Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev

This commit is contained in:
2020-06-14 17:04:59 +02:00
12 changed files with 918 additions and 167 deletions

View File

@ -22,11 +22,164 @@
-- Parameters
local NETHER_DEPTH = nether.DEPTH
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.
-- Ores and decorations are registered against "nether:rack" instead, and the lua
-- 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",
clust_scarcity = 32 * 32 * 32,
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 = {
@ -40,159 +193,275 @@ local np_cave = {
--flags = ""
}
-- Stuff
local yblmax = NETHER_DEPTH - BLEND * 2
-- Mapgen
-- Initialize noise object, localise noise and data buffers
-- Buffers and objects we shouldn't recreate every on_generate
local nobj_cave = nil
local nbuf_cave = nil
local dbuf = nil
local yblmin = NETHER_FLOOR + BLEND * 2
local yblmax = NETHER_CEILING - BLEND * 2
-- Content ids
local c_air = minetest.get_content_id("air")
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")
--local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal")
--local c_stone_with_iron = minetest.get_content_id("default:stone_with_iron")
local c_stone_with_mese = minetest.get_content_id("default:stone_with_mese")
local c_stone_with_diamond = minetest.get_content_id("default:stone_with_diamond")
local c_stone_with_gold = minetest.get_content_id("default:stone_with_gold")
--local c_stone_with_copper = minetest.get_content_id("default:stone_with_copper")
local c_mese = minetest.get_content_id("default:mese")
local c_gravel = minetest.get_content_id("default:gravel")
local c_dirt = minetest.get_content_id("default:dirt")
local c_sand = minetest.get_content_id("default:sand")
-- Dungeon excavation functions
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_stair_cobble = minetest.registered_nodes["moreblocks:stair_cobble"] and minetest.get_content_id("moreblocks:stair_cobble") or minetest.get_content_id("stairs:stair_cobble")
function build_dungeon_room_list(data, area)
local c_lava_source = minetest.get_content_id("default:lava_source")
local c_lava_flowing = minetest.get_content_id("default:lava_flowing")
local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing")
local result = {}
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_nethersand = minetest.get_content_id("nether:sand")
local c_netherbrick = minetest.get_content_id("nether:brick")
local c_netherrack = minetest.get_content_id("nether:rack")
-- 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
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > NETHER_DEPTH then
local function on_generated(minp, maxp, seed)
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
return
end
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
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 x11 = emax.x -- Limits of mapchunk plus mapblock shell
local y11 = emax.y
local z11 = emax.z
local x00 = emin.x
local y00 = emin.y
local z00 = emin.z
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 ystride = x1 - x0 + 1
local zstride = ystride * ystride
local chulens = {x = ystride, y = ystride, z = ystride}
local minposxyz = {x = x0, y = y0, z = z0}
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)
local nvals_cave = nobj_cave:get3dMap_flat(minposxyz, nbuf_cave)
local nvals_cave = nobj_cave:get3dMap_flat(minp, nbuf_cave)
for y = y00, y11 do -- Y loop first to minimise tcave calculations
local tcave
local in_chunk_y = false
if y >= y0 and y <= y1 then
if y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
in_chunk_y = true
end
for z = z00, z11 do
local vi = area:index(x00, y, z) -- Initial voxelmanip index
local ni
local in_chunk_yz = in_chunk_y and z >= z0 and z <= z1
local dungeonRooms = build_dungeon_room_list(data, area)
for x = x00, x11 do
if in_chunk_yz and x == x0 then
-- Initial noisemap index
ni = (z - z0) * zstride + (y - y0) * ystride + 1
end
local in_chunk_yzx = in_chunk_yz and x >= x0 and x <= x1 -- In mapchunk
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
-- Cave air, cave liquids and dungeons are overgenerated,
-- convert these throughout mapchunk plus shell
if id == c_air or -- Air and liquids to air
id == c_lava_source or
id == c_lava_flowing or
id == c_water_source or
id == c_water_flowing then
if nvals_cave[ni] > tcave then
data[vi] = c_air
-- Dungeons are preserved so we don't need
-- to check for cavern in the shell
elseif id == c_cobble or -- Dungeons (preserved) to netherbrick
id == c_mossycobble or
id == c_stair_cobble then
data[vi] = c_netherbrick
end
if in_chunk_yzx then -- In mapchunk
if nvals_cave[ni] > tcave then -- Only excavate cavern in mapchunk
data[vi] = c_air
elseif id == c_mese then -- Mese block to lava
data[vi] = c_lava_source
elseif id == c_stone_with_gold or -- Precious ores to glowstone
id == c_stone_with_mese or
id == c_stone_with_diamond then
data[vi] = c_glowstone
elseif id == c_gravel or -- Blob ore to nethersand
id == c_dirt or
id == c_sand then
data[vi] = c_nethersand
else -- All else to netherstone
data[vi] = c_netherrack
end
ni = ni + 1 -- Only increment noise index in mapchunk
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)
vm:set_lighting({day = 0, night = 0})
-- 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)
end
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
@ -200,7 +469,7 @@ 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, start_y - 4096, -1 do
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
@ -221,5 +490,11 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
end
end
return start_y -- Fallback
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)