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Add biomes-based implementation of the mapgen, and decorations
Prevents the c++/native mapgen from placing ores or decorations (when useBiomes is true). The biomes-based implementation is faster, more deterministic, and keeps its dungeons, but requires MT 5.1 features to work. Also * Glowstone & Netherrack stalactites * Include the new decorations in mapgen_nobiomes * Decorate dungeons - Add windows and glowstone "chandeliers" to some rooms * Configurable Nether floor and ceiling depths
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31
init.lua
31
init.lua
@ -38,25 +38,40 @@ nether = {}
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nether.modname = minetest.get_current_modname()
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nether.path = minetest.get_modpath(nether.modname)
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nether.get_translator = S
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-- nether.useBiomes allows other mods to know whether they can register ores etc. in the Nether.
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-- See mapgen.lua for an explanation of why minetest.read_schematic is being checked
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nether.useBiomes = minetest.get_mapgen_setting("mg_name") ~= "v6" and minetest.read_schematic ~= nil
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-- Settings
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nether.DEPTH = -5000 -- The y location of the Nether
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nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8
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nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
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nether.NETHER_REALM_ENABLED = true -- Setting to false disables the Nether and Nether portal
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nether.DEPTH_CEILING = -5000 -- The y location of the Nether's celing
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nether.DEPTH_FLOOR = -11000 -- The y location of the Nether's floor
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nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8
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nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
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nether.NETHER_REALM_ENABLED = true -- Setting to false disables the Nether and Nether portal
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-- Override default settings with values from the .conf file, if any are present.
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nether.FASTTRAVEL_FACTOR = tonumber(minetest.settings:get("nether_fasttravel_factor") or nether.FASTTRAVEL_FACTOR)
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nether.PORTAL_BOOK_LOOT_WEIGHTING = tonumber(minetest.settings:get("nether_portalBook_loot_weighting") or nether.PORTAL_BOOK_LOOT_WEIGHTING)
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nether.NETHER_REALM_ENABLED = minetest.settings:get_bool("nether_realm_enabled", nether.NETHER_REALM_ENABLED)
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nether.DEPTH_CEILING = tonumber(minetest.settings:get("nether_depth_ymax") or nether.DEPTH_CEILING)
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nether.DEPTH_FLOOR = tonumber(minetest.settings:get("nether_depth_ymin") or nether.DEPTH_FLOOR)
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if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
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error("The lower limit of the Nether must be set at least 1000 lower than the upper limit, and more than 3000 is recommended. Set settingtypes.txt, or 'All Settings' -> 'Mods' -> 'nether' -> 'Nether depth'", 0)
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end
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nether.DEPTH = nether.DEPTH_CEILING -- Deprecated, use nether.DEPTH_CEILING instead.
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-- Load files
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dofile(nether.path .. "/portal_api.lua")
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dofile(nether.path .. "/nodes.lua")
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if nether.NETHER_REALM_ENABLED then
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dofile(nether.path .. "/mapgen.lua")
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if nether.useBiomes then
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dofile(nether.path .. "/mapgen.lua")
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else
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dofile(nether.path .. "/mapgen_nobiomes.lua")
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end
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end
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dofile(nether.path .. "/portal_examples.lua")
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@ -83,7 +98,7 @@ This opens to a truly hellish place, though for small mercies the air there is s
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The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.]], 10 * nether.FASTTRAVEL_FACTOR),
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is_within_realm = function(pos) -- return true if pos is inside the Nether
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return pos.y < nether.DEPTH
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return pos.y < nether.DEPTH_CEILING
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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@ -91,7 +106,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
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destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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destination_pos.y = nether.DEPTH_CEILING - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location, existing_portal_orientation =
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@ -100,7 +115,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude
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local start_y = nether.DEPTH_CEILING - math.random(500, 1500) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
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return destination_pos
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end
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500
mapgen.lua
Normal file
500
mapgen.lua
Normal file
@ -0,0 +1,500 @@
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--[[
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Nether mod for minetest
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Copyright (C) 2013 PilzAdam
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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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-- Parameters
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local NETHER_CEILING = nether.DEPTH_CEILING
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local NETHER_FLOOR = nether.DEPTH_FLOOR
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local TCAVE = 0.6
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local BLEND = 128
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-- Stuff
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local math_max, math_min = math.max, math.min -- avoid needing table lookups each time a common math function is invoked
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if minetest.read_schematic == nil then
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-- Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air".
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-- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, but we can't test for
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-- it directly. However b2065756c was merged a few months later (in 2019-08-14) and it is easy
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-- to directly test for - it adds minetest.read_schematic() - so we use this as a proxy-test
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-- for whether the Minetest engine is recent enough to have implemented node_cave_liquid=air
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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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local function override_underground_biomes()
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-- https://forum.minetest.net/viewtopic.php?p=257522#p257522
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-- Q: Is there a way to override an already-registered biome so I can get it out of the
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-- way of my own underground biomes without disturbing the other biomes registered by
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-- default?
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-- A: No, all you can do is use a mod to clear all biomes then re-register the complete
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-- set but with your changes. It has been described as hacky but this is actually the
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-- official way to alter biomes, most mods and subgames would want to completely change
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-- all biomes anyway.
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-- To avoid the engine side of mapgen becoming overcomplex the approach is to require mods
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-- to do slightly more complex stuff in Lua.
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-- take a copy of all biomes, decorations, and ores. Regregistering a biome changes its ID, so
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-- any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered.
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-- https://github.com/minetest/minetest/issues/9288
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local registered_biomes_copy = {}
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local registered_decorations_copy = {}
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local registered_ores_copy = {}
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for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do
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registered_biomes_copy[old_biome_key] = old_biome_def
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end
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for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do
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registered_decorations_copy[old_decoration_key] = old_decoration_def
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end
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for old_ore_key, old_ore_def in pairs(minetest.registered_ores) do
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registered_ores_copy[old_ore_key] = old_ore_def
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end
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-- clear biomes, decorations, and ores
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minetest.clear_registered_decorations()
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minetest.clear_registered_ores()
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minetest.clear_registered_biomes()
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-- Restore biomes, adjusted to not overlap the Nether
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for biome_key, new_biome_def in pairs(registered_biomes_copy) do
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local biome_y_max, biome_y_min = tonumber(new_biome_def.y_max), tonumber(new_biome_def.y_min)
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if biome_y_max > NETHER_FLOOR and biome_y_min < NETHER_CEILING then
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-- This biome occupies some or all of the depth of the Nether, shift/crop it.
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local spaceOccupiedAbove = biome_y_max - NETHER_CEILING
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local spaceOccupiedBelow = NETHER_FLOOR - biome_y_min
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if spaceOccupiedAbove >= spaceOccupiedBelow or biome_y_min <= -30000 then
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-- place the biome above the Nether
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-- We also shift biomes which extend to the bottom of the map above the Nether, since they
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-- likely only extend that deep as a catch-all, and probably have a role nearer the surface.
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new_biome_def.y_min = NETHER_CEILING + 1
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new_biome_def.y_max = math_max(biome_y_max, NETHER_CEILING + 2)
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else
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-- shift the biome to below the Nether
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new_biome_def.y_max = NETHER_FLOOR - 1
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new_biome_def.y_min = math_min(biome_y_min, NETHER_CEILING - 2)
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end
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end
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minetest.register_biome(new_biome_def)
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end
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-- Restore biome decorations
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for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do
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minetest.register_decoration(new_decoration_def)
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end
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-- Restore biome ores
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for ore_key, new_ore_def in pairs(registered_ores_copy) do
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minetest.register_ore(new_ore_def)
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end
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end
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-- Shift any overlapping biomes out of the way before we create the Nether biomes
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override_underground_biomes()
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-- nether:native_mapgen is used to prevent ores and decorations being generated according
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-- to landforms created by the native mapgen.
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-- Ores and decorations are registered against "nether:rack" instead, and the lua
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-- on_generate() callback will carve the Nether with nether:rack before invoking
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-- generate_decorations and generate_ores.
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minetest.register_node("nether:native_mapgen", {})
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minetest.register_biome({
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name = "nether_caverns",
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node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
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node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:rack_native into nether:rack then decorate and add ores.
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node_dungeon = "nether:brick",
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--node_dungeon_alt = "default:mossycobble",
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node_dungeon_stair = "stairs:stair_nether_brick",
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-- Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and
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-- surrounding shell (overdraw nodes beyond the mapchunk).
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-- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, and this mapgen.lua file should only
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-- be run if the Minetest version includes it. The earliest tag made after 2019-05-19 is 5.1.0 on 2019-10-13,
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-- however we shouldn't test version numbers. minetest.read_schematic() was added by b2065756c and merged in
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-- 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
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-- Minetest version is recent enough to have implemented node_cave_liquid=air
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node_cave_liquid = "air",
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR,
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vertical_blend = 0,
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heat_point = 50,
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humidity_point = 50,
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})
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-- Ores and decorations
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dofile(nether.path .. "/mapgen_decorations.lua")
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minetest.register_ore({
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ore_type = "scatter",
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ore = "nether:glowstone",
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wherein = "nether:rack",
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clust_scarcity = 11 * 11 * 11,
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clust_num_ores = 3,
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clust_size = 2,
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR,
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})
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minetest.register_ore({
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ore_type = "scatter",
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ore = "default:lava_source",
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wherein = "nether:rack",
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clust_scarcity = 32 * 32 * 32,
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clust_num_ores = 4,
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clust_size = 2,
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR,
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})
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minetest.register_ore({
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ore_type = "blob",
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ore = "nether:sand",
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wherein = "nether:rack",
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clust_scarcity = 14 * 14 * 14,
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clust_size = 8,
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR
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})
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-- Mapgen
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-- 3D noise
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local np_cave = {
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offset = 0,
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scale = 1,
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spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
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seed = 59033,
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octaves = 5,
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persist = 0.7,
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lacunarity = 2.0,
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--flags = ""
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}
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-- Buffers and objects we shouldn't recreate every on_generate
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local nobj_cave = nil
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local nbuf_cave = nil
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local dbuf = nil
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local yblmin = NETHER_FLOOR + BLEND * 2
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local yblmax = NETHER_CEILING - BLEND * 2
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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_netherbrick = minetest.get_content_id("nether:brick")
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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_native_mapgen = minetest.get_content_id("nether:native_mapgen")
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-- Dungeon excavation functions
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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
|
||||
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
|
||||
|
||||
local function on_generated(minp, maxp, seed)
|
||||
|
||||
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
|
||||
return
|
||||
end
|
||||
|
||||
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 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 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(minp, nbuf_cave)
|
||||
|
||||
|
||||
local dungeonRooms = build_dungeon_room_list(data, area)
|
||||
|
||||
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
|
||||
|
||||
if nvals_cave[ni] > tcave then
|
||||
data[vi] = c_air
|
||||
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)
|
||||
|
||||
-- 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
|
||||
|
||||
|
||||
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
|
||||
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, 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
|
||||
air = air + 1
|
||||
else -- Not cavern, check if 4 nodes of space above
|
||||
if air >= 4 then
|
||||
-- Check volume for non-natural nodes
|
||||
local minp = {x = target_x - 1, y = y , z = target_z - 2}
|
||||
local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
|
||||
if nether.volume_is_natural(minp, maxp) then
|
||||
return y + 1
|
||||
else -- Restart search a little lower
|
||||
nether.find_nether_ground_y(target_x, target_z, y - 16)
|
||||
end
|
||||
else -- Not enough space, reset air to zero
|
||||
air = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
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)
|
138
mapgen_decorations.lua
Normal file
138
mapgen_decorations.lua
Normal file
@ -0,0 +1,138 @@
|
||||
--[[
|
||||
|
||||
Register decorations for Nether mapgen
|
||||
|
||||
Copyright (C) 2020 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.
|
||||
|
||||
]]--
|
||||
|
||||
-- Lava is unreliable in the old Nether mapgen because it removes lava
|
||||
-- from the overdraw areas, so any decorations involving lava will often
|
||||
-- have the lava missing depending on whether nearby chunks were already
|
||||
-- emerged or not before the decoration was placed.
|
||||
local allow_lava_decorations = nether.useBiomes
|
||||
|
||||
local _ = {name = "air", prob = 0}
|
||||
local A = {name = "air", prob = 255, force_place = true}
|
||||
local G = {name = "nether:glowstone", prob = 255, force_place = true}
|
||||
local N = {name = "nether:rack", prob = 255}
|
||||
local S = {name = "nether:sand", prob = 255, force_place = true}
|
||||
local L = {name = "default:lava_source", prob = 255, force_place = true}
|
||||
|
||||
|
||||
-- =================
|
||||
-- Stalactites
|
||||
-- =================
|
||||
|
||||
local schematic_GlowstoneStalactite = {
|
||||
size = {x = 5, y = 10, z = 5},
|
||||
data = {
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, N, G, N, _,
|
||||
_, N, N, N, _,
|
||||
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, G, _, _,
|
||||
_, _, G, _, _,
|
||||
_, G, G, G, _,
|
||||
N, G, G, G, N,
|
||||
N, N, G, N, N,
|
||||
|
||||
_, _, N, _, _, -- ypos 0, prob 25% (64/256)
|
||||
_, _, G, _, _, -- ypos 1, prob 37% (96/256)
|
||||
_, _, G, _, _, -- ypos 2, prob 100%
|
||||
_, _, G, _, _, -- ypos 3, prob 100%
|
||||
_, _, G, G, _, -- ypos 4, prob 50% (128/256) to make half of stalactites asymmetric
|
||||
_, G, G, G, _, -- ypos 5, prob 75% (192/256)
|
||||
_, G, G, G, _, -- ypos 6, prob 75% (192/256)
|
||||
_, G, G, G, _, -- ypos 7, prob 100%
|
||||
G, G, G, G, G, -- ypos 8, prob 100%
|
||||
N, G, G, G, N, -- ypos 9, prob 75% (192/256)
|
||||
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, G, _, _,
|
||||
_, _, G, _, _,
|
||||
_, _, G, _, _,
|
||||
_, G, G, G, _,
|
||||
N, G, G, G, N,
|
||||
N, N, G, N, N,
|
||||
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, _, _, _, _,
|
||||
_, N, G, N, _,
|
||||
_, N, N, N, _
|
||||
},
|
||||
-- Y-slice probabilities do not function correctly for ceiling schematic
|
||||
-- decorations because they are inverted, so ypos numbers have been inverted
|
||||
-- to match, and a larger offset in place_offset_y should be used (e.g. -3).
|
||||
yslice_prob = {
|
||||
{ypos = 9, prob = 192},
|
||||
{ypos = 6, prob = 192},
|
||||
{ypos = 5, prob = 192},
|
||||
{ypos = 4, prob = 128},
|
||||
{ypos = 1, prob = 96},
|
||||
{ypos = 0, prob = 64}
|
||||
}
|
||||
}
|
||||
|
||||
minetest.register_decoration({
|
||||
name = "Glowstone stalactite",
|
||||
deco_type = "schematic",
|
||||
place_on = "nether:rack",
|
||||
sidelen = 80,
|
||||
fill_ratio = 0.0004,
|
||||
biomes = {"nether_caverns"},
|
||||
y_max = nether.DEPTH_CEILING, -- keep compatibility with mapgen_nobiomes.lua
|
||||
y_min = nether.DEPTH_FLOOR,
|
||||
schematic = schematic_GlowstoneStalactite,
|
||||
flags = "place_center_x,place_center_z,force_placement,all_ceilings",
|
||||
place_offset_y=-3
|
||||
})
|
||||
|
||||
minetest.register_decoration({
|
||||
name = "Netherrack stalactite",
|
||||
deco_type = "schematic",
|
||||
place_on = "nether:rack",
|
||||
sidelen = 80,
|
||||
fill_ratio = 0.0007,
|
||||
biomes = {"nether_caverns"},
|
||||
y_max = nether.DEPTH_CEILING, -- keep compatibility with mapgen_nobiomes.lua
|
||||
y_min = nether.DEPTH_FLOOR,
|
||||
schematic = schematic_GlowstoneStalactite,
|
||||
replacements = {["nether:glowstone"] = "nether:rack"},
|
||||
flags = "place_center_x,place_center_z,all_ceilings",
|
||||
place_offset_y=-3
|
||||
})
|
@ -19,11 +19,11 @@
|
||||
|
||||
]]--
|
||||
|
||||
nether.DEPTH_FLOOR = -30912 -- this mapgen will create Nether all the way down
|
||||
|
||||
-- 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
|
||||
|
||||
@ -44,13 +44,15 @@ local np_cave = {
|
||||
|
||||
-- Stuff
|
||||
|
||||
local yblmax = NETHER_DEPTH - BLEND * 2
|
||||
|
||||
local yblmin = NETHER_FLOOR + BLEND * 2
|
||||
local yblmax = NETHER_CEILING - BLEND * 2
|
||||
|
||||
|
||||
|
||||
-- Mapgen
|
||||
|
||||
dofile(nether.path .. "/mapgen_decorations.lua")
|
||||
|
||||
-- Initialize noise object, localise noise and data buffers
|
||||
|
||||
local nobj_cave = nil
|
||||
@ -92,15 +94,15 @@ local c_netherrack = minetest.get_content_id("nether:rack")
|
||||
-- On-generated function
|
||||
|
||||
minetest.register_on_generated(function(minp, maxp, seed)
|
||||
if minp.y > NETHER_DEPTH then
|
||||
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
|
||||
return
|
||||
end
|
||||
|
||||
local x1 = maxp.x
|
||||
local y1 = maxp.y
|
||||
local y1 = math.min(maxp.y, NETHER_CEILING)
|
||||
local z1 = maxp.z
|
||||
local x0 = minp.x
|
||||
local y0 = minp.y
|
||||
local y0 = math.max(minp.y, NETHER_FLOOR)
|
||||
local z0 = minp.z
|
||||
|
||||
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
|
||||
@ -126,11 +128,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||
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
|
||||
tcave = TCAVE
|
||||
if y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 end
|
||||
if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 end
|
||||
in_chunk_y = true
|
||||
end
|
||||
|
||||
@ -189,6 +189,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||
end
|
||||
|
||||
vm:set_data(data)
|
||||
|
||||
-- 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
|
||||
|
||||
vm:set_lighting({day = 0, night = 0}, minp, maxp)
|
||||
vm:calc_lighting()
|
||||
vm:update_liquids()
|
||||
|
@ -16,4 +16,10 @@ nether_realm_enabled (Enable Nether realm & portal) bool true
|
||||
nether_enable_portal_example_floatlands (Enable example portal: Floatlands) bool false
|
||||
|
||||
# Enables the Surface-travel portal api code example
|
||||
nether_enable_portal_example_surfacetravel (Enable example portal: Surface-travel) bool false
|
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nether_enable_portal_example_surfacetravel (Enable example portal: Surface-travel) bool false
|
||||
|
||||
[Nether depth]
|
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#The depth where the Nether begins / the Nether ceiling
|
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nether_depth_ymax (Upper limit of Nether) int -5000 -30000 32767
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#The lower limit of the Nether must be at least 1000 lower than the upper limit, and more than 3000 lower is recommended.
|
||||
nether_depth_ymin (Lower limit of Nether) int -11000 -32768 30000
|
Loading…
Reference in New Issue
Block a user