diff --git a/legacy.lua b/legacy.lua index d09567e..bd57b0d 100644 --- a/legacy.lua +++ b/legacy.lua @@ -17,11 +17,16 @@ subterrane.register_stalagmite_nodes("subterrane:dry_stal", { sounds = default.node_sound_stone_defaults(), }) +local flowstone_drops +if minetest.get_modpath("default") then + flowstone_drops = 'default:cobble' +end + minetest.register_node("subterrane:dry_flowstone", { description = S("Dry Flowstone"), tiles = {"default_stone.png^[brighten"}, groups = {cracky = 3, stone = 1}, - drop = 'default:cobble', + drop = flowstone_drops, sounds = default.node_sound_stone_defaults(), }) @@ -40,7 +45,7 @@ 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', + drop = flowstone_drops, sounds = default.node_sound_stone_defaults(), }) @@ -61,375 +66,6 @@ end function subterrane:giant_shroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds) subterrane.giant_mushroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds) end -------------------------------------------------------------------------------------- --- Original cave registration code. - - -local c_lava = minetest.get_content_id("default:lava_source") -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 -} - --- cave_layer_def ---{ --- 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 more horizontal surfaces (squash its spread on the y axis relative to perlin_cave to accomplish this) --- columns = -- optional, a column_def table for producing truly enormous dripstone formations ---} - --- column_def ---{ --- max_column_radius = -- Maximum radius for individual columns, defaults to 10 --- min_column_radius = -- Minimum radius for individual columns, defaults to 2 (going lower can increase the likelihood of "intermittent" columns with floating sections) --- node = -- node name to build columns out of. Defaults to default:stone --- weight = -- a floating point value (usually in the range of 0.5-1) to modify how strongly the column is affected by the surrounding cave. Lower values create a more variable, tapered stalactite/stalagmite combination whereas a value of 1 produces a roughly cylindrical column. Defaults to 0.5 --- maximum_count = -- The maximum number of columns placed in any given column region (each region being a square 4 times the length and width of a map chunk). Defaults to 100 --- minimum_count = -- The minimum number of columns placed in a column region. The actual number placed will be randomly selected between this range. Defaults to 25. ---} - ---extra biome properties used by subterrane ---{ --- _subterrane_ceiling_decor = -- function for putting stuff on the ceiling of the big caverns --- _subterrane_floor_decor = -- function for putting stuff on the floor of the big caverns --- _subterrane_fill_node = -- node to fill the cavern with (defaults to air) --- _subterrane_column_node = -- override the node the giant columns in this biome are made from --- _subterrane_cave_floor_decor = -- function for putting stuff on the floors of other preexisting open space --- _subterrane_cave_ceiling_decor = -- function for putting stuff on the ceiling of other preexisting open space --- _subterrane_mitigate_lava = -- try to patch the walls of big caverns with obsidian plugs when lava intersects. Not perfect, but helpful. --- _subterrane_override_sea_level = -- Y coordinate where an underground sea level begins. Biomes' y coordinate cutoffs are unreliable underground, this forces subterrane to take this sea level cutoff into account. --- _subterrane_override_under_sea_biome = -- When below the override_sea_level, the biome with this name will be looked up and substituted. --- _subterrane_column_node = -- overrides the node type of a cavern layer's column_def, if there are columns here. ---} - -local default_column = { - max_column_radius = 10, - min_column_radius = 2, - node = c_stone, - weight = 0.25, - maximum_count = 100, - minimum_count = 25, -} - -function subterrane:register_cave_layer(cave_layer_def) - - table.insert(subterrane.registered_layers, 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 - - local np_cave = cave_layer_def.perlin_cave or subterrane.default_perlin_cave - 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 column_def = cave_layer_def.columns - local c_column - - if column_def then - column_def.max_column_radius = column_def.max_column_radius or default_column.max_column_radius - column_def.min_column_radius = column_def.min_column_radius or default_column.min_column_radius - c_column = column_def.node or default_column.node - column_def.weight = column_def.weight or default_column.weight - column_def.maximum_count = column_def.maximum_count or default_column.maximum_count - column_def.minimum_count = column_def.minimum_count or default_column.minimum_count - end - - -- 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 - - local t_start = os.clock() - local y_max = maxp.y - local y_min = minp.y - - minetest.log("info", "[subterrane] chunk minp " .. minetest.pos_to_string(minp)) --tell people you are generating a chunk - - local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2() - - local layer_range_name = tostring(YMIN).." to "..tostring(YMAX) - local nvals_cave, cave_area = mapgen_helper.perlin3d("cave "..layer_range_name, minp, maxp, np_cave) --cave noise for structure - local nvals_wave = mapgen_helper.perlin3d("wave "..layer_range_name, minp, maxp, np_wave) --wavy structure of cavern ceilings and floors - local cave_iterator = cave_area:iterp(minp, maxp) - - local biomemap = minetest.get_mapgen_object("biomemap") - - local column_points = nil - local column_weight = nil - if column_def then - column_points = subterrane.get_column_points(minp, maxp, column_def) - column_weight = column_def.weight - end - - for vi, x, y, z in area:iterp_xyz(minp, maxp) do - local index_3d = cave_iterator() - local index_2d = mapgen_helper.index2d(minp, maxp, x, z) - - 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 biome - if biomemap then - biome = mapgen_helper.get_biome_def(biomemap[index_2d]) - end - - if biome and biome._subterrane_override_sea_level and y <= biome._subterrane_override_sea_level then - local override_name = biome._subterrane_override_under_sea_biome - if override_name then - biome = minetest.registered_biomes[override_name] - else - biome = nil - end - end - - local fill_node = c_air - local column_node = c_column - if biome then - if biome._subterrane_fill_node then - fill_node = biome._subterrane_fill_node - end - if biome._subterrane_column_node then - column_node = biome._subterrane_column_node - end - end - - local cave_value = (nvals_cave[index_3d] + nvals_wave[index_3d])/2 - if cave_value > tcave then --if node falls within cave threshold - local column_value = 0 - if column_def then - column_value = subterrane.get_point_heat({x=x, y=y, z=z}, column_points) - end - if column_value > 0 and cave_value - column_value * column_weight < tcave then - data[vi] = column_node -- add a column - else - data[vi] = fill_node --hollow it out to make the cave - end - 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 cave_value > tcave - 0.1 then -- Eliminate nearby lava to keep it from spilling in - if data[vi] == c_lava then - data[vi] = c_obsidian - end - end - end - - cave_iterator = cave_area:iterp(minp, maxp) -- reset this iterator - for vi, x, y, z in area:iterp_xyz(minp, maxp) do - local index_3d = cave_iterator() - local index_2d = mapgen_helper.index2d(minp, maxp, x, z) - - local ai = vi + area.ystride - local bi = vi - area.ystride - - 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 biome - if biomemap then - biome = mapgen_helper.get_biome_def(biomemap[index_2d]) - end - local fill_node = c_air - local cave_fill_node = c_air - - if biome and biome._subterrane_override_sea_level and y <= biome._subterrane_override_sea_level then - local override_name = biome._subterrane_override_under_sea_biome - if override_name then - biome = minetest.registered_biomes[override_name] - else - biome = nil - end - end - - if biome then - local cave_value = (nvals_cave[index_3d] + nvals_wave[index_3d])/2 - -- only check nodes near the edges of caverns - if cave_value > tcave - 0.05 and cave_value < tcave + 0.05 then - if biome._subterrane_fill_node then - fill_node = biome._subterrane_fill_node - end - --ceiling - 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 - --floor - if biome._subterrane_floor_decor - and data[bi] ~= fill_node - and data[vi] == fill_node - and y > y_min - then --floor - biome._subterrane_floor_decor(area, data, ai, vi, bi, data_param2) - end - - elseif cave_value <= tcave then --if node falls outside cave threshold - -- 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 - - 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 - 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 - end - - --send data back to voxelmanip - vm:set_data(data) - vm:set_param2_data(data_param2) - --calc lighting - vm:set_lighting({day = 0, night = 0}) - vm:calc_lighting() - - --write it to world - vm:write_to_map() - - local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took - if chunk_generation_time < 1000 then - minetest.log("info", "[subterrane] "..chunk_generation_time.." ms") --tell people how long - else - minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate map block " - .. minetest.pos_to_string(minp) .. minetest.pos_to_string(maxp)) - end - end) -end - - -function subterrane:register_cave_decor(minimum_depth, maximum_depth) - - -- On generated function - minetest.register_on_generated(function(minp, maxp, seed) - --if out of range of cave definition limits, abort - if minp.y > minimum_depth or maxp.y < maximum_depth then - return - end - - --easy reference to commonly used values - local t_start = os.clock() - local y_max = maxp.y - local y_min = minp.y - - minetest.log("info", "[subterrane] chunk minp " .. minetest.pos_to_string(minp)) --tell people you are generating a chunk - - local vm, data, data_param2, area = mapgen_helper.mapgen_vm_data_param2() - local biomemap = minetest.get_mapgen_object("biomemap") - - for vi, x, y, z in area:iterp_xyz(minp, maxp) do - --decoration loop, places nodes on floor and ceiling - local index_2d = mapgen_helper.index2d(minp, maxp, x, z) - local ai = vi + area.ystride - local bi = vi - area.ystride - - local biome - if biomemap then - biome = mapgen_helper.get_biome_def(biomemap[index_2d]) - end - local cave_fill_node = c_air - - if biome then - -- decorate "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 - - 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 - - - --send data back to voxelmanip - vm:set_data(data) - vm:set_param2_data(data_param2) - --calc lighting - vm:set_lighting({day = 0, night = 0}) - vm:calc_lighting() - --write it to world - vm:write_to_map() - - local chunk_generation_time = math.ceil((os.clock() - t_start) * 1000) --grab how long it took - if chunk_generation_time < 1000 then - minetest.log("info", "[subterrane] "..chunk_generation_time.." ms") --tell people how long - else - minetest.log("warning", "[subterrane] took "..chunk_generation_time.." ms to generate a map block") - end - end) -end --FUNCTIONS--