Remove everything except the caves.
This commit is contained in:
parent
e5e7475476
commit
6cb7f1da1d
205 changed files with 1251 additions and 15326 deletions
428
deco.lua
428
deco.lua
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@ -1,259 +1,221 @@
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-- I like having different stone scattered about. Sandstone forms
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-- in layers. Desert stone... doesn't exist, but let's assume it's
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-- another sedementary rock and place it similarly.
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minetest.register_ore({ore_type="sheet", ore="default:sandstone", wherein="default:stone", clust_num_ores=250, clust_scarcity=60, clust_size=10, y_min=-1000, y_max=31000, noise_threshold=0.1, noise_params={offset=0, scale=1, spread={x=256, y=256, z=256}, seed=4130293965, octaves=5, persist=0.60}, random_factor=1.0})
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minetest.register_ore({ore_type="sheet", ore="default:desert_stone", wherein="default:stone", clust_num_ores=250, clust_scarcity=60, clust_size=10, y_min=-1000, y_max=31000, noise_threshold=0.1, noise_params={offset=0, scale=1, spread={x=256, y=256, z=256}, seed=163281090, octaves=5, persist=0.60}, random_factor=1.0})
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-- Fun_Caves deco.lua
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-- Copyright Duane Robertson (duane@duanerobertson.com), 2017
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-- Distributed under the LGPLv2.1 (https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html)
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if not fun_caves.breakable_wood then
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print('* Fun Caves: Wood is NOT breakable by hand.')
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for _, item in pairs(minetest.registered_items) do
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if item.groups.tree or item.groups.wood then
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local groups = table.copy(item.groups)
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groups.oddly_breakable_by_hand = nil
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minetest.override_item(item.name, {groups=groups})
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end
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end
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end
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dofile(fun_caves_mod.path .. "/nodes.lua")
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dofile(fun_caves_mod.path .. "/fungal_tree.lua")
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minetest.register_node("fun_caves:sand_with_rocks", {
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description = "Sand and rocks",
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tiles = {"fun_caves_sand_with_rocks.png"},
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groups = {crumbly = 3, falling_node = 1, sand = 1},
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sounds = default.node_sound_sand_defaults(),
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drop = {max_items=2, items={{items={"fun_caves:small_rocks"}, rarity=1}, {items={"default:sand"}, rarity=1}}},
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})
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minetest.register_craft({
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output = "default:stick 2",
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recipe = {
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{"group:sapling"}
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}
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})
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minetest.register_craft({
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output = "default:stick 2",
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recipe = {
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{"default:cactus"}
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}
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})
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--minetest.add_group("default:cactus", {oddly_breakable_by_hand=1})
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local deco_depth = -30 -- place cave stuff this far beneath the surface
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local water_level = 1
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local fluid_compression = -200 -- the depth to start planting lava/water
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local max_depth = 31000
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if fun_caves.use_bi_hi then
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local biome_mod = {
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coniferous_forest_dunes = { heat_point = 35, humidity_point = 60, },
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coniferous_forest = { heat_point = 35, humidity_point = 60, },
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coniferous_forest_ocean = { heat_point = 35, humidity_point = 60, },
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deciduous_forest = { heat_point = 60, humidity_point = 60, },
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deciduous_forest_ocean = { heat_point = 60, humidity_point = 60, },
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deciduous_forest_swamp = { heat_point = 60, humidity_point = 60, },
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desert = { heat_point = 80, humidity_point = 10, },
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desert_ocean = { heat_point = 80, humidity_point = 10, },
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glacier = {},
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glacier_ocean = {},
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rainforest = { heat_point = 85, humidity_point = 70, },
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rainforest_ocean = { heat_point = 85, humidity_point = 70, },
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rainforest_swamp = { heat_point = 85, humidity_point = 70, },
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sandstone_grassland_dunes = { heat_point = 55, humidity_point = 40, },
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sandstone_grassland = { heat_point = 55, humidity_point = 40, },
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sandstone_grassland_ocean = { heat_point = 55, humidity_point = 40, },
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savanna = { heat_point = 80, humidity_point = 25, },
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savanna_ocean = { heat_point = 80, humidity_point = 25, },
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savanna_swamp = { heat_point = 80, humidity_point = 25, },
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stone_grassland_dunes = { heat_point = 35, humidity_point = 40, },
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stone_grassland = { heat_point = 35, humidity_point = 40, },
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stone_grassland_ocean = { heat_point = 35, humidity_point = 40, },
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taiga = {},
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taiga_ocean = {},
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tundra = { node_river_water = "fun_caves:thin_ice", },
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tundra_beach = { node_river_water = "fun_caves:thin_ice", },
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tundra_ocean = {},
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}
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local rereg = {}
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for n, bi in pairs(biome_mod) do
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for i, rbi in pairs(minetest.registered_biomes) do
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if rbi.name == n then
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rereg[#rereg+1] = table.copy(rbi)
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for j, prop in pairs(bi) do
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rereg[#rereg][j] = prop
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end
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end
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end
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end
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minetest.clear_registered_biomes()
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for _, bi in pairs(rereg) do
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minetest.register_biome(bi)
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end
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rereg = {}
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for _, dec in pairs(minetest.registered_decorations) do
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rereg[#rereg+1] = dec
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end
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minetest.clear_registered_decorations()
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for _, dec in pairs(rereg) do
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minetest.register_decoration(dec)
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end
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rereg = nil
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local csize
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local node_match_cache = {}
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minetest.register_biome({
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name = "desertstone_grassland",
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--node_dust = "",
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node_top = "default:dirt_with_grass",
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depth_top = 1,
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node_filler = "default:dirt",
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depth_filler = 1,
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node_stone = "default:desert_stone",
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node_riverbed = "default:sand",
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depth_riverbed = 2,
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 80,
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humidity_point = 55,
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})
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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}
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minetest.register_decoration({
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deco_type = "simple",
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place_on = {"default:dirt_with_grass"},
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sidelen = 80,
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fill_ratio = 0.1,
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biomes = {"desertstone_grassland", },
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y_min = 1,
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y_max = 31000,
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decoration = "default:junglegrass",
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})
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end
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-- Create and initialize a table for a schematic.
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function fun_caves.schematic_array(width, height, depth)
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if not (width and height and depth and type(width) == 'number' and type(height) == 'number' and type(depth) == 'number') then
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-- Air needs to be placed prior to decorations.
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fun_caves_mod.decogen = function(minp, maxp, data, area, node, heightmap)
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if not (minp and maxp and data and area and node and type(data) == 'table' and fun_caves_mod.cave_biomes and fun_caves_mod.make_fungal_tree) then
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return
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end
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-- Dimensions of data array.
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local s = {size={x=width, y=height, z=depth}}
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s.data = {}
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csize = vector.add(vector.subtract(maxp, minp), 1)
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for z = 0,depth-1 do
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for y = 0,height-1 do
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for x = 0,width-1 do
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local i = z*width*height + y*width + x + 1
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s.data[i] = {}
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s.data[i].name = "air"
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s.data[i].param1 = 000
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end
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end
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end
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local map_max = {x = csize.x, y = csize.y + 2, z = csize.z}
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local map_min = {x = minp.x, y = minp.y - 1, z = minp.z}
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s.yslice_prob = {}
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local biome_n = minetest.get_perlin_map(biome_noise, map_max):get3dMap_flat(map_min)
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return s
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end
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local write
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local index = 0
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local index3d = 0
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local math_max = math.max
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local math_min = math.min
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local math_log = math.log
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local math_random = math.random
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fun_caves.schematics = {}
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do
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local w, h, d = 5, 8, 5
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local s = fun_caves.schematic_array(w, h, d)
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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index = index + 1
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index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1
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local ivm = area:index(x, minp.y, z)
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local height = heightmap[index]
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for y = 0, math.floor(h/2)-1 do
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s.data[2*d*h + y*d + 2 + 1].name = 'default:tree'
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s.data[2*d*h + y*d + 2 + 1].param1 = 255
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end
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for y = minp.y-1, maxp.y+1 do
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if y <= height + deco_depth and (height < max_depth or y < 0) then
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for deco_non_loop = 1, 1 do
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if not (data[ivm] == node["air"] or data[ivm] == node["default:stone"]) then
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break
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end
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for z = 0, d-1 do
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for y = math.floor(h/2), h-1 do
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for x = 0, w-1 do
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if y < h - 1 or (x ~= 0 and x ~= w-1 and z ~= 0 and z ~= d-1) then
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if math.random(2) == 1 then
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s.data[z*d*h + y*d + x + 1].name = 'fun_caves:leaves_black'
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else
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s.data[z*d*h + y*d + x + 1].name = 'fun_caves:sticks_default'
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end
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if y == h-1 or x == 0 or x == w-1 or z == 0 or z == d-1 then
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s.data[z*d*h + y*d + x + 1].param1 = 150
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else
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s.data[z*d*h + y*d + x + 1].param1 = 225
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local biome
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local biome_val = biome_n[index3d]
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-- Compress biomes at the surface to avoid fluids.
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if y > fluid_compression then
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biome_val = biome_val / math_max(1, math_log(y - fluid_compression))
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end
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for _, bi in pairs(fun_caves_mod.cave_biomes) do
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if biome_val >= bi.biome_val_low and biome_val < bi.biome_val_high then
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biome = bi
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end
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end
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--biome = fun_caves_mod.cave_biomes['salt']
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if not biome then
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print(("* Fun Caves: Error in biome selection: %s"):format(biome_val))
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biome = fun_caves_mod.cave_biomes['algae']
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end
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local node_below
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if y > minp.y then
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node_below = data[ivm - area.ystride]
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end
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local node_above = data[ivm + area.ystride]
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if data[ivm] == node["default:stone"] then
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if node_above == node["air"] and biome and biome.dirt and math_random(biome.dirt_chance) == 1 then
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data[ivm] = node[biome.dirt]
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write = true
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break
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end
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local air_above = false
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for i = 1, biome.stone_depth do
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if data[ivm + area.ystride * i] == node["air"] then
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air_above = true
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end
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end
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if air_above then
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if biome and biome.deco and math_random(biome.deco_chance) == 1 then
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data[ivm] = node[biome.deco]
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write = true
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break
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else
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data[ivm] = node[biome.floor_node]
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write = true
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break
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end
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end
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local air_below = false
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for i = 1, biome.stone_depth do
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if data[ivm - area.ystride * i] == node["air"] then
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air_below = true
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end
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end
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-- Prevent server-crashing sandslides.
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if not air_above and biome.floor_node == "default:sand" then
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data[ivm] = node["default:sandstone"]
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write = true
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break
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end
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if air_below then
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if biome and biome.deco and math_random(biome.deco_chance) == 1 then
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data[ivm] = node[biome.deco]
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write = true
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break
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else
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data[ivm] = node[biome.ceiling_node]
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write = true
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break
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end
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end
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end
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if data[ivm] == node["air"] and y < maxp.y then
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-- hanging down
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-- stone hasn't yet been changed
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if biome and biome.stalactite and node_above == node["default:stone"] and math_random(biome.stalactite_chance) == 1 then
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data[ivm] = node[biome.stalactite]
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write = true
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break
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end
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-- fluids
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if y > minp.y and biome and biome.fluid and node_below == node[biome.floor_node] and math_random(biome.fluid_chance) == 1 then
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data[ivm] = node[biome.fluid]
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write = true
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break
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-- standing up
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elseif node_below == node[biome.floor_node] and biome and biome.stalagmite and math_random(biome.stalagmite_chance) == 1 then
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if type(biome.stalagmite) == 'table' then
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data[ivm] = node[biome.stalagmite[math_random(#biome.stalagmite)]]
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else
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data[ivm] = node[biome.stalagmite]
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end
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write = true
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break
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-- vegetation
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elseif node_below == node["default:dirt"] and biome and biome.fungi then
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if math_random(10) == 1 then
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data[ivm] = node["flowers:mushroom_red"]
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write = true
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break
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elseif math_random(10) == 1 then
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data[ivm] = node["flowers:mushroom_brown"]
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write = true
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break
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elseif node_above == node["air"] and math_random(10) == 1 then
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data[ivm] = node["fun_caves:giant_mushroom_stem"]
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write = true
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break
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elseif math_random(30) == 1 then
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local air_count = 0
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local j
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for i = 1, 12 do
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j = ivm + area.ystride * i
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if j <= #data and data[j] == node["air"] then
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air_count = air_count + 1
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end
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end
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if air_count > 5 then
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fun_caves_mod.make_fungal_tree(data, area, ivm, math_random(2, math_min(air_count, 12)))
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end
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end
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elseif node_below == node["fun_caves:giant_mushroom_stem"] and data[ivm - area.ystride * 2] == node["fun_caves:giant_mushroom_stem"] then
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data[ivm] = node["fun_caves:giant_mushroom_cap"]
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write = true
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break
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elseif node_below == node["fun_caves:giant_mushroom_stem"] then
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if node_above == node["air"] and math_random(3) == 1 then
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data[ivm] = node["fun_caves:giant_mushroom_stem"]
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write = true
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break
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else
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data[ivm] = node["fun_caves:huge_mushroom_cap"]
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write = true
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break
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end
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end
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end
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end
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elseif y < height and data[ivm] == node["air"] and (data[ivm - area.ystride] == node['default:stone'] or data[ivm - area.ystride] == node['default:sandstone']) then
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-- This just places non-abm dirt inside caves.
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-- Its value is questionable.
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data[ivm - area.ystride] = node["fun_caves:dirt"]
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write = true
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end
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ivm = ivm + area.ystride
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index3d = index3d + csize.x
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end
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end
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end
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for z = math.floor(d/2)-1, math.floor(d/2)+1, 2 do
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for x = math.floor(w/2)-1, math.floor(w/2)+1, 2 do
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s.data[z*d*h + math.floor(h/2)*d + x + 1].name = 'default:tree'
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s.data[z*d*h + math.floor(h/2)*d + x + 1].param1 = 150
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end
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end
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for y = 0, h-1 do
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if y / 3 == math.floor(y / 3) then
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s.yslice_prob[#s.yslice_prob+1] = {ypos=y,prob=170}
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end
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end
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fun_caves.schematics['decaying_tree'] = s
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end
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do
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local w, h, d = 5, 8, 5
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local s = fun_caves.schematic_array(w, h, d)
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for y = 0, math.floor(h/2)-1 do
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s.data[2*d*h + y*d + 2 + 1].name = 'fun_caves:lumin_tree'
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s.data[2*d*h + y*d + 2 + 1].param1 = 255
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end
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for z = 0, d-1 do
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for y = math.floor(h/2), h-1 do
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for x = 0, w-1 do
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if y < h - 1 or (x ~= 0 and x ~= w-1 and z ~= 0 and z ~= d-1) then
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s.data[z*d*h + y*d + x + 1].name = 'fun_caves:leaves_lumin'
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if y == h-1 or x == 0 or x == w-1 or z == 0 or z == d-1 then
|
||||
s.data[z*d*h + y*d + x + 1].param1 = 150
|
||||
else
|
||||
s.data[z*d*h + y*d + x + 1].param1 = 225
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for z = math.floor(d/2)-1, math.floor(d/2)+1, 2 do
|
||||
for x = math.floor(w/2)-1, math.floor(w/2)+1, 2 do
|
||||
s.data[z*d*h + math.floor(h/2)*d + x + 1].name = 'fun_caves:lumin_tree'
|
||||
s.data[z*d*h + math.floor(h/2)*d + x + 1].param1 = 150
|
||||
end
|
||||
end
|
||||
|
||||
for y = 0, h-1 do
|
||||
if y / 3 == math.floor(y / 3) then
|
||||
s.yslice_prob[#s.yslice_prob+1] = {ypos=y,prob=170}
|
||||
end
|
||||
end
|
||||
|
||||
fun_caves.schematics['lumin_tree'] = s
|
||||
end
|
||||
|
||||
|
||||
if fun_caves.path then
|
||||
dofile(fun_caves.path .. "/deco_caves.lua")
|
||||
--dofile(fun_caves.path.."/deco_dirt.lua")
|
||||
dofile(fun_caves.path.."/deco_plants.lua")
|
||||
dofile(fun_caves.path.."/deco_rocks.lua")
|
||||
--dofile(fun_caves.path.."/deco_ferns.lua")
|
||||
--dofile(fun_caves.path.."/deco_ferns_tree.lua")
|
||||
return write
|
||||
end
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue