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https://github.com/minetest-mods/nether.git
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Move dungeon excavation functions to separate file
This commit is contained in:
parent
87f0ea7a51
commit
b30272d2dd
218
mapgen.lua
218
mapgen.lua
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@ -68,7 +68,8 @@ if minetest.read_schematic == nil then
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error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0)
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end
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-- Load helper functions for generating the mantle / center region
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-- Load mapgen helper functions for specialized areas of the mapgen
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dofile(nether.path .. "/mapgen_dungeons.lua")
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dofile(nether.path .. "/mapgen_mantle.lua")
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@ -281,206 +282,11 @@ 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_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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local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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local c_lava_source = minetest.get_content_id("default:lava_source")
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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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-- Dungeon excavation functions
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function is_dungeon_brick(node_id)
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return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
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end
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function build_dungeon_room_list(data, area)
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local result = {}
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-- Unfortunately gennotify only returns dungeon rooms, not corridors.
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-- We don't need to check for temples because only dungeons are generated in biomes
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-- that define their own dungeon nodes.
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local gennotify = minetest.get_mapgen_object("gennotify")
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local roomLocations = gennotify["dungeon"] or {}
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-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
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-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
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local maxRoomSize = 18
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local maxRoomRadius = math.ceil(maxRoomSize / 2)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomPos in ipairs(roomLocations) do
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if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
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local room_vi = area:indexp(roomPos)
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--data[room_vi] = minetest.get_content_id("default:torch") -- debug
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local startPos = vector.new(roomPos)
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if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
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-- The roomPos coords given by gennotify are at floor level, but whenever possible we
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-- want to be performing searches a node higher than floor level to avoids dungeon chests.
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startPos.y = startPos.y + 1
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room_vi = area:indexp(startPos)
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end
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local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
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local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
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local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
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local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
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local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
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local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
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local room_min = vector.new(startPos)
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local room_max = vector.new(startPos)
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local vi = room_vi
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while room_max.y < bound_max_y and data[vi + yStride] == c_air do
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room_max.y = room_max.y + 1
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vi = vi + yStride
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end
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vi = room_vi
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while room_min.y > bound_min_y and data[vi - yStride] == c_air do
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room_min.y = room_min.y - 1
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vi = vi - yStride
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end
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vi = room_vi
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while room_max.z < bound_max_z and data[vi + zStride] == c_air do
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room_max.z = room_max.z + 1
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vi = vi + zStride
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end
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vi = room_vi
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while room_min.z > bound_min_z and data[vi - zStride] == c_air do
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room_min.z = room_min.z - 1
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vi = vi - zStride
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end
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vi = room_vi
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while room_max.x < bound_max_x and data[vi + xStride] == c_air do
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room_max.x = room_max.x + 1
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vi = vi + xStride
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end
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vi = room_vi
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while room_min.x > bound_min_x and data[vi - xStride] == c_air do
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room_min.x = room_min.x - 1
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vi = vi - xStride
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end
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local roomInfo = vector.new(roomPos)
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roomInfo.minp = room_min
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roomInfo.maxp = room_max
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result[#result + 1] = roomInfo
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end
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end
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return result;
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end
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-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
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-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
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function excavate_dungeons(data, area, rooms)
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local vi, node_id
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-- any air from the native mapgen has been replaced by netherrack, but
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-- we don't want this inside dungeons, so fill dungeon rooms with air
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for _, roomInfo in ipairs(rooms) do
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local room_min = roomInfo.minp
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local room_max = roomInfo.maxp
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for z = room_min.z, room_max.z do
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for y = room_min.y, room_max.y do
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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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vi = vi + 1
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end
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end
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end
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end
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end
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-- Since we already know where all the rooms and their walls are, and have all the nodes stored
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-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
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function decorate_dungeons(data, area, rooms)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomInfo in ipairs(rooms) do
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local room_min, room_max = roomInfo.minp, roomInfo.maxp
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local room_size = vector.distance(room_min, room_max)
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if room_size > 10 then
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local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
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local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
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if room_seed % 3 == 0 and room_max.y < maxEdge.y then
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-- Glowstone chandelier (feel free to replace with a fancy schematic)
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local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
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if is_dungeon_brick(data[vi]) then data[vi] = c_glowstone end
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elseif room_seed % 4 == 0 and room_min.y > minEdge.y
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and room_min.x > minEdge.x and room_max.x < maxEdge.x
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and room_min.z > minEdge.z and room_max.z < maxEdge.z then
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-- lava well (feel free to replace with a fancy schematic)
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local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
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if is_dungeon_brick(data[vi - yStride]) then
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data[vi - yStride] = c_lava_source
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if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
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if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
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if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
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if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
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end
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end
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-- Barred windows
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if room_seed % 7 < 5 and room_max.x - room_min.x >= 4 and room_max.z - room_min.z >= 4
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and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
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and room_min.x > minEdge.x and room_max.x < maxEdge.x
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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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-- 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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local window_node = c_netherfence
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local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
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local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
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local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
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for _, offset in ipairs(locations) do
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if is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
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if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
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end
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vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
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vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
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locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
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for _, offset in ipairs(locations) do
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if is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
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if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
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end
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end
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-- Weeds on the floor once Nether weeds are added
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end
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end
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end
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local yblmin = NETHER_FLOOR + BLEND * 2
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local yblmax = NETHER_CEILING - BLEND * 2
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@ -539,18 +345,17 @@ local function on_generated(minp, maxp, seed)
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nobj_cave = nobj_cave or minetest.get_perlin_map(mapgen.np_cave, chulens)
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local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave)
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local dungeonRooms = build_dungeon_room_list(data, area)
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local dungeonRooms = mapgen.build_dungeon_room_list(data, area) -- function from mapgen_dungeons.lua
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local abs_cave_noise, abs_cave_noise_adjusted
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local contains_nether = false
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local contains_shell = false
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local contains_mantle = false
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local contains_ocean = false
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local contains_ocean = false
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for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
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local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function provided by mapgen_mantle.lua
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local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function from mapgen_mantle.lua
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local above_lavasea = y > sea_level
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local below_lavasea = y < sea_level
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@ -609,7 +414,6 @@ local function on_generated(minp, maxp, seed)
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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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contains_shell = true
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end
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end
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@ -633,12 +437,12 @@ local function on_generated(minp, maxp, seed)
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end
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if contains_mantle or contains_ocean then
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mapgen.add_basalt_columns(data, area, minp, maxp) -- function provided by mapgen_mantle.lua
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mapgen.add_basalt_columns(data, area, minp, maxp) -- function from mapgen_mantle.lua
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end
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if contains_nether and contains_mantle then
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tunnelCandidate_count = tunnelCandidate_count + 1
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local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function provided by mapgen_mantle.lua
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local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function from mapgen_mantle.lua
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if success then tunnel_count = tunnel_count + 1 end
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end
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total_chunk_count = total_chunk_count + 1
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@ -655,8 +459,8 @@ local function on_generated(minp, maxp, seed)
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-- any air from the native mapgen has been replaced by netherrack, but we
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-- don't want netherrack inside dungeons, so fill known dungeon rooms with air.
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excavate_dungeons(data, area, dungeonRooms)
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decorate_dungeons(data, area, dungeonRooms)
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mapgen.excavate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
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mapgen.decorate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
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vm:set_data(data)
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@ -705,8 +509,4 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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return math_max(start_y, NETHER_FLOOR + BLEND) -- Fallback
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end
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-- We don't need to be gen-notified of temples because only dungeons will be generated
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-- if a biome defines the dungeon nodes
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minetest.set_gen_notify({dungeon = true})
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minetest.register_on_generated(on_generated)
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238
mapgen_dungeons.lua
Normal file
238
mapgen_dungeons.lua
Normal file
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@ -0,0 +1,238 @@
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--[[
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Nether mod for minetest
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Helper functions for excavating and decorating dungeons, in a
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separate file to keep the size of mapgen.lua manageable.
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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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-- We don't need to be gen-notified of temples because only dungeons will be generated
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-- if a biome defines the dungeon nodes
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minetest.set_gen_notify({dungeon = true})
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-- Content ids
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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_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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local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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local c_lava_source = minetest.get_content_id("default:lava_source")
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-- Misc math functions
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-- avoid needing table lookups each time a common math function is invoked
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local math_max, math_min = math.max, math.min
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-- Dungeon excavation functions
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function is_dungeon_brick(node_id)
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return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
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end
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nether.mapgen.build_dungeon_room_list = function(data, area)
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local result = {}
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-- Unfortunately gennotify only returns dungeon rooms, not corridors.
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-- We don't need to check for temples because only dungeons are generated in biomes
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-- that define their own dungeon nodes.
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local gennotify = minetest.get_mapgen_object("gennotify")
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local roomLocations = gennotify["dungeon"] or {}
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-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
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-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
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local maxRoomSize = 18
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local maxRoomRadius = math.ceil(maxRoomSize / 2)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomPos in ipairs(roomLocations) do
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if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
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local room_vi = area:indexp(roomPos)
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--data[room_vi] = minetest.get_content_id("default:torch") -- debug
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local startPos = vector.new(roomPos)
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if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
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-- The roomPos coords given by gennotify are at floor level, but whenever possible we
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-- want to be performing searches a node higher than floor level to avoids dungeon chests.
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startPos.y = startPos.y + 1
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room_vi = area:indexp(startPos)
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end
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local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
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local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
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local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
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local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
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local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
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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)
|
||||
nether.mapgen.excavate_dungeons = function(data, area, rooms)
|
||||
|
||||
local vi, node_id
|
||||
|
||||
-- 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
|
||||
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
|
||||
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.
|
||||
nether.mapgen.decorate_dungeons = function(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 (feel free to replace with a fancy schematic)
|
||||
local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
|
||||
if is_dungeon_brick(data[vi]) 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 is_dungeon_brick(data[vi - yStride]) then
|
||||
data[vi - yStride] = c_lava_source
|
||||
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
|
||||
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 is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
|
||||
if is_dungeon_brick(data[vi_max + offset]) 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 is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
|
||||
if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
|
||||
end
|
||||
end
|
||||
|
||||
-- Weeds on the floor once Nether weeds are added
|
||||
end
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue
Block a user