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Add giant crystal geodes (#35)
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@ -30,5 +30,6 @@ read_globals = {
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"vector",
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"VoxelArea",
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"VoxelManip",
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xpanes = { fields = { "register_pane" } },
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}
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@ -65,6 +65,8 @@ SOFTWARE.
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* `nether_book_`* (files starting with "nether_book"): Treer, 2019-2020
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* `nether_brick_deep.png`: Treer, 2021
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* `nether_fumarole.ogg`: Treer, 2020
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* `nether_geode.png`: Treer, 2021
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* `nether_geode_glass.png`: Treer, 2021
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* `nether_lava_bubble`* (files starting with "nether_lava_bubble"): Treer, 2020
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* `nether_lava_crust_animated.png`: Treer, 2019-2020
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* `nether_lightstaff.png`: Treer, 2021
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@ -7,3 +7,4 @@ loot?
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mesecons?
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moreblocks?
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climate_api?
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xpanes?
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@ -64,11 +64,19 @@ Lava Crust=
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Lava crust is strong enough to walk on, but still hot enough to inflict burns.=
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Nether Basalt=
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Nether Beryl=
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Nether Berylite=
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Nether Brick=Brique du Nether
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Nether Brick Fence=Barrière en briques du Nether
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Nether Brick Fence Rail=Clôture en briques du Nether
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Nether Crystal Pane=
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Nether Slab=Dalle du Nether
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Nether Stair=Escalier du Nether
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Nether geode crystal, found lining the interior walls of Nether geodes=
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Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=
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Netherrack=Roche du Nether
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Netherrack from deep in the mantle=
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Netherrack stair=
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@ -63,11 +63,19 @@ Lava Crust=
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Lava crust is strong enough to walk on, but still hot enough to inflict burns.=
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Nether Basalt=
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Nether Beryl=
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Nether Berylite=
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Nether Brick=
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Nether Brick Fence=
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Nether Brick Fence Rail=
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Nether Crystal Pane=
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Nether Slab=
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Nether Stair=
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Nether geode crystal, found lining the interior walls of Nether geodes=
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Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=
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Netherrack=
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Netherrack from deep in the mantle=
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Netherrack stair=
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16
mapgen.lua
16
mapgen.lua
@ -71,6 +71,7 @@ end
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-- Load specialty helper functions
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dofile(nether.path .. "/mapgen_dungeons.lua")
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dofile(nether.path .. "/mapgen_mantle.lua")
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dofile(nether.path .. "/mapgen_geodes.lua")
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-- Misc math functions
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@ -283,6 +284,7 @@ local dbuf = {}
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local c_air = minetest.get_content_id("air")
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
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local c_crystaldark = minetest.get_content_id("nether:geode")
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local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
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local c_lava_crust = minetest.get_content_id("nether:lava_crust")
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local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
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@ -382,7 +384,8 @@ local function on_generated(minp, maxp, seed)
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if cave_noise > tcave then
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-- Prime region
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-- This was the only region in initial versions of the Nether mod.
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-- It is the only region which portals from the surface will open into.
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-- It is the only region which portals from the surface will open into,
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-- getting to any other regions in the Nether will require Shanks' Pony.
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data[vi] = c_air
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contains_nether = true
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@ -392,12 +395,11 @@ local function on_generated(minp, maxp, seed)
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-- Reaching here would require the player to first find and journey through the central region,
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-- as it's always separated from the Prime region by the central region.
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data[vi] = c_netherrack -- For now I've just left this region as solid netherrack instead of air.
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data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)-- function from mapgen_geodes.lua
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-- Only set contains_nether to true here if you want tunnels created between the secondary region
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-- and the central region.
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--contains_nether = true
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--data[vi] = c_air
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contains_nether = true
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else
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-- netherrack walls and/or center region/mantle
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abs_cave_noise = math_abs(cave_noise)
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@ -414,7 +416,11 @@ local function on_generated(minp, maxp, seed)
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data[vi] = c_netherrack_deep
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else
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-- the shell seperating the mantle from the rest of the nether...
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data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
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if cave_noise > 0 then
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data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
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else
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data[vi] = c_crystaldark
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end
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end
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end
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@ -33,6 +33,7 @@ minetest.set_gen_notify({dungeon = true})
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local c_air = minetest.get_content_id("air")
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
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local c_crystaldark = minetest.get_content_id("nether:geode")
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local c_dungeonbrick = minetest.get_content_id("nether:brick")
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local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
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local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
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@ -164,7 +165,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
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vi = area:index(room_min.x, y, z)
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for x = room_min.x, room_max.x do
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node_id = data[vi]
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
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if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
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vi = vi + 1
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end
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end
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@ -181,7 +182,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
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vi = vi + area.ystride
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node_id = data[vi]
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-- searching forward of the stairs could also be done
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
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if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
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end
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end
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end
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@ -231,11 +232,11 @@ nether.mapgen.decorate_dungeons = function(data, area, rooms)
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and room_min.z > minEdge.z and room_max.z < maxEdge.z then
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--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
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-- Can't use glass panes because they need the param data set.
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-- Until whisper glass is added, every window will be made of netherbrick fence (rather
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-- than material depending on room_seed)
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-- Glass panes can't go in the windows because we aren't setting param data.
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-- Until a Nether glass is added, every window will be made of netherbrick fence rather
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-- than material depending on room_seed.
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local window_node = c_netherfence
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--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight end
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--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_netherglass end
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local function placeWindow(vi, viOutsideOffset, windowNo)
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if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
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221
mapgen_geodes.lua
Normal file
221
mapgen_geodes.lua
Normal file
@ -0,0 +1,221 @@
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--[[
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Nether mod for minetest
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This file contains helper functions for generating geode interiors,
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a proof-of-concept to demonstrate how the secondary/spare region
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in the nether might be put to use by someone.
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Copyright (C) 2021 Treer
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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local debugf = nether.debug
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local mapgen = nether.mapgen
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-- Content ids
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local c_air = minetest.get_content_id("air")
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local c_crystal = minetest.get_content_id("nether:geodelite") -- geodelite has a faint glow
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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-- Math funcs
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local math_max, math_min, math_abs, math_floor, math_pi = math.max, math.min, math.abs, math.floor, math.pi -- avoid needing table lookups each time a common math function is invoked
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-- Create a tiling space of close-packed spheres, using Hexagonal close packing
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-- of spheres with radius 0.5.
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-- With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
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-- radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
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-- and the pack-y distance between each layer will be sqrt(6) / 3,
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-- The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
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local xPack = math.sqrt(3)/2 -- 0.866, height of an equalateral triangle
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local xPack2 = xPack * 2 -- 1.732
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local yPack = math.sqrt(6) / 3 -- 0.816, y height of each layer
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local yPack2 = yPack * 2
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local yPack3 = yPack * 3
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local layer2offsetx = xPack / 3 -- 0.289, height to center of equalateral triangle
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local layer3offsetx = xPack2 / 3 -- 0.577
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local structureSize = 50 -- magic numbers may need retuning if this changes too much
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local layer1 = {
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{0, 0, 0},
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{0, 0, 1},
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{xPack, 0, -0.5},
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{xPack, 0, 0.5},
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{xPack, 0, 1.5},
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{xPack2, 0, 0},
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{xPack2, 0, 1},
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}
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local layer2 = {
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{layer2offsetx - xPack, yPack, 0},
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{layer2offsetx - xPack, yPack, 1},
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{layer2offsetx, yPack, -0.5},
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{layer2offsetx, yPack, 0.5},
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{layer2offsetx, yPack, 1.5},
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{layer2offsetx + xPack, yPack, 0},
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{layer2offsetx + xPack, yPack, 1},
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{layer2offsetx + xPack2, yPack, -0.5},
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{layer2offsetx + xPack2, yPack, 0.5},
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{layer2offsetx + xPack2, yPack, 1.5},
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}
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local layer3 = {
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{layer3offsetx - xPack, yPack2, -0.5},
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{layer3offsetx - xPack, yPack2, 0.5},
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{layer3offsetx - xPack, yPack2, 1.5},
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{layer3offsetx, yPack2, 0},
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{layer3offsetx, yPack2, 1},
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{layer3offsetx + xPack, yPack2, -0.5},
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{layer3offsetx + xPack, yPack2, 0.5},
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{layer3offsetx + xPack, yPack2, 1.5},
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{layer3offsetx + xPack2, yPack2, 0},
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{layer3offsetx + xPack2, yPack2, 1},
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}
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local layer4 = {
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{0, yPack3, 0},
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{0, yPack3, 1},
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{xPack, yPack3, -0.5},
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{xPack, yPack3, 0.5},
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{xPack, yPack3, 1.5},
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{xPack2, yPack3, 0},
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{xPack2, yPack3, 1},
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}
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local layers = {
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{y = layer1[1][2], points = layer1}, -- layer1[1][2] is the y value of the first point in layer1, and all spheres in a layer have the same y
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{y = layer2[1][2], points = layer2},
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{y = layer3[1][2], points = layer3},
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{y = layer4[1][2], points = layer4},
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}
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-- Geode mapgen functions (AKA proof of secondary/spare region concept)
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-- fast for small lists
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function insertionSort(array)
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local i
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for i = 2, #array do
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local key = array[i]
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local j = i - 1
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while j > 0 and array[j] > key do
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array[j + 1] = array[j]
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j = j - 1
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end
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array[j + 1] = key
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end
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return array
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end
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local distSquaredList = {}
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local adj_x = 0
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local adj_y = 0
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local adj_z = 0
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local lasty, lastz
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local warpx, warpz
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-- It's quite a lot to calculate for each air node, but its not terribly slow and
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-- it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
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mapgen.getGeodeInteriorNodeId = function(x, y, z)
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if z ~= lastz then
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lastz = z
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-- Calculate structure warping
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-- To avoid calculating this for each node there's no warping as you look along the x axis :(
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adj_y = math.sin(math_pi / 222 * y) * 30
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if y ~= lasty then
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lasty = y
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warpx = math.sin(math_pi / 100 * y) * 10
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warpz = math.sin(math_pi / 43 * y) * 15
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end
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local twistRadians = math_pi / 73 * y
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local sinTwist, cosTwist = math.sin(twistRadians), math.cos(twistRadians)
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adj_x = cosTwist * warpx - sinTwist * warpz
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adj_z = sinTwist * warpx + cosTwist * warpz
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end
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-- convert x, y, z into a position in the tessellating space
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local cell_x = (((x + adj_x) / xPack2 + 0.5) % structureSize) / structureSize * xPack2
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local cell_y = (((y + adj_y) / yPack3 + 0.5) % structureSize) / structureSize * yPack3
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local cell_z = (((z + adj_z) + 0.5) % structureSize) / structureSize -- zPack = 1, so can be omitted
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local iOut = 1
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local i, j
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local canSkip = false
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for i = 1, #layers do
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local layer = layers[i]
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local dy = cell_y - layer.y
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if dy > -0.71 and dy < 0.71 then -- optimization - don't include points to far away to make a difference. (0.71 comes from sin(45°))
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local points = layer.points
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for j = 1, #points do
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local point = points[j]
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local dx = cell_x - point[1]
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local dz = cell_z - point[3]
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local distSquared = dx*dx + dy*dy + dz*dz
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if distSquared < 0.25 then
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-- optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
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return c_air
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end
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distSquaredList[iOut] = distSquared
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iOut = iOut + 1
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end
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end
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end
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-- clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
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while distSquaredList[iOut] ~= nil do
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rawset(distSquaredList, iOut, nil)
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iOut = iOut + 1
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end
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insertionSort(distSquaredList)
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local d3_1 = distSquaredList[3] - distSquaredList[1]
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local d3_2 = distSquaredList[3] - distSquaredList[2]
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--local d4_1 = distSquaredList[4] - distSquaredList[1]
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--local d4_3 = distSquaredList[4] - distSquaredList[3]
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-- Some shape formulas (tuned for a structureSize of 50)
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-- (d3_1 < 0.05) gives connective lines
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-- (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
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-- ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
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-- (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
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-- (d4_1 < 0.1) produces spherish balls at intersections
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-- The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
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-- In this case we use squared distances to avoid calculating square roots.
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if (d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3 then
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return c_crystal
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elseif (distSquaredList[4] - distSquaredList[1]) < 0.08 then
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return c_glowstone
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else
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return c_air
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end
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end
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2
mod.conf
2
mod.conf
@ -1,4 +1,4 @@
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name = nether
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description = Adds a deep underground realm with different mapgen that you can reach with obsidian portals.
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depends = stairs, default
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optional_depends = moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire, climate_api, ethereal, walls
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optional_depends = moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire, climate_api, ethereal, xpanes, walls
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57
nodes.lua
57
nodes.lua
@ -180,6 +180,63 @@ minetest.register_node("nether:rack", {
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sounds = default.node_sound_stone_defaults(),
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})
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-- Geode crystals can only be introduced by the biomes-based mapgen, since it requires the
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-- MT 5.0 world-align texture features.
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minetest.register_node("nether:geode", {
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description = S("Nether Beryl"),
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_doc_items_longdesc = S("Nether geode crystal, found lining the interior walls of Nether geodes"),
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tiles = {{
|
||||
name = "nether_geode.png",
|
||||
align_style = "world",
|
||||
scale = 4
|
||||
}},
|
||||
is_ground_content = true,
|
||||
groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1},
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
})
|
||||
|
||||
-- Nether Berylite is a Beryl that can seen in the dark, used to light up the internal structure
|
||||
-- of the geode, so to avoid player confusion we'll just have it drop plain Beryl, and have only
|
||||
-- plain Beryl in the creative inventory.
|
||||
minetest.register_node("nether:geodelite", {
|
||||
description = S("Nether Berylite"),
|
||||
_doc_items_longdesc = S("Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes"),
|
||||
tiles = {{
|
||||
name = "nether_geode.png",
|
||||
align_style = "world",
|
||||
scale = 4
|
||||
}},
|
||||
light_source = 2,
|
||||
drop = "nether:geode",
|
||||
is_ground_content = true,
|
||||
groups = {cracky = 3, oddly_breakable_by_hand = 3, nether_crystal = 1, not_in_creative_inventory = 1},
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
})
|
||||
|
||||
if minetest.get_modpath("xpanes") and minetest.global_exists("xpanes") and xpanes.register_pane ~= nil then
|
||||
xpanes.register_pane("nether_crystal_pane", {
|
||||
description = S("Nether Crystal Pane"),
|
||||
textures = {
|
||||
{
|
||||
name = "nether_geode_glass.png",
|
||||
align_style = "world",
|
||||
scale = 2
|
||||
},
|
||||
"",
|
||||
"xpanes_edge_obsidian.png"
|
||||
},
|
||||
inventory_image = "([combine:32x32:-8,-8=nether_geode_glass.png:24,-8=nether_geode_glass.png:-8,24=nether_geode_glass.png:24,24=nether_geode_glass.png)^[resize:16x16^[multiply:#922^default_obsidian_glass.png",
|
||||
wield_image = "([combine:32x32:-8,-8=nether_geode_glass.png:24,-8=nether_geode_glass.png:-8,24=nether_geode_glass.png:24,24=nether_geode_glass.png)^[resize:16x16^[multiply:#922^default_obsidian_glass.png", use_texture_alpha = true,
|
||||
sounds = default.node_sound_glass_defaults(),
|
||||
groups = {snappy=2, cracky=3, oddly_breakable_by_hand=3},
|
||||
recipe = {
|
||||
{"group:nether_crystal", "group:nether_crystal", "group:nether_crystal"},
|
||||
{"group:nether_crystal", "group:nether_crystal", "group:nether_crystal"}
|
||||
}
|
||||
})
|
||||
end
|
||||
|
||||
|
||||
-- Deep Netherrack, found in the mantle / central magma layers
|
||||
minetest.register_node("nether:rack_deep", {
|
||||
description = S("Deep Netherrack"),
|
||||
|
BIN
textures/nether_geode.png
Normal file
BIN
textures/nether_geode.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.7 KiB |
BIN
textures/nether_geode_glass.png
Normal file
BIN
textures/nether_geode_glass.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 568 B |
Loading…
Reference in New Issue
Block a user