Allow for spawning in the caves

Use the config file setting to turn on the option to spawn in the caves
by default, both upon joining as a new player and upon respawning after
death.
master
Chris N 2014-12-13 19:51:13 -10:00
parent 87ac0a6706
commit 3554b17e09
2 changed files with 170 additions and 1 deletions

View File

@ -25,6 +25,9 @@ setting("number", "ymin", -33000) --bottom realm limit
setting("number", "ymax", -700) --top realm limit
setting("number", "tcave", 0.5) --cave threshold
--should player spawn in caves?
setting("bool", "cavespawn", false)
--falling icicles
setting("bool", "falling_icicles", true) --enable/disable falling icicles
setting("number", "fallcha", 0.33) --chance of icicles falling when dug

View File

@ -383,4 +383,170 @@ function caverealms:legacy_giant_shroom(x, y, z, area, data) --leftovers :P
end
end
end
end
end
-- Experimental and very geometric function to create giant octagonal crystals in a variety of random directions
-- Uses calculations for points on a sphere, lines in geometric space
function caverealms:giant_shroom(x, y, z, area, data)
--Grab content id's... diamond is a placeholder
local c_crys = minetest.get_content_id("default:diamondblock")
local MAX_LEN = 25 --placeholder for a config file constant
local MIN_LEN = 10 --ditto
local target = {x=0, y=MAX_LEN, z=0} -- 3D space coordinate of the crystal's endpoint
local length = math.random(MIN_LEN, MAX_LEN) --get a random length for the crystal
local dir1 = math.random(0, 359) -- Random direction in degrees around a circle
local dir2 = math.random(0, 180) -- Random direction in a semicircle, for 3D location
--OK, so now make a 3D point out of those spherical coordinates...
target.x = math.ceil(length * math.cos(dir1 * 3.14/180)) --Round it up to make sure it's a nice integer for the coordinate system
target.z = math.ceil(length * math.sin(dir1 * 3.14/180))
--Y is also simple, just use dir2. Note that, due to how these calculations are carried out, this is not a coordinate on a perfect sphere. This is OK for our purposes.
target.y = math.ceil(length * math.sin(dir2 * 3.14/180))
-- Now, determine if the crystal should go up or down, based on where it is
if (caverealms:above_solid(x,y,z,area,data)) then
target.y = target.y * -1
end
--Bring the coordinates near the area you're generating
target.x = target.x + x
target.y = target.y + y
target.z = target.z + z
end
local CAVESPAWN = caverealms.config.cavespawn --false by default. Change to true in order to spawn in the caves when joining as a new player or respawning after death
local spawned = false;
local ydepth = -960;
if (CAVESPAWN) then
minetest.register_on_newplayer(function(player)
while spawned ~= true do
player:setpos({x=0,y=ydepth,z=0})
--minetest.after(2, function(player, ydepth)
spawnplayer(player, ydepth)
--end, player, ydepth)
ydepth = ydepth - 80
end
end)
minetest.register_on_respawnplayer(function(player)
while spawned ~= true do
player:setpos({x=0,y=ydepth,z=0})
--minetest.after(2, function(player, ydepth)
spawnplayer(player, ydepth)
--end, player, ydepth)
ydepth = ydepth - 80
end
return true
end)
end
-- Spawn player underground
function spawnplayer(player, ydepth)
local xsp
local ysp
local zsp
-- 3D noise for caves
local np_cave = {
offset = 0,
scale = 1,
spread = {x=512, y=256, z=512}, -- squashed 2:1
seed = 59033,
octaves = 6,
persist = 0.63
}
-- 3D noise for wave
local np_wave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.67
}
local YMIN = caverealms.config.ymin -- Approximate realm limits.
local YMAX = caverealms.config.ymax
local TCAVE = caverealms.config.tcave --0.5 -- Cave threshold. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume
local BLEND = 128 -- Cave blend distance near YMIN, YMAX
local yblmin = YMIN + BLEND * 1.5
local yblmax = YMAX - BLEND * 1.5
for chunk = 1, 64 do
print ("[caverealms] searching for spawn "..chunk)
local x0 = 80 * math.random(-32, 32) - 32
local z0 = 80 * math.random(-32, 32) - 32
local y0 = ydepth-32
local x1 = x0 + 79
local z1 = z0 + 79
local y1 = ydepth+47
local sidelen = 80
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local minposxyz = {x=x0, y=y0, z=z0}
local minposxz = {x=x0, y=z0}
local nvals_cave = minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz) --cave noise for structure
local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz) --wavy structure of cavern ceilings and floors
local nixz = 1
local nixyz = 1
for z = z0, z1 do
for y = y0, y1 do
for x = x0, x1 do
local n_abscave = math.abs(nvals_cave[nixyz])
local n_abswave = math.abs(nvals_wave[nixyz])
local tcave --declare variable
--determine the overal cave threshold
if y < yblmin then
tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
elseif y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
--if y >= 1 and density > -0.01 and density < 0 then
if (nvals_cave[nixyz] + nvals_wave[nixyz])/2 > tcave + 0.005 and (nvals_cave[nixyz] + nvals_wave[nixyz])/2 < tcave + 0.015 then --if node falls within cave threshold
ysp = y + 1
xsp = x
zsp = z
break
end
nixz = nixz + 1
nixyz = nixyz + 1
end
if ysp then
break
end
nixz = nixz - 80
end
if ysp then
break
end
nixz = nixz + 80
end
if ysp then
break
end
end
print ("[caverealms] spawn player ("..xsp.." "..ysp.." "..zsp..")")
player:setpos({x=xsp, y=ysp, z=zsp})
spawned = true
end
--minetest.register_on_newplayer(function(player)
--spawnplayer(player)
--end)