Add giant crystal geodes (#35)

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Treer 2023-01-27 01:59:05 +11:00 committed by GitHub
parent 7dc32f6bb8
commit 957fdc887b
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12 changed files with 317 additions and 12 deletions

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@ -30,5 +30,6 @@ read_globals = {
"vector",
"VoxelArea",
"VoxelManip",
xpanes = { fields = { "register_pane" } },
}

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@ -65,6 +65,8 @@ SOFTWARE.
* `nether_book_`* (files starting with "nether_book"): Treer, 2019-2020
* `nether_brick_deep.png`: Treer, 2021
* `nether_fumarole.ogg`: Treer, 2020
* `nether_geode.png`: Treer, 2021
* `nether_geode_glass.png`: Treer, 2021
* `nether_lava_bubble`* (files starting with "nether_lava_bubble"): Treer, 2020
* `nether_lava_crust_animated.png`: Treer, 2019-2020
* `nether_lightstaff.png`: Treer, 2021

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@ -7,3 +7,4 @@ loot?
mesecons?
moreblocks?
climate_api?
xpanes?

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@ -64,11 +64,19 @@ Lava Crust=
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=
Nether Basalt=
Nether Beryl=
Nether Berylite=
Nether Brick=Brique du Nether
Nether Brick Fence=Barrière en briques du Nether
Nether Brick Fence Rail=Clôture en briques du Nether
Nether Crystal Pane=
Nether Slab=Dalle du Nether
Nether Stair=Escalier du Nether
Nether geode crystal, found lining the interior walls of Nether geodes=
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=
Netherrack=Roche du Nether
Netherrack from deep in the mantle=
Netherrack stair=

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@ -63,11 +63,19 @@ Lava Crust=
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=
Nether Basalt=
Nether Beryl=
Nether Berylite=
Nether Brick=
Nether Brick Fence=
Nether Brick Fence Rail=
Nether Crystal Pane=
Nether Slab=
Nether Stair=
Nether geode crystal, found lining the interior walls of Nether geodes=
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=
Netherrack=
Netherrack from deep in the mantle=
Netherrack stair=

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@ -71,6 +71,7 @@ end
-- Load specialty helper functions
dofile(nether.path .. "/mapgen_dungeons.lua")
dofile(nether.path .. "/mapgen_mantle.lua")
dofile(nether.path .. "/mapgen_geodes.lua")
-- Misc math functions
@ -283,6 +284,7 @@ local dbuf = {}
local c_air = minetest.get_content_id("air")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_crystaldark = minetest.get_content_id("nether:geode")
local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
local c_lava_crust = minetest.get_content_id("nether:lava_crust")
local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
@ -382,7 +384,8 @@ local function on_generated(minp, maxp, seed)
if cave_noise > tcave then
-- Prime region
-- This was the only region in initial versions of the Nether mod.
-- It is the only region which portals from the surface will open into.
-- It is the only region which portals from the surface will open into,
-- getting to any other regions in the Nether will require Shanks' Pony.
data[vi] = c_air
contains_nether = true
@ -392,12 +395,11 @@ local function on_generated(minp, maxp, seed)
-- Reaching here would require the player to first find and journey through the central region,
-- as it's always separated from the Prime region by the central region.
data[vi] = c_netherrack -- For now I've just left this region as solid netherrack instead of air.
data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)-- function from mapgen_geodes.lua
-- Only set contains_nether to true here if you want tunnels created between the secondary region
-- and the central region.
--contains_nether = true
--data[vi] = c_air
contains_nether = true
else
-- netherrack walls and/or center region/mantle
abs_cave_noise = math_abs(cave_noise)
@ -414,7 +416,11 @@ local function on_generated(minp, maxp, seed)
data[vi] = c_netherrack_deep
else
-- the shell seperating the mantle from the rest of the nether...
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
if cave_noise > 0 then
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
else
data[vi] = c_crystaldark
end
end
end

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@ -33,6 +33,7 @@ minetest.set_gen_notify({dungeon = true})
local c_air = minetest.get_content_id("air")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_crystaldark = minetest.get_content_id("nether:geode")
local c_dungeonbrick = minetest.get_content_id("nether:brick")
local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
@ -164,7 +165,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
vi = area:index(room_min.x, y, z)
for x = room_min.x, room_max.x do
node_id = data[vi]
if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
vi = vi + 1
end
end
@ -181,7 +182,7 @@ nether.mapgen.excavate_dungeons = function(data, area, rooms)
vi = vi + area.ystride
node_id = data[vi]
-- searching forward of the stairs could also be done
if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air end
end
end
end
@ -231,11 +232,11 @@ nether.mapgen.decorate_dungeons = function(data, area, rooms)
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
-- Can't use glass panes because they need the param data set.
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
-- than material depending on room_seed)
-- Glass panes can't go in the windows because we aren't setting param data.
-- Until a Nether glass is added, every window will be made of netherbrick fence rather
-- than material depending on room_seed.
local window_node = c_netherfence
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight end
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_netherglass end
local function placeWindow(vi, viOutsideOffset, windowNo)
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then

221
mapgen_geodes.lua Normal file
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@ -0,0 +1,221 @@
--[[
Nether mod for minetest
This file contains helper functions for generating geode interiors,
a proof-of-concept to demonstrate how the secondary/spare region
in the nether might be put to use by someone.
Copyright (C) 2021 Treer
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.
]]--
local debugf = nether.debug
local mapgen = nether.mapgen
-- Content ids
local c_air = minetest.get_content_id("air")
local c_crystal = minetest.get_content_id("nether:geodelite") -- geodelite has a faint glow
local c_netherrack = minetest.get_content_id("nether:rack")
local c_glowstone = minetest.get_content_id("nether:glowstone")
-- Math funcs
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
-- Create a tiling space of close-packed spheres, using Hexagonal close packing
-- of spheres with radius 0.5.
-- With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
-- radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
-- and the pack-y distance between each layer will be sqrt(6) / 3,
-- The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
local xPack = math.sqrt(3)/2 -- 0.866, height of an equalateral triangle
local xPack2 = xPack * 2 -- 1.732
local yPack = math.sqrt(6) / 3 -- 0.816, y height of each layer
local yPack2 = yPack * 2
local yPack3 = yPack * 3
local layer2offsetx = xPack / 3 -- 0.289, height to center of equalateral triangle
local layer3offsetx = xPack2 / 3 -- 0.577
local structureSize = 50 -- magic numbers may need retuning if this changes too much
local layer1 = {
{0, 0, 0},
{0, 0, 1},
{xPack, 0, -0.5},
{xPack, 0, 0.5},
{xPack, 0, 1.5},
{xPack2, 0, 0},
{xPack2, 0, 1},
}
local layer2 = {
{layer2offsetx - xPack, yPack, 0},
{layer2offsetx - xPack, yPack, 1},
{layer2offsetx, yPack, -0.5},
{layer2offsetx, yPack, 0.5},
{layer2offsetx, yPack, 1.5},
{layer2offsetx + xPack, yPack, 0},
{layer2offsetx + xPack, yPack, 1},
{layer2offsetx + xPack2, yPack, -0.5},
{layer2offsetx + xPack2, yPack, 0.5},
{layer2offsetx + xPack2, yPack, 1.5},
}
local layer3 = {
{layer3offsetx - xPack, yPack2, -0.5},
{layer3offsetx - xPack, yPack2, 0.5},
{layer3offsetx - xPack, yPack2, 1.5},
{layer3offsetx, yPack2, 0},
{layer3offsetx, yPack2, 1},
{layer3offsetx + xPack, yPack2, -0.5},
{layer3offsetx + xPack, yPack2, 0.5},
{layer3offsetx + xPack, yPack2, 1.5},
{layer3offsetx + xPack2, yPack2, 0},
{layer3offsetx + xPack2, yPack2, 1},
}
local layer4 = {
{0, yPack3, 0},
{0, yPack3, 1},
{xPack, yPack3, -0.5},
{xPack, yPack3, 0.5},
{xPack, yPack3, 1.5},
{xPack2, yPack3, 0},
{xPack2, yPack3, 1},
}
local layers = {
{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
{y = layer2[1][2], points = layer2},
{y = layer3[1][2], points = layer3},
{y = layer4[1][2], points = layer4},
}
-- Geode mapgen functions (AKA proof of secondary/spare region concept)
-- fast for small lists
function insertionSort(array)
local i
for i = 2, #array do
local key = array[i]
local j = i - 1
while j > 0 and array[j] > key do
array[j + 1] = array[j]
j = j - 1
end
array[j + 1] = key
end
return array
end
local distSquaredList = {}
local adj_x = 0
local adj_y = 0
local adj_z = 0
local lasty, lastz
local warpx, warpz
-- It's quite a lot to calculate for each air node, but its not terribly slow and
-- it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
mapgen.getGeodeInteriorNodeId = function(x, y, z)
if z ~= lastz then
lastz = z
-- Calculate structure warping
-- To avoid calculating this for each node there's no warping as you look along the x axis :(
adj_y = math.sin(math_pi / 222 * y) * 30
if y ~= lasty then
lasty = y
warpx = math.sin(math_pi / 100 * y) * 10
warpz = math.sin(math_pi / 43 * y) * 15
end
local twistRadians = math_pi / 73 * y
local sinTwist, cosTwist = math.sin(twistRadians), math.cos(twistRadians)
adj_x = cosTwist * warpx - sinTwist * warpz
adj_z = sinTwist * warpx + cosTwist * warpz
end
-- convert x, y, z into a position in the tessellating space
local cell_x = (((x + adj_x) / xPack2 + 0.5) % structureSize) / structureSize * xPack2
local cell_y = (((y + adj_y) / yPack3 + 0.5) % structureSize) / structureSize * yPack3
local cell_z = (((z + adj_z) + 0.5) % structureSize) / structureSize -- zPack = 1, so can be omitted
local iOut = 1
local i, j
local canSkip = false
for i = 1, #layers do
local layer = layers[i]
local dy = cell_y - layer.y
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°))
local points = layer.points
for j = 1, #points do
local point = points[j]
local dx = cell_x - point[1]
local dz = cell_z - point[3]
local distSquared = dx*dx + dy*dy + dz*dz
if distSquared < 0.25 then
-- optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
return c_air
end
distSquaredList[iOut] = distSquared
iOut = iOut + 1
end
end
end
-- clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
while distSquaredList[iOut] ~= nil do
rawset(distSquaredList, iOut, nil)
iOut = iOut + 1
end
insertionSort(distSquaredList)
local d3_1 = distSquaredList[3] - distSquaredList[1]
local d3_2 = distSquaredList[3] - distSquaredList[2]
--local d4_1 = distSquaredList[4] - distSquaredList[1]
--local d4_3 = distSquaredList[4] - distSquaredList[3]
-- Some shape formulas (tuned for a structureSize of 50)
-- (d3_1 < 0.05) gives connective lines
-- (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
-- ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
-- (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
-- (d4_1 < 0.1) produces spherish balls at intersections
-- The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
-- In this case we use squared distances to avoid calculating square roots.
if (d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3 then
return c_crystal
elseif (distSquaredList[4] - distSquaredList[1]) < 0.08 then
return c_glowstone
else
return c_air
end
end

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@ -1,4 +1,4 @@
name = nether
description = Adds a deep underground realm with different mapgen that you can reach with obsidian portals.
depends = stairs, default
optional_depends = moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire, climate_api, ethereal, walls
optional_depends = moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire, climate_api, ethereal, xpanes, walls

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@ -180,6 +180,63 @@ minetest.register_node("nether:rack", {
sounds = default.node_sound_stone_defaults(),
})
-- Geode crystals can only be introduced by the biomes-based mapgen, since it requires the
-- MT 5.0 world-align texture features.
minetest.register_node("nether:geode", {
description = S("Nether Beryl"),
_doc_items_longdesc = S("Nether geode crystal, found lining the interior walls of Nether geodes"),
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"),

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