = minp.z, maxp.z do
@ -172,12 +191,21 @@ function fun_caves.generate(p_minp, p_maxp, seed)
local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) local i = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d])
if i then if i then
data[ivm] = i data[ivm] = i
write = true
end end
elseif y < heightmap[index] and not bullshit_heightmap then elseif y < heightmap[index] and not bullshit_heightmap then
local ivm_below = ivm - area.ystride local ivm_below = ivm - area.ystride
if data[ivm] == node("air") and data[ivm_below] ~= node('air') then if data[ivm] == node("air") and data[ivm_below] ~= node('air') then
data[ivm_below] = node("dirt") data[ivm_below] = node("dirt")
end end
else
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = fun_caves.biome_ids[biomemap[index]]
local i = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
if i then
data[ivm] = i
write = true
end
end end
ivm = ivm + area.ystride ivm = ivm + area.ystride
@ -187,6 +215,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
end end
if write then
vm:set_data(data) vm:set_data(data)
--vm:set_param2_data(p2data) --vm:set_param2_data(p2data)
if DEBUG then if DEBUG then
@ -196,6 +225,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
end end
vm:update_liquids() vm:update_liquids()
vm:write_to_map() vm:write_to_map()
end
vm, area, noise_area = nil, nil, nil vm, area, noise_area = nil, nil, nil
end end

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