Add pyramids.

Needs more monsters.
This commit is contained in:
Duane 2016-06-28 10:23:31 -05:00
parent 6bea364511
commit c2ac5a93be
4 changed files with 167 additions and 10 deletions

View file

@ -25,12 +25,8 @@ local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z =
-- Air needs to be placed prior to decorations. -- Air needs to be placed prior to decorations.
fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone, dis_map) fun_caves.decogen = function(minp, maxp, data, p2data, area, node, heightmap, biomemap, biome_ids, underzone, dis_map)
csize = vector.add(vector.subtract(maxp, minp), 1) csize = vector.add(vector.subtract(maxp, minp), 1)
local biomemap
if fun_caves.use_bi_hi then
biomemap = minetest.get_mapgen_object("biomemap")
end
local map_max = {x = csize.x, y = csize.y + 2, z = csize.z} local map_max = {x = csize.x, y = csize.y + 2, z = csize.z}
local map_min = {x = minp.x, y = minp.y - 1, z = minp.z} local map_min = {x = minp.x, y = minp.y - 1, z = minp.z}

View file

@ -364,7 +364,7 @@ local function generate(p_minp, p_maxp, seed)
math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
local write = false local write = false
local write_p2 = false local write_p2, write_p4 = false, false
local underzone local underzone
for _, uz in pairs(fun_caves.underzones) do for _, uz in pairs(fun_caves.underzones) do
local avg = (minp.y + maxp.y) / 2 local avg = (minp.y + maxp.y) / 2
@ -374,6 +374,7 @@ local function generate(p_minp, p_maxp, seed)
end end
local aster = false local aster = false
local true_casket
if minp.y > 17200 then if minp.y > 17200 then
-- nop -- nop
elseif minp.y > 11000 then elseif minp.y > 11000 then
@ -388,21 +389,29 @@ local function generate(p_minp, p_maxp, seed)
fun_caves.fortress(minp, maxp, data, area, node) fun_caves.fortress(minp, maxp, data, area, node)
write = true write = true
else else
local write1, write2, write3, h2 local write1, write2, write3, write4, h2
write1, h2 = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone) write1, h2 = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone)
if h2 then if h2 then
heightmap = h2 heightmap = h2
end end
write2, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biome_ids, underzone) local biomemap
if fun_caves.use_bi_hi then
biomemap = minetest.get_mapgen_object("biomemap")
end
write2, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biomemap, biome_ids, underzone)
write3 = fun_caves.treegen(minp, maxp, data, p2data, area, node) write3 = fun_caves.treegen(minp, maxp, data, p2data, area, node)
write = write1 or write2 or write3 if not write3 then
write4, write_p4, true_casket = fun_caves.pyramid(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
end
write = write1 or write2 or write3 or write4
end end
if write then if write then
vm:set_data(data) vm:set_data(data)
if write_p2 then if write_p2 or write_p4 then
vm:set_param2_data(p2data) vm:set_param2_data(p2data)
end end
@ -418,6 +427,13 @@ local function generate(p_minp, p_maxp, seed)
end end
vm:update_liquids() vm:update_liquids()
vm:write_to_map() vm:write_to_map()
if true_casket then
vm:update_map()
local meta = minetest.get_meta(true_casket)
local id = meta:set_string('true', 'true')
--print('* True casket at '..minetest.pos_to_string(true_casket))
end
end end
-- Deal with memory issues. This, of course, is supposed to be automatic. -- Deal with memory issues. This, of course, is supposed to be automatic.
@ -435,6 +451,7 @@ dofile(fun_caves.path .. "/cavegen.lua")
dofile(fun_caves.path .. "/cloudgen.lua") dofile(fun_caves.path .. "/cloudgen.lua")
dofile(fun_caves.path .. "/decogen.lua") dofile(fun_caves.path .. "/decogen.lua")
dofile(fun_caves.path .. "/fortress.lua") dofile(fun_caves.path .. "/fortress.lua")
dofile(fun_caves.path .. "/pyramid.lua")
dofile(fun_caves.path .. "/treegen.lua") dofile(fun_caves.path .. "/treegen.lua")
dofile(fun_caves.path .. "/skyseagen.lua") dofile(fun_caves.path .. "/skyseagen.lua")

View file

@ -635,6 +635,7 @@ if minetest.registered_entities["mobs_monster:sand_monster"] then
mobs.spawning_mobs["fun_caves:sand_monster"] = true mobs.spawning_mobs["fun_caves:sand_monster"] = true
mobs:register_spawn("fun_caves:sand_monster", {"default:sand"}, 20, 0, 4000, 3, -50) mobs:register_spawn("fun_caves:sand_monster", {"default:sand"}, 20, 0, 4000, 3, -50)
mobs:register_spawn("fun_caves:sand_monster", {"fun_caves:pyramid_1"}, default.LIGHT_MAX - 1, 0, 200, 5, 31000)
mobs:register_egg("fun_caves:sand_monster", "Deep Sand Monster", "default_sand.png", 1) mobs:register_egg("fun_caves:sand_monster", "Deep Sand Monster", "default_sand.png", 1)
end end

143
pyramid.lua Normal file
View file

@ -0,0 +1,143 @@
local max_depth = 31000
-- pyramid stone
newnode = fun_caves.clone_node("default:sandstone")
newnode.description = "Pyramid Stone"
newnode.groups.pyramid = 1
newnode.drop = 'default:sandstone'
minetest.register_node("fun_caves:pyramid_1", newnode)
local newnode = fun_caves.clone_node("default:chest")
newnode.description = "Treasure Casket"
local chest_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
local filler = {'default:apple 10', 'default:coal_lump 10', 'default:wood 10'}
local gems = {'fun_caves:moonstone', 'fun_caves:coral_gem', 'fun_caves:garnet', 'fun_caves:aquamarine', 'fun_caves:zoisite'}
newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local meta = minetest.get_meta(pos)
local true_casket = meta:get_string('true')
if true_casket ~= 'true' then
clicker:set_hp(clicker:get_hp() - 2)
--print('* ouch!')
return
end
local ready = meta:get_string('formspec')
if ready == '' then
meta:set_string("formspec", chest_formspec)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
for i = 1, math.random(4) do
inv:add_item('main', filler[math.random(#filler)])
end
inv:add_item('main', gems[math.random(#gems)])
end
end
minetest.register_node("fun_caves:casket", newnode)
local pyramid_biomes = {}
for _, i in pairs({"rainforest", "desert", "desertstone_grassland", }) do
pyramid_biomes[i] = true
end
local pyramid_noise_1 = {offset = 0, scale = 1, seed = -6012, spread = {x = 20, y = 10, z = 20}, octaves = 6, persist = 1, lacunarity = 2}
fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
if math.random(10) ~= 1 then
return
end
if biomemap then
local biome = biome_ids[biomemap[3240]]
if not pyramid_biomes[biome] then
return
end
--print('* Creating pyramid in '..biome)
elseif math.random(5) ~= 1 then
return
end
local min_y = 80
local index = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
local dx = x - minp.x
index = index + 1
if dz > 8 and dz < 72 and dx > 8 and dx < 72 and heightmap[index] - minp.y < 0 then
return
elseif heightmap[index] - minp.y < min_y then
min_y = heightmap[index] - minp.y
end
end
end
if min_y >= 72 or heightmap[3240] >= 72 then
return
end
local base_height = math.min(min_y, 35)
local csize = vector.add(vector.subtract(maxp, minp), 1)
local map_max = {x = csize.x, y = csize.y, z = csize.z}
local map_min = {x = minp.x, y = minp.y, z = minp.z}
local pyramid_1 = minetest.get_perlin_map(pyramid_noise_1, map_max):get3dMap_flat(map_min)
local write = true
local p2write = false
local caskets = {}
index = 0
local index3d = 0
for z = minp.z, maxp.z do
local dz = z - minp.z
for x = minp.x, maxp.x do
local dx = x - minp.x
index = index + 1
index3d = math.floor((z - minp.z) / 5) * (csize.y) * csize.x + math.floor((x - minp.x) / 5) + 1
local ivm = area:index(x, minp.y, z)
--pyramid_1[index] = math.floor(pyramid_1[index] + 0.5)
for y = minp.y, maxp.y do
local dy = y - minp.y
if dy >= base_height + 3 and dy <= base_height + 37 - math.max(math.abs(dx - 40), math.abs(dz - 40)) and pyramid_1[index3d] > 0 then
if data[ivm - area.ystride] == node['fun_caves:pyramid_1'] and math.random(100) == 1 then
data[ivm] = node['fun_caves:casket']
caskets[#caskets+1] = {x=x, y=y, z=z}
else
data[ivm] = node['air']
end
elseif dy >= base_height and dy <= base_height + 40 - math.max(math.abs(dx - 40), math.abs(dz - 40)) then
data[ivm] = node['fun_caves:pyramid_1']
end
ivm = ivm + area.ystride
if dy % 5 == 0 then
index3d = index3d + csize.x
end
end
end
end
if #caskets > 0 then
return write, p2write, caskets[math.random(#caskets)]
else
return write, p2write
end
end