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
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87ac0a6706
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3554b17e09
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@ -25,6 +25,9 @@ setting("number", "ymin", -33000) --bottom realm limit
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setting("number", "ymax", -700) --top realm limit
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setting("number", "ymax", -700) --top realm limit
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setting("number", "tcave", 0.5) --cave threshold
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setting("number", "tcave", 0.5) --cave threshold
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--should player spawn in caves?
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setting("bool", "cavespawn", false)
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--falling icicles
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--falling icicles
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setting("bool", "falling_icicles", true) --enable/disable falling icicles
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setting("bool", "falling_icicles", true) --enable/disable falling icicles
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setting("number", "fallcha", 0.33) --chance of icicles falling when dug
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setting("number", "fallcha", 0.33) --chance of icicles falling when dug
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168
functions.lua
168
functions.lua
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@ -383,4 +383,170 @@ function caverealms:legacy_giant_shroom(x, y, z, area, data) --leftovers :P
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end
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end
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end
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end
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end
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end
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end
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end
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-- Experimental and very geometric function to create giant octagonal crystals in a variety of random directions
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-- Uses calculations for points on a sphere, lines in geometric space
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function caverealms:giant_shroom(x, y, z, area, data)
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--Grab content id's... diamond is a placeholder
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local c_crys = minetest.get_content_id("default:diamondblock")
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local MAX_LEN = 25 --placeholder for a config file constant
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local MIN_LEN = 10 --ditto
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local target = {x=0, y=MAX_LEN, z=0} -- 3D space coordinate of the crystal's endpoint
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local length = math.random(MIN_LEN, MAX_LEN) --get a random length for the crystal
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local dir1 = math.random(0, 359) -- Random direction in degrees around a circle
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local dir2 = math.random(0, 180) -- Random direction in a semicircle, for 3D location
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--OK, so now make a 3D point out of those spherical coordinates...
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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
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target.z = math.ceil(length * math.sin(dir1 * 3.14/180))
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--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.
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target.y = math.ceil(length * math.sin(dir2 * 3.14/180))
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-- Now, determine if the crystal should go up or down, based on where it is
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if (caverealms:above_solid(x,y,z,area,data)) then
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target.y = target.y * -1
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end
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--Bring the coordinates near the area you're generating
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target.x = target.x + x
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target.y = target.y + y
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target.z = target.z + z
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end
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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
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local spawned = false;
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local ydepth = -960;
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if (CAVESPAWN) then
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minetest.register_on_newplayer(function(player)
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while spawned ~= true do
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player:setpos({x=0,y=ydepth,z=0})
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--minetest.after(2, function(player, ydepth)
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spawnplayer(player, ydepth)
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--end, player, ydepth)
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ydepth = ydepth - 80
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end
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end)
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minetest.register_on_respawnplayer(function(player)
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while spawned ~= true do
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player:setpos({x=0,y=ydepth,z=0})
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--minetest.after(2, function(player, ydepth)
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spawnplayer(player, ydepth)
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--end, player, ydepth)
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ydepth = ydepth - 80
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end
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return true
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end)
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end
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-- Spawn player underground
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function spawnplayer(player, ydepth)
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local xsp
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local ysp
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local zsp
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-- 3D noise for caves
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local np_cave = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=256, z=512}, -- squashed 2:1
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seed = 59033,
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octaves = 6,
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persist = 0.63
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}
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-- 3D noise for wave
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local np_wave = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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seed = -400000000089,
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octaves = 3,
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persist = 0.67
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}
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local YMIN = caverealms.config.ymin -- Approximate realm limits.
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local YMAX = caverealms.config.ymax
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local TCAVE = caverealms.config.tcave --0.5 -- Cave threshold. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume
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local BLEND = 128 -- Cave blend distance near YMIN, YMAX
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local yblmin = YMIN + BLEND * 1.5
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local yblmax = YMAX - BLEND * 1.5
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for chunk = 1, 64 do
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print ("[caverealms] searching for spawn "..chunk)
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local x0 = 80 * math.random(-32, 32) - 32
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local z0 = 80 * math.random(-32, 32) - 32
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local y0 = ydepth-32
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local x1 = x0 + 79
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local z1 = z0 + 79
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local y1 = ydepth+47
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local sidelen = 80
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local minposxz = {x=x0, y=z0}
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local nvals_cave = minetest.get_perlin_map(np_cave, chulens):get3dMap_flat(minposxyz) --cave noise for structure
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local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get3dMap_flat(minposxyz) --wavy structure of cavern ceilings and floors
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local nixz = 1
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local nixyz = 1
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for z = z0, z1 do
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for y = y0, y1 do
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for x = x0, x1 do
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local n_abscave = math.abs(nvals_cave[nixyz])
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local n_abswave = math.abs(nvals_wave[nixyz])
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local tcave --declare variable
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--determine the overal cave threshold
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if y < yblmin then
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tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
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elseif y > yblmax then
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tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
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else
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tcave = TCAVE
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end
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--if y >= 1 and density > -0.01 and density < 0 then
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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
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ysp = y + 1
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xsp = x
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zsp = z
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break
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end
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nixz = nixz + 1
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nixyz = nixyz + 1
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end
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if ysp then
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break
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end
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nixz = nixz - 80
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end
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if ysp then
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break
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end
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nixz = nixz + 80
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end
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if ysp then
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break
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end
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end
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print ("[caverealms] spawn player ("..xsp.." "..ysp.." "..zsp..")")
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player:setpos({x=xsp, y=ysp, z=zsp})
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spawned = true
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end
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--minetest.register_on_newplayer(function(player)
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--spawnplayer(player)
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--end)
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