2020-06-05 14:20:54 +02:00
|
|
|
--[[
|
|
|
|
|
|
|
|
Nether mod for minetest
|
|
|
|
|
|
|
|
Copyright (C) 2013 PilzAdam
|
|
|
|
|
|
|
|
Permission to use, copy, modify, and/or distribute this software for
|
|
|
|
any purpose with or without fee is hereby granted, provided that the
|
|
|
|
above copyright notice and this permission notice appear in all copies.
|
|
|
|
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
|
|
|
|
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
|
|
|
|
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
|
|
|
|
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
|
|
|
|
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
|
|
|
|
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
|
|
|
|
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
|
|
|
|
SOFTWARE.
|
|
|
|
|
|
|
|
]]--
|
|
|
|
|
|
|
|
|
|
|
|
-- Parameters
|
|
|
|
|
|
|
|
local NETHER_CEILING = nether.DEPTH_CEILING
|
|
|
|
local NETHER_FLOOR = nether.DEPTH_FLOOR
|
|
|
|
local TCAVE = 0.6
|
|
|
|
local BLEND = 128
|
|
|
|
|
|
|
|
|
|
|
|
-- Stuff
|
|
|
|
|
|
|
|
local math_max, math_min = math.max, math.min -- avoid needing table lookups each time a common math function is invoked
|
|
|
|
|
|
|
|
if minetest.read_schematic == nil then
|
|
|
|
-- Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air".
|
|
|
|
-- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, but we can't test for
|
|
|
|
-- it directly. However b2065756c was merged a few months later (in 2019-08-14) and it is easy
|
|
|
|
-- to directly test for - it adds minetest.read_schematic() - so we use this as a proxy-test
|
|
|
|
-- for whether the Minetest engine is recent enough to have implemented node_cave_liquid=air
|
|
|
|
error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0)
|
|
|
|
end
|
|
|
|
|
|
|
|
local function override_underground_biomes()
|
|
|
|
-- https://forum.minetest.net/viewtopic.php?p=257522#p257522
|
|
|
|
-- Q: Is there a way to override an already-registered biome so I can get it out of the
|
|
|
|
-- way of my own underground biomes without disturbing the other biomes registered by
|
|
|
|
-- default?
|
|
|
|
-- A: No, all you can do is use a mod to clear all biomes then re-register the complete
|
|
|
|
-- set but with your changes. It has been described as hacky but this is actually the
|
|
|
|
-- official way to alter biomes, most mods and subgames would want to completely change
|
|
|
|
-- all biomes anyway.
|
|
|
|
-- To avoid the engine side of mapgen becoming overcomplex the approach is to require mods
|
|
|
|
-- to do slightly more complex stuff in Lua.
|
|
|
|
|
|
|
|
-- take a copy of all biomes, decorations, and ores. Regregistering a biome changes its ID, so
|
|
|
|
-- any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered.
|
|
|
|
-- https://github.com/minetest/minetest/issues/9288
|
|
|
|
local registered_biomes_copy = {}
|
|
|
|
local registered_decorations_copy = {}
|
|
|
|
local registered_ores_copy = {}
|
|
|
|
|
|
|
|
for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do
|
|
|
|
registered_biomes_copy[old_biome_key] = old_biome_def
|
|
|
|
end
|
|
|
|
for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do
|
|
|
|
registered_decorations_copy[old_decoration_key] = old_decoration_def
|
|
|
|
end
|
|
|
|
for old_ore_key, old_ore_def in pairs(minetest.registered_ores) do
|
|
|
|
registered_ores_copy[old_ore_key] = old_ore_def
|
|
|
|
end
|
|
|
|
|
|
|
|
-- clear biomes, decorations, and ores
|
|
|
|
minetest.clear_registered_decorations()
|
|
|
|
minetest.clear_registered_ores()
|
|
|
|
minetest.clear_registered_biomes()
|
|
|
|
|
|
|
|
-- Restore biomes, adjusted to not overlap the Nether
|
|
|
|
for biome_key, new_biome_def in pairs(registered_biomes_copy) do
|
|
|
|
local biome_y_max, biome_y_min = tonumber(new_biome_def.y_max), tonumber(new_biome_def.y_min)
|
|
|
|
|
|
|
|
if biome_y_max > NETHER_FLOOR and biome_y_min < NETHER_CEILING then
|
|
|
|
-- This biome occupies some or all of the depth of the Nether, shift/crop it.
|
|
|
|
local spaceOccupiedAbove = biome_y_max - NETHER_CEILING
|
|
|
|
local spaceOccupiedBelow = NETHER_FLOOR - biome_y_min
|
|
|
|
if spaceOccupiedAbove >= spaceOccupiedBelow or biome_y_min <= -30000 then
|
|
|
|
-- place the biome above the Nether
|
|
|
|
-- We also shift biomes which extend to the bottom of the map above the Nether, since they
|
|
|
|
-- likely only extend that deep as a catch-all, and probably have a role nearer the surface.
|
|
|
|
new_biome_def.y_min = NETHER_CEILING + 1
|
|
|
|
new_biome_def.y_max = math_max(biome_y_max, NETHER_CEILING + 2)
|
|
|
|
else
|
|
|
|
-- shift the biome to below the Nether
|
|
|
|
new_biome_def.y_max = NETHER_FLOOR - 1
|
|
|
|
new_biome_def.y_min = math_min(biome_y_min, NETHER_CEILING - 2)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
minetest.register_biome(new_biome_def)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Restore biome decorations
|
|
|
|
for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do
|
|
|
|
minetest.register_decoration(new_decoration_def)
|
|
|
|
end
|
|
|
|
-- Restore biome ores
|
|
|
|
for ore_key, new_ore_def in pairs(registered_ores_copy) do
|
|
|
|
minetest.register_ore(new_ore_def)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Shift any overlapping biomes out of the way before we create the Nether biomes
|
|
|
|
override_underground_biomes()
|
|
|
|
|
|
|
|
-- nether:native_mapgen is used to prevent ores and decorations being generated according
|
|
|
|
-- to landforms created by the native mapgen.
|
2020-07-12 04:12:00 +02:00
|
|
|
-- Ores and decorations can be registered against "nether:rack" instead, and the lua
|
2020-06-05 14:20:54 +02:00
|
|
|
-- on_generate() callback will carve the Nether with nether:rack before invoking
|
|
|
|
-- generate_decorations and generate_ores.
|
|
|
|
minetest.register_node("nether:native_mapgen", {})
|
|
|
|
|
|
|
|
minetest.register_biome({
|
|
|
|
name = "nether_caverns",
|
|
|
|
node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
|
|
|
|
node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:rack_native into nether:rack then decorate and add ores.
|
|
|
|
node_dungeon = "nether:brick",
|
|
|
|
--node_dungeon_alt = "default:mossycobble",
|
|
|
|
node_dungeon_stair = "stairs:stair_nether_brick",
|
|
|
|
-- Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and
|
|
|
|
-- surrounding shell (overdraw nodes beyond the mapchunk).
|
|
|
|
-- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, and this mapgen.lua file should only
|
|
|
|
-- be run if the Minetest version includes it. The earliest tag made after 2019-05-19 is 5.1.0 on 2019-10-13,
|
|
|
|
-- however we shouldn't test version numbers. minetest.read_schematic() was added by b2065756c and merged in
|
|
|
|
-- 2019-08-14 and is easy to test for, we don't use it but it should make a good proxy-test for whether the
|
|
|
|
-- Minetest version is recent enough to have implemented node_cave_liquid=air
|
|
|
|
node_cave_liquid = "air",
|
|
|
|
y_max = NETHER_CEILING,
|
|
|
|
y_min = NETHER_FLOOR,
|
|
|
|
vertical_blend = 0,
|
|
|
|
heat_point = 50,
|
|
|
|
humidity_point = 50,
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
-- Ores and decorations
|
|
|
|
|
|
|
|
dofile(nether.path .. "/mapgen_decorations.lua")
|
|
|
|
|
|
|
|
minetest.register_ore({
|
|
|
|
ore_type = "scatter",
|
|
|
|
ore = "nether:glowstone",
|
|
|
|
wherein = "nether:rack",
|
|
|
|
clust_scarcity = 11 * 11 * 11,
|
|
|
|
clust_num_ores = 3,
|
|
|
|
clust_size = 2,
|
|
|
|
y_max = NETHER_CEILING,
|
|
|
|
y_min = NETHER_FLOOR,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_ore({
|
|
|
|
ore_type = "scatter",
|
|
|
|
ore = "default:lava_source",
|
|
|
|
wherein = "nether:rack",
|
2020-07-12 04:12:00 +02:00
|
|
|
clust_scarcity = 36 * 36 * 36,
|
2020-06-05 14:20:54 +02:00
|
|
|
clust_num_ores = 4,
|
|
|
|
clust_size = 2,
|
|
|
|
y_max = NETHER_CEILING,
|
|
|
|
y_min = NETHER_FLOOR,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_ore({
|
|
|
|
ore_type = "blob",
|
|
|
|
ore = "nether:sand",
|
|
|
|
wherein = "nether:rack",
|
|
|
|
clust_scarcity = 14 * 14 * 14,
|
|
|
|
clust_size = 8,
|
|
|
|
y_max = NETHER_CEILING,
|
|
|
|
y_min = NETHER_FLOOR
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
-- Mapgen
|
|
|
|
|
|
|
|
-- 3D noise
|
|
|
|
|
|
|
|
local np_cave = {
|
|
|
|
offset = 0,
|
|
|
|
scale = 1,
|
|
|
|
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
|
|
|
|
seed = 59033,
|
|
|
|
octaves = 5,
|
|
|
|
persist = 0.7,
|
|
|
|
lacunarity = 2.0,
|
|
|
|
--flags = ""
|
|
|
|
}
|
|
|
|
|
|
|
|
-- Buffers and objects we shouldn't recreate every on_generate
|
|
|
|
|
|
|
|
local nobj_cave = nil
|
2020-06-17 16:41:07 +02:00
|
|
|
local nbuf_cave = {}
|
|
|
|
local dbuf = {}
|
2020-06-05 14:20:54 +02:00
|
|
|
|
|
|
|
local yblmin = NETHER_FLOOR + BLEND * 2
|
|
|
|
local yblmax = NETHER_CEILING - BLEND * 2
|
|
|
|
|
|
|
|
-- Content ids
|
|
|
|
|
|
|
|
local c_air = minetest.get_content_id("air")
|
|
|
|
local c_netherrack = minetest.get_content_id("nether:rack")
|
|
|
|
local c_netherbrick = minetest.get_content_id("nether:brick")
|
|
|
|
local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
|
|
|
|
local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
|
|
|
|
local c_glowstone = minetest.get_content_id("nether:glowstone")
|
|
|
|
local c_lava_source = minetest.get_content_id("default:lava_source")
|
|
|
|
local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
|
|
|
|
|
|
|
|
|
|
|
|
-- Dungeon excavation functions
|
|
|
|
|
|
|
|
function build_dungeon_room_list(data, area)
|
|
|
|
|
|
|
|
local result = {}
|
|
|
|
|
|
|
|
-- Unfortunately gennotify only returns dungeon rooms, not corridors.
|
|
|
|
-- We don't need to check for temples because only dungeons are generated in biomes
|
|
|
|
-- that define their own dungeon nodes.
|
|
|
|
local gennotify = minetest.get_mapgen_object("gennotify")
|
|
|
|
local roomLocations = gennotify["dungeon"] or {}
|
|
|
|
|
|
|
|
-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
|
|
|
|
-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
|
|
|
|
local maxRoomSize = 18
|
|
|
|
local maxRoomRadius = math.ceil(maxRoomSize / 2)
|
|
|
|
|
|
|
|
local xStride, yStride, zStride = 1, area.ystride, area.zstride
|
|
|
|
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
|
|
|
|
|
|
|
|
for _, roomPos in ipairs(roomLocations) do
|
|
|
|
|
|
|
|
if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
|
|
|
|
|
|
|
|
local room_vi = area:indexp(roomPos)
|
|
|
|
--data[room_vi] = minetest.get_content_id("default:torch") -- debug
|
|
|
|
|
|
|
|
local startPos = vector.new(roomPos)
|
|
|
|
if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
|
|
|
|
-- The roomPos coords given by gennotify are at floor level, but whenever possible we
|
|
|
|
-- want to be performing searches a node higher than floor level to avoids dungeon chests.
|
|
|
|
startPos.y = startPos.y + 1
|
|
|
|
room_vi = area:indexp(startPos)
|
|
|
|
end
|
|
|
|
|
|
|
|
local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
|
|
|
|
local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
|
|
|
|
local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
|
|
|
|
|
|
|
|
local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
|
|
|
|
local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
|
|
|
|
local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
|
|
|
|
|
|
|
|
local room_min = vector.new(startPos)
|
|
|
|
local room_max = vector.new(startPos)
|
|
|
|
|
|
|
|
local vi = room_vi
|
|
|
|
while room_max.y < bound_max_y and data[vi + yStride] == c_air do
|
|
|
|
room_max.y = room_max.y + 1
|
|
|
|
vi = vi + yStride
|
|
|
|
end
|
|
|
|
|
|
|
|
vi = room_vi
|
|
|
|
while room_min.y > bound_min_y and data[vi - yStride] == c_air do
|
|
|
|
room_min.y = room_min.y - 1
|
|
|
|
vi = vi - yStride
|
|
|
|
end
|
|
|
|
|
|
|
|
vi = room_vi
|
|
|
|
while room_max.z < bound_max_z and data[vi + zStride] == c_air do
|
|
|
|
room_max.z = room_max.z + 1
|
|
|
|
vi = vi + zStride
|
|
|
|
end
|
|
|
|
|
|
|
|
vi = room_vi
|
|
|
|
while room_min.z > bound_min_z and data[vi - zStride] == c_air do
|
|
|
|
room_min.z = room_min.z - 1
|
|
|
|
vi = vi - zStride
|
|
|
|
end
|
|
|
|
|
|
|
|
vi = room_vi
|
|
|
|
while room_max.x < bound_max_x and data[vi + xStride] == c_air do
|
|
|
|
room_max.x = room_max.x + 1
|
|
|
|
vi = vi + xStride
|
|
|
|
end
|
|
|
|
|
|
|
|
vi = room_vi
|
|
|
|
while room_min.x > bound_min_x and data[vi - xStride] == c_air do
|
|
|
|
room_min.x = room_min.x - 1
|
|
|
|
vi = vi - xStride
|
|
|
|
end
|
|
|
|
|
|
|
|
local roomInfo = vector.new(roomPos)
|
|
|
|
roomInfo.minp = room_min
|
|
|
|
roomInfo.maxp = room_max
|
|
|
|
result[#result + 1] = roomInfo
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return result;
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
|
|
|
|
-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
|
|
|
|
function excavate_dungeons(data, area, rooms)
|
|
|
|
|
|
|
|
-- any air from the native mapgen has been replaced by netherrack, but
|
|
|
|
-- we don't want this inside dungeons, so fill dungeon rooms with air
|
|
|
|
for _, roomInfo in ipairs(rooms) do
|
|
|
|
|
|
|
|
local room_min = roomInfo.minp
|
|
|
|
local room_max = roomInfo.maxp
|
|
|
|
|
|
|
|
for z = room_min.z, room_max.z do
|
|
|
|
for y = room_min.y, room_max.y do
|
|
|
|
local vi = area:index(room_min.x, y, z)
|
|
|
|
for x = room_min.x, room_max.x do
|
|
|
|
if data[vi] == c_netherrack then data[vi] = c_air end
|
|
|
|
vi = vi + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Since we already know where all the rooms and their walls are, and have all the nodes stored
|
|
|
|
-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
|
|
|
|
function decorate_dungeons(data, area, rooms)
|
|
|
|
|
|
|
|
local xStride, yStride, zStride = 1, area.ystride, area.zstride
|
|
|
|
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
|
|
|
|
|
|
|
|
for _, roomInfo in ipairs(rooms) do
|
|
|
|
|
|
|
|
local room_min, room_max = roomInfo.minp, roomInfo.maxp
|
|
|
|
local room_size = vector.distance(room_min, room_max)
|
|
|
|
|
|
|
|
if room_size > 10 then
|
|
|
|
local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
|
|
|
|
local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
|
|
|
|
|
|
|
|
if room_seed % 3 == 0 and room_max.y < maxEdge.y then
|
|
|
|
-- Glowstone chandelier
|
|
|
|
local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
|
|
|
|
if data[vi] == c_netherbrick then data[vi] = c_glowstone end
|
|
|
|
|
|
|
|
elseif room_seed % 4 == 0 and room_min.y > minEdge.y
|
|
|
|
and room_min.x > minEdge.x and room_max.x < maxEdge.x
|
|
|
|
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
|
|
|
|
-- lava well (feel free to replace with a fancy schematic)
|
|
|
|
local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
|
|
|
|
if data[vi - yStride] == c_netherbrick then data[vi - yStride] = c_lava_source end
|
|
|
|
if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
|
|
|
|
if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
|
|
|
|
if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
|
|
|
|
if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Barred windows
|
|
|
|
if room_seed % 7 < 5 and room_max.x - room_min.x >= 4 and room_max.z - room_min.z >= 4
|
|
|
|
and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
|
|
|
|
and room_min.x > minEdge.x and room_max.x < maxEdge.x
|
|
|
|
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
|
|
|
|
--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
|
|
|
|
|
|
|
|
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
|
|
|
|
-- than material depending on room_seed)
|
|
|
|
local window_node = c_netherfence
|
|
|
|
|
|
|
|
local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
|
|
|
|
local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
|
|
|
|
local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
|
|
|
|
for _, offset in ipairs(locations) do
|
|
|
|
if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end
|
|
|
|
if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end
|
|
|
|
end
|
|
|
|
vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
|
|
|
|
vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
|
|
|
|
locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
|
|
|
|
for _, offset in ipairs(locations) do
|
|
|
|
if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end
|
|
|
|
if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Weeds on the floor once Nether weeds are added
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
-- On-generated function
|
|
|
|
|
|
|
|
local function on_generated(minp, maxp, seed)
|
|
|
|
|
|
|
|
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local vm, emerge_min, emerge_max = minetest.get_mapgen_object("voxelmanip")
|
|
|
|
local area = VoxelArea:new{MinEdge=emerge_min, MaxEdge=emerge_max}
|
|
|
|
local data = vm:get_data(dbuf)
|
|
|
|
|
|
|
|
local x0, y0, z0 = minp.x, math_max(minp.y, NETHER_FLOOR), minp.z
|
|
|
|
local x1, y1, z1 = maxp.x, math_min(maxp.y, NETHER_CEILING), maxp.z
|
|
|
|
|
|
|
|
local yCaveStride = x1 - x0 + 1
|
|
|
|
local zCaveStride = yCaveStride * yCaveStride
|
|
|
|
local chulens = {x = yCaveStride, y = yCaveStride, z = yCaveStride}
|
|
|
|
|
|
|
|
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
|
2020-06-17 16:41:07 +02:00
|
|
|
local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave)
|
2020-06-05 14:20:54 +02:00
|
|
|
|
|
|
|
|
|
|
|
local dungeonRooms = build_dungeon_room_list(data, area)
|
|
|
|
|
|
|
|
for y = y0, y1 do -- Y loop first to minimise tcave calculations
|
|
|
|
|
|
|
|
local tcave = TCAVE
|
|
|
|
if y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 end
|
|
|
|
if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 end
|
|
|
|
|
|
|
|
for z = z0, z1 do
|
|
|
|
local vi = area:index(x0, y, z) -- Initial voxelmanip index
|
|
|
|
local ni = (z - z0) * zCaveStride + (y - y0) * yCaveStride + 1
|
|
|
|
|
|
|
|
for x = x0, x1 do
|
|
|
|
|
|
|
|
local id = data[vi] -- Existing node
|
|
|
|
|
|
|
|
if nvals_cave[ni] > tcave then
|
|
|
|
data[vi] = c_air
|
|
|
|
elseif id == c_air or id == c_native_mapgen then
|
|
|
|
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
|
|
|
|
end
|
|
|
|
|
|
|
|
ni = ni + 1
|
|
|
|
vi = vi + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- any air from the native mapgen has been replaced by netherrack, but we
|
|
|
|
-- don't want netherrack inside dungeons, so fill known dungeon rooms with air.
|
|
|
|
excavate_dungeons(data, area, dungeonRooms)
|
|
|
|
decorate_dungeons(data, area, dungeonRooms)
|
|
|
|
|
|
|
|
vm:set_data(data)
|
|
|
|
|
|
|
|
-- avoid generating decorations on the underside of the bottom of the nether
|
|
|
|
if minp.y > NETHER_FLOOR and maxp.y < NETHER_CEILING then minetest.generate_decorations(vm) end
|
|
|
|
|
|
|
|
minetest.generate_ores(vm)
|
|
|
|
vm:set_lighting({day = 0, night = 0}, minp, maxp)
|
|
|
|
vm:calc_lighting()
|
|
|
|
vm:update_liquids()
|
|
|
|
vm:write_to_map()
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
|
|
|
|
function nether.find_nether_ground_y(target_x, target_z, start_y)
|
|
|
|
local nobj_cave_point = minetest.get_perlin(np_cave)
|
|
|
|
local air = 0 -- Consecutive air nodes found
|
|
|
|
|
|
|
|
for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
|
|
|
|
local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
|
|
|
|
|
|
|
|
if nval_cave > TCAVE then -- Cavern
|
|
|
|
air = air + 1
|
|
|
|
else -- Not cavern, check if 4 nodes of space above
|
|
|
|
if air >= 4 then
|
|
|
|
-- Check volume for non-natural nodes
|
|
|
|
local minp = {x = target_x - 1, y = y , z = target_z - 2}
|
|
|
|
local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
|
|
|
|
if nether.volume_is_natural(minp, maxp) then
|
|
|
|
return y + 1
|
|
|
|
else -- Restart search a little lower
|
|
|
|
nether.find_nether_ground_y(target_x, target_z, y - 16)
|
|
|
|
end
|
|
|
|
else -- Not enough space, reset air to zero
|
|
|
|
air = 0
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return math_max(start_y, NETHER_FLOOR + BLEND) -- Fallback
|
|
|
|
end
|
|
|
|
|
|
|
|
-- We don't need to be gen-notified of temples because only dungeons will be generated
|
|
|
|
-- if a biome defines the dungeon nodes
|
|
|
|
minetest.set_gen_notify({dungeon = true})
|
|
|
|
|
|
|
|
minetest.register_on_generated(on_generated)
|