Add garnet and zoisite functions.

This commit is contained in:
Duane 2016-06-22 16:01:15 -05:00
parent f438090899
commit e6f482c9d5
4 changed files with 91 additions and 15 deletions

View file

@ -1,9 +1,9 @@
local cave_width = 0.05 -- figurative width fun_caves.cave_width = 0.05 -- figurative width
local max_depth = 31000 local max_depth = 31000
local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2} fun_caves.cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2} fun_caves.cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y = 40, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local cave_noise_3 = {offset = 15, scale = 10, seed = 3721, spread = {x = 40, y = 40, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
@ -13,8 +13,8 @@ fun_caves.cavegen = function(minp, maxp, data, area, node, heightmap, underzone)
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}
--local noise_area = VoxelArea:new({MinEdge=map_min, MaxEdge={x=maxp.x,y=maxp.y+1,z=maxp.z}}) --local noise_area = VoxelArea:new({MinEdge=map_min, MaxEdge={x=maxp.x,y=maxp.y+1,z=maxp.z}})
local cave_1 = minetest.get_perlin_map(cave_noise_1, map_max):get3dMap_flat(map_min) local cave_1 = minetest.get_perlin_map(fun_caves.cave_noise_1, map_max):get3dMap_flat(map_min)
local cave_2 = minetest.get_perlin_map(cave_noise_2, map_max):get3dMap_flat(map_min) local cave_2 = minetest.get_perlin_map(fun_caves.cave_noise_2, map_max):get3dMap_flat(map_min)
local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local write = false local write = false
@ -66,7 +66,7 @@ fun_caves.cavegen = function(minp, maxp, data, area, node, heightmap, underzone)
write = true write = true
elseif underzone and (y < underzone.ceiling + 10 - (underzone.vary and cave_3[index] or 0) and y > underzone.floor - 10 + (underzone.vary and cave_3[index] or 0)) then elseif underzone and (y < underzone.ceiling + 10 - (underzone.vary and cave_3[index] or 0) and y > underzone.floor - 10 + (underzone.vary and cave_3[index] or 0)) then
-- nop -- nop
elseif ((y <= maxp.y and y >= minp.y) or (data[ivm] == node['default:stone'])) and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > cave_width then elseif ((y <= maxp.y and y >= minp.y) or (data[ivm] == node['default:stone'])) and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > fun_caves.cave_width then
if y <= fun_caves.underzones['Styx'].sealevel then if y <= fun_caves.underzones['Styx'].sealevel then
data[ivm] = node["default:water_source"] data[ivm] = node["default:water_source"]
else else

View file

@ -38,11 +38,12 @@ end
-- end -- end
--end --end
fun_caves.is_fortress = function(pos, cs, debug) fun_caves.is_fortress = function(pos, cs)
-- Fix this to get csize, somehow. -- Fix this to get csize, somehow.
-- Remember that this function may be called -- Remember that this function may be called
-- before any chunks are generated. -- before any chunks are generated.
pos = vector.round(pos)
local cs = cs or {x=80, y=80, z=80} local cs = cs or {x=80, y=80, z=80}
local offset = math.floor(cs.y / 2) - 8 + 1 local offset = math.floor(cs.y / 2) - 8 + 1
@ -59,10 +60,8 @@ fun_caves.is_fortress = function(pos, cs, debug)
local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z}) local n = minetest.get_perlin(fortress_noise):get3d({x=x, y=y, z=z})
if fun_caves.DEBUG and math.floor((n * 10000) % 4) == 1 then if fun_caves.DEBUG and math.floor((n * 10000) % 4) == 1 then
--print('fortress ('..x..','..y..','..z..')')
return true return true
end elseif math.floor((n * 10000) % 19) == 1 then
if math.floor((n * 10000) % 19) == 1 then
return true return true
end end

View file

@ -183,6 +183,7 @@ if minetest.registered_entities["dmobs:fox"] then
local m = table.copy(minetest.registered_entities["dmobs:fox"]) local m = table.copy(minetest.registered_entities["dmobs:fox"])
m.name = 'fun_caves:fire_fox' m.name = 'fun_caves:fire_fox'
m.type = 'monster'
m.damage = 3 m.damage = 3
m.hp_min = 8 m.hp_min = 8
m.hp_max = 24 m.hp_max = 24

View file

@ -29,15 +29,91 @@ local function teleporter(user, area, power)
else else
local newpos local newpos
if area == 'overworld' then if area == 'overworld' then
newpos = {x=(math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)), y=120, z=(math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))} newpos = {
x = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)),
y = 120,
z = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))
}
elseif area == 'hell' then elseif area == 'hell' then
newpos = {x=pos.x, y=fun_caves.underzones[({'Caina','Phlegethos','Dis','Minauros', 'Phlegethos','Styx'})[power+1]].ceiling-30, z=pos.z} newpos = {
x = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)),
y = fun_caves.underzones[({'Caina','Phlegethos','Dis','Minauros', 'Phlegethos','Styx'})[power+1]].ceiling-30,
z = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))
}
elseif area == 'sky' then elseif area == 'sky' then
newpos = {x=pos.x, y=({4368, 8768, 13168, 4368, 4368, 4368})[power+1]+76, z=pos.z} newpos = {
x = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)),
y = ({4368, 8768, 13168, 4368, 4368, 4368})[power+1]+76,
z = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))
}
elseif area == 'dungeon' then elseif area == 'dungeon' then
return newpos = {}
local base_pos = table.copy(pos)
if power > 0 then
base_pos.y = fun_caves.underzones[({'Caina','Phlegethos','Dis','Minauros', 'Phlegethos','Styx'})[power]].lower_bound
end
-- check below the top level
base_pos.y = base_pos.y - (base_pos.y + 32) % 80 - 12
for i = 1, 1000 do
newpos = {
x = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)),
y = base_pos.y - math.random(50) * 80,
z = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))
}
-- avoid walls
if newpos.x % 16 == 0 then
newpos.x = newpos.x + 1
end
if newpos.z % 16 == 0 then
newpos.z = newpos.z + 1
end
if fun_caves.is_fortress(newpos) then
break
end
end
if not fun_caves.is_fortress(newpos) then
return
end
-- place on the top level
newpos.y = newpos.y + 10
elseif area == 'underworld' then elseif area == 'underworld' then
return local good = false
local base_pos = table.copy(pos)
base_pos.y = -100
if power > 0 then
base_pos.y = fun_caves.underzones[({'Caina','Phlegethos','Dis','Minauros', 'Phlegethos','Styx'})[power]].lower_bound
end
local c1, c2
for i = 1, 1000 do
newpos = {
x = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6)),
y = base_pos.y - math.random(50) * 80,
z = (math.random(2)*2-3)*(math.random(math.floor(max_depth/6))+power*math.floor(max_depth/6))
}
c1 = minetest.get_perlin(fun_caves.cave_noise_1):get3d(newpos)
c2 = minetest.get_perlin(fun_caves.cave_noise_2):get3d(newpos)
if c1 * c2 > fun_caves.cave_width then
newpos.y = newpos.y - 1
c1 = minetest.get_perlin(fun_caves.cave_noise_1):get3d(newpos)
c2 = minetest.get_perlin(fun_caves.cave_noise_2):get3d(newpos)
if c1 * c2 > fun_caves.cave_width then
good = true
break
end
end
end
if not good then
return
end
else else
return return
end end