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https://github.com/minetest-mods/nether.git
synced 2024-12-26 10:50:30 +01:00
Make ShiftExistingBiomes available via API (#40)
* bug fixes Fixes wrong new_y_min when shift_existing_biomes() shifts a biome below the nether floor, find_surface_anchorPos() no longer assumes y=0 will be outside the nether. Nil-reference fixed when a mods tries to register a portal after mods are finished loading, but the portal shape+material was already registered by another mod. * Make ShiftExistingBiomes available via API makes the ShiftExistingBiomes function available to other mods via the nether global, since it's not a simple function and biomes would also need to be shifted if another mod wants to add a second nether layer. * Allow layers to extend the depth of nether effects Mods can set/lower nether.DEPTH_FLOOR_LAYERS when creating a layer under the nether. This allows multiple layer mods to know where their ceiling should start, and to be included in the effects which only happen in the nether. * document nether API More of a tentative interop guide than an API. Use snake_case for API functions.
This commit is contained in:
parent
54613d673a
commit
52038017f3
25
init.lua
25
init.lua
@ -76,6 +76,19 @@ if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
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end
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nether.DEPTH = nether.DEPTH_CEILING -- Deprecated, use nether.DEPTH_CEILING instead.
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-- DEPTH_FLOOR_LAYERS gives the bottom Y of all locations that wish to be
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-- considered part of the Nether.
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-- DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
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-- Nether, by knowing where their layer ceiling should start, and letting
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-- the layers be included in effects which only happen in the Nether.
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-- If a mod wishes to add a layer below the Nether it should read
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-- nether.DEPTH_FLOOR_LAYERS to find the bottom Y of the Nether and any
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-- other layers already under the Nether. The mod should leave a small gap
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-- between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
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-- for its ceiling Y, so there is room to shift edge-case biomes), then set
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-- nether.DEPTH_FLOOR_LAYERS to reflect the mod's floor Y value, and call
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-- shift_existing_biomes() with DEPTH_FLOOR_LAYERS as the floor_y argument.
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nether.DEPTH_FLOOR_LAYERS = nether.DEPTH_FLOOR
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-- A debug-print function that understands vectors etc. and does not
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-- evaluate when debugging is turned off.
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@ -163,7 +176,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
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destination_pos.y = nether.DEPTH_CEILING - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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destination_pos.y = nether.DEPTH_CEILING - 1 -- temp value so find_nearest_working_portal() returns nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location, existing_portal_orientation =
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@ -188,7 +201,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
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destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
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destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
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destination_pos.y = nether.DEPTH_CEILING + 1 -- temp value so find_nearest_working_portal() doesn't return nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
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local existing_portal_location, existing_portal_orientation =
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@ -253,12 +266,12 @@ The expedition parties have found no diamonds or gold, and after an experienced
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if pos.y <= nether.DEPTH_CEILING and pos.y >= nether.DEPTH_FLOOR then
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result = "nether"
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-- since mapgen_nobiomes.lua has no regions it doesn't implement getRegion(),
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-- so only use getRegion() if it exists
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if nether.mapgen.getRegion ~= nil then
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-- since mapgen_nobiomes.lua has no regions it doesn't implement get_region(),
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-- so only use get_region() if it exists
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if nether.mapgen.get_region ~= nil then
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-- the biomes-based mapgen supports 2 extra regions
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local regions = nether.mapgen.RegionEnum
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local region = nether.mapgen.getRegion(pos)
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local region = nether.mapgen.get_region(pos)
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if region == regions.CENTER or region == regions.CENTERSHELL then
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result = "mantle"
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elseif region == regions.NEGATIVE or region == regions.NEGATIVESHELL then
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25
mapgen.lua
25
mapgen.lua
@ -81,7 +81,8 @@ local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, m
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-- Inject nether_caverns biome
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local function override_underground_biomes()
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-- Move any existing biomes out of the y-range specified by 'floor_y' and 'ceiling_y'
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mapgen.shift_existing_biomes = function(floor_y, ceiling_y)
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-- https://forum.minetest.net/viewtopic.php?p=257522#p257522
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-- Q: Is there a way to override an already-registered biome so I can get it out of the
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-- way of my own underground biomes without disturbing the other biomes registered by
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@ -124,21 +125,21 @@ local function override_underground_biomes()
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if type(new_biome_def.y_min) == 'number' then biome_y_min = new_biome_def.y_min end
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if type(new_biome_def.y_max) == 'number' then biome_y_max = new_biome_def.y_max end
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if biome_y_max > NETHER_FLOOR and biome_y_min < NETHER_CEILING then
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if biome_y_max > floor_y and biome_y_min < ceiling_y then
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-- This biome occupies some or all of the depth of the Nether, shift/crop it.
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local new_y_min, new_y_max
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local spaceOccupiedAbove = biome_y_max - NETHER_CEILING
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local spaceOccupiedBelow = NETHER_FLOOR - biome_y_min
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local spaceOccupiedAbove = biome_y_max - ceiling_y
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local spaceOccupiedBelow = floor_y - biome_y_min
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if spaceOccupiedAbove >= spaceOccupiedBelow or biome_y_min <= -30000 then
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-- place the biome above the Nether
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-- We also shift biomes which extend to the bottom of the map above the Nether, since they
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-- likely only extend that deep as a catch-all, and probably have a role nearer the surface.
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new_y_min = NETHER_CEILING + 1
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new_y_max = math_max(biome_y_max, NETHER_CEILING + 2)
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new_y_min = ceiling_y + 1
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new_y_max = math_max(biome_y_max, ceiling_y + 2)
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else
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-- shift the biome to below the Nether
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new_y_max = NETHER_FLOOR - 1
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new_y_min = math_min(biome_y_min, NETHER_CEILING - 2)
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new_y_max = floor_y - 1
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new_y_min = math_min(biome_y_min, floor_y - 2)
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end
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debugf("Moving biome \"%s\" from %s..%s to %s..%s", new_biome_def.name, new_biome_def.y_min, new_biome_def.y_max, new_y_min, new_y_max)
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@ -162,7 +163,7 @@ local function override_underground_biomes()
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end
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-- Shift any overlapping biomes out of the way before we create the Nether biomes
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override_underground_biomes()
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mapgen.shift_existing_biomes(NETHER_FLOOR, NETHER_CEILING)
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-- nether:native_mapgen is used to prevent ores and decorations being generated according
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-- to landforms created by the native mapgen.
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@ -259,12 +260,12 @@ mapgen.np_cave = {
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local cavePointPerlin = nil
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mapgen.getCavePointPerlin = function()
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mapgen.get_cave_point_perlin = function()
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cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
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return cavePointPerlin
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end
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mapgen.getCavePerlinAt = function(pos)
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mapgen.get_cave_perlin_at = function(pos)
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cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
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return cavePointPerlin:get_3d(pos)
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end
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@ -477,7 +478,7 @@ end
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-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local nobj_cave_point = mapgen.getCavePointPerlin()
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local nobj_cave_point = mapgen.get_cave_point_perlin()
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local air = 0 -- Consecutive air nodes found
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local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
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@ -119,7 +119,7 @@ mapgen.add_basalt_columns = function(data, area, minp, maxp)
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local yStride = area.ystride
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local yCaveStride = x1 - x0 + 1
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local cavePerlin = mapgen.getCavePointPerlin()
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local cavePerlin = mapgen.get_cave_point_perlin()
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nobj_basalt = nobj_basalt or minetest.get_perlin_map(np_basalt, {x = yCaveStride, y = yCaveStride})
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local nvals_basalt = nobj_basalt:get_2d_map_flat({x=minp.x, y=minp.z}, {x=yCaveStride, y=yCaveStride}, nbuf_basalt)
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@ -431,13 +431,13 @@ mapgen.RegionEnum = {
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-- Returns (region, noise) where region is a value from mapgen.RegionEnum
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-- and noise is the unadjusted cave perlin value
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mapgen.getRegion = function(pos)
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mapgen.get_region = function(pos)
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if pos.y > nether.DEPTH_CEILING or pos.y < nether.DEPTH_FLOOR then
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return mapgen.RegionEnum.OVERWORLD, nil
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end
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local caveNoise = mapgen.getCavePerlinAt(pos)
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local caveNoise = mapgen.get_cave_perlin_at(pos)
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local sealevel, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(pos.y)
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local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(pos.y)
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local tcave = mapgen.TCAVE + tcave_adj
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@ -482,7 +482,7 @@ minetest.register_chatcommand("nether_whereami",
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if player == nil then return false, S("Unknown player position") end
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local playerPos = vector.round(player:get_pos())
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local region, caveNoise = mapgen.getRegion(playerPos)
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local region, caveNoise = mapgen.get_region(playerPos)
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local seaLevel, cavernLimitDistance = mapgen.find_nearest_lava_sealevel(playerPos.y)
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local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(playerPos.y)
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78
nether_api.txt
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78
nether_api.txt
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@ -0,0 +1,78 @@
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Modding/interop guide to Nether
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===============================
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For portals API see portal_api.txt
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The Nether mod exposes some of its functions and data via the lua global
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`nether` and `nether.mapgen`
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* `nether.DEPTH_CEILING`: [read-only] Y value of the top of the Nether.
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* `nether.DEPTH_FLOOR`: [read-only] Y value of the bottom of the Nether.
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* `nether.DEPTH_FLOOR_LAYERS`: [writable] Gives the bottom Y of all
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locations that wish to be considered part of the Nether.
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DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
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Nether, by knowing where their layer ceiling should start, and letting
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the layers be included in effects which only happen in the Nether.
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If a mod wishes to add a layer below the Nether it should read
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`nether.DEPTH_FLOOR_LAYERS` to find the bottom Y of the Nether and any
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other layers already under the Nether. The mod should leave a small gap
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between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
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for its ceiling Y, so there is room to shift edge-case biomes), then set
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`nether.DEPTH_FLOOR_LAYERS` to reflect the mod's floor Y value, and call
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`shift_existing_biomes()` with DEPTH_FLOOR_LAYERS as the `floor_y` argument.
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* `nether.NETHER_REALM_ENABLED`: [read-only] Gets the value of the "Enable
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Nether realm & portal" setting the nether mod exposes in Minetest's
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"All Settings" -> "Mods" -> "nether" options.
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When false, the entire nether mapgen is disabled (not run), and the portal
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to it is not registered. Reasons someone might disable the Nether realm
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include if a nether-layer mod was to be used as the Nether instead, or if
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the portal mechanic was desired in a game without the Nether, etc.
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* `nether.useBiomes`: [read-only] When this is false, the Nether interop
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functions below are not available (nil).
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Indicates that the biomes-enabled mapgen is in use. The Nether mod falls back
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to older mapgen code for v6 maps and old versions of Minetest, the older
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mapgen code doesn't use biomes and doesn't provide API/interop functions.
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Mapgen functions available when nether.useBiomes is true
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--------------------------------------------------------
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The following functions are nil if `nether.useBiomes` is false,
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and also nil if `nether.NETHER_REALM_ENABLED` is false.
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* `nether.mapgen.shift_existing_biomes(floor_y, ceiling_y)` Move any existing
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biomes out of the y-range specified by `floor_y` and `ceiling_y`.
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* `nether.mapgen.get_region(pos)`: Returns two values, (region, noise) where
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`region` is a value from `nether.mapgen.RegionEnum` and `noise` is the
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unadjusted cave perlin value.
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* `nether.mapgen.RegionEnum` values are tables which contain an invariant
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`name` and a localized `desc`. Current region names include overworld,
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positive, positive shell, center, center shell, negative, and negative
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shell.
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"positive" corresponds to conventional Nether caverns, and "center"
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corresponds to the Mantle region.
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* `nether.mapgen.get_cave_point_perlin()`: Returns the PerlinNoise object for
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the Nether's cavern noise.
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* `nether.mapgen.get_cave_perlin_at(pos)`: Returns the Nether cavern noise
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value at a given 3D position.
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Other mapgen functions
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-------------------------------------------
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If the Nether realm is enabled, then this function will be available
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regardless of whether `nether.useBiomes` is true:
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* `nether.find_nether_ground_y(target_x, target_z, start_y, player_name)`
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Uses knowledge of the nether mapgen algorithm to return a suitable ground
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level for placing a portal.
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* `player_name` is optional, allowing a player to spawn a remote portal
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in their own protected areas.
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@ -337,7 +337,7 @@ nether.cool_lava = function(pos, node)
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-- Evaporate water sitting above lava, if it's in the Nether.
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-- (we don't want Nether mod to affect overworld lava mechanics)
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if minetest.get_item_group(node_above.name, "water") > 0 and
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pos.y < nether.DEPTH_CEILING and pos.y > nether.DEPTH_FLOOR then
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pos.y < nether.DEPTH_CEILING and pos.y > nether.DEPTH_FLOOR_LAYERS then
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-- cools_lava might be a better group to check for, but perhaps there's
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-- something in that group that isn't a liquid and shouldn't be evaporated?
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minetest.swap_node(pos_above, {name="air"})
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@ -604,7 +604,7 @@ local function fumarole_onTimer(pos, elapsed)
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-- Fumaroles in the Nether can catch fire.
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-- (if taken to the surface and used as cottage chimneys, they don't catch fire)
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local inNether = pos.y <= nether.DEPTH and pos.y >= nether.DEPTH_FLOOR
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local inNether = pos.y <= nether.DEPTH and pos.y >= nether.DEPTH_FLOOR_LAYERS
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local canCatchFire = inNether and minetest.registered_nodes["fire:permanent_flame"] ~= nil
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local smoke_offset = 0
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local timeout_factor = 1
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@ -2073,7 +2073,7 @@ function nether.register_portal(name, portaldef)
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end
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portaldef.name = name
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portaldef.mod_name = minetest.get_current_modname()
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portaldef.mod_name = minetest.get_current_modname() or "<mod name not recorded>"
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-- use portaldef_default for any values missing from portaldef or portaldef.sounds
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if portaldef.sounds ~= nil then setmetatable(portaldef.sounds, {__index = portaldef_default.sounds}) end
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@ -250,16 +250,16 @@ Used by `nether.register_portal`.
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-- player_name may be "", e.g. if the portal was ignited by a mesecon,
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-- and is provided for use with volume_is_natural_and_unprotected() etc.
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on_run_wormhole = function(portalDef, anochorPos, orientation),
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on_run_wormhole = function(portalDef, anchorPos, orientation),
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-- invoked once per second per portal
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on_extinguish = function(portalDef, anochorPos, orientation),
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on_extinguish = function(portalDef, anchorPos, orientation),
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-- invoked when a portal is extinguished, including when the portal
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-- it connected to was extinguished.
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on_player_teleported = function(portalDef, player, oldPos, newPos),
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-- invoked immediately after a player is teleported
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on_ignite = function(portalDef, anochorPos, orientation)
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on_ignite = function(portalDef, anchorPos, orientation)
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-- invoked when a player or mesecon ignites a portal
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on_created = function(portalDef, anochorPos, orientation)
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on_created = function(portalDef, anchorPos, orientation)
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-- invoked when a portal creates a remote twin, this is usually when
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-- a player travels through a portal for the first time.
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}
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-- Surface-travel portal, playable code example --
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--==============================================--
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-- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will
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-- These Moore Curve functions required by surface_portal's find_surface_anchorPos() will
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-- be assigned later in this file.
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local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer
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local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d
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