Splitting out of Caverealms after extensive modification

This commit is contained in:
FaceDeer 2017-03-22 00:03:26 -06:00
commit b77e297302
14 changed files with 1000 additions and 0 deletions

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.gitattributes vendored Normal file
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# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

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.gitignore vendored Normal file
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# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
# Windows shortcuts
*.lnk
# =========================
# Operating System Files
# =========================
# OSX
# =========================
.DS_Store
.AppleDouble
.LSOverride
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk

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depends.txt Normal file
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default
intllib?

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description.txt Normal file
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A mod that creates vast underground caverns and allows biomes to be defined for them

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features.lua Normal file
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local c_dry_stal_1 = minetest.get_content_id("subterrane:dry_stal_1") -- thinnest
local c_dry_stal_2 = minetest.get_content_id("subterrane:dry_stal_2")
local c_dry_stal_3 = minetest.get_content_id("subterrane:dry_stal_3")
local c_dry_stal_4 = minetest.get_content_id("subterrane:dry_stal_4") -- thickest
local c_wet_stal_1 = minetest.get_content_id("subterrane:wet_stal_1") -- thinnest
local c_wet_stal_2 = minetest.get_content_id("subterrane:wet_stal_2")
local c_wet_stal_3 = minetest.get_content_id("subterrane:wet_stal_3")
local c_wet_stal_4 = minetest.get_content_id("subterrane:wet_stal_4") -- thickest
local c_air = minetest.get_content_id("air")
local wet_stalagmite_id = {c_wet_stal_1, c_wet_stal_2, c_wet_stal_3, c_wet_stal_4}
local dry_stalagmite_id = {c_dry_stal_1, c_dry_stal_2, c_dry_stal_3, c_dry_stal_4}
-- use a negative height to turn this into a stalactite
function subterrane:stalagmite(vi, area, data, param2_data, param2, height, is_wet)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
local z = pos.z
if height == nil then height = math.random(1,4) end
if param2 == nil then param2 = math.random(0,3) end
local stalagmite_id = nil
if is_wet then stalagmite_id = wet_stalagmite_id else stalagmite_id = dry_stalagmite_id end
local sign, id_modifier
if height > 0 then
sign = 1
id_modifier = 1 -- stalagmites are blunter than stalactites
else
sign = -1
id_modifier = 0
end
for i = 1, math.abs(height) do
vi = area:index(x, y + height - i * sign, z)
if data[vi] == c_air then
data[vi] = stalagmite_id[math.min(i+id_modifier,4)]
param2_data[vi] = param2
end
end
end
--giant stalagmite spawner
function subterrane:giant_stalagmite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
local z = pos.z
local top = math.random(min_height,max_height)
for j = -2, top do --y
for k = -3, 3 do
for l = -3, 3 do
if j <= 0 then
if k*k + l*l <= 9 then
local vi = area:index(x+k, y+j, z+l)
if data[vi] == c_air then data[vi] = base_material end
end
elseif j <= top/5 then
if k*k + l*l <= 4 then
local vi = area:index(x+k, y+j, z+l)
data[vi] = root_material
end
elseif j <= top/5 * 3 then
if k*k + l*l <= 1 then
local vi = area:index(x+k, y+j, z+l)
data[vi] = shaft_material
end
else
local vi = area:index(x, y+j, z)
data[vi] = shaft_material
end
end
end
end
end
--giant stalactite spawner
function subterrane:giant_stalactite(vi, area, data, min_height, max_height, base_material, root_material, shaft_material)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
local z = pos.z
local bot = math.random(-max_height, -min_height) --grab a random height for the stalagmite
for j = bot, 2 do --y
for k = -3, 3 do
for l = -3, 3 do
if j >= -1 then
if k*k + l*l <= 9 then
local vi = area:index(x+k, y+j, z+l)
if data[vi] == c_air then data[vi] = base_material end
end
elseif j >= bot/5 then
if k*k + l*l <= 4 then
local vi = area:index(x+k, y+j, z+l)
data[vi] = root_material
end
elseif j >= bot/5 * 3 then
if k*k + l*l <= 1 then
local vi = area:index(x+k, y+j, z+l)
data[vi] = shaft_material
end
else
local vi = area:index(x, y+j, z)
data[vi] = shaft_material
end
end
end
end
end
--function to create giant 'shrooms. Cap radius works well from about 2-6
function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius)
local pos = area:position(vi)
local x = pos.x
local y = pos.y
local z = pos.z
--cap
for k = -cap_radius, cap_radius do
for l = -cap_radius, cap_radius do
if k*k + l*l <= cap_radius*cap_radius then
local vi = area:index(x+k, y+stem_height, z+l)
if data[vi] == c_air then data[vi] = cap_material end
end
if k*k + l*l <= (cap_radius-1)*(cap_radius-1) and (cap_radius-1) > 0 then
local vi = area:index(x+k, y+stem_height+1, z+l)
data[vi] = cap_material
vi = area:index(x+k, y+stem_height, z+l)
if data[vi] == cap_material then data[vi] = gill_material end
end
if k*k + l*l <= (cap_radius-2)*(cap_radius-2) and (cap_radius-2) > 0 then
local vi = area:index(x+k, y+stem_height+2, z+l)
if data[vi] == c_air then data[vi] = cap_material end
end
if k*k + l*l <= (cap_radius-3)*(cap_radius-3) and (cap_radius-3) > 0 then
local vi = area:index(x+k, y+stem_height+3, z+l)
if data[vi] == c_air then data[vi] = cap_material end
end
end
end
--stem
for j = -1, stem_height do
local vi = area:index(x, y+j, z)
data[vi] = stem_material
if cap_radius > 3 then
local ai = area:index(x, y+j, z+1)
if data[ai] == c_air then data[ai] = stem_material end
ai = area:index(x, y+j, z-1)
if data[ai] == c_air then data[ai] = stem_material end
ai = area:index(x+1, y+j, z)
if data[ai] == c_air then data[ai] = stem_material end
ai = area:index(x-1, y+j, z)
if data[ai] == c_air then data[ai] = stem_material end
end
end
end

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functions.lua Normal file
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--subterrane functions.lua
--FUNCTIONS--
function subterrane:vertically_consistent_random(vi, area)
local pos = area:position(vi)
local next_seed = math.random(1, 1000000000)
math.randomseed(pos.x + pos.z * 2 ^ 8)
local output = math.random()
math.randomseed(next_seed)
return output
end
-- Unfortunately there's no easy way to override a single biome, so do it by wiping everything and re-registering
-- Not only that, but the decorations also need to be wiped and re-registered - it appears they keep
-- track of the biome they belong to via an internal ID that gets changed when the biomes
-- are re-registered, resulting in them being left assigned to the wrong biomes.
function subterrane:override_biome(biome_def)
local registered_biomes_copy = {}
for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do
registered_biomes_copy[old_biome_key] = old_biome_def
end
local registered_decorations_copy = {}
for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do
registered_decorations_copy[old_decoration_key] = old_decoration_def
end
registered_biomes_copy[biome_def.name] = biome_def
minetest.clear_registered_decorations()
minetest.clear_registered_biomes()
for biome_key, new_biome_def in pairs(registered_biomes_copy) do
minetest.register_biome(new_biome_def)
end
for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do
minetest.register_decoration(new_decoration_def)
end
end

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init.lua Normal file
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-- caverealms v.0.8 by HeroOfTheWinds
-- original cave code modified from paramat's subterrain
-- For Minetest 0.4.8 stable
-- Depends default
-- License: code WTFPL
subterrane = {} --create a container for functions and constants
-- set subterrane.mitigate_lava to true to attempt to mitigate lava spilling into the caves
-- set subterrane.get_param2_data to true to make this mod read and set param2 data (shaves a few milliseconds off when you don't, so mods that don't make use of this should leave this unset)
--grab a shorthand for the filepath of the mod
local modpath = minetest.get_modpath(minetest.get_current_modname())
--load companion lua files
dofile(modpath.."/nodes.lua")
dofile(modpath.."/functions.lua") --function definitions
dofile(modpath.."/features.lua")
dofile(modpath.."/player_spawn.lua")
local c_lava = minetest.get_content_id("default:lava_source")
--local c_lava_flowing = minetest.get_content_id("default:lava_flowing")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_stone = minetest.get_content_id("default:stone")
local c_air = minetest.get_content_id("air")
subterrane.default_perlin_cave = {
offset = 0,
scale = 1,
spread = {x=256, y=256, z=256},
seed = -400000000089,
octaves = 3,
persist = 0.67
}
subterrane.default_perlin_wave = {
offset = 0,
scale = 1,
spread = {x=512, y=256, z=512}, -- squashed 2:1
seed = 59033,
octaves = 6,
persist = 0.63
}
local data = {}
local data_param2 = {}
--{
-- minimum_depth = -- required, the highest elevation this cave layer will be generated in.
-- maximum_depth = -- required, the lowest elevation this cave layer will be generated in.
-- cave_threshold = -- optional, Cave threshold. Defaults to 0.5. 1 = small rare caves, 0.5 = 1/3rd ground volume, 0 = 1/2 ground volume
-- boundary_blend_range = -- optional, range near ymin and ymax over which caves diminish to nothing. Defaults to 128.
-- perlin_cave = -- optional, a 3D perlin noise definition table to define the shape of the caves
-- perlin_wave = -- optional, a 3D perlin noise definition table that's averaged with the cave noise to add floor strata (squash its spread on the y axis relative to perlin_cave to accomplish this)
--}
function subterrane:register_cave_layer(cave_layer_def)
local YMIN = cave_layer_def.maximum_depth
local YMAX = cave_layer_def.minimum_depth
local BLEND = math.min(cave_layer_def.boundary_blend_range or 128, (YMAX-YMIN)/2)
local TCAVE = cave_layer_def.cave_threshold or 0.5
-- 3D noise for cave
local np_cave = cave_layer_def.perlin_cave or subterrane.default_perlin_cave
-- 3D noise for wave
local np_wave = cave_layer_def.perlin_wave or subterrane.default_perlin_wave
local yblmin = YMIN + BLEND * 1.5
local yblmax = YMAX - BLEND * 1.5
-- noise objects
local nobj_cave = nil
local nobj_wave = nil
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
--if out of range of cave definition limits, abort
if minp.y > YMAX or maxp.y < YMIN then
return
end
-- Create a table of biome ids for use with the biomemap.
if not subterrane.biome_ids then
subterrane.biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do
local i = minetest.get_biome_id(desc.name)
subterrane.biome_ids[i] = desc.name
end
end
--easy reference to commonly used values
local t_start = os.clock()
local x_max = maxp.x
local y_max = maxp.y
local z_max = maxp.z
local x_min = minp.x
local y_min = minp.y
local z_min = minp.z
print ("[subterrane] chunk minp ("..x_min.." "..y_min.." "..z_min..")") --tell people you are generating a chunk
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
vm:get_data(data)
if subterrane.get_param2_data then
vm:get_param2_data(data_param2)
end
local biomemap = minetest.get_mapgen_object("biomemap")
--mandatory values
local sidelen = x_max - x_min + 1 --length of a mapblock
local chunk_lengths = {x = sidelen, y = sidelen, z = sidelen} --table of chunk edges
local chunk_lengths2D = {x = sidelen, y = sidelen, z = 1}
local minposxyz = {x = x_min, y = y_min, z = z_min} --bottom corner
local minposxz = {x = x_min, y = z_min} --2D bottom corner
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chunk_lengths)
nobj_wave = nobj_wave or minetest.get_perlin_map(np_wave, chunk_lengths)
local nvals_cave = nobj_cave:get3dMap_flat(minposxyz) --cave noise for structure
local nvals_wave = nobj_wave:get3dMap_flat(minposxyz) --wavy structure of cavern ceilings and floors
local index_3d = 1 --3D node index
local index_2d = 1 --2D node index
for z = z_min, z_max do -- for each xy plane progressing northwards
--structure loop, hollows out the cavern
for y = y_min, y_max do -- for each x row progressing upwards
local tcave --declare variable
--determine the overall 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
local vi = area:index(x_min, y, z) --current node index
for x = x_min, x_max do -- for each node do
local biome_name = subterrane.biome_ids[biomemap[index_2d]]
local biome = minetest.registered_biomes[biome_name]
local fill_node = c_air
if biome and biome._subterrane_fill_node then
fill_node = biome._subterrane_fill_node
end
if (nvals_cave[index_3d] + nvals_wave[index_3d])/2 > tcave then --if node falls within cave threshold
data[vi] = fill_node --hollow it out to make the cave
elseif biome and biome._subterrane_cave_fill_node and data[vi] == c_air then
data[vi] = biome._subterrane_cave_fill_node
end
if biome and biome._subterrane_mitigate_lava and (nvals_cave[index_3d] + nvals_wave[index_3d])/2 > tcave - 0.1 then -- Eliminate nearby lava to keep it from spilling in
if data[vi] == c_lava then -- or data[vi] == c_lava_flowing then
data[vi] = c_obsidian
end
end
--increment indices
index_3d = index_3d + 1
index_2d = index_2d + 1
vi = vi + 1
end
index_2d = index_2d - sidelen --shift the 2D index back
end
index_2d = index_2d + sidelen --shift the 2D index up a layer
end
local index_3d = 1 --3D node index
local index_2d = 1 --2D node index
for z = z_min, z_max do -- for each xy plane progressing northwards
--decoration loop, places nodes on floor and ceiling
for y = y_min, y_max do -- for each x row progressing upwards
local tcave --same as above
if y < yblmin then
tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2
elseif y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
local vi = area:index(x_min, y, z)
for x = x_min, x_max do -- for each node do
local biome_name = subterrane.biome_ids[biomemap[index_2d]]
local biome = minetest.registered_biomes[biome_name]
local fill_node = c_air
local cave_fill_node = c_air
if biome then
-- only check nodes near the edges of caverns
if math.floor(((nvals_cave[index_3d] + nvals_wave[index_3d])/2)*50) == math.floor(tcave*50) then
if biome._subterrane_fill_node then
fill_node = biome._subterrane_fill_node
end
--ceiling
local ai = area:index(x,y+1,z) --above index
local bi = area:index(x,y-1,z) --below index
if biome._subterrane_ceiling_decor
and data[ai] ~= fill_node
and data[vi] == fill_node
and y < y_max
then --ceiling
biome._subterrane_ceiling_decor(area, data, ai, vi, bi, data_param2)
end
--ground
if biome._subterrane_floor_decor
and data[bi] ~= fill_node
and data[vi] == fill_node
and y > y_min
then --ground
biome._subterrane_floor_decor(area, data, ai, vi, bi, data_param2)
end
elseif (biome._subterrane_cave_floor_decor or biome._subterrane_cave_ceiling_decor)
and (nvals_cave[index_3d] + nvals_wave[index_3d])/2 <= tcave --if node falls outside cave threshold
then
-- decorate other "native" caves and tunnels
if biome._subterrane_cave_fill_node then
cave_fill_node = biome._subterrane_cave_fill_node
if data[vi] == c_air then
data[vi] = cave_fill_node
end
end
local ai = area:index(x,y+1,z) --above index
local bi = area:index(x,y-1,z) --below index
if biome._subterrane_cave_ceiling_decor
and data[ai] ~= cave_fill_node
and data[vi] == cave_fill_node
and y < y_max
then --ceiling
biome._subterrane_cave_ceiling_decor(area, data, ai, vi, bi, data_param2)
end
--ground
if biome._subterrane_cave_floor_decor
and data[bi] ~= cave_fill_node
and data[vi] == cave_fill_node
and y > y_min
then --ground
biome._subterrane_cave_floor_decor(area, data, ai, vi, bi, data_param2)
end
end
end
index_3d = index_3d + 1
index_2d = index_2d + 1
vi = vi + 1
end
index_2d = index_2d - sidelen --shift the 2D index back
end
index_2d = index_2d + sidelen --shift the 2D index up a layer
end
--send data back to voxelmanip
vm:set_data(data)
if subterrane.get_param2_data then
vm:set_param2_data(data_param2)
end
--calc lighting
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
--write it to world
vm:write_to_map(data)
local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took
print ("[subterrane] "..chunk_generation_time.." ms") --tell people how long
end)
end
print("[Subterrane] loaded!")

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-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

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locale/template.pot Normal file
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# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-03-19 15:55-0600\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:64
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:85
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:106
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:127
msgid "Dry Dripstone"
msgstr ""
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:148
msgid "Dry Flowstone"
msgstr ""
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:160
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:181
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:202
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:223
msgid "Wet Dripstone"
msgstr ""
#: C:\Users\Bryan\Downloads\minetest-0.4.15-win64\mods\minetest-caverealms\subterrane\nodes.lua:244
msgid "Wet Flowstone"
msgstr ""

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@echo off
setlocal ENABLEEXTENSIONS ENABLEDELAYEDEXPANSION
cd ..
set LIST=
for /r %%X in (*.lua) do set LIST=!LIST! %%X
..\intllib\tools\xgettext.bat %LIST%

1
mod.conf Normal file
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name = subterrane

249
nodes.lua Normal file
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-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local x_disp = 0.125
local z_disp = 0.125
local stal_on_place = function(itemstack, placer, pointed_thing, itemname)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return itemstack
end
if pt.type ~= "node" then
return itemstack
end
local under = minetest.get_node(pt.under)
local above = minetest.get_node(pt.above)
if minetest.is_protected(pt.under, placer:get_player_name()) then
minetest.record_protection_violation(pt.under, placer:get_player_name())
return
end
if minetest.is_protected(pt.above, placer:get_player_name()) then
minetest.record_protection_violation(pt.above, placer:get_player_name())
return
end
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] then
return itemstack
end
if not minetest.registered_nodes[above.name] then
return itemstack
end
local new_param2
-- check if pointing at the top or bottom of an existing stalactite
if (pt.above.y == pt.under.y - 1 or pt.above.y == pt.under.y + 1)
and minetest.get_item_group(under.name, "subterrane_stal_align") ~= 0
then
new_param2 = under.param2
else
new_param2 = math.random(0,3)
end
-- check if you can replace the node above the pointed node
if not minetest.registered_nodes[above.name].buildable_to then
return itemstack
end
-- add the node and remove 1 item from the itemstack
minetest.add_node(pt.above, {name = itemname, param2 = new_param2})
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
minetest.register_node("subterrane:dry_stal_1", {
description = S("Dry Dripstone"),
tiles = {
"default_stone.png^[brighten",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, fall_damage_add_percent=100, flow_through=1,},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.0625+x_disp, -0.5, -0.0625+z_disp, 0.0625+x_disp, 0.5, 0.0625+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_1")
end,
})
minetest.register_node("subterrane:dry_stal_2", {
description = S("Dry Dripstone"),
tiles = {
"default_stone.png^[brighten",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, fall_damage_add_percent=50, flow_through=1,},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.125+x_disp, -0.5, -0.125+z_disp, 0.125+x_disp, 0.5, 0.125+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_2")
end,
})
minetest.register_node("subterrane:dry_stal_3", {
description = S("Dry Dripstone"),
tiles = {
"default_stone.png^[brighten",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, flow_through=1,},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.25+x_disp, -0.5, -0.25+z_disp, 0.25+x_disp, 0.5, 0.25+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_3")
end,
})
minetest.register_node("subterrane:dry_stal_4", {
description = S("Dry Dripstone"),
tiles = {
"default_stone.png^[brighten",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, flow_through=1,},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.375+x_disp, -0.5, -0.375+z_disp, 0.375+x_disp, 0.5, 0.375+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_4")
end,
})
minetest.register_node("subterrane:dry_flowstone", {
description = S("Dry Flowstone"),
tiles = {"default_stone.png^[brighten"},
groups = {cracky = 3, stone = 1},
drop = 'default:cobble',
sounds = default.node_sound_stone_defaults(),
})
-----------------------------------------------
minetest.register_node("subterrane:wet_stal_1", {
description = S("Wet Dripstone"),
tiles = {
"default_stone.png^[brighten^subterrane_dripstone_streaks.png",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, fall_damage_add_percent=100, subterrane_wet_dripstone = 1, flow_through=1},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.0625+x_disp, -0.5, -0.0625+z_disp, 0.0625+x_disp, 0.5, 0.0625+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_1")
end,
})
minetest.register_node("subterrane:wet_stal_2", {
description = S("Wet Dripstone"),
tiles = {
"default_stone.png^[brighten^subterrane_dripstone_streaks.png",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, fall_damage_add_percent=50, subterrane_wet_dripstone = 1, flow_through=1},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.125+x_disp, -0.5, -0.125+z_disp, 0.125+x_disp, 0.5, 0.125+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_2")
end,
})
minetest.register_node("subterrane:wet_stal_3", {
description = S("Wet Dripstone"),
tiles = {
"default_stone.png^[brighten^subterrane_dripstone_streaks.png",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, subterrane_wet_dripstone = 1, flow_through=1},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.25+x_disp, -0.5, -0.25+z_disp, 0.25+x_disp, 0.5, 0.25+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_3")
end,
})
minetest.register_node("subterrane:wet_stal_4", {
description = S("Wet Dripstone"),
tiles = {
"default_stone.png^[brighten^subterrane_dripstone_streaks.png",
},
groups = {cracky = 3, stone = 2, subterrane_stal_align = 1, subterrane_wet_dripstone = 1, flow_through=1},
sounds = default.node_sound_stone_defaults(),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.375+x_disp, -0.5, -0.375+z_disp, 0.375+x_disp, 0.5, 0.375+z_disp},
}
},
on_place = function(itemstack, placer, pointed_thing)
stal_on_place(itemstack, placer, pointed_thing, "subterrane:dry_stal_4")
end,
})
minetest.register_node("subterrane:wet_flowstone", {
description = S("Wet Flowstone"),
tiles = {"default_stone.png^[brighten^subterrane_dripstone_streaks.png"},
groups = {cracky = 3, stone = 1, subterrane_wet_dripstone = 1},
drop = 'default:cobble',
sounds = default.node_sound_stone_defaults(),
})

111
player_spawn.lua Normal file
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local spawned = false
function subterrane:register_cave_spawn(cave_layer_def, start_depth)
local ydepth = start_depth or cave_layer_def.minimum_depth;
minetest.register_on_newplayer(function(player)
while spawned ~= true do
player:setpos({x=0,y=ydepth,z=0})
spawnplayer(cave_layer_def, player, ydepth)
ydepth = ydepth - 80
if ydepth < cave_layer_def.maximum_depth then
ydepth = cave_layer_def.minimum_depth
end
end
end)
minetest.register_on_respawnplayer(function(player)
while spawned ~= true do
player:setpos({x=0,y=ydepth,z=0})
spawnplayer(cave_layer_def, player, ydepth)
ydepth = ydepth - 80
if ydepth < cave_layer_def.maximum_depth then
ydepth = cave_layer_def.minimum_depth
end
end
return true
end)
end
-- Spawn player underground
function spawnplayer(cave_layer_def, player, ydepth)
local YMIN = cave_layer_def.maximum_depth
local YMAX = cave_layer_def.minimum_depth
local BLEND = math.min(cave_layer_def.boundary_blend_range or 128, (YMIN-YMAX)/2)
local TCAVE = cave_layer_def.cave_threshold or 0.5
-- 3D noise for cave
local np_cave = cave_layer_def.perlin_cave or subterrane.default_perlin_cave
-- 3D noise for wave
local np_wave = cave_layer_def.perlin_wave or subterrane.default_perlin_wave
local yblmin = YMIN + BLEND * 1.5
local yblmax = YMAX - BLEND * 1.5
local xsp
local ysp
local zsp
for chunk = 1, 64 do
print ("[subterrane] 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 ("[subterrane] spawn player ("..xsp.." "..ysp.." "..zsp..")")
player:setpos({x=xsp, y=ysp, z=zsp})
spawned = true
end

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