subterrane-cd2025/features.lua
FaceDeer d10e0a6e5a
Major rewrite of the API to support more complex decoration methods. Old API still available in legacy.lua
This major rewrite grew out of a desire to be able to have stalactites placed according to a global noise function, which meant the whole decoration approach had to be changed to allow for data to be efficiently carried over between nodes. In the process I cleaned up a lot of old inefficient code, some of it written back when I was still learning LUA in general.

The legacy.lua file contains the old deprecated code so in theory any mods depending on subterrane should still function as they did before.
2018-12-29 12:56:30 -07:00

285 lines
9.4 KiB
Lua

local c_air = minetest.get_content_id("air")
---------------------------------------------------------------------------
-- For registering a set of stalactite/stalagmite nodes to use with the small stalactite placement function below
local x_disp = 0.125
local z_disp = 0.125
local stal_on_place = function(itemstack, placer, pointed_thing)
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.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] or not minetest.registered_nodes[above.name] then
return itemstack
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
local new_param2
-- check if pointing at an existing stalactite
if minetest.get_item_group(under.name, "subterrane_stal_align") ~= 0 then
new_param2 = under.param2
else
new_param2 = math.random(0,3)
end
-- add the node and remove 1 item from the itemstack
minetest.add_node(pt.above, {name = itemstack:get_name(), param2 = new_param2})
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
local stal_box_1 = {{-0.0625+x_disp, -0.5, -0.0625+z_disp, 0.0625+x_disp, 0.5, 0.0625+z_disp}}
local stal_box_2 = {{-0.125+x_disp, -0.5, -0.125+z_disp, 0.125+x_disp, 0.5, 0.125+z_disp}}
local stal_box_3 = {{-0.25+x_disp, -0.5, -0.25+z_disp, 0.25+x_disp, 0.5, 0.25+z_disp}}
local stal_box_4 = {{-0.375+x_disp, -0.5, -0.375+z_disp, 0.375+x_disp, 0.5, 0.375+z_disp}}
-- Note that a circular table reference will result in a crash, TODO: guard against that.
-- Unlikely to be needed, though - it'd take a lot of work for users to get into this bit of trouble.
local function deep_copy(table_in)
local table_out = {}
for index, value in pairs(table_in) do
if type(value) == "table" then
table_out[index] = deep_copy(value)
else
table_out[index] = value
end
end
return table_out
end
subterrane.register_stalagmite_nodes = function(base_name, base_node_def, drop_base_name)
base_node_def.groups = base_node_def.groups or {}
base_node_def.groups.subterrane_stal_align = 1
base_node_def.groups.flow_through = 1
base_node_def.drawtype = "nodebox"
base_node_def.paramtype = "light"
base_node_def.paramtype2 = "facedir"
base_node_def.is_ground_content = true
base_node_def.node_box = {type = "fixed"}
local def1 = deep_copy(base_node_def)
def1.groups.fall_damage_add_percent = 100
def1.node_box.fixed = stal_box_1
def1.on_place = stal_on_place
if drop_base_name then
def1.drop = drop_base_name.."_1"
end
minetest.register_node(base_name.."_1", def1)
local def2 = deep_copy(base_node_def)
def2.groups.fall_damage_add_percent = 50
def2.node_box.fixed = stal_box_2
def2.on_place = stal_on_place
if drop_base_name then
def2.drop = drop_base_name.."_2"
end
minetest.register_node(base_name.."_2", def2)
local def3 = deep_copy(base_node_def)
def3.node_box.fixed = stal_box_3
def3.on_place = stal_on_place
if drop_base_name then
def3.drop = drop_base_name.."_3"
end
minetest.register_node(base_name.."_3", def3)
local def4 = deep_copy(base_node_def)
def4.node_box.fixed = stal_box_4
def4.on_place = stal_on_place
if drop_base_name then
def4.drop = drop_base_name.."_4"
end
minetest.register_node(base_name.."_4", def4)
return {
minetest.get_content_id(base_name.."_1"),
minetest.get_content_id(base_name.."_2"),
minetest.get_content_id(base_name.."_3"),
minetest.get_content_id(base_name.."_4"),
}
end
-------------------------------------------------------------------------------------------------
-- Use with stalactite nodes defined above
-- stalagmite_id is a table of the content ids of the four stalagmite sections, from _1 to _4.
function subterrane.stalagmite(vi, area, data, param2_data, param2, height, stalagmite_id)
if height == nil then height = math.random(1,4) end
if param2 == nil then param2 = math.random(0,3) 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
local svi = vi + (height - i * sign) * area.ystride
if data[svi] == c_air then -- test for air because we don't want these poking into water
data[svi] = stalagmite_id[math.min(i+id_modifier,4)]
param2_data[svi] = param2
end
end
end
function subterrane.stalactite(vi, area, data, param2_data, param2, height, stalagmite_id)
subterrane.stalagmite(vi, area, data, param2_data, param2, -height, stalagmite_id)
end
-------------------------------------------------------------------------------------------------
-- Builds very large stalactites and stalagmites
--giant stalagmite spawner
function subterrane.big_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 mapgen_helper.buildable_to(data[vi]) 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.big_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 mapgen_helper.buildable_to(data[vi]) 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
----------------------------------------------------------------------------------------
-- Giant mushrooms
--function to create giant 'shrooms. Cap radius works well from about 2-6
--if ignore_bounds is true this function will place the mushroom even if it overlaps the edge of the voxel area.
function subterrane.giant_mushroom(vi, area, data, stem_material, cap_material, gill_material, stem_height, cap_radius, ignore_bounds)
if not ignore_bounds and
not (area:containsi(vi - cap_radius - area.zstride*cap_radius) and
area:containsi(vi + cap_radius + stem_height*area.ystride + area.zstride*cap_radius)) then
return false -- mushroom overlaps the bounds of the voxel area, abort.
end
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 mapgen_helper.buildable_to(data[vi]) 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 mapgen_helper.buildable_to(data[vi]) 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 mapgen_helper.buildable_to(data[vi]) then data[vi] = cap_material end
end
end
end
--stem
for j = -2, stem_height do -- going down to -2 to ensure the stem is flush with the ground
local vi = area:index(x, y+j, z)
if j >= 0 or area:containsi(vi) then -- since -2 puts us below the bounds we've already tested, add a contains check here.
data[vi] = stem_material
if cap_radius > 3 then
local ai = area:index(x, y+j, z+1)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x, y+j, z-1)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x+1, y+j, z)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
ai = area:index(x-1, y+j, z)
if mapgen_helper.buildable_to(data[ai]) or data[ai] == gill_material then data[ai] = stem_material end
end
end
end
return true
end