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Author SHA1 Message Date
Mikita Wiśniewski 01b6f3c56d
No wear out in creative and replace add_wear with add_wear_by_uses (#76) 2024-05-20 20:22:39 +02:00
Diablosxm a6d1f55f0a
Technic and Toolranks support (#73)
Co-authored-by: Treer <treer.git@gmail.com>
2024-04-28 18:53:46 +02:00
Jacob Lifshay d16b530685
Call old `on_place` when not clicking on portal material (#74)
This is needed to work with telemosaic since telemosaic depends on `on_rightclick` being called on beacon node when wielding a mese crystal fragment.
2024-03-09 19:29:03 +01:00
Treer ea677c5a1b
Hide unknown nodes under the nether bug (#72)
Hides bug #51 - the node_stone of the biome appears in the whole chunk under the Nether, so make nether:native_mapgen look the same as default:stone, and drop whatever default:stone drops
2023-05-06 14:44:54 +02:00
Treer 21c7e2801d restore string key in template
903025e accidently dropped a .
2023-04-16 01:38:43 +10:00
JoeEnderman 3470b1e22e add some French translations
I Hope all of the formatting is the same. I did check it multiple times.
2023-04-16 01:38:43 +10:00
Treer 3e809a811b
Merge pull request #65 from Treer/feature/fix-netherrack-slab-upstream
Update localization files
2023-04-15 12:51:51 +10:00
Treer 6c6a182366 Update localization files 2023-04-15 12:43:56 +10:00
JoeEnderman 9c1fa2c843
A fix for Netherrack slab being called Deep Netherrack slab (#63)
* fix netherrack slab being called Deep Netherrack
* Fix several lowercase block names

Several slabs and stairs were incorrectly named.
2023-04-15 12:34:20 +10:00
Treer 957fdc887b
Add giant crystal geodes (#35) 2023-01-26 15:59:05 +01:00
Treer 7dc32f6bb8
fix the sky in the nether caverns when using climate_api (#61)
The mantle and geode skys were working correctly, but not the sky in the main nether area - it would always switch back to stars.
Issue was found by process of elimination, so I don't know why climate_api doesn't accept "nether:nether" as a unique weather name identifier, or how this issue wasn't noticed earlier (did something change?).

climate_api's api_doc.md file says the name "should be prefixed with the mod's name in a way that could look like ``mymod:awesome_weather``. This name should only be used once."

so perhaps names of the form "mymod:mymod" cause issues? (I don't plan on figuring this climate_api behavior out though)
2022-11-20 01:05:03 +11:00
fluxionary a8a6bb00c5
fumaroles: don't extinguish fires outside of the nether (#60)
thanks
2022-11-14 00:55:49 +11:00
fluxionary 12ca98c25a
Add gravel sounds to lava crust (#58) 2022-11-12 22:30:31 +11:00
Treer a03375c5a4
Use Minetest_game fences API if it's available (#57)
Fixes #56, and adds netherbrick rails (for consistency with MTG) if the fences API is found.
Using the MTG fence system adds interop between different fence types, and support for the "Tall fences and walls" option.

I've left the nether's register_craft() call unchanged, it overrides the recipe that default.register_fence() registers, granting 6 fences per crafting instead of MTG's 4.
2022-09-11 14:51:23 +02:00
Treer d3f79e961b Update locale templates 2022-02-13 14:14:03 +11:00
Treer d8e6a6aca3
Treasures (#50)
* Add Netherrack slabs and walls

Also adds deep netherrack stairs, and deep nether brick stairs, slabs, inner stairs and outer stairs.
Adds 9 new nodes in total.

* Treasure: Nether pickaxe takes 10x less wear damage when mining netherrack

cracky-3 mining time of Nether pickaxe reduced from 0.4 to 0.3 to mine netherrack faster.
maxlevel of nether pickaxe dropped from 3 to 2 to increase wear damage with non-netherrack nodes.

* Treasure: Nether staff of light

Adds "Nether staff of Light" and "Nether staff of Eternal Light"
One is limited to 60 uses, and the other has unlimited uses but the glowstone it creates will only last for 40 seconds.
There are no crafting recipes as I hope these to eventually be treasure that can be found in the nether.

See the pull request (#50) for more discussion
2021-11-27 15:40:00 +11:00
Treer 247ca0844b Switch Deep-netherbrick to a texture with licence allowing adaption & redistribution (CC BY-SA 4.0)
To fix #52, while trying to capture some of the feel of the original texture.
2021-10-28 23:09:26 +11:00
Treer 52038017f3
Make ShiftExistingBiomes available via API (#40)
* bug fixes

Fixes wrong new_y_min when shift_existing_biomes() shifts a biome below the nether floor,
find_surface_anchorPos() no longer assumes y=0 will be outside the nether.
Nil-reference fixed when a mods tries to register a portal after mods are finished loading, but the portal shape+material was already registered by another mod.

* Make ShiftExistingBiomes available via API

makes the ShiftExistingBiomes function available to other mods via the nether global, since it's not a simple function and biomes would also need to be shifted if another mod wants to add a second nether layer.

* Allow layers to extend the depth of nether effects

Mods can set/lower nether.DEPTH_FLOOR_LAYERS when creating a layer under the nether. This allows multiple layer mods to know where their ceiling should start, and to be included in the effects which only happen in the nether.

* document nether API

More of a tentative interop guide than an API.
Use snake_case for API functions.
2021-07-18 16:44:37 +10:00
tenplus1 54613d673a Update README.md
add texture license info
2021-07-11 12:11:39 +10:00
tenplus1 023539c297
add deep nether brick (#47)
* add deep nether brick
* Update crafts.lua
2021-07-11 12:10:58 +10:00
tenplus1 b90afa0b86 fix nil bug in portal_api.lua
fixes a nil bug in portal_api.lua where nodedef.is_ground_content isn't available.
2021-07-08 10:14:24 +10:00
sys4-fr fb6b666895
Fix deprecation warnings (#44)
Co-authored-by: sys4 <bricassa@sys4.fr>
2021-04-18 16:30:05 +02:00
Treer fb3c358f74 #43 Ethereal compatibility
Ethereal clears every biome when it starts to get rid of the default mapgen, which breaks the nether and can cause crashes.
Adding Ethereal as an optional dependency ensures the nether is loaded after Ethereal has already cleared the biomes.
2021-03-14 16:37:48 +11:00
Treer ecce6e27c9 #42 make lava crust walkable
Fixes issue #42 - mobs not being able to walk on lava_crust
2021-03-14 16:37:48 +11:00
Treer 3f4b014298 #41 Allow nether to be in the sky
fixes issue #41
(Now that the Nether no longer extends all the way to -31000)
2021-03-14 16:37:48 +11:00
Treer bafa4e8ea1 Improve dungeons
* clears netherrack from dungeon stairways
* Adds pillars or mezzanine floors to large rooms
* slightly more careful with window placement
* glowstone sometimes added behind in windows
2021-02-13 16:47:26 +11:00
Treer b30272d2dd Move dungeon excavation functions to separate file 2021-02-13 16:47:26 +11:00
Treer 87f0ea7a51 Implement PR feedback 2021-02-13 13:00:41 +11:00
Treer 3008b167b2 climate_api support - add distance fog
Add more appropriate/atmosphere distance fog to the nether, via climate_api mod to avoid conflicting with other mods.
Any game or server with climate_api mod installed will be expecting climate_api to take control of sky values.
2021-02-13 13:00:41 +11:00
Treer 00099f2aa2 Fix #36 - better handling of biome definition tables
Add support for min_pos and max_pos in biome definition tables, and follow the same interpretation logic as Minetest, same defaults/fallbacks etc.
2021-02-06 00:25:27 +11:00
Treer 89a467698a minor fixes
Fixes issue #34 (get_node_group deprecated), and removes nether:lava_source from creative_inventory
2021-02-02 17:15:22 +11:00
Treer 979493ed64 Fix nil reference
The error below was reported, so handle the existence of a mod called "bucket" which doesn't have any liquids field:

Runtime error from mod 'nether' in callback on_mods_loaded(): /mods/environment/nether/nodes.lua:378: attempt to index field 'liquids' (a nil value)
stack traceback:
/mods/environment/nether/nodes.lua:378: in function /mods/environment/nether/nodes.lua:373
/minetest/builtin/game/register.lua:429: in function /minetest/builtin/game/register.lua:413
2021-01-26 19:49:10 +11:00
Treer 1fbab7451e Update README.md 2021-01-22 15:35:50 +11:00
Treer 4b508f8492 Update README.md 2021-01-15 00:29:23 +11:00
Treer 24845dce1e Update descriptions 2021-01-15 00:29:23 +11:00
Treer 00cda53a13 Add the Mantle
Adds a magma oceans region to the nether outside the existing nether caverns, which can be reached via tunnels.

Other misc changes:
* chatcomment nether_whereami, a debug aid for knowing which perlin-noise region you are in
* Nether ores no longer obtainable on the ceiling
* Move crafts into crafts.lua
* Add steam to lava cooling, and play bubbling lava upon death by lava
* Add cracked netherbrick
    a decorative node which can only be obtained from dungeons or structures
    I encourage someone to improve or replace the cracked netherbrick texture. For copyright purposes it's currently a derivative work (by me, 2020) from nether_brick.png, which is licensed under CC BY-SA 3.0 by PilzAdam, so it can fall under the "All other media" PilzAdam's credit in readme.md rather than need its own entry.
2021-01-15 00:29:23 +11:00
Treer 5a2a6c63f1 Add tools attributions 2021-01-04 18:05:48 +11:00
Treer 00bb132edb add "fire" optional dependency
fumaroles use flame nodes if available
2021-01-04 18:05:48 +11:00
lortas c7776cc082
Add nether based tools to mod (#31)
* textures for new tool items

* axe, shovel, pick, sword based on nether

* run also tools.lua

* Textture for Compressed Netherbrick

* new node "Compressed Netherbrick"

* define how to craft "Compressed Netherbrick"

* change recipe for NetherLump and remove old node

* Delete nether_nether_compressed.png
2021-01-01 23:54:48 +11:00
Treer 09ca1efd62 Square smoke puffs
The round ones look nice and cartoony, but not the right art direction for Minetest Nether.
Making use of the existing default_item_smoke.png is also a close contender for smoke puffs, but it's not translucent and I think the roundness of it reduces how much the puffs form into plumes.
2020-12-28 20:38:55 +11:00
Treer f3c6f2df23 Add fumaroles (Nether chimneys)
Or they can be used on the surface as cottage chimneys.
2020-12-28 20:38:55 +11:00
Treer 2fb93b8c74 Add Concealed crevice / Lava sinkhole 2020-12-28 20:38:55 +11:00
Louis 1268049706 Remove string.lower so item name is correctly translated 2020-09-28 00:07:03 +10:00
Louis c70a669709 Add french translation 2020-09-28 00:07:03 +10:00
Treer 02d062b9c9 Handle large protected depths
Portals will now fail to ignite instead of defaulting to a fallback depth of (starty - 256) when no unprotected target can be found.
The search depth is also increased from (starty - 256) to (starty - 646)

This is to properly handle large protected areas that are sometimes set up at spawn - see issue #26
2020-08-02 12:19:30 +10:00
Treer e326a94266
Add nether.debug() (#28) 2020-07-26 15:07:39 +10:00
Treer 5b3b56ebec
Respect protected areas when spawning remote portals (#27)
* respect protected areas when spawning remote portals

* Use portal_shape to determine area to check for natural/protected

* Log warning on deprecated function call
2020-07-26 14:34:06 +10:00
Treer 8769593d6f
Reduce lava in biomes-based mapgen (#25)
The biomes-based mapgen was creating the same amount of lava as the original nether mapgen, but it doesn't have the same issue of chunk emerge order sometimes causing lava in the overdraw regions to get removed. This adjustment will hopefully balance that a little.

Also makes glowstone stalactite a bit rarer.

Adjusting lava ore scarcity in the biomes-mapgen doesn't cause forwards or backwards compatibilty issues with existing maps, likewise with schematic rarety like glowstone stalactites, so can afford to fiddle and tune.
2020-07-12 12:12:00 +10:00
Treer 5cb9e5fb27
Merge pull request #24 from Treer/bugfix/OutOfMemory
Fix Out Of Memory issue
2020-06-18 00:47:03 +10:00
Treer ab4a031c1c Fix Out Of Memory issue
Also another naming convention update - it's been get_3d_map_flat() sin Jan 2018.
2020-06-18 00:41:07 +10:00
Treer aac3ea6719
Merge pull request #13 from Treer/feature/biome_mapgen
Switch mapgen to using biomes (still with backwards compatibility)
2020-06-08 21:05:16 +10:00
Treer f4255f5d1f 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
2020-06-08 21:00:58 +10:00
Treer 94222d44e0 Preserve original mapgen as a "nobiomes" version
For v6 mapgen which doesn't support biomes, or MT versions prior to 5.1 which don't support the necessary biome features
2020-06-05 19:36:30 +10:00
Treer 86105b4eb8 fix lighting bug in mapgen
Removes hard black edges appearing at emerge boundaries.
2020-06-05 19:32:14 +10:00
Treer 0e26770830
Merge pull request #18 from Treer/feature/portals-api-facedir-support
Add facedir support to Portals API
2020-06-01 22:08:15 +10:00
Treer e5fbc2486b Allow a colorfacedir color to be specified for a portal's frame node
A color could also be specified via param2 in a portal schematic.
2020-05-31 19:48:26 +10:00
Ward Vandewege 608d692401 Fix logic bug in parsing of nether_realm_enabled
The second argument of minetest.settings:get_bool is the default value (for when the configuration value is not set). Remove the superfluous `or nether.NETHER_REALM_ENABLED` which rendered the config option useless, because it always forced the variable to true.
2020-05-31 09:40:23 +02:00
Treer f7ebd78614 New/extra portal animation
(new animation by Extex101)
The original texture is now "nether_portal_alt.png", and used to provide a "nether:portal_alt" node, which is used/demoed by the Surface-portal as the original animation still has a "it's full of stars" charm coming out when used for lighter coloured portals.
2020-05-31 09:31:16 +02:00
Treer e113db1478 Add facedir support to Portals API
Portal shematics include facedir information for when new portals are spawned using frame nodes that are facedir or colorfacedir
2020-03-04 00:31:33 +11:00
Treer 7939161535 API improvements
Improvements found while using the portals API in another mod (cloudlands):
* remote_portal_checkup() will check the whole portal and frame for mapgen overwrites.
* Allow find_realm_anchorPos() to return nil if no realm location could be found (portal will fail to ignite).
* Allow create_book_of_portals() to be invoked [indirectly] by other mods.

Also lowers nether_book_close.png to be 4bpp
2020-02-15 10:55:37 +01:00
Treer 32e5d818e8 Use lua schematics instead of .mts files when building portals
Removes the need for the get_malleated_schematic_filename hack
2020-02-15 10:55:37 +01:00
Treer aa2bfe9472 prevent obscure portal behaviour bug
If a portal is being ignited and portal frame near-but-not-at its destination was found that was active and already linked back to the local portal, it would cause the local portal to be extinguished. (Required the remote portal to somehow be in a different state from the portal it was linking to)
2020-02-15 10:55:37 +01:00
Treer 4c3545f17a drop portal shape images to 2bit
Save some bits. Unfortunately PNG can't do 3bit-indexed images :(
2020-02-15 10:55:37 +01:00
Treer 39d655b4c8 Add Help-modpack support
https://forum.minetest.net/viewtopic.php?t=15912
Don't place Book of Portals in dungeon chests if its contents can be written in the help modpack Encyclopedia instead, and don't add Book of Portals to dungeon chests if Nether portals are the only type of portal - A Nether mod doesn't need a Book of Portals if it's only being used to provide a Nether portal.
2020-02-15 10:55:37 +01:00
Treer 36d1f6f573 Images instead of ASCII diagrams in Book of Portals 2020-02-15 10:55:37 +01:00
Treer 0618325710 API exposes the registered portal count, and frame nodes 2020-02-15 10:55:37 +01:00
Treer 8f29a35175 use minetest.get_modpath("mesecon") instead of checking mesecon ~= nil 2020-02-15 10:55:37 +01:00
Treer e3ac1ade79 blasts extinguish portals 2020-02-15 10:55:37 +01:00
Treer 363872c760 Avoid storing the playerRef
See https://rubenwardy.com/minetest_modding_book/en/quality/common_mistakes.html#never-store-objectrefs-ie-players-or-entities
Related: https://github.com/minetest-mods/nether/pull/12
2020-02-15 10:55:37 +01:00
Treer 40913ee841 text changes
Also a minor change to prevent surface portals from appearing in a grid pattern in MT 0.4
2020-02-15 10:55:37 +01:00
Treer e765f5f504 text/docs/formatting changes 2020-02-15 10:55:37 +01:00
Treer 58da96549a Trim trailing spaces
This eliminates most luacheck formatting warnings
2020-02-15 10:55:37 +01:00
Treer d0ce9dd633 Update .luacheckrc and fix warnings
Changes to reduce formatting warnings will be committed separately
2020-02-15 10:55:37 +01:00
Treer 1d19546345 Update copyrights & require Minetest v0.4.16 or greater
Also adds nether.register_wormhole_node(), moving the wormhole node template into portal_api.lua, and allowing wormhole nodes with custom post_effect_color to be more easily created.
2020-02-15 10:55:37 +01:00
Treer 3945467152 Add more mesecon support
wormholes now emit mesecon energy, allowing mesecons to know the state of the portal.
(mesecons could previously only set the state of the portal)
2020-02-15 10:55:37 +01:00
Treer 478684062d Add Minetest 0.4 support 2020-02-15 10:55:37 +01:00
Treer 4ebdf7f25f Handle edge-case when player quits the game while teleporting
Issue was raised as a pull request against the original code - https://github.com/minetest-mods/nether/pull/12
Also replaces deprecated getpos/setpos with get_pos/set_pos - https://github.com/minetest-mods/nether/pull/11
2020-02-15 10:55:37 +01:00
Treer 4985e199b1 check for portal frames on the surface
When a surface level was known, only the volume_is_natural check was being performed, this fixes that.
Also fixes bug where LBM didn't start the timer of example portals that had been disabled.
Allows portal ignite to repair a stopped timer.
Other misc cleanup - paramat's new Floatlands won't have lakes so I removed that from the flavortext.
2020-02-15 10:55:37 +01:00
Treer 48cbd87b59 Move wormhole_node_is_horizontal into the shape definition
out of the portal defintion
2020-02-15 10:55:37 +01:00
Treer 43f1f24d53 Add settingtypes.txt settings 2020-02-15 10:55:37 +01:00
Treer a971e0359e Finish example portals
give nether_portal_circular.mts a flat floor - the new nether_portal_circular.mts allows its bottom nodes to be sunk into the ground.
Example portal basic behavior and book_of_portals_pagetext implemented.
Other changes are allowing portals corrupted by ABMs to be repaired, finding better ground level of surface portals.
2020-02-15 10:55:37 +01:00
Treer 6752964c96 Add PortalShape_Platform
and other work on the portal examples
also documentation and fixing issue where apples prevented volume_is_natural() from returning true
2020-02-15 10:55:37 +01:00
Treer b9e85582f9 Add Surface-following portal using Moore curves 2020-02-15 10:55:37 +01:00
Treer 11a818212a Standardize files as LF without CR, and UTF-8 without BOM
UTF-8 with BOM crashes some systems according to 6551f5c120 comment, and there are several cases where Minetest is buggy with files that use CRLF line endings (though none I'm aware that affect these files), so strip CRs and BOM
2020-02-15 10:55:37 +01:00
Treer 58eb65c0c8 documentation 2020-02-15 10:55:37 +01:00
Treer 6e0cadb1ec Check no other mod is already using a portal definition 2020-02-15 10:55:37 +01:00
Treer 9bfbb64e96 Add portal_examples.lua
Currently the example portals just take you to the nether, like nether portals. In theory they could take players anywhere.
2020-02-15 10:55:37 +01:00
Treer b8ec09f402 Add animated particle support
Also implements an ignition failure sound.
2020-02-15 10:55:37 +01:00
Treer 0f3f42e5c0 Add portal sounds 2020-02-15 10:55:37 +01:00
Treer d5a551b4cf Add example alternative shape PortalShape_Circular
Also fixes up a few bugs that only became apparent when not using the traditional portal shape
2020-02-15 10:55:37 +01:00
Treer 31cf6a9bc3 Place_Schematic uses correct frame and wormhole nodes
This requires a cache-invalidation hack borrowed from cloudlands mod.
Also, null reference fixes in ensure_remote_portal_then_teleport and locate_or_build_portal, and minor improvements
2020-02-15 10:55:37 +01:00
Treer 7cff6b8cc2 Add portal ignition sparks 2020-02-15 10:55:37 +01:00
Treer 27a660b731 Unroll 32affba6 (stairs) (#9)
32affba6 re-registered stairs which have already been registered 20 lines earlier in the code, and registered them as "brick" causing the netherbrick stairs to replace Minetest's default:brick stairs. The rest of 32affba6 was already unrolled in 7a0e52da, but the stairs bug remained.
2020-02-15 10:55:37 +01:00
Treer dd6c19d005 Keep portal type in metadata for non-traditional portals
Makes the portal system more flexible - new portal shapes don't have to ensure there's a frame node at the timerPos
2020-02-15 10:55:37 +01:00
Treer 835ad9686d rearrange code
eliminate need to assign extinguish_portal() to a local var, and group the helper functions together in the API section
2020-02-15 10:55:37 +01:00
Treer e2666146ca Implement sound and events in API 2020-02-15 10:55:37 +01:00
Treer 0c7a6e95c5 Fix edge case
Fix bug where ensure_remote_portal_then_teleport() converted its destination_wormholePos to an anchorPos to pass to locate_or_build_portal() which converted it back to an wormholePos. Bug occurred when local_orientation was assumed for the target orientation, which could lead to locate_or_build_portal() ending up with a reconstituted wormholePos rotated outside the portal frame, not find a portal frame, so build a new portal there, griefing the old one.

locate_or_build_portal() has been refactored to take a wormholePos instead of an anchorPos, removing the need to know the orientation of the target portal (which can't be obtained from the param2 when the target portal is unlit)
2020-02-15 10:55:37 +01:00
Treer 52b20925d5 Unlinks target portal if it's linked to a different portal
This is effectively a missing part to the change that made locate_or_build_portal() enforce that portals only link together in mutual pairs. As target portals that didn't need to be located or built we not being updated to link back to where the player travelled from.

Also
* implements events: on_run_wormhole, on_extinguish
* adds a lot of debug info
2020-02-15 10:55:37 +01:00
Treer 6401052f92 fix bugs
fixes nullreference in find_surface_target_y, and ensure_remote_portal_then_teleport assuming a traditional portal shape.
minor documentation work.
2020-02-15 10:55:37 +01:00
Treer c106b88e98 only perform remote_portal_checkup if portal schematic was placed 2020-02-15 10:55:37 +01:00
Treer 1a6d15def3 Portals connect to nearby targets
Records portal positions. More testing required
2020-02-15 10:55:37 +01:00
Treer 43b37e96b2 Add Book of Portals
Squashed commit of the following:

commit e80030750df91f75745c7d52729a0d4942eb32f8
Author: Treer <treer.git+github@the-bordello.com>
Date:   Sat Jul 13 13:52:02 2019 +1000

    Finish book of portals

commit 82ad3d6af683b6bb4cc107e8c76f44c0b791a28d
Author: Treer <treer.git@gmail.com>
Date:   Thu Jul 11 22:43:02 2019 +1000

    Book of Portals art

commit fac6ff1da89a1b06b78deb0b5b4e3bebe4166860
Author: Treer <treer.git@gmail.com>
Date:   Thu Jul 11 00:39:50 2019 +1000

    starting book of portals
2020-02-15 10:55:37 +01:00
Treer b6e2a3335a provide Portal API 2020-02-15 10:55:37 +01:00
Treer 3126d067a1 Dynamic/hardware portal colouring
Currently proof of concept: Removes wormhole colour from .png texture and specifies it through MT API instead. The post_effect_color may call for registering a separate node per portal colour.
Palette 0 will have to be the traditional portal magenta (instead of 0 being black) for map compatibility with mod when colour was in the texture and not param2.
2020-02-15 10:55:37 +01:00
Treer 83c9ad574f Allow two or more portal types to be made with the same frame material
(provided they are different sized portals)
Removes direct references to the registered_portals table
2020-02-15 10:55:37 +01:00
Treer f38211e55d Prevent portals from sharing frame nodes with other portals
While it's rather cute having portals that share parts of their frame with other portals, the way the nether mod implemented portals means a node being part of more than one portal enables a family of bugs.

Igniting a portal now extinguishes any portal that was using nodes now taken by the newly ignited portal.
2020-02-15 10:55:37 +01:00
Treer 2113d332f8 Spawn portals on the surface, when possible 2020-02-15 10:55:37 +01:00
Treer 9a4c7ed875 Fix call to node timer stop()
Part of e5a5db907, fixes an issue where node timers weren't stopped by extinguish_portal().
And tweaks some comments
2020-02-15 10:55:37 +01:00
Treer 59275bb242 tidy up some code 2020-02-15 10:55:37 +01:00
Treer c7d83eceb7 Prevent concurrent mapgen from removing freshly placed portals 2020-02-15 10:55:37 +01:00
Treer edf961907e Allow reignition of portals in player-built areas
e.g. allow remote ignition to a portal in a "portal room"
2020-02-15 10:55:37 +01:00
Treer 7a4d9ebf01 Issue #6 Replace ABM with single node timer
https://github.com/minetest-mods/nether/issues/6
2020-02-15 10:55:37 +01:00
Treer a085e194fa Add mesecons support
Portals can be switched on and off with mesecons
(from a tech-tree perspective, mese is still required for portal ignition)
2020-02-15 10:55:37 +01:00
Treer 614a3f91a7 Separate portal shape code from portal behavior code, and refactor
Allows dev and testing/debugging to focus on one (shape or behavior) without getting mixed up in the other, will also enable different portal shapes later on. Other adjustments:
* Reuse/reignite an existing portal or portal frame if there is one at the remote destination, rather than the area being overwritten by a slightly offset portal schematic.
* Create remote portals in a matching orientation to the local portal.
* Preserve player position & facing relative to portal when traveling through wormhole (even if portals are at 90°)
* Players no longer bounce several times after teleporting
* Player is not teleported until after the portal at the other end is confirmed/built
2020-02-15 10:55:37 +01:00
ㄗㄠˋ ㄑㄧˊ b49f4ce73d Fix error caused by teleporting offline players (#12) 2020-01-08 18:56:49 +01:00
SmallJoker 6551f5c120 Convert UTF-8 + BOM to UTF-8. Fixes crash on some systems 2019-08-01 18:25:25 +02:00
Treer b8dab52e41 Unroll 32affba6 (stairs) (#9)
32affba6 re-registered stairs which have already been registered 20 lines earlier in the code, and registered them as "brick" causing the netherbrick stairs to replace Minetest's default:brick stairs. The rest of 32affba6 was already unrolled in 7a0e52da, but the stairs bug remained.
2019-07-20 08:56:32 +02:00
Treer bf145d4c11 Fix portal particle spawners
Issue introduced in 0b6925f4b1. Fix tested in 4.17.1 and 5.1-dev
2019-06-26 19:04:02 -07:00
71 changed files with 7672 additions and 651 deletions

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@ -1,21 +1,38 @@
unused_args = false
allow_defined_top = true
globals = {
"bucket",
"nether"
}
read_globals = {
"climate_api",
"core",
"default",
"DIR_DELIM",
"dump",
"dungeon_loot",
"intllib",
"ItemStack",
"loot",
"doc",
"math.hypot",
"mesecon",
"minetest",
"nodeupdate",
"PcgRandom",
"PseudoRandom",
"stairs",
"stairsplus",
"string.split",
table = { fields = { "copy", "getn" } },
"technic",
"toolranks",
"vector",
"VoxelArea",
"VoxelManip",
"walls",
xpanes = { fields = { "register_pane" } },
}

View File

@ -1,4 +1,33 @@
Nether Mod for Minetest
# Nether Mod for Minetest, with Portals API.
Allows Nether portals to be constructed, opening a gateway between the surface
realm and one of lava and netherrack, with rumors of a passageway through the
netherrack to a great magma ocean.
To view the options provided by this mod, see settingtypes.txt or
go to "Settings"->"All Settings"->"Mods"->"nether" in the game.
A Nether portal is built as a rectangular vertical frame of obsidian, 4 blocks
wide and 5 blocks high. Once constructed, a Mese crystal fragment can be
right-click/used on the frame to activate it.
## Modders and game designers
See portal_api.txt for how to create custom portals to your own realms.
Nether Portals can allow surface fast-travel.
This mod provides Nether basalts (natural, hewn, and chiseled) as nodes which
require a player to journey to the magma ocean to obtain, so these can be used
for gating progression through a game. For example, a portal to another realm
might need to be constructed from basalt, thus requiring a journey through
the nether first, or basalt might be a crafting ingredient required to reach
a particular branch of the tech-tree.
Netherbrick tools are provided (pick, shovel, axe, & sword), see tools.lua
The Nether pickaxe has a 10x bonus against wear when mining netherrack.
## License of source code:
@ -17,15 +46,39 @@ 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.
## License of media (textures and sounds)
## License and attribution of media (textures and sounds)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
### [Public Domain Dedication (CC0 1.0)](https://creativecommons.org/publicdomain/zero/1.0/)
## Authors of media files
* `nether_portal_teleport.ogg` is a timing adjusted version of "teleport" by [outroelison](https://freesound.org/people/outroelison), used under CC0 1.0
* `nether_rack_destroy.ogg` is from "Rock destroy" by [Bertsz](https://freesound.org/people/Bertsz/), used under CC0 1.0
Everything not listed in here:
Copyright (C) 2013 PilzAdam
### [Attribution 3.0 Unported (CC BY 3.0)](https://creativecommons.org/licenses/by/3.0/)
- nether_rack.png: Zeg9
- nether_glowstone.png: BlockMen
* `nether_lightstaff.ogg` is "Fire Burst" by [SilverIllusionist](https://freesound.org/people/SilverIllusionist/), 2019
* `nether_portal_ambient.ogg` & `nether_portal_ambient.0.ogg` are extractions from "Deep Cinematic Rumble Stereo" by [Patrick Lieberkind](http://www.lieberkindvisuals.dk), used under CC BY 3.0
* `nether_portal_extinguish.ogg` is an extraction from "Tight Laser Weapon Hit Scifi" by [damjancd](https://freesound.org/people/damjancd), used under CC BY 3.0
* `nether_portal_ignite.ogg` is a derivative of "Flame Ignition" by [hykenfreak](https://freesound.org/people/hykenfreak), used under CC BY 3.0. "Nether Portal ignite" is licensed under CC BY 3.0 by Treer.
### [Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)](https://creativecommons.org/licenses/by-sa/4.0/)
* `nether_basalt`* (files starting with "nether_basalt"): Treer, 2020
* `nether_book_`* (files starting with "nether_book"): Treer, 2019-2020
* `nether_brick_deep.png`: Treer, 2021
* `nether_fumarole.ogg`: Treer, 2020
* `nether_geode.png`: Treer, 2021
* `nether_geode_glass.png`: Treer, 2021
* `nether_lava_bubble`* (files starting with "nether_lava_bubble"): Treer, 2020
* `nether_lava_crust_animated.png`: Treer, 2019-2020
* `nether_lightstaff.png`: Treer, 2021
* `nether_particle_anim`* (files starting with "nether_particle_anim"): Treer, 2019
* `nether_portal_ignition_failure.ogg`: Treer, 2019
* `nether_smoke_puff.png`: Treer, 2020
### [Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)](http://creativecommons.org/licenses/by-sa/3.0/)
* `nether_glowstone`* (files starting with "nether_glowstone"): BlockMen
* `nether_nether_ingot.png` & `nether_nether_lump.png`: color adjusted versions from "[default](https://github.com/minetest/minetest_game/tree/master/mods/default)" mod, originally by Gambit
* `nether_portal.png`: [Extex101](https://github.com/Extex101), 2020
* `nether_rack`* (files starting with "nether_rack"): Zeg9
* `nether_tool_`* (files starting with "nether_tool_"): color adjusted versions from "[default](https://github.com/minetest/minetest_game/tree/master/mods/default)" mod, originals by BlockMen
All other media: Copyright © 2013 PilzAdam, licensed under CC BY-SA 3.0 by PilzAdam.

72
crafts.lua Normal file
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@ -0,0 +1,72 @@
--[[
Copyright (C) 2013 PilzAdam
Copyright (C) 2020 lortas
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.
]]--
minetest.register_craft({
output = "nether:brick 4",
recipe = {
{"nether:rack", "nether:rack"},
{"nether:rack", "nether:rack"},
}
})
minetest.register_craft({
output = "nether:fence_nether_brick 6",
recipe = {
{"nether:brick", "nether:brick", "nether:brick"},
{"nether:brick", "nether:brick", "nether:brick"},
},
})
minetest.register_craft({
output = "nether:brick_compressed",
recipe = {
{"nether:brick","nether:brick","nether:brick"},
{"nether:brick","nether:brick","nether:brick"},
{"nether:brick","nether:brick","nether:brick"},
}
})
minetest.register_craft({
output = "nether:brick_deep 4",
recipe = {
{"nether:rack_deep", "nether:rack_deep"},
{"nether:rack_deep", "nether:rack_deep"}
}
})
minetest.register_craft({
output = "nether:basalt_hewn",
type = "shapeless",
recipe = {
"nether:basalt",
"nether:basalt",
},
})
minetest.register_craft({
output = "nether:basalt_chiselled 4",
recipe = {
{"nether:basalt_hewn", "nether:basalt_hewn"},
{"nether:basalt_hewn", "nether:basalt_hewn"}
}
})
-- See tools.lua for tools related crafting

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@ -1,3 +1,10 @@
stairs
default
stairs
doc_basics?
dungeon_loot?
fire?
loot?
mesecons?
moreblocks?
climate_api?
xpanes?

923
init.lua
View File

@ -1,4 +1,3 @@
--[[
Nether mod for minetest
@ -20,690 +19,332 @@
]]--
-- Set DEBUG_FLAGS to determine the behavior of nether.debug():
-- 0 = off
-- 1 = print(...)
-- 2 = minetest.chat_send_all(...)
-- 4 = minetest.log("info", ...)
local DEBUG_FLAGS = 0
-- Parameters
local S
if minetest.get_translator ~= nil then
S = minetest.get_translator("nether")
else
-- mock the translator function for MT 0.4
S = function(str, ...)
local args={...}
return str:gsub(
"@%d+",
function(match) return args[tonumber(match:sub(2))] end
)
end
end
local NETHER_DEPTH = -5000
local TCAVE = 0.6
local BLEND = 128
-- 3D noise
local np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
seed = 59033,
octaves = 5,
persist = 0.7,
lacunarity = 2.0,
--flags = ""
-- Global Nether namespace
nether = {}
nether.mapgen = {} -- Shared Nether mapgen namespace, for mapgen files to expose functions and constants
nether.modname = minetest.get_current_modname()
nether.path = minetest.get_modpath(nether.modname)
nether.get_translator = S
-- nether.useBiomes allows other mods to know whether they can register ores etc. in the Nether.
-- See mapgen.lua for an explanation of why minetest.read_schematic is being checked
nether.useBiomes = minetest.get_mapgen_setting("mg_name") ~= "v6" and minetest.read_schematic ~= nil
nether.fogColor = { -- only used if climate_api is installed
netherCaverns = "#1D0504", -- Distance-fog colour for classic nether
mantle = "#070916", -- Distance-fog colour for the Mantle region
geodes = "#300530" -- Distance-fog colour for secondary region
}
-- Stuff
local yblmax = NETHER_DEPTH - BLEND * 2
-- Settings
nether.DEPTH_CEILING = -5000 -- The y location of the Nether's celing
nether.DEPTH_FLOOR = -11000 -- The y location of the Nether's floor
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
nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
nether.NETHER_REALM_ENABLED = true -- Setting to false disables the Nether and Nether portal
-- Functions
-- Override default settings with values from the .conf file, if any are present.
nether.FASTTRAVEL_FACTOR = tonumber(minetest.settings:get("nether_fasttravel_factor") or nether.FASTTRAVEL_FACTOR)
nether.PORTAL_BOOK_LOOT_WEIGHTING = tonumber(minetest.settings:get("nether_portalBook_loot_weighting") or nether.PORTAL_BOOK_LOOT_WEIGHTING)
nether.NETHER_REALM_ENABLED = minetest.settings:get_bool("nether_realm_enabled", nether.NETHER_REALM_ENABLED)
nether.DEPTH_CEILING = tonumber(minetest.settings:get("nether_depth_ymax") or nether.DEPTH_CEILING)
nether.DEPTH_FLOOR = tonumber(minetest.settings:get("nether_depth_ymin") or nether.DEPTH_FLOOR)
local function build_portal(pos, target)
local p1 = {x = pos.x - 1, y = pos.y - 1, z = pos.z}
local p2 = {x = p1.x + 3, y = p1.y + 4, z = p1.z}
local path = minetest.get_modpath("nether") .. "/schematics/nether_portal.mts"
minetest.place_schematic({x = p1.x, y = p1.y, z = p1.z - 2}, path, 0, nil, true)
for y = p1.y, p2.y do
for x = p1.x, p2.x do
local meta = minetest.get_meta({x = x, y = y, z = p1.z})
meta:set_string("p1", minetest.pos_to_string(p1))
meta:set_string("p2", minetest.pos_to_string(p2))
meta:set_string("target", minetest.pos_to_string(target))
end
end
if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
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)
end
nether.DEPTH = nether.DEPTH_CEILING -- Deprecated, use nether.DEPTH_CEILING instead.
-- DEPTH_FLOOR_LAYERS gives the bottom Y of all locations that wish to be
-- considered part of the Nether.
-- DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
-- Nether, by knowing where their layer ceiling should start, and letting
-- the layers be included in effects which only happen in the Nether.
-- If a mod wishes to add a layer below the Nether it should read
-- nether.DEPTH_FLOOR_LAYERS to find the bottom Y of the Nether and any
-- other layers already under the Nether. The mod should leave a small gap
-- between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
-- for its ceiling Y, so there is room to shift edge-case biomes), then set
-- nether.DEPTH_FLOOR_LAYERS to reflect the mod's floor Y value, and call
-- shift_existing_biomes() with DEPTH_FLOOR_LAYERS as the floor_y argument.
nether.DEPTH_FLOOR_LAYERS = nether.DEPTH_FLOOR
local function volume_is_natural(minp, maxp)
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
-- A debug-print function that understands vectors etc. and does not
-- evaluate when debugging is turned off.
-- Works like string.format(), treating the message as a format string.
-- nils, tables, and vectors passed as arguments to nether.debug() are
-- converted to strings and can be included inside the message with %s
function nether.debug(message, ...)
local vm = minetest.get_voxel_manip()
local pos1 = {x = minp.x, y = minp.y, z = minp.z}
local pos2 = {x = maxp.x, y = maxp.y, z = maxp.z}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
local args = {...}
local argCount = select("#", ...)
for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
local vi = area:index(pos1.x, y, z)
for x = pos1.x, pos2.x do
local id = data[vi] -- Existing node
if id ~= c_air and id ~= c_ignore then -- These are natural
local name = minetest.get_name_from_content_id(id)
if not minetest.registered_nodes[name].is_ground_content then
return false
end
end
vi = vi + 1
end
end
end
return true
end
local function find_nether_target_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
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 - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return y + 2
else -- Restart search a little lower
find_nether_target_y(target_x, target_z, y - 16)
end
else -- Not enough space, reset air to zero
air = 0
for i = 1, argCount do
local arg = args[i]
if arg == nil then
-- convert nils to strings
args[i] = '<nil>'
elseif type(arg) == "table" then
local tableCount = 0
for _,_ in pairs(arg) do tableCount = tableCount + 1 end
if tableCount == 3 and arg.x ~= nil and arg.y ~= nil and arg.z ~= nil then
-- convert vectors to strings
args[i] = minetest.pos_to_string(arg)
else
-- convert tables to strings
-- (calling function can use dump() if a multi-line listing is desired)
args[i] = string.gsub(dump(arg, ""), "\n", " ")
end
end
end
return start_y -- Fallback
local composed_message = "nether: " .. string.format(message, unpack(args))
if math.floor(DEBUG_FLAGS / 1) % 2 == 1 then print(composed_message) end
if math.floor(DEBUG_FLAGS / 2) % 2 == 1 then minetest.chat_send_all(composed_message) end
if math.floor(DEBUG_FLAGS / 4) % 2 == 1 then minetest.log("info", composed_message) end
end
if DEBUG_FLAGS == 0 then
-- do as little evaluation as possible
nether.debug = function() end
end
local function find_surface_target_y(target_x, target_z, start_y)
for y = start_y, start_y - 256, -16 do
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return y
end
end
return start_y - 256 -- Fallback
end
local function move_check(p1, max, dir)
local p = {x = p1.x, y = p1.y, z = p1.z}
local d = math.abs(max - p1[dir]) / (max - p1[dir])
while p[dir] ~= max do
p[dir] = p[dir] + d
if minetest.get_node(p).name ~= "default:obsidian" then
return false
end
end
return true
end
local function check_portal(p1, p2)
if p1.x ~= p2.x then
if not move_check(p1, p2.x, "x") then
return false
end
if not move_check(p2, p1.x, "x") then
return false
end
elseif p1.z ~= p2.z then
if not move_check(p1, p2.z, "z") then
return false
end
if not move_check(p2, p1.z, "z") then
return false
end
-- Load files
dofile(nether.path .. "/portal_api.lua")
dofile(nether.path .. "/nodes.lua")
dofile(nether.path .. "/tools.lua")
dofile(nether.path .. "/crafts.lua")
if nether.NETHER_REALM_ENABLED then
if nether.useBiomes then
dofile(nether.path .. "/mapgen.lua")
else
return false
end
if not move_check(p1, p2.y, "y") then
return false
end
if not move_check(p2, p1.y, "y") then
return false
end
return true
end
local function is_portal(pos)
for d = -3, 3 do
for y = -4, 4 do
local px = {x = pos.x + d, y = pos.y + y, z = pos.z}
local pz = {x = pos.x, y = pos.y + y, z = pos.z + d}
if check_portal(px, {x = px.x + 3, y = px.y + 4, z = px.z}) then
return px, {x = px.x + 3, y = px.y + 4, z = px.z}
end
if check_portal(pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}) then
return pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}
end
end
dofile(nether.path .. "/mapgen_nobiomes.lua")
end
end
local function make_portal(pos)
local p1, p2 = is_portal(pos)
if not p1 or not p2 then
return false
end
for d = 1, 2 do
for y = p1.y + 1, p2.y - 1 do
local p
if p1.z == p2.z then
p = {x = p1.x + d, y = y, z = p1.z}
else
p = {x = p1.x, y = y, z = p1.z + d}
end
if minetest.get_node(p).name ~= "air" then
return false
end
end
end
local param2
if p1.z == p2.z then
param2 = 0
else
param2 = 1
end
local target = {x = p1.x, y = p1.y, z = p1.z}
target.x = target.x + 1
if target.y < NETHER_DEPTH then
target.y = find_surface_target_y(target.x, target.z, -16)
else
local start_y = NETHER_DEPTH - math.random(500, 1500) -- Search start
target.y = find_nether_target_y(target.x, target.z, start_y)
end
for d = 0, 3 do
for y = p1.y, p2.y do
local p
if param2 == 0 then
p = {x = p1.x + d, y = y, z = p1.z}
else
p = {x = p1.x, y = y, z = p1.z + d}
end
if minetest.get_node(p).name == "air" then
minetest.set_node(p, {name = "nether:portal", param2 = param2})
end
local meta = minetest.get_meta(p)
meta:set_string("p1", minetest.pos_to_string(p1))
meta:set_string("p2", minetest.pos_to_string(p2))
meta:set_string("target", minetest.pos_to_string(target))
end
end
return true
dofile(nether.path .. "/portal_examples.lua")
if minetest.get_modpath("technic") then
dofile(nether.path .. "/nether-compressor-recipe.lua")
end
-- ABMs
minetest.register_abm({
nodenames = {"nether:portal"},
interval = 1,
chance = 2,
action = function(pos, node)
minetest.add_particlespawner({
32, --amount
4, --time
{x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25}, --minpos
{x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25}, --maxpos
{x = -0.8, y = -0.8, z = -0.8}, --minvel
{x = 0.8, y = 0.8, z = 0.8}, --maxvel
{x = 0, y = 0, z = 0}, --minacc
{x = 0, y = 0, z = 0}, --maxacc
0.5, --minexptime
1, --maxexptime
1, --minsize
2, --maxsize
false, --collisiondetection
"nether_particle.png" --texture
})
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if obj:is_player() then
local meta = minetest.get_meta(pos)
local target = minetest.string_to_pos(meta:get_string("target"))
if target then
-- force emerge of target area
minetest.get_voxel_manip():read_from_map(target, target)
if not minetest.get_node_or_nil(target) then
minetest.emerge_area(
vector.subtract(target, 4), vector.add(target, 4))
end
-- teleport the player
minetest.after(3, function(o, p, t)
local objpos = o:getpos()
objpos.y = objpos.y + 0.1 -- Fix some glitches at -8000
if minetest.get_node(objpos).name ~= "nether:portal" then
return
end
o:setpos(t)
local function check_and_build_portal(pp, tt)
local n = minetest.get_node_or_nil(tt)
if n and n.name ~= "nether:portal" then
build_portal(tt, pp)
minetest.after(2, check_and_build_portal, pp, tt)
minetest.after(4, check_and_build_portal, pp, tt)
elseif not n then
minetest.after(1, check_and_build_portal, pp, tt)
end
end
minetest.after(1, check_and_build_portal, p, t)
end, obj, pos, target)
end
end
end
end,
})
-- Nodes
minetest.register_node("nether:portal", {
description = "Nether Portal",
tiles = {
"nether_transparent.png",
"nether_transparent.png",
"nether_transparent.png",
"nether_transparent.png",
{
name = "nether_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.5,
},
},
{
name = "nether_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.5,
},
},
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = true,
walkable = false,
diggable = false,
pointable = false,
buildable_to = false,
is_ground_content = false,
drop = "",
light_source = 5,
post_effect_color = {a = 180, r = 128, g = 0, b = 128},
alpha = 192,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
},
},
groups = {not_in_creative_inventory = 1}
})
minetest.register_node(":default:obsidian", {
description = "Obsidian",
tiles = {"default_obsidian.png"},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local p1 = minetest.string_to_pos(meta:get_string("p1"))
local p2 = minetest.string_to_pos(meta:get_string("p2"))
local target = minetest.string_to_pos(meta:get_string("target"))
if not p1 or not p2 then
return
end
for x = p1.x, p2.x do
for y = p1.y, p2.y do
for z = p1.z, p2.z do
local nn = minetest.get_node({x = x, y = y, z = z}).name
if nn == "default:obsidian" or nn == "nether:portal" then
if nn == "nether:portal" then
minetest.remove_node({x = x, y = y, z = z})
end
local m = minetest.get_meta({x = x, y = y, z = z})
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
end
end
end
end
meta = minetest.get_meta(target)
if not meta then
return
end
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p2"))
if not p1 or not p2 then
return
end
for x = p1.x, p2.x do
for y = p1.y, p2.y do
for z = p1.z, p2.z do
local nn = minetest.get_node({x = x, y = y, z = z}).name
if nn == "default:obsidian" or nn == "nether:portal" then
if nn == "nether:portal" then
minetest.remove_node({x = x, y = y, z = z})
end
local m = minetest.get_meta({x = x, y = y, z = z})
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
end
end
end
end
end,
})
minetest.register_node("nether:rack", {
description = "Netherrack",
tiles = {"nether_rack.png"},
is_ground_content = true,
groups = {cracky = 3, level = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("nether:sand", {
description = "Nethersand",
tiles = {"nether_sand.png"},
is_ground_content = true,
groups = {crumbly = 3, level = 2, falling_node = 1},
sounds = default.node_sound_gravel_defaults({
footstep = {name = "default_gravel_footstep", gain = 0.45},
}),
})
minetest.register_node("nether:glowstone", {
description = "Glowstone",
tiles = {"nether_glowstone.png"},
is_ground_content = true,
light_source = 14,
paramtype = "light",
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("nether:brick", {
description = "Nether Brick",
tiles = {"nether_brick.png"},
is_ground_content = false,
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
local fence_texture =
"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
minetest.register_node("nether:fence_nether_brick", {
description = "Nether Brick Fence",
drawtype = "fencelike",
tiles = {"nether_brick.png"},
inventory_image = fence_texture,
wield_image = fence_texture,
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
-- Register stair and slab
stairs.register_stair_and_slab(
"nether_brick",
"nether:brick",
{cracky = 2, level = 2},
{"nether_brick.png"},
"nether stair",
"nether slab",
default.node_sound_stone_defaults()
-- Portals are ignited by right-clicking with a mese crystal fragment
nether.register_portal_ignition_item(
"default:mese_crystal_fragment",
{name = "nether_portal_ignition_failure", gain = 0.3}
)
-- StairsPlus
if minetest.get_modpath("moreblocks") then
stairsplus:register_all(
"nether", "brick", "nether:brick", {
description = "Nether Brick",
groups = {cracky = 2, level = 2},
tiles = {"nether_brick.png"},
sounds = default.node_sound_stone_defaults(),
})
end
if nether.NETHER_REALM_ENABLED then
-- Use the Portal API to add a portal type which goes to the Nether
-- See portal_api.txt for documentation
nether.register_portal("nether_portal", {
shape = nether.PortalShape_Traditional,
frame_node_name = "default:obsidian",
wormhole_node_color = 0, -- 0 is magenta
title = S("Nether Portal"),
book_of_portals_pagetext = S([[Construction requires 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.
stairs.register_stair_and_slab("brick", "nether:brick",
{cracky=3, oddly_breakable_by_hand=1},
{"nether_brick.png"},
"nether stair",
"nether slab",
default.node_sound_stone_defaults())
This opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.
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),
-- Craftitems
is_within_realm = function(pos) -- return true if pos is inside the Nether
return pos.y < nether.DEPTH_CEILING and pos.y > nether.DEPTH_FLOOR
end,
minetest.override_item("default:mese_crystal_fragment", {
on_place = function(stack, _, pt)
if pt.under and minetest.get_node(pt.under).name == "default:obsidian" then
local done = make_portal(pt.under)
if done and not minetest.settings:get_bool("creative_mode") then
stack:take_item()
end
end
find_realm_anchorPos = function(surface_anchorPos, player_name)
-- divide x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
destination_pos.y = nether.DEPTH_CEILING - 1 -- temp value so find_nearest_working_portal() returns nether portals
return stack
end,
})
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
local existing_portal_location, existing_portal_orientation =
nether.find_nearest_working_portal("nether_portal", destination_pos, 8, 0)
-- Crafting
minetest.register_craft({
output = "nether:brick 4",
recipe = {
{"nether:rack", "nether:rack"},
{"nether:rack", "nether:rack"},
}
})
minetest.register_craft({
output = "nether:fence_nether_brick 6",
recipe = {
{"nether:brick", "nether:brick", "nether:brick"},
{"nether:brick", "nether:brick", "nether:brick"},
},
})
-- Mapgen
-- Initialize noise object, localise noise and data buffers
local nobj_cave = nil
local nbuf_cave = nil
local dbuf = nil
-- Content ids
local c_air = minetest.get_content_id("air")
--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")
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_stair_cobble = minetest.get_content_id("stairs:stair_cobble")
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 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")
-- On-generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > NETHER_DEPTH 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 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 ystride = x1 - x0 + 1
local zstride = ystride * ystride
local chulens = {x = ystride, y = ystride, z = ystride}
local minposxyz = {x = x0, y = y0, z = z0}
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
local nvals_cave = nobj_cave:get3dMap_flat(minposxyz, 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
if existing_portal_location ~= nil then
return existing_portal_location, existing_portal_orientation
else
tcave = TCAVE
local start_y = nether.DEPTH_CEILING - math.random(500, 1500) -- Search starting altitude
destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y, player_name)
return destination_pos
end
in_chunk_y = true
end,
find_surface_anchorPos = function(realm_anchorPos, player_name)
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
-- since find_surface_target_y() will be used by default, but Nether portals also scale position
-- to create fast-travel.
-- Defining a custom function also means we can look for existing nearby portals.
-- Multiply x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
destination_pos.y = nether.DEPTH_CEILING + 1 -- temp value so find_nearest_working_portal() doesn't return nether portals
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
local existing_portal_location, existing_portal_orientation =
nether.find_nearest_working_portal("nether_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0)
if existing_portal_location ~= nil then
return existing_portal_location, existing_portal_orientation
else
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal", player_name)
return destination_pos
end
end,
on_ignite = function(portalDef, anchorPos, orientation)
-- make some sparks fly
local p1, p2 = portalDef.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation)
local pos = vector.divide(vector.add(p1, p2), 2)
local textureName = portalDef.particle_texture
if type(textureName) == "table" then textureName = textureName.name end
minetest.add_particlespawner({
amount = 110,
time = 0.1,
minpos = {x = pos.x - 0.5, y = pos.y - 1.2, z = pos.z - 0.5},
maxpos = {x = pos.x + 0.5, y = pos.y + 1.2, z = pos.z + 0.5},
minvel = {x = -5, y = -1, z = -5},
maxvel = {x = 5, y = 1, z = 5},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.1,
maxexptime = 0.5,
minsize = 0.2 * portalDef.particle_texture_scale,
maxsize = 0.8 * portalDef.particle_texture_scale,
collisiondetection = false,
texture = textureName .. "^[colorize:#F4F:alpha",
animation = portalDef.particle_texture_animation,
glow = 8
})
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
})
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
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
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
-- Set appropriate nether distance-fog if climate_api is available
--
-- Delegating to a mod like climate_api means nether won't unexpectedly stomp on the sky of
-- any other mod.
-- Skylayer is another mod which can perform this role, and skylayer support could be added
-- here as well. However skylayer doesn't provide a position-based method of specifying sky
-- colours out-of-the-box, so the nether mod will have to monitor when players enter and
-- leave the nether.
if minetest.get_modpath("climate_api") and minetest.global_exists("climate_api") and climate_api.register_weather ~= nil then
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
climate_api.register_influence(
"nether_biome",
function(pos)
local result = "surface"
if pos.y <= nether.DEPTH_CEILING and pos.y >= nether.DEPTH_FLOOR then
result = "nether"
-- since mapgen_nobiomes.lua has no regions it doesn't implement get_region(),
-- so only use get_region() if it exists
if nether.mapgen.get_region ~= nil then
-- the biomes-based mapgen supports 2 extra regions
local regions = nether.mapgen.RegionEnum
local region = nether.mapgen.get_region(pos)
if region == regions.CENTER or region == regions.CENTERSHELL then
result = "mantle"
elseif region == regions.NEGATIVE or region == regions.NEGATIVESHELL then
result = "geode"
end
end
ni = ni + 1 -- Only increment noise index in mapchunk
end
vi = vi + 1
return result
end
end
)
-- using sky type "plain" unfortunately means we don't get smooth fading transitions when
-- the color of the sky changes, but it seems to be the only way to obtain a sky colour
-- which doesn't brighten during the daytime.
local undergroundSky = {
sky_data = {
base_color = nil,
type = "plain",
textures = nil,
clouds = false,
},
sun_data = {
visible = false,
sunrise_visible = false
},
moon_data = {
visible = false
},
star_data = {
visible = false
}
}
local netherSky, mantleSky, geodeSky = table.copy(undergroundSky), table.copy(undergroundSky), table.copy(undergroundSky)
netherSky.sky_data.base_color = nether.fogColor.netherCaverns
mantleSky.sky_data.base_color = nether.fogColor.mantle
geodeSky.sky_data.base_color = nether.fogColor.geodes
climate_api.register_weather(
"nether:caverns",
{ nether_biome = "nether" },
{ ["climate_api:skybox"] = netherSky }
)
climate_api.register_weather(
"nether:mantle",
{ nether_biome = "mantle" },
{ ["climate_api:skybox"] = mantleSky }
)
climate_api.register_weather(
"nether:geode",
{ nether_biome = "geode" },
{ ["climate_api:skybox"] = geodeSky }
)
end
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end)
end -- end of "if nether.NETHER_REALM_ENABLED..."
-- Play bubbling lava sounds if player killed by lava
minetest.register_on_dieplayer(
function(player, reason)
if reason.node ~= nil and minetest.get_node_group(reason.node, "lava") > 0 or reason.node == "nether:lava_crust" then
minetest.sound_play(
"nether_lava_bubble",
-- this sample was encoded at 3x speed to reduce .ogg file size
-- at the expense of higher frequencies, so pitch it down ~3x
{to_player = player:get_player_name(), pitch = 0.3, gain = 0.8}
)
end
end
)

141
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# textdomain: nether
# Translation FR by Louis Royer and JoeEnderman
### init.lua ###
Construction requires 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.@n@nThis opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.@n@nThe 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.=Cette construction nécessite 14 blocs dobsidienne, qui peut être trouvée profondément sous terre, là où leau a solidifié de la roche fondue. Une fois terminé, le cadre fait quatre blocs de large, cinq blocs de haut, et se tient verticalement comme une porte.@n@nElle ouvre sur un lieu vraiment infernal, mais on peut sestimer heureux que lair y soit quand même respirable. Il y a un décalage dimensionnel intrigant entre ce monde et le nôtre, car après avoir ouvert un deuxième portail, nous avons observé que 10 pas effectués dans le Nether semblent être léquivalent de @1 dans notre monde.@n@nLes membres de lexpédition nontr trouvé ni diamants ni or, et après quun groupe de recheche expérimenté nait pas réussi à retrouver la piste dun membre de lexpédition disparu, je nai dautre choix que de conclure que cet endroit est trop dangereux pour nous.
### init.lua ###
### nodes.lua ###
Nether Portal=Portail du Nether
### mapgen_mantle.lua ###
, @1m above lava-sea level=, @1m au-dessus du niveau de la mer de lave
, @1m below lava-sea level=, @1m en-dessous du niveau de la mer de lave
, approaching y boundary of Nether=, approchant de la limite y du Nether
@1@2@3@4=
Center/Mantle, but outside the caverns=Centre/Manteau, mais à l'extérieur des cavernes
Center/Mantle, inside cavern=Centre/Manteau, à l'intérieur d'une caverne
Describes which region of the nether the player is in=Indique dans quelle région du Nether se trouve le joueur
Negative nether=Nether négatif
Positive nether=Nether positif
Shell between negative nether and center region=Coquille entre le Nether négatif et la région centrale
Shell between positive nether and center region=Coquille entre le Nether positif et la région centrale
The Overworld=L'Overworld
Unknown player position=Position du joueur inconnue
[Perlin @1] =
### nodes.lua ###
A Deep Netherrack Wall=Un mur profond en Netherrack
A Netherrack Wall=Un mur en Netherrack
A finely finished block of solid Nether Basalt.=Un bloc fini de basalte du Nether solide.
A rough cut solid block of Nether Basalt.=Un bloc solide de basalte du Nether taillé à la hache.
A thin crust of cooled lava with liquid lava beneath=Une croûte fine de lave refroidie avec de la lave liquide en dessous
A vent in the earth emitting steam and gas=Une fissure dans la terre émettant de la vapeur et du gaz
Can be repurposed to provide puffs of smoke in a chimney=Peut être réutilisé pour produire des bouffées de fumée dans une cheminée
Chiselled Basalt=Basalte sculpté
Columns of dark basalt found only in magma oceans deep within the Nether.=Colonnes de basalte noir que l'on trouve uniquement dans les océans de magma profonds du Nether.
Compressed Netherbrick=Briques du Nether compressées
Cracked Nether Brick=Briques du Nether craquelées
Deep Glowstone=Pierre lumineuse profonde
Deep Nether Brick=Briques du Nether profondes
Deep Nether Slab=Dalle du Nether profonde
Deep Nether Stair=Escalier du Nether profond
Deep Netherrack=Netherrack profond
Deep Netherrack Slab=Dalle de Netherrack profonde
Deep Netherrack Stair=Escalier de Netherrack profond
Fumarolic Chimney=Cheminée fumarolique
Fumarolic Chimney Corner=Coin de cheminée fumarolique
Fumarolic Chimney Slab=Dalle de cheminée fumarolique
Glowstone=Pierre lumineuse
Hewn Basalt=Basalte taillé
Inner Deep Nether Stair=Escalier intérieur du Nether profond
Inner Nether Stair=Escalier intérieur du Nether
Lava Crust=Croûte de lave
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=La croûte de lave est assez solide pour marcher dessus, mais encore assez chaude pour causer des brûlures
Nether Basalt=Basalte du Nether
Nether Beryl=Béryl du Nether
Nether Berylite=Bérylite du Nether
Nether Brick=Brique du Nether
Nether Brick Fence=Barrière en briques du Nether
Nether Brick Fence Rail=Rail de barrière en briques du Nether
Nether Crystal Pane=Panneau de cristal du Nether
Nether Slab=Dalle du Nether
Nether Stair=Escalier du Nether
Nether geode crystal, found lining the interior walls of Nether geodes=Cristal de géode du Nether, trouvé le long des parois intérieures des géodes du Nether
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=Cristal de géode du Nether. Une structure cristalline avec une faible lueur trouvée à l'intérieur des grandes géodes du Nether.
Netherrack=Roche du Nether
Netherrack from deep in the mantle=Roche du Nether provenant des profondeurs du manteau
Netherrack Slab=Dalle du Nether
Netherrack Stair=Escalier du Nether
Nethersand=Sable du Nether
Outer Deep Nether Stair=Escalier extérieur profond du Nether
Outer Nether Stair=Escalier extérieur du Nether
Portal=Portail
### portal_api.lua ###
@n@nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.=@n@nLa méthode pour ouvrir une telle porte est de frapper son cadre avec un @1, jusquà ce que tout lair à lintérieur commence à crépiter et briller.
A definitive guide to Rifts and Portals=Un guide détaillé des failles et des portails
A guidebook for how to build portals to other realms. It can sometimes be found in dungeon chests, however a copy of this book is not needed as its contents are included in this Encyclopedia.=Un guide sur comment construire des portails vers dautres mondes. Il peut parfois être trouvé dans des coffres de dongeons, cependant la copie de ce livre nest pas nécessaire puisque son contenu est inclus dans lencyclopédie.
Book of Portals=Livre des portails
Building Portals=Construire des portails
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only @1 can I confirm as being more than merely stories.=Après tous mes voyages, et le temps passé dans les Grandes Bibliothèques, je ne manque pas de légendes sur les portes surnaturelles qui, dit-on souvrent vers dautres mondes, mais seul @1 peut confirmer que ce sont plus que de simples histoires.
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only one can I confirm as being more than merely a story.=Après tous mes voyages, et le temps passé dans les Grandes Bibliothèques, je ne manque pas de légendes sur les portes surnaturelles qui, dit-on souvrent vers dautres mondes, mais seul une personne peut confirmer que ce sont plus que de simples histoires.
Mysterious forces prevented you from opening that portal. Please try another location=Des forces mystérieuses vous empêchent d'ouvrir ce portail. Veuillez essayer un autre emplacement.
Portal wormhole=Vortex du portail
Portals to other realms can be opened by building a frame in the right shape with the right blocks, then using an item to activate it. A local copy of the guidebook to portals is published below.@n---@n@n=Les portails vers dautres mondes peuvent être ouvert en construisant un cadre de la bonne forme avec les bons blocs, puis en utilisant un objet pour lactiver. Une copie du guide des portails est ci-dessous.@n---@n@n
Refer: "Help" > "Basics" > "Building Portals"=Voir : Aide > Bases > Construire des portails
Untitled portal=Portail sans nom
We know almost nothing about this portal=Nous ne savons presque rien sur les portails
### portal_examples.lua ###
Floatlands Portal=Portail du monde flottant
Requiring 16 blocks of tin and constructed in a circular fashion, a finished frame is seven blocks wide, seven blocks high, and stands vertically like a doorway.@n@nThese travel a distance along the ground, and even when constructed deep underground will link back up to the surface. They appear to favor a strange direction, with the exit portal linking back only for as long as the portal stays open — attempting to reopen a portal from the exit doorway leads to a new destination along this favored direction. It has stymied our ability to study the behavior of these portals because without constructing dual portals and keeping both open it's hard to step through more than one and still be able to return home.@n@nDue to such difficulties, we never learned what determines the direction and distance where the matching twin portal will appear, and I have lost my friend and protégé. In cavalier youth and with little more than a rucksack, Coudreau has decided to follow the chain as far as it goes, and has not been seen since. Coudreau believes it works in epicycles, but I am not convinced. Still, I cling to the hope that one day the portal will open and Coudreau will step out from whichever place leads to this one, perhaps with an epic tale to tell.=Nécessite 16 blocs détain placés de manière circulaire, le cadre final fait sept blocs de large, sept blocs de haut, et se tient verticalement comme une porte.@n@nIls permettent de voyager une distance sous le sol et se relieent à la surface même sils sont construits profondément sous terre. Ils ont lair de préférer une direction étrange, avec le portail de sortie ne se reliant au portail dentrée que tant quils restent tous deux ouverts tenter de réouvrir le portail de sortie mènera à une nouvelle destination dans cette direction privilégiée.Cela a entravé notre capacité à étudier le comportement de ces portails, car sans la construction de doubles portails et en gardant les deux ouverts, il est difficile d'en traverser plus d'un et de pouvoir rentrer chez soi.@n@nEn raison de ces difficultés, nous n'avons jamais appris ce qui détermine la direction et la distance à laquelle le portail jumeau correspondant apparaîtra, et jai perdu mon ami et mon protégé. Dans sa jeunesse cavalière et avec à peine plus qu'un sac à dos, Coudreau a décidé de suivre la chaîne jusqu'au bout, et n'a pas été vu depuis. Coudreau croit qu'elle fonctionne sur les épicycles, mais je n'en suis pas convaincu. Je m'accroche néanmoins à l'espoir qu'un jour le portail s'ouvrira et que Coudreau sortira de l'endroit qui mène à celui-ci, peut-être avec un récit épique à raconter.
Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl. A finished platform is 2 blocks high, and 5 blocks wide at the widest in both directions.@n@nThis portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a tremendous altitude.@1=Nécessite 21 blocs de glace placés pour former une plateforme de 3 × 3 avec des murs, ou comme un bol. La plateforme finale fait 2 blocs de haut, et 5 blocs de large à sa largeur maximale dans les deux directions.@n@nCe portail est différent des autres, au lieu de ressembler à une porte, il ressemble plus à un petit bassin deau dans lequel on peut entrer. En mettant les pieds dans le portail, nous nous sommes retrouvés à une altitude énorme.@1
Surface Portal=Portail de surface
There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these pristine lands extend. I have half a mind to retire there one day.=Il y a là un monde flottant remplis de collines et de forêts, sur les bords duquel se trouve une chute périlleuse jusqu'au niveau de la mer. Nous n'avons pas encore trouvé jusqu'où s'étendent ces terres vierges. J'ai à moitié envie de m'y retirer un jour.
### tools.lua ###
Nether Axe=Hache du Nether
Nether Ingot=Lingot du Nether
Nether Lump=Morceau du Nether
Nether Pickaxe@nWell suited for mining netherrack=Pioche du Nether@nBien adaptée pour miner la roche du Nether
Nether Shovel=Pelle du Nether
Nether Sword=Épée du Nether
Nether staff of Eternal Light@nCreates glowstone from netherrack=Bâton du Nether de lumière éternelle@nCrée des blocs de pierre lumineuse à partir de roche du Nether
Nether staff of Light@nTemporarily transforms the netherrack into glowstone=Bâton du Nether de lumière@nTransforme temporairement la roche du Nether en blocs de pierre lumineuse
Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials.=Convient parfaitement pour miner la roche du Nether avec une usure minimale. S'émousse rapidement sur les autres matériaux.

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# textdomain: nether
### init.lua ###
Construction requires 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.@n@nThis opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.@n@nThe 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.=
### init.lua ###
### nodes.lua ###
Nether Portal=
### mapgen_mantle.lua ###
, @1m above lava-sea level=
, @1m below lava-sea level=
, approaching y boundary of Nether=
@1@2@3@4=
Center/Mantle, but outside the caverns=
Center/Mantle, inside cavern=
Describes which region of the nether the player is in=
Negative nether=
Positive nether=
Shell between negative nether and center region=
Shell between positive nether and center region=
The Overworld=
Unknown player position=
[Perlin @1] =
### nodes.lua ###
A Deep Netherrack Wall=
A Netherrack Wall=
A finely finished block of solid Nether Basalt.=
A rough cut solid block of Nether Basalt.=
A thin crust of cooled lava with liquid lava beneath=
A vent in the earth emitting steam and gas=
Can be repurposed to provide puffs of smoke in a chimney=
Chiselled Basalt=
Columns of dark basalt found only in magma oceans deep within the Nether.=
Compressed Netherbrick=
Cracked Nether Brick=
Deep Glowstone=
Deep Nether Brick=
Deep Nether Slab=
Deep Nether Stair=
Deep Netherrack=
Deep Netherrack Slab=
Deep Netherrack Stair=
Fumarolic Chimney=
Fumarolic Chimney Corner=
Fumarolic Chimney Slab=
Glowstone=
Hewn Basalt=
Inner Deep Nether Stair=
Inner Nether Stair=
Lava Crust=
Lava crust is strong enough to walk on, but still hot enough to inflict burns.=
Nether Basalt=
Nether Beryl=
Nether Berylite=
Nether Brick=
Nether Brick Fence=
Nether Brick Fence Rail=
Nether Crystal Pane=
Nether Slab=
Nether Stair=
Nether geode crystal, found lining the interior walls of Nether geodes=
Nether geode crystal. A crystalline structure with faint glow found inside large Nether geodes=
Netherrack=
Netherrack from deep in the mantle=
Netherrack Slab=
Netherrack Stair=
Nethersand=
Outer Deep Nether Stair=
Outer Nether Stair=
Portal=
### portal_api.lua ###
@n@nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.=
A definitive guide to Rifts and Portals=
A guidebook for how to build portals to other realms. It can sometimes be found in dungeon chests, however a copy of this book is not needed as its contents are included in this Encyclopedia.=
Book of Portals=
Building Portals=
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only @1 can I confirm as being more than merely stories.=
In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only one can I confirm as being more than merely a story.=
Mysterious forces prevented you from opening that portal. Please try another location=
Portal wormhole=
Portals to other realms can be opened by building a frame in the right shape with the right blocks, then using an item to activate it. A local copy of the guidebook to portals is published below.@n---@n@n=
Refer: "Help" > "Basics" > "Building Portals"=
Untitled portal=
We know almost nothing about this portal=
### portal_examples.lua ###
Floatlands Portal=
Requiring 16 blocks of tin and constructed in a circular fashion, a finished frame is seven blocks wide, seven blocks high, and stands vertically like a doorway.@n@nThese travel a distance along the ground, and even when constructed deep underground will link back up to the surface. They appear to favor a strange direction, with the exit portal linking back only for as long as the portal stays open — attempting to reopen a portal from the exit doorway leads to a new destination along this favored direction. It has stymied our ability to study the behavior of these portals because without constructing dual portals and keeping both open it's hard to step through more than one and still be able to return home.@n@nDue to such difficulties, we never learned what determines the direction and distance where the matching twin portal will appear, and I have lost my friend and protégé. In cavalier youth and with little more than a rucksack, Coudreau has decided to follow the chain as far as it goes, and has not been seen since. Coudreau believes it works in epicycles, but I am not convinced. Still, I cling to the hope that one day the portal will open and Coudreau will step out from whichever place leads to this one, perhaps with an epic tale to tell.=
Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl. A finished platform is 2 blocks high, and 5 blocks wide at the widest in both directions.@n@nThis portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a tremendous altitude.@1=
Surface Portal=
There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these pristine lands extend. I have half a mind to retire there one day.=
### tools.lua ###
Nether Axe=
Nether Ingot=
Nether Lump=
Nether Pickaxe@nWell suited for mining netherrack=
Nether Shovel=
Nether Sword=
Nether staff of Eternal Light@nCreates glowstone from netherrack=
Nether staff of Light@nTemporarily transforms the netherrack into glowstone=
Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials.=

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--[[
Nether mod for minetest
"mapgen.lua" is the modern biomes-based Nether mapgen, which
requires Minetest v5.1 or greater
"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
in older versions of Minetest or in v6 worlds.
Copyright (C) 2013 PilzAdam
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.
]]--
-- Parameters
local NETHER_CEILING = nether.DEPTH_CEILING
local NETHER_FLOOR = nether.DEPTH_FLOOR
local TCAVE = 0.6
local BLEND = 128
-- parameters for central region
local REGION_BUFFER_THICKNESS = 0.2
local CENTER_REGION_LIMIT = TCAVE - REGION_BUFFER_THICKNESS -- Netherrack gives way to Deep-Netherrack here
local CENTER_CAVERN_LIMIT = CENTER_REGION_LIMIT - 0.1 -- Deep-Netherrack gives way to air here
local SURFACE_CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- Crusted-lava at the surface of the lava ocean gives way to liquid lava here
local CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.85 -- Crusted-lava under the surface of the lava ocean gives way to liquid lava here
local BASALT_COLUMN_UPPER_LIMIT = CENTER_CAVERN_LIMIT * 0.9 -- Basalt columns may appear between these upper and lower limits
local BASALT_COLUMN_LOWER_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- This value is close to SURFACE_CRUST_LIMIT so basalt columns give way to "flowing" lava rivers
-- Shared Nether mapgen namespace
-- For mapgen files to share functions and constants
local mapgen = nether.mapgen
mapgen.TCAVE = TCAVE -- const needed in mapgen_mantle.lua
mapgen.BLEND = BLEND -- const needed in mapgen_mantle.lua
mapgen.CENTER_REGION_LIMIT = CENTER_REGION_LIMIT -- const needed in mapgen_mantle.lua
mapgen.CENTER_CAVERN_LIMIT = CENTER_CAVERN_LIMIT -- const needed in mapgen_mantle.lua
mapgen.BASALT_COLUMN_UPPER_LIMIT = BASALT_COLUMN_UPPER_LIMIT -- const needed in mapgen_mantle.lua
mapgen.BASALT_COLUMN_LOWER_LIMIT = BASALT_COLUMN_LOWER_LIMIT -- const needed in mapgen_mantle.lua
mapgen.ore_ceiling = NETHER_CEILING - BLEND -- leave a solid 128 node cap of netherrack before introducing ores
mapgen.ore_floor = NETHER_FLOOR + BLEND
local debugf = nether.debug
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
-- Load specialty helper functions
dofile(nether.path .. "/mapgen_dungeons.lua")
dofile(nether.path .. "/mapgen_mantle.lua")
dofile(nether.path .. "/mapgen_geodes.lua")
-- Misc math functions
-- avoid needing table lookups each time a common math function is invoked
local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor
-- Inject nether_caverns biome
-- Move any existing biomes out of the y-range specified by 'floor_y' and 'ceiling_y'
mapgen.shift_existing_biomes = function(floor_y, ceiling_y)
-- 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
-- follow similar min_pos/max_pos processing logic as read_biome_def() in l_mapgen.cpp
local biome_y_max, biome_y_min = 31000, -31000
if type(new_biome_def.min_pos) == 'table' and type(new_biome_def.min_pos.y) == 'number' then biome_y_min = new_biome_def.min_pos.y end
if type(new_biome_def.max_pos) == 'table' and type(new_biome_def.max_pos.y) == 'number' then biome_y_max = new_biome_def.max_pos.y end
if type(new_biome_def.y_min) == 'number' then biome_y_min = new_biome_def.y_min end
if type(new_biome_def.y_max) == 'number' then biome_y_max = new_biome_def.y_max end
if biome_y_max > floor_y and biome_y_min < ceiling_y then
-- This biome occupies some or all of the depth of the Nether, shift/crop it.
local new_y_min, new_y_max
local spaceOccupiedAbove = biome_y_max - ceiling_y
local spaceOccupiedBelow = floor_y - 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_y_min = ceiling_y + 1
new_y_max = math_max(biome_y_max, ceiling_y + 2)
else
-- shift the biome to below the Nether
new_y_max = floor_y - 1
new_y_min = math_min(biome_y_min, floor_y - 2)
end
debugf("Moving biome \"%s\" from %s..%s to %s..%s", new_biome_def.name, new_biome_def.y_min, new_biome_def.y_max, new_y_min, new_y_max)
if type(new_biome_def.min_pos) == 'table' and type(new_biome_def.min_pos.y) == 'number' then new_biome_def.min_pos.y = new_y_min end
if type(new_biome_def.max_pos) == 'table' and type(new_biome_def.max_pos.y) == 'number' then new_biome_def.max_pos.y = new_y_max end
new_biome_def.y_min = new_y_min -- Ensure the new heights are saved, even if original biome never specified one
new_biome_def.y_max = new_y_max
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
mapgen.shift_existing_biomes(NETHER_FLOOR, NETHER_CEILING)
-- nether:native_mapgen is used to prevent ores and decorations being generated according
-- to landforms created by the native mapgen.
-- Ores and decorations can be 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.
-- It is disguised as stone to hide any bug where it leaks out of the nether, such as
-- https://github.com/minetest/minetest/issues/13440 or if on_generated() somehow was aborted.
local stone_copy_def = table.copy(minetest.registered_nodes["default:stone"] or {})
stone_copy_def.drop = stone_copy_def.drop or "default:stone" -- probably already defined as cobblestone
minetest.register_node("nether:native_mapgen", stone_copy_def)
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:native_mapgen into nether:rack then decorate and add ores.
node_dungeon = "nether:brick",
node_dungeon_alt = "nether:brick_cracked",
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 = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
minetest.register_ore({
ore_type = "scatter",
ore = "nether:lava_crust", -- crusted lava replaces scattered glowstone in the mantle
wherein = "nether:rack_deep",
clust_scarcity = 16 * 16 * 16,
clust_num_ores = 4,
clust_size = 2,
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
minetest.register_ore({
ore_type = "scatter",
ore = "default:lava_source",
wherein = {"nether:rack", "nether:rack_deep"},
clust_scarcity = 36 * 36 * 36,
clust_num_ores = 4,
clust_size = 2,
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
minetest.register_ore({
ore_type = "blob",
ore = "nether:sand",
wherein = "nether:rack",
clust_scarcity = 14 * 14 * 14,
clust_size = 8,
y_max = mapgen.ore_ceiling,
y_min = mapgen.ore_floor
})
-- Mapgen
-- 3D noise
mapgen.np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
seed = 59033,
octaves = 5,
persist = 0.7,
lacunarity = 2.0,
--flags = ""
}
local cavePointPerlin = nil
mapgen.get_cave_point_perlin = function()
cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
return cavePointPerlin
end
mapgen.get_cave_perlin_at = function(pos)
cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
return cavePointPerlin:get_3d(pos)
end
-- Buffers and objects we shouldn't recreate every on_generate
local nobj_cave = nil
local nbuf_cave = {}
local dbuf = {}
-- Content ids
local c_air = minetest.get_content_id("air")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_crystaldark = minetest.get_content_id("nether:geode")
local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
local c_lava_crust = minetest.get_content_id("nether:lava_crust")
local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
local yblmin = NETHER_FLOOR + BLEND * 2
local yblmax = NETHER_CEILING - BLEND * 2
-- At both the top and bottom of the Nether, as set by NETHER_CEILING and NETHER_FLOOR,
-- there is a 128 deep cap of solid netherrack, followed by a 128-deep blending zone
-- where Nether caverns may start to appear.
-- The solid zones and blending zones are achieved by adjusting the np_cave noise to be
-- outside the range where caverns form, this function returns that adjustment.
--
-- Returns two values: the noise limit adjustment for nether caverns, and the
-- noise limit adjustment for the central region / mantle caverns
mapgen.get_mapgenblend_adjustments = function(y)
-- floorAndCeilingBlend will normally be 0, but shifts toward 1 in the
-- blending zone, and goes higher than 1 in the solid zone between the
-- blending zone and the end of the nether.
local floorAndCeilingBlend = 0
if y > yblmax then floorAndCeilingBlend = ((y - yblmax) / BLEND) ^ 2 end
if y < yblmin then floorAndCeilingBlend = ((yblmin - y) / BLEND) ^ 2 end
-- the nether caverns exist when np_cave noise is greater than TCAVE, so
-- to fade out the nether caverns, adjust TCAVE upward.
local tcave_adj = floorAndCeilingBlend
-- the central regions exists when np_cave noise is below CENTER_REGION_LIMIT,
-- so to fade out the mantle caverns adjust CENTER_REGION_LIMIT downward.
local centerRegionLimit_adj = -(CENTER_REGION_LIMIT * floorAndCeilingBlend)
return tcave_adj, centerRegionLimit_adj
end
-- On-generated function
local tunnelCandidate_count = 0
local tunnel_count = 0
local total_chunk_count = 0
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(mapgen.np_cave, chulens)
local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave)
local dungeonRooms = mapgen.build_dungeon_room_list(data, area) -- function from mapgen_dungeons.lua
local abs_cave_noise, abs_cave_noise_adjusted
local contains_nether = false
local contains_mantle = false
local contains_ocean = false
for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function from mapgen_mantle.lua
local above_lavasea = y > sea_level
local below_lavasea = y < sea_level
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(y)
local tcave = TCAVE + tcave_adj
local tmantle = CENTER_REGION_LIMIT + centerRegionLimit_adj -- cavern_noise_adj already contains central_region_limit_adj, so tmantle is only for comparisons when cavern_noise_adj hasn't been added to the noise value
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
-- is compared against, so subtract centerRegionLimit_adj instead of adding
local cavern_noise_adj =
CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj
for z = z0, z1 do
local vi = area:index(x0, y, z) -- Initial voxelmanip index
local ni = (z - z0) * zCaveStride + (y - y0) * yCaveStride + 1
local noise2di = 1 + (z - z0) * yCaveStride
for x = x0, x1 do
local cave_noise = nvals_cave[ni]
if cave_noise > tcave then
-- Prime region
-- This was the only region in initial versions of the Nether mod.
-- It is the only region which portals from the surface will open into,
-- getting to any other regions in the Nether will require Shanks' Pony.
data[vi] = c_air
contains_nether = true
elseif -cave_noise > tcave then
-- Secondary/spare region
-- This secondary region is unused until someone decides to do something cool or novel with it.
-- Reaching here would require the player to first find and journey through the central region,
-- as it's always separated from the Prime region by the central region.
data[vi] = mapgen.getGeodeInteriorNodeId(x, y, z)-- function from mapgen_geodes.lua
-- Only set contains_nether to true here if you want tunnels created between the secondary region
-- and the central region.
contains_nether = true
else
-- netherrack walls and/or center region/mantle
abs_cave_noise = math_abs(cave_noise)
-- abs_cave_noise_adjusted makes the center region smaller as distance from the lava ocean
-- increases, we do this by pretending the abs_cave_noise value is higher.
abs_cave_noise_adjusted = abs_cave_noise + cavern_noise_adj
if abs_cave_noise_adjusted >= CENTER_CAVERN_LIMIT then
local id = data[vi] -- Check existing node to avoid removing dungeons
if id == c_air or id == c_native_mapgen then
if abs_cave_noise < tmantle then
data[vi] = c_netherrack_deep
else
-- the shell seperating the mantle from the rest of the nether...
if cave_noise > 0 then
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
else
data[vi] = c_crystaldark
end
end
end
elseif above_lavasea then
data[vi] = c_air
contains_mantle = true
elseif abs_cave_noise_adjusted < SURFACE_CRUST_LIMIT or (below_lavasea and abs_cave_noise_adjusted < CRUST_LIMIT) then
data[vi] = c_lavasea_source
contains_ocean = true
else
data[vi] = c_lava_crust
contains_ocean = true
end
end
ni = ni + 1
vi = vi + 1
noise2di = noise2di + 1
end
end
end
if contains_mantle or contains_ocean then
mapgen.add_basalt_columns(data, area, minp, maxp) -- function from mapgen_mantle.lua
end
if contains_nether and contains_mantle then
tunnelCandidate_count = tunnelCandidate_count + 1
local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function from mapgen_mantle.lua
if success then tunnel_count = tunnel_count + 1 end
end
total_chunk_count = total_chunk_count + 1
if total_chunk_count % 50 == 0 then
debugf(
"%s of %s chunks contain both nether and lava-sea (%s%%), %s chunks generated a pathway (%s%%)",
tunnelCandidate_count,
total_chunk_count,
math_floor(tunnelCandidate_count * 100 / total_chunk_count),
tunnel_count,
math_floor(tunnel_count * 100 / total_chunk_count)
)
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.
mapgen.excavate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
mapgen.decorate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
vm:set_data(data)
minetest.generate_ores(vm)
minetest.generate_decorations(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.
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local nobj_cave_point = mapgen.get_cave_point_perlin()
local air = 0 -- Consecutive air nodes found
local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
local minp = {x = minp_schem.x, y = 0, z = minp_schem.z}
local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
local nval_cave = nobj_cave_point:get_3d({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
local portal_y = y + 1
-- Check volume for non-natural nodes
minp.y = minp_schem.y + portal_y
maxp.y = maxp_schem.y + portal_y
if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
return portal_y
else -- Restart search a little lower
nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
end
else -- Not enough space, reset air to zero
air = 0
end
end
end
return math_max(start_y, NETHER_FLOOR + BLEND) -- Fallback
end
minetest.register_on_generated(on_generated)

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mapgen_decorations.lua Normal file
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@ -0,0 +1,592 @@
--[[
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
-- Keep compatibility with mapgen_nobiomes.lua, so hardcoding 128
-- instead of using nether.mapgen.BLEND
local decoration_ceiling = nether.DEPTH_CEILING - 128
local decoration_floor = nether.DEPTH_FLOOR + 128
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 D = {name = "nether:rack_deep", prob = 255}
local S = {name = "nether:sand", prob = 255, force_place = true}
local L = {name = "default:lava_source", prob = 255, force_place = true}
local F = {name = "nether:fumarole", prob = 255, force_place = true}
local FS = {name = "nether:fumarole_slab", prob = 255, force_place = true}
local F1 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 0}
local F2 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 1}
local F3 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 2}
local F4 = {name = "nether:fumarole_corner", prob = 255, force_place = true, param2 = 3}
local S1 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 5}
local S2 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 7}
local S3 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 12}
local S4 = {name = "stairs:stair_netherrack", prob = 255, force_place = true, param2 = 16}
-- =================
-- Stalactites
-- =================
local schematic_GlowstoneStalactite = {
size = {x = 5, y = 10, z = 5},
data = { -- note that data is upside down
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
_, _, _, _, _,
_, 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 = 0.0003,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_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 = 0.0008,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
replacements = {["nether:glowstone"] = "nether:rack"},
flags = "place_center_x,place_center_z,all_ceilings",
place_offset_y=-3
})
local schematic_GreaterStalactite = {
size = {x = 3, y = 23, z = 3},
data = { -- note that data is upside down
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, D, _,
_, D, _,
_, D, _,
_, D, _,
D, D, D,
D, D, D,
D, D, D,
_, D, _,
_, _, _,
_, _, _,
_, D, _, -- ypos 0, prob 85% (218/255)
_, D, _, -- ypos 1, prob 85% (218/255)
_, D, _, -- ypos 2, prob 85% (218/255)
_, D, _, -- ypos 3, prob 85% (218/255)
_, D, _, -- ypos 4, prob 85% (218/255)
_, D, _, -- ypos 5, prob 85% (218/255)
_, D, _, -- ypos 6, prob 85% (218/255)
_, D, _, -- ypos 7, prob 85% (218/255)
_, D, _, -- ypos 8, prob 85% (218/255)
_, D, D, -- ypos 9, prob 50% (128/256) to make half of stalactites asymmetric
_, D, D, -- ypos 10, prob 50% (128/256) to make half of stalactites asymmetric
_, D, D, -- ypos 11, prob 50% (128/256) to make half of stalactites asymmetric
_, D, D, -- ypos 12, prob 50% (128/256) to make half of stalactites asymmetric
D, D, D, -- ypos 13, prob 75% (192/256)
D, D, D, -- ypos 14, prob 75% (192/256)
D, D, D, -- ypos 15, prob 100%
D, D, D, -- ypos 16, prob 100%
D, D, D, -- ypos 17, prob 100%
D, D, D, -- ypos 18, prob 100%
D, D, D, -- ypos 19, prob 75% (192/256)
D, D, D, -- ypos 20, prob 85% (218/255)
_, D, D, -- ypos 21, prob 50% (128/256) to make half of stalactites asymmetric
_, D, _, -- ypos 22, prob 100%
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, _, _,
_, D, _,
_, D, _,
_, D, _,
_, D, _,
_, D, _,
D, D, D,
D, D, D,
D, D, D,
_, D, _,
_, D, _,
_, _, _,
},
-- 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 = 21, prob = 128},
{ypos = 20, prob = 218},
{ypos = 19, prob = 192},
{ypos = 14, prob = 192},
{ypos = 13, prob = 192},
{ypos = 12, prob = 128},
{ypos = 11, prob = 128},
{ypos = 10, prob = 128},
{ypos = 9, prob = 128},
{ypos = 8, prob = 218},
{ypos = 7, prob = 218},
{ypos = 6, prob = 218},
{ypos = 5, prob = 218},
{ypos = 4, prob = 218},
{ypos = 3, prob = 218},
{ypos = 2, prob = 218},
{ypos = 1, prob = 218},
{ypos = 0, prob = 218}
}
}
-- A stalagmite is an upsidedown stalactite, so
-- use the GreaterStalactite to create a ToweringStalagmite schematic
local schematic_ToweringStalagmite = {
size = schematic_GreaterStalactite.size,
data = {},
yslice_prob = {}
}
local array_length = #schematic_GreaterStalactite.data + 1
for i, node in ipairs(schematic_GreaterStalactite.data) do
schematic_ToweringStalagmite.data[array_length - i] = node
end
y_size = schematic_GreaterStalactite.size.y
for i, node in ipairs(schematic_GreaterStalactite.yslice_prob) do
schematic_ToweringStalagmite.yslice_prob[i] = {
-- we can safely lower the prob. to gain more variance because floor based schematics
-- don't have the bug where missing lines moves them away from the surface
prob = schematic_GreaterStalactite.yslice_prob[i].prob - 20,
ypos = y_size - 1 - schematic_GreaterStalactite.yslice_prob[i].ypos
}
end
minetest.register_decoration({
name = "Deep-glowstone stalactite",
deco_type = "schematic",
place_on = "nether:rack_deep",
sidelen = 80,
fill_ratio = 0.0003,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
replacements = {["nether:rack"] = "nether:rack_deep", ["nether:glowstone"] = "nether:glowstone_deep"},
flags = "place_center_x,place_center_z,force_placement,all_ceilings",
place_offset_y=-3
})
minetest.register_decoration({
name = "Deep-glowstone stalactite outgrowth",
deco_type = "schematic",
place_on = "nether:glowstone_deep",
sidelen = 40,
fill_ratio = 0.15,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 1, y = 4, z = 1},
data = { G, G, G, G }
},
replacements = {["nether:glowstone"] = "nether:glowstone_deep"},
flags = "place_center_x,place_center_z,all_ceilings",
})
minetest.register_decoration({
name = "Deep-netherrack stalactite",
deco_type = "schematic",
place_on = "nether:rack_deep",
sidelen = 80,
fill_ratio = 0.0003,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_GlowstoneStalactite,
replacements = {["nether:rack"] = "nether:rack_deep", ["nether:glowstone"] = "nether:rack_deep"},
flags = "place_center_x,place_center_z,force_placement,all_ceilings",
place_offset_y=-3
})
minetest.register_decoration({
name = "Deep-netherrack towering stalagmite",
deco_type = "schematic",
place_on = "nether:rack_deep",
sidelen = 80,
fill_ratio = 0.001,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_ToweringStalagmite,
replacements = {["nether:basalt"] = "nether:rack_deep"},
flags = "place_center_x,place_center_z,force_placement,all_floors",
place_offset_y=-2
})
-- =======================================
-- Concealed crevice / Lava sinkhole
-- =======================================
-- if player places a torch/block on this sand or digs it while standing on it, it sinks into lava
if allow_lava_decorations then
minetest.register_decoration({
name = "Weak trap",
deco_type = "schematic",
place_on = "nether:rack",
sidelen = 80,
fill_ratio = 0.002,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 4, y = 7, z = 4},
data = { -- note that data is upside down
_, _, _, _,
_, _, _, _,
_, N, _, _,
_, N, N, _,
_, N, N, _,
_, N, N, _,
_, _, _, _,
_, N, _, _, -- make it look like a stalactite if it protrudes out the bottom of a landform
_, N, _, _,
N, L, N, _,
N, L, L, N,
N, L, L, N,
N, A, A, N,
_, S, S, _,
_, _, _, _,
_, _, _, _,
_, N, N, _,
N, L, L, N,
N, L, L, N,
N, A, A, N,
_, S, S, _,
_, _, _, _,
_, _, _, _,
_, _, _, _,
_, N, N, _,
_, N, N, _,
_, N, N, _,
_, _, _, _,
}
},
replacements = {["nether:glowstone"] = "nether:rack"},
flags = "place_center_x,place_center_z,force_placement, all_floors",
place_offset_y=-6,
rotation = "random"
})
end
-- ==========================
-- Fumaroles (Chimneys)
-- ==========================
local replacements_slab = {}
local replacements_full = {["nether:fumarole_slab"] = "nether:fumarole"}
if allow_lava_decorations then
-- Minetest engine limitations mean any mesh or nodebox node (like nether:fumarole)
-- will light up if it has lava below it, so replace the air node over the lava with
-- a node that prevents light propagation.
-- (Unfortunately this also means if a player digs down to get the lava block it'll
-- look like the lighting wasn't set in the block above the lava)
replacements_slab["air"] = "nether:airlike_darkness"
replacements_full["air"] = "nether:airlike_darkness"
else
-- Lava is frequently removed by the old mapgen, so put sand at the bottom
-- of fumaroles.
replacements_slab["default:lava_source"] = "nether:sand"
replacements_full["default:lava_source"] = "nether:sand"
end
local schematic_fumarole = {
size = {x = 3, y = 5, z = 3},
data = { -- note that data is upside down
_, _, _,
_, N, _,
_, N, _,
_, _, _,
_, _, _,
_, N, _,
N, L, N,
N, A, N,
_, F, _,
_,FS, _,
_, _, _,
_, N, _,
_, N, _,
_, _, _,
_, _, _,
},
}
-- Common fumarole decoration that's flush with the floor and spawns everywhere
minetest.register_decoration({
name = "Sunken nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 80,
fill_ratio = 0.005,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_fumarole,
replacements = replacements_full,
flags = "place_center_x,place_center_z,all_floors",
place_offset_y=-4
})
-- Rarer formations of raised fumaroles in clumps
local fumarole_clump_noise_offset = -0.58
local fumarole_clump_noise = {
offset = fumarole_clump_noise_offset,
scale = 0.5,
spread = {x = 40, y = 40, z = 15},
octaves = 4,
persist = 0.65,
lacunarity = 2.0,
}
fumarole_clump_noise.offset = fumarole_clump_noise_offset - 0.035
minetest.register_decoration({
name = "Raised Nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_fumarole,
replacements = replacements_full,
flags = "place_center_x,place_center_z,all_floors",
place_offset_y=-3
})
fumarole_clump_noise.offset = fumarole_clump_noise_offset
minetest.register_decoration({
name = "Half-raised Nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = schematic_fumarole,
replacements = replacements_slab,
flags = "place_center_x,place_center_z,all_floors",
place_offset_y=-3
})
fumarole_clump_noise.offset = fumarole_clump_noise_offset - 0.035
minetest.register_decoration({
name = "Nether fumarole mound",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 4, y = 4, z = 4},
data = { -- note that data is upside down
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _,
_, S, S, _,
N, A, A, N,
_, S2, S1, _,
_, F2, F1, _,
_, S, S, _,
N, A, A, N,
_, S3, S4, _,
_, F3, F4, _,
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _
},
yslice_prob = {{ypos = 3, prob = 192}} -- occasionally leave the fumarole cap off
},
flags = "place_center_x,place_center_z,all_floors",
place_offset_y = -2
})
fumarole_clump_noise.offset = fumarole_clump_noise_offset - 0.01
minetest.register_decoration({
name = "Double Nether fumarole",
deco_type = "schematic",
place_on = {"nether:rack"},
sidelen = 8,
noise_params = fumarole_clump_noise,
biomes = {"nether_caverns"},
y_max = decoration_ceiling,
y_min = decoration_floor,
schematic = {
size = {x = 4, y = 5, z = 4},
data = { -- note that data is upside down
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _,
_, _, _, _,
_, S, S, _,
N, A, A, N,
_, S2, S1, _,
_, F2, F, _,
_, _, FS, _,
_, S, S, _,
F, A, A, N, -- the F may add slight variance in landforms where it gets exposed
_, S3, S4, _,
_, F3, F4, _,
_, _, _, _,
_, _, _, _,
_, N, N, _,
_, _, _, _,
_, _, _, _,
_, _, _, _
}
},
flags = "place_center_x,place_center_z,all_floors",
place_offset_y = -2,
rotation = "random"
})

334
mapgen_dungeons.lua Normal file
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--[[
Nether mod for minetest
All the Dungeon related functions used by the biomes-based mapgen are here.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
-- 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})
-- Content ids
local c_air = minetest.get_content_id("air")
local c_netherrack = minetest.get_content_id("nether:rack")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_crystaldark = minetest.get_content_id("nether:geode")
local c_dungeonbrick = minetest.get_content_id("nether:brick")
local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_glowstone_deep = minetest.get_content_id("nether:glowstone_deep")
local c_lava_source = minetest.get_content_id("default:lava_source")
-- Misc math functions
-- avoid needing table lookups each time a common math function is invoked
local math_max, math_min = math.max, math.min
-- Dungeon excavation functions
function is_dungeon_brick(node_id)
return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
end
nether.mapgen.build_dungeon_room_list = function(data, area)
local result = {}
-- 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)
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 or node_id == c_crystaldark then data[vi] = c_air end
vi = vi + 1
end
end
end
end
-- clear netherrack from dungeon stairways
if #rooms > 0 then
local stairPositions = minetest.find_nodes_in_area(area.MinEdge, area.MaxEdge, minetest.registered_biomes["nether_caverns"].node_dungeon_stair)
for _, stairPos in ipairs(stairPositions) do
vi = area:indexp(stairPos)
for i = 1, 4 do
if stairPos.y + i > area.MaxEdge.y then break end
vi = vi + area.ystride
node_id = data[vi]
-- searching forward of the stairs could also be done
if node_id == c_netherrack or node_id == c_netherrack_deep or node_id == c_crystaldark then data[vi] = c_air 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)
local roomWidth = room_max.x - room_min.x + 1
local roomLength = room_max.z - room_min.z + 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 roomWidth >= 5 and roomLength >= 5
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
-- Glass panes can't go in the windows because we aren't setting param data.
-- Until a Nether glass is added, every window will be made of netherbrick fence rather
-- than material depending on room_seed.
local window_node = c_netherfence
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_netherglass end
local function placeWindow(vi, viOutsideOffset, windowNo)
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
data[vi] = window_node
if room_seed % 19 == windowNo then
-- place a glowstone light behind the window
local node_id = data[vi + viOutsideOffset]
if node_id == c_netherrack then
data[vi + viOutsideOffset] = c_glowstone
elseif node_id == c_netherrack_deep then
data[vi + viOutsideOffset] = c_glowstone_deep
end
end
end
end
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 i, offset in ipairs(locations) do
placeWindow(vi_min + offset, -1, i)
placeWindow(vi_max + offset, 1, i + #locations)
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 i, offset in ipairs(locations) do
placeWindow(vi_min + offset, -zStride, i + #locations * 2)
placeWindow(vi_max + offset, zStride, i + #locations * 3)
end
end
-- pillars or mezzanine floor
if room_seed % 43 > 10 and roomWidth >= 6 and roomLength >= 6 then
local pillar_vi = {}
local pillarHeight = 0
local wallDist = 1 + math.floor((roomWidth + roomLength) / 14)
local roomHeight = room_max.y - room_min.y
if roomHeight >= 7 then
-- mezzanine floor
local mezzMax = {
x = room_min.x + math.floor(roomWidth / 7 * 4),
y = room_min.y + math.floor(roomHeight / 5 * 3),
z = room_max.z
}
pillarHeight = mezzMax.y - room_min.y - 1
pillar_vi = {
area:index(mezzMax.x, room_min.y, room_min.z + wallDist),
area:index(mezzMax.x, room_min.y, room_max.z - wallDist),
}
if is_dungeon_brick(data[pillar_vi[1] - yStride]) and is_dungeon_brick(data[pillar_vi[2] - yStride]) then
-- The floor of the dungeon looks like it exists (i.e. not erased by nether
-- cavern), so add the mezzanine floor
for z = 0, roomLength - 1 do
local vi = area:index(room_min.x, mezzMax.y, room_min.z + z)
for x = room_min.x, mezzMax.x do
if data[vi] == c_air then data[vi] = c_dungeonbrick end
vi = vi + 1
end
end
end
elseif roomHeight >= 4 then
-- 4 pillars
pillarHeight = roomHeight
pillar_vi = {
area:index(room_min.x + wallDist, room_min.y, room_min.z + wallDist),
area:index(room_min.x + wallDist, room_min.y, room_max.z - wallDist),
area:index(room_max.x - wallDist, room_min.y, room_min.z + wallDist),
area:index(room_max.x - wallDist, room_min.y, room_max.z - wallDist)
}
end
for i = #pillar_vi, 1, -1 do
if not is_dungeon_brick(data[pillar_vi[i] - yStride]) then
-- there's no dungeon floor under this pillar so skip it, it's probably been cut away by nether cavern.
table.remove(pillar_vi, i)
end
end
for y = 0, pillarHeight do
for _, vi in ipairs(pillar_vi) do
if data[vi + y * yStride] == c_air then data[vi + y * yStride] = c_dungeonbrick end
end
end
end
-- Weeds on the floor once Nether weeds are added
end
end
end

221
mapgen_geodes.lua Normal file
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--[[
Nether mod for minetest
This file contains helper functions for generating geode interiors,
a proof-of-concept to demonstrate how the secondary/spare region
in the nether might be put to use by someone.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local debugf = nether.debug
local mapgen = nether.mapgen
-- Content ids
local c_air = minetest.get_content_id("air")
local c_crystal = minetest.get_content_id("nether:geodelite") -- geodelite has a faint glow
local c_netherrack = minetest.get_content_id("nether:rack")
local c_glowstone = minetest.get_content_id("nether:glowstone")
-- Math funcs
local math_max, math_min, math_abs, math_floor, math_pi = math.max, math.min, math.abs, math.floor, math.pi -- avoid needing table lookups each time a common math function is invoked
-- Create a tiling space of close-packed spheres, using Hexagonal close packing
-- of spheres with radius 0.5.
-- With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
-- radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
-- and the pack-y distance between each layer will be sqrt(6) / 3,
-- The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
local xPack = math.sqrt(3)/2 -- 0.866, height of an equalateral triangle
local xPack2 = xPack * 2 -- 1.732
local yPack = math.sqrt(6) / 3 -- 0.816, y height of each layer
local yPack2 = yPack * 2
local yPack3 = yPack * 3
local layer2offsetx = xPack / 3 -- 0.289, height to center of equalateral triangle
local layer3offsetx = xPack2 / 3 -- 0.577
local structureSize = 50 -- magic numbers may need retuning if this changes too much
local layer1 = {
{0, 0, 0},
{0, 0, 1},
{xPack, 0, -0.5},
{xPack, 0, 0.5},
{xPack, 0, 1.5},
{xPack2, 0, 0},
{xPack2, 0, 1},
}
local layer2 = {
{layer2offsetx - xPack, yPack, 0},
{layer2offsetx - xPack, yPack, 1},
{layer2offsetx, yPack, -0.5},
{layer2offsetx, yPack, 0.5},
{layer2offsetx, yPack, 1.5},
{layer2offsetx + xPack, yPack, 0},
{layer2offsetx + xPack, yPack, 1},
{layer2offsetx + xPack2, yPack, -0.5},
{layer2offsetx + xPack2, yPack, 0.5},
{layer2offsetx + xPack2, yPack, 1.5},
}
local layer3 = {
{layer3offsetx - xPack, yPack2, -0.5},
{layer3offsetx - xPack, yPack2, 0.5},
{layer3offsetx - xPack, yPack2, 1.5},
{layer3offsetx, yPack2, 0},
{layer3offsetx, yPack2, 1},
{layer3offsetx + xPack, yPack2, -0.5},
{layer3offsetx + xPack, yPack2, 0.5},
{layer3offsetx + xPack, yPack2, 1.5},
{layer3offsetx + xPack2, yPack2, 0},
{layer3offsetx + xPack2, yPack2, 1},
}
local layer4 = {
{0, yPack3, 0},
{0, yPack3, 1},
{xPack, yPack3, -0.5},
{xPack, yPack3, 0.5},
{xPack, yPack3, 1.5},
{xPack2, yPack3, 0},
{xPack2, yPack3, 1},
}
local layers = {
{y = layer1[1][2], points = layer1}, -- layer1[1][2] is the y value of the first point in layer1, and all spheres in a layer have the same y
{y = layer2[1][2], points = layer2},
{y = layer3[1][2], points = layer3},
{y = layer4[1][2], points = layer4},
}
-- Geode mapgen functions (AKA proof of secondary/spare region concept)
-- fast for small lists
function insertionSort(array)
local i
for i = 2, #array do
local key = array[i]
local j = i - 1
while j > 0 and array[j] > key do
array[j + 1] = array[j]
j = j - 1
end
array[j + 1] = key
end
return array
end
local distSquaredList = {}
local adj_x = 0
local adj_y = 0
local adj_z = 0
local lasty, lastz
local warpx, warpz
-- It's quite a lot to calculate for each air node, but its not terribly slow and
-- it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
mapgen.getGeodeInteriorNodeId = function(x, y, z)
if z ~= lastz then
lastz = z
-- Calculate structure warping
-- To avoid calculating this for each node there's no warping as you look along the x axis :(
adj_y = math.sin(math_pi / 222 * y) * 30
if y ~= lasty then
lasty = y
warpx = math.sin(math_pi / 100 * y) * 10
warpz = math.sin(math_pi / 43 * y) * 15
end
local twistRadians = math_pi / 73 * y
local sinTwist, cosTwist = math.sin(twistRadians), math.cos(twistRadians)
adj_x = cosTwist * warpx - sinTwist * warpz
adj_z = sinTwist * warpx + cosTwist * warpz
end
-- convert x, y, z into a position in the tessellating space
local cell_x = (((x + adj_x) / xPack2 + 0.5) % structureSize) / structureSize * xPack2
local cell_y = (((y + adj_y) / yPack3 + 0.5) % structureSize) / structureSize * yPack3
local cell_z = (((z + adj_z) + 0.5) % structureSize) / structureSize -- zPack = 1, so can be omitted
local iOut = 1
local i, j
local canSkip = false
for i = 1, #layers do
local layer = layers[i]
local dy = cell_y - layer.y
if dy > -0.71 and dy < 0.71 then -- optimization - don't include points to far away to make a difference. (0.71 comes from sin(45°))
local points = layer.points
for j = 1, #points do
local point = points[j]
local dx = cell_x - point[1]
local dz = cell_z - point[3]
local distSquared = dx*dx + dy*dy + dz*dz
if distSquared < 0.25 then
-- optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
return c_air
end
distSquaredList[iOut] = distSquared
iOut = iOut + 1
end
end
end
-- clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
while distSquaredList[iOut] ~= nil do
rawset(distSquaredList, iOut, nil)
iOut = iOut + 1
end
insertionSort(distSquaredList)
local d3_1 = distSquaredList[3] - distSquaredList[1]
local d3_2 = distSquaredList[3] - distSquaredList[2]
--local d4_1 = distSquaredList[4] - distSquaredList[1]
--local d4_3 = distSquaredList[4] - distSquaredList[3]
-- Some shape formulas (tuned for a structureSize of 50)
-- (d3_1 < 0.05) gives connective lines
-- (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
-- ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
-- (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
-- (d4_1 < 0.1) produces spherish balls at intersections
-- The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
-- In this case we use squared distances to avoid calculating square roots.
if (d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3 then
return c_crystal
elseif (distSquaredList[4] - distSquaredList[1]) < 0.08 then
return c_glowstone
else
return c_air
end
end

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--[[
Nether mod for minetest
This file contains helper functions for generating the Mantle
(AKA center region), which are moved into a separate file to keep the
size of mapgen.lua manageable.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local debugf = nether.debug
local mapgen = nether.mapgen
local S = nether.get_translator
local BASALT_COLUMN_UPPER_LIMIT = mapgen.BASALT_COLUMN_UPPER_LIMIT
local BASALT_COLUMN_LOWER_LIMIT = mapgen.BASALT_COLUMN_LOWER_LIMIT
-- 2D noise for basalt formations
local np_basalt = {
offset =-0.85,
scale = 1,
spread = {x = 46, y = 46, z = 46},
seed = 1000,
octaves = 5,
persistence = 0.5,
lacunarity = 2.6,
flags = "eased"
}
-- Buffers and objects we shouldn't recreate every on_generate
local nobj_basalt = nil
local nbuf_basalt = {}
-- Content ids
local c_air = minetest.get_content_id("air")
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
local c_lava_crust = minetest.get_content_id("nether:lava_crust")
local c_basalt = minetest.get_content_id("nether:basalt")
-- Math funcs
local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor -- avoid needing table lookups each time a common math function is invoked
function random_unit_vector()
return vector.normalize({
x = math.random() - 0.5,
y = math.random() - 0.5,
z = math.random() - 0.5
})
end
-- returns the smallest component in the vector
function vector_min(v)
return math_min(v.x, math_min(v.y, v.z))
end
-- Mantle mapgen functions (AKA Center region)
-- Returns (absolute height, fractional distance from ceiling or sea floor)
-- the fractional distance from ceiling or sea floor is a value between 0 and 1 (inclusive)
-- Note it may find the most relevent sea-level - not necesssarily the one you are closest
-- to, since the space above the sea reaches much higher than the depth below the sea.
mapgen.find_nearest_lava_sealevel = function(y)
-- todo: put oceans near the bottom of chunks to improve ability to generate tunnels to the center
-- todo: constrain y to be not near the bounds of the nether
-- todo: add some random adj at each level, seeded only by the level height
local sealevel = math.floor((y + 100) / 200) * 200
--local sealevel = math.floor((y + 80) / 160) * 160
--local sealevel = math.floor((y + 120) / 240) * 240
local cavern_limits_fraction
local height_above_sea = y - sealevel
if height_above_sea >= 0 then
cavern_limits_fraction = math_min(1, height_above_sea / 95)
else
-- approaches 1 much faster as the lava sea is shallower than the cavern above it
cavern_limits_fraction = math_min(1, -height_above_sea / 40)
end
return sealevel, cavern_limits_fraction
end
mapgen.add_basalt_columns = function(data, area, minp, maxp)
-- Basalt columns are structures found in lava oceans, and the only way to obtain
-- nether basalt.
-- Their x, z position is determined by a 2d noise map and a 2d slice of the cave
-- noise (taken at lava-sealevel).
local x0, y0, z0 = minp.x, math_max(minp.y, nether.DEPTH_FLOOR), minp.z
local x1, y1, z1 = maxp.x, math_min(maxp.y, nether.DEPTH_CEILING), maxp.z
local yStride = area.ystride
local yCaveStride = x1 - x0 + 1
local cavePerlin = mapgen.get_cave_point_perlin()
nobj_basalt = nobj_basalt or minetest.get_perlin_map(np_basalt, {x = yCaveStride, y = yCaveStride})
local nvals_basalt = nobj_basalt:get_2d_map_flat({x=minp.x, y=minp.z}, {x=yCaveStride, y=yCaveStride}, nbuf_basalt)
local nearest_sea_level, _ = mapgen.find_nearest_lava_sealevel(math_floor((y0 + y1) / 2))
local leeway = mapgen.CENTER_CAVERN_LIMIT * 0.18
for z = z0, z1 do
local noise2di = 1 + (z - z0) * yCaveStride
for x = x0, x1 do
local basaltNoise = nvals_basalt[noise2di]
if basaltNoise > 0 then
-- a basalt column is here
local abs_sealevel_cave_noise = math_abs(cavePerlin:get_3d({x = x, y = nearest_sea_level, z = z}))
-- Add Some quick deterministic noise to the column heights
-- This is probably not good noise, but it doesn't have to be.
local fastNoise = 17
fastNoise = 37 * fastNoise + y0
fastNoise = 37 * fastNoise + z
fastNoise = 37 * fastNoise + x
fastNoise = 37 * fastNoise + math_floor(basaltNoise * 32)
local columnHeight = basaltNoise * 18 + ((fastNoise % 3) - 1)
-- columns should drop below sealevel where lava rivers are flowing
-- i.e. anywhere abs_sealevel_cave_noise < BASALT_COLUMN_LOWER_LIMIT
-- And we'll also have it drop off near the edges of the lava ocean so that
-- basalt columns can only be found by the player reaching a lava ocean.
local lowerClip = (math_min(math_max(abs_sealevel_cave_noise, BASALT_COLUMN_LOWER_LIMIT - leeway), BASALT_COLUMN_LOWER_LIMIT + leeway) - BASALT_COLUMN_LOWER_LIMIT) / leeway
local upperClip = (math_min(math_max(abs_sealevel_cave_noise, BASALT_COLUMN_UPPER_LIMIT - leeway), BASALT_COLUMN_UPPER_LIMIT + leeway) - BASALT_COLUMN_UPPER_LIMIT) / leeway
local columnHeightAdj = lowerClip * -upperClip -- all are values between 1 and -1
columnHeight = columnHeight + math_floor(columnHeightAdj * 12 - 12)
local vi = area:index(x, y0, z) -- Initial voxelmanip index
for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
if y < nearest_sea_level + columnHeight then
local id = data[vi] -- Existing node
if id == c_lava_crust or id == c_lavasea_source or (id == c_air and y > nearest_sea_level) then
-- Avoid letting columns extend beyond the central region.
-- (checking node ids saves having to calculate abs_cave_noise_adjusted here
-- to test it against CENTER_CAVERN_LIMIT)
data[vi] = c_basalt
end
end
vi = vi + yStride
end
end
noise2di = noise2di + 1
end
end
end
-- returns an array of points from pos1 and pos2 which deviate from a straight line
-- but which don't venture too close to a chunk boundary
function generate_waypoints(pos1, pos2, minp, maxp)
local segSize = 10
local maxDeviation = 7
local minDistanceFromChunkWall = 5
local pathVec = vector.subtract(pos2, pos1)
local pathVecNorm = vector.normalize(pathVec)
local pathLength = vector.distance(pos1, pos2)
local minBound = vector.add(minp, minDistanceFromChunkWall)
local maxBound = vector.subtract(maxp, minDistanceFromChunkWall)
local result = {}
result[1] = pos1
local segmentCount = math_floor(pathLength / segSize)
for i = 1, segmentCount do
local waypoint = vector.add(pos1, vector.multiply(pathVec, i / (segmentCount + 1)))
-- shift waypoint a few blocks in a random direction orthogonally to the pathVec, to make the path crooked.
local crossProduct
repeat
crossProduct = vector.normalize(vector.cross(pathVecNorm, random_unit_vector()))
until vector.length(crossProduct) > 0
local deviation = vector.multiply(crossProduct, math.random(1, maxDeviation))
waypoint = vector.add(waypoint, deviation)
waypoint = {
x = math_min(maxBound.x, math_max(minBound.x, waypoint.x)),
y = math_min(maxBound.y, math_max(minBound.y, waypoint.y)),
z = math_min(maxBound.z, math_max(minBound.z, waypoint.z))
}
result[#result + 1] = waypoint
end
result[#result + 1] = pos2
return result
end
function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
local ystride = area.ystride
local zstride = area.zstride
math.randomseed(nether_pos.x + 10 * nether_pos.y + 100 * nether_pos.z) -- so each tunnel generates deterministically (this doesn't have to be a quality seed)
local dist = math_floor(vector.distance(nether_pos, center_pos))
local waypoints = generate_waypoints(nether_pos, center_pos, minp, maxp)
-- First pass: record path details
local linedata = {}
local last_pos = {}
local line_index = 1
local first_filled_index, boundary_index, last_filled_index
for i = 0, dist do
-- Bresenham's line would be good here, but too much lua code
local waypointProgress = (#waypoints - 1) * i / dist
local segmentIndex = math_min(math_floor(waypointProgress) + 1, #waypoints - 1) -- from the integer portion of waypointProgress
local segmentInterp = waypointProgress - (segmentIndex - 1) -- the remaining fractional portion
local segmentStart = waypoints[segmentIndex]
local segmentVector = vector.subtract(waypoints[segmentIndex + 1], segmentStart)
local pos = vector.round(vector.add(segmentStart, vector.multiply(segmentVector, segmentInterp)))
if not vector.equals(pos, last_pos) then
local vi = area:indexp(pos)
local node_id = data[vi]
linedata[line_index] = {
pos = pos,
vi = vi,
node_id = node_id
}
if boundary_index == nil and node_id == c_netherrack_deep then
boundary_index = line_index
end
if node_id == c_air then
if boundary_index ~= nil and last_filled_index == nil then
last_filled_index = line_index
end
else
if first_filled_index == nil then
first_filled_index = line_index
end
end
line_index = line_index + 1
last_pos = pos
end
end
first_filled_index = first_filled_index or 1
last_filled_index = last_filled_index or #linedata
boundary_index = boundary_index or last_filled_index
-- limit tunnel radius to roughly the closest that startPos or stopPos comes to minp-maxp, so we
-- don't end up exceeding minp-maxp and having excavation filled in when the next chunk is generated.
local startPos, stopPos = linedata[first_filled_index].pos, linedata[last_filled_index].pos
local radiusLimit = vector_min(vector.subtract(startPos, minp))
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(stopPos, minp)))
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, startPos)))
radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, stopPos)))
if radiusLimit < 4 then -- This is a logic check, ignore it. It could be commented out
-- 4 is (79 - 75), and values less than 4 shouldn't be possible if sampling-skip was 10
-- i.e. if sampling-skip was 10 then {5, 15, 25, 35, 45, 55, 65, 75} should be sampled from possible positions 0 to 79
debugf("Error: radiusLimit %s is smaller then half the sampling distance. min %s, max %s, start %s, stop %s", radiusLimit, minp, maxp, startPos, stopPos)
end
radiusLimit = radiusLimit + 1 -- chunk walls wont be visibly flat if the radius only exceeds it a little ;)
-- Second pass: excavate
local start_index, stop_index = math_max(1, first_filled_index - 2), math_min(#linedata, last_filled_index + 3)
for i = start_index, stop_index, 3 do
-- Adjust radius so that tunnels start wide but thin out in the middle
local distFromEnds = 1 - math_abs(((start_index + stop_index) / 2) - i) / ((stop_index - start_index) / 2) -- from 0 to 1, with 0 at ends and 1 in the middle
-- Have it more flaired at the ends, rather than linear.
-- i.e. sizeAdj approaches 1 quickly as distFromEnds increases
local distFromMiddle = 1 - distFromEnds
local sizeAdj = 1 - (distFromMiddle * distFromMiddle * distFromMiddle)
local radius = math_min(radiusLimit, math.random(50 - (25 * sizeAdj), 80 - (45 * sizeAdj)) / 10)
local radiusSquared = radius * radius
local radiusCeil = math_floor(radius + 0.5)
linedata[i].radius = radius -- Needed in third pass
linedata[i].distFromEnds = distFromEnds -- Needed in third pass
local vi = linedata[i].vi
for z = -radiusCeil, radiusCeil do
local vi_z = vi + z * zstride
for y = -radiusCeil, radiusCeil do
local vi_zy = vi_z + y * ystride
local xSquaredLimit = radiusSquared - (z * z + y * y)
for x = -radiusCeil, radiusCeil do
if x * x < xSquaredLimit then
data[vi_zy + x] = c_air
end
end
end
end
end
-- Third pass: decorate
-- Add glowstones to make tunnels to the mantle easier to find
-- https://i.imgur.com/sRA28x7.jpg
for i = start_index, stop_index, 3 do
if linedata[i].distFromEnds < 0.3 then
local glowcount = 0
local radius = linedata[i].radius
for _ = 1, 20 do
local testPos = vector.round(vector.add(linedata[i].pos, vector.multiply(random_unit_vector(), radius + 0.5)))
local vi = area:indexp(testPos)
if data[vi] ~= c_air then
data[vi] = c_glowstone
glowcount = glowcount + 1
--else
-- data[vi] = c_debug
end
if glowcount >= 2 then break end
end
end
end
end
-- excavates a tunnel connecting the Primary or Secondary region with the mantle / central region
-- if a suitable path is found.
-- Returns true if successful
mapgen.excavate_tunnel_to_center_of_the_nether = function(data, area, nvals_cave, minp, maxp)
local result = false
local extent = vector.subtract(maxp, minp)
local skip = 10 -- sampling rate of 1 in 10
local highest = -1000
local lowest = 1000
local lowest_vi
local highest_vi
local yCaveStride = maxp.x - minp.x + 1
local zCaveStride = yCaveStride * yCaveStride
local vi_offset = area:indexp(vector.add(minp, math_floor(skip / 2))) -- start half the sampling distance away from minp
local vi, ni
for y = 0, extent.y - 1, skip do
local sealevel = mapgen.find_nearest_lava_sealevel(minp.y + y)
if minp.y + y > sealevel then -- only create tunnels above sea level
for z = 0, extent.z - 1, skip do
vi = vi_offset + y * area.ystride + z * area.zstride
ni = z * zCaveStride + y * yCaveStride + 1
for x = 0, extent.x - 1, skip do
local noise = math_abs(nvals_cave[ni])
if noise < lowest then
lowest = noise
lowest_vi = vi
end
if noise > highest then
highest = noise
highest_vi = vi
end
ni = ni + skip
vi = vi + skip
end
end
end
end
if lowest < mapgen.CENTER_CAVERN_LIMIT and highest > mapgen.TCAVE + 0.03 then
local mantle_y = area:position(lowest_vi).y
local _, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(mantle_y)
local _, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(mantle_y)
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
-- is compared against, so subtract centerRegionLimit_adj instead of adding
local cavern_noise_adj =
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj
if lowest + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
excavate_pathway(data, area, area:position(highest_vi), area:position(lowest_vi), minp, maxp)
result = true
end
end
return result
end
-- an enumerated list of the different regions in the nether
mapgen.RegionEnum = {
OVERWORLD = {name = "overworld", desc = S("The Overworld") }, -- Outside the Nether / none of the regions in the Nether
POSITIVE = {name = "positive", desc = S("Positive nether") }, -- The classic nether caverns are here - where cavePerlin > 0.6
POSITIVESHELL = {name = "positive shell", desc = S("Shell between positive nether and center region") }, -- the nether side of the wall/buffer area separating classic nether from the mantle
CENTER = {name = "center", desc = S("Center/Mantle, inside cavern") },
CENTERSHELL = {name = "center shell", desc = S("Center/Mantle, but outside the caverns") }, -- the mantle side of the wall/buffer area separating the positive and negative regions from the center region
NEGATIVE = {name = "negative", desc = S("Negative nether") }, -- Secondary/spare region - where cavePerlin < -0.6
NEGATIVESHELL = {name = "negative shell", desc = S("Shell between negative nether and center region") } -- the spare region side of the wall/buffer area separating the negative region from the mantle
}
-- Returns (region, noise) where region is a value from mapgen.RegionEnum
-- and noise is the unadjusted cave perlin value
mapgen.get_region = function(pos)
if pos.y > nether.DEPTH_CEILING or pos.y < nether.DEPTH_FLOOR then
return mapgen.RegionEnum.OVERWORLD, nil
end
local caveNoise = mapgen.get_cave_perlin_at(pos)
local sealevel, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(pos.y)
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(pos.y)
local tcave = mapgen.TCAVE + tcave_adj
local tmantle = mapgen.CENTER_REGION_LIMIT + centerRegionLimit_adj
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
-- is compared against, so subtract centerRegionLimit_adj instead of adding
local cavern_noise_adj =
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
centerRegionLimit_adj
local region
if caveNoise > tcave then
region = mapgen.RegionEnum.POSITIVE
elseif -caveNoise > tcave then
region = mapgen.RegionEnum.NEGATIVE
elseif math_abs(caveNoise) < tmantle then
if math_abs(caveNoise) + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
region = mapgen.RegionEnum.CENTER
else
region = mapgen.RegionEnum.CENTERSHELL
end
elseif caveNoise > 0 then
region = mapgen.RegionEnum.POSITIVESHELL
else
region = mapgen.RegionEnum.NEGATIVESHELL
end
return region, caveNoise
end
minetest.register_chatcommand("nether_whereami",
{
description = S("Describes which region of the nether the player is in"),
privs = {debug = true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
if player == nil then return false, S("Unknown player position") end
local playerPos = vector.round(player:get_pos())
local region, caveNoise = mapgen.get_region(playerPos)
local seaLevel, cavernLimitDistance = mapgen.find_nearest_lava_sealevel(playerPos.y)
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(playerPos.y)
local seaDesc = ""
local boundaryDesc = ""
local perlinDesc = ""
if region ~= mapgen.RegionEnum.OVERWORLD then
local seaPos = playerPos.y - seaLevel
if seaPos > 0 then
seaDesc = S(", @1m above lava-sea level", seaPos)
else
seaDesc = S(", @1m below lava-sea level", seaPos)
end
if tcave_adj > 0 then
boundaryDesc = S(", approaching y boundary of Nether")
end
perlinDesc = S("[Perlin @1] ", (math_floor(caveNoise * 1000) / 1000))
end
return true, S("@1@2@3@4", perlinDesc, region.desc, seaDesc, boundaryDesc)
end
}
)

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--[[
Nether mod for minetest
"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
in older versions of Minetest or in v6 worlds.
"mapgen.lua" is the modern biomes-based Nether mapgen, which
requires Minetest v5.1 or greater
Copyright (C) 2013 PilzAdam
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.
]]--
-- Parameters
local NETHER_CEILING = nether.DEPTH_CEILING
local NETHER_FLOOR = nether.DEPTH_FLOOR
local TCAVE = 0.6
local BLEND = 128
-- 3D noise
local np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
seed = 59033,
octaves = 5,
persist = 0.7,
lacunarity = 2.0,
--flags = ""
}
-- Stuff
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
local nbuf_cave = {}
local dbuf = {}
-- Content ids
local c_air = minetest.get_content_id("air")
--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")
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_stair_cobble = minetest.get_content_id("stairs:stair_cobble")
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 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")
-- On-generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
return
end
local x1 = maxp.x
local y1 = math.min(maxp.y, NETHER_CEILING)
local z1 = maxp.z
local x0 = minp.x
local y0 = math.max(minp.y, NETHER_FLOOR)
local z0 = minp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
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 ystride = x1 - x0 + 1
local zstride = ystride * ystride
local chulens = {x = ystride, y = ystride, z = ystride}
local minposxyz = {x = x0, y = y0, z = z0}
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
local nvals_cave = nobj_cave:get_3d_map_flat(minposxyz, 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
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
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
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
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
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
end
vi = vi + 1
end
end
end
vm:set_data(data)
minetest.generate_decorations(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.
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local nobj_cave_point = minetest.get_perlin(np_cave)
local air = 0 -- Consecutive air nodes found
local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
local minp = {x = minp_schem.x, y = 0, z = minp_schem.z}
local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
local nval_cave = nobj_cave_point:get_3d({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
local portal_y = y + 1
-- Check volume for non-natural nodes
minp.y = minp_schem.y + portal_y
maxp.y = maxp_schem.y + portal_y
if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
return portal_y
else -- Restart search a little lower
nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
end
else -- Not enough space, reset air to zero
air = 0
end
end
end
return math.max(start_y, NETHER_FLOOR + BLEND) -- Fallback
end

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

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local S = minetest.get_translator("nether")
technic.register_recipe_type("compressing", { description = S("Compressing") })
function register_compressor_recipe(data)
data.time = data.time or 4
technic.register_recipe("compressing", data)
end
local recipes = {
{"nether:rack", "nether:brick",},
{"nether:rack_deep", "nether:brick_deep"},
{"nether:brick 9", "nether:brick_compressed", 12},
{"nether:brick_compressed 9", "nether:nether_lump", 12}
}
-- clear craft recipe
-- But allow brick blocks to be crafted like the other bricks from Minetest Game
minetest.clear_craft({
recipe = {
{"nether:brick","nether:brick","nether:brick"},
{"nether:brick","nether:brick","nether:brick"},
{"nether:brick","nether:brick","nether:brick"},
}
})
minetest.clear_craft({
recipe = {
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
}
})
for _, data in pairs(recipes) do
register_compressor_recipe({input = {data[1]}, output = data[2], time = data[3]})
end

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Modding/interop guide to Nether
===============================
For portals API see portal_api.txt
The Nether mod exposes some of its functions and data via the lua global
`nether` and `nether.mapgen`
* `nether.DEPTH_CEILING`: [read-only] Y value of the top of the Nether.
* `nether.DEPTH_FLOOR`: [read-only] Y value of the bottom of the Nether.
* `nether.DEPTH_FLOOR_LAYERS`: [writable] Gives the bottom Y of all
locations that wish to be considered part of the Nether.
DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
Nether, by knowing where their layer ceiling should start, and letting
the layers be included in effects which only happen in the Nether.
If a mod wishes to add a layer below the Nether it should read
`nether.DEPTH_FLOOR_LAYERS` to find the bottom Y of the Nether and any
other layers already under the Nether. The mod should leave a small gap
between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
for its ceiling Y, so there is room to shift edge-case biomes), then set
`nether.DEPTH_FLOOR_LAYERS` to reflect the mod's floor Y value, and call
`shift_existing_biomes()` with DEPTH_FLOOR_LAYERS as the `floor_y` argument.
* `nether.NETHER_REALM_ENABLED`: [read-only] Gets the value of the "Enable
Nether realm & portal" setting the nether mod exposes in Minetest's
"All Settings" -> "Mods" -> "nether" options.
When false, the entire nether mapgen is disabled (not run), and the portal
to it is not registered. Reasons someone might disable the Nether realm
include if a nether-layer mod was to be used as the Nether instead, or if
the portal mechanic was desired in a game without the Nether, etc.
* `nether.useBiomes`: [read-only] When this is false, the Nether interop
functions below are not available (nil).
Indicates that the biomes-enabled mapgen is in use. The Nether mod falls back
to older mapgen code for v6 maps and old versions of Minetest, the older
mapgen code doesn't use biomes and doesn't provide API/interop functions.
Mapgen functions available when nether.useBiomes is true
--------------------------------------------------------
The following functions are nil if `nether.useBiomes` is false,
and also nil if `nether.NETHER_REALM_ENABLED` is false.
* `nether.mapgen.shift_existing_biomes(floor_y, ceiling_y)` Move any existing
biomes out of the y-range specified by `floor_y` and `ceiling_y`.
* `nether.mapgen.get_region(pos)`: Returns two values, (region, noise) where
`region` is a value from `nether.mapgen.RegionEnum` and `noise` is the
unadjusted cave perlin value.
* `nether.mapgen.RegionEnum` values are tables which contain an invariant
`name` and a localized `desc`. Current region names include overworld,
positive, positive shell, center, center shell, negative, and negative
shell.
"positive" corresponds to conventional Nether caverns, and "center"
corresponds to the Mantle region.
* `nether.mapgen.get_cave_point_perlin()`: Returns the PerlinNoise object for
the Nether's cavern noise.
* `nether.mapgen.get_cave_perlin_at(pos)`: Returns the Nether cavern noise
value at a given 3D position.
Other mapgen functions
-------------------------------------------
If the Nether realm is enabled, then this function will be available
regardless of whether `nether.useBiomes` is true:
* `nether.find_nether_ground_y(target_x, target_z, start_y, player_name)`
Uses knowledge of the nether mapgen algorithm to return a suitable ground
level for placing a portal.
* `player_name` is optional, allowing a player to spawn a remote portal
in their own protected areas.

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Portal API Reference
====================
The portal system used to get to the Nether can be used to create portals
to other realms.
Pick a node type to have your portals built from, a shape in which the
portals must be built, and provide 3 functions for portals to find their
destination with:
* `find_realm_anchorPos(surface_anchorPos)`
* `find_surface_anchorPos(realm_anchorPos)`
* `is_within_realm(pos)`
Optionally decorate by choosing portal colors, particles, media etc.
See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
Portal code is more efficient when each type of portal uses a different type
of node to build its frame out of - consider creating your own node for
players to build portals from. However it is possible to register more than
one kind of portal with the same frame material — such as obsidian — provided
the size of the PortalShape is distinct from any other type of portal that is
using the same node for its frame, and portal sizes remain small.
The Nether provides three variants of Nether basalt to ensure there are
alternatives to obsidian for other mods to use as portalstones.
Realms
------
This API uses the concept of a realm for each type of portal. If a portal is
outside its realm then it links to a portal inside the realm, if a portal is
inside its realm then it links to the outside.
You get to decide what constitutes your realm by implementing the function
`is_within_realm(position)`.
For example, the Nether realm is defined as existing at a certain depth and
anything above that depth is considered outside the Realm.
In contrast, the "Surface portal" - an example in portal_examples.lua, only
uses one realm. Its `is_within_realm()` function always returns true so that
any time a portal is opened it will use `find_surface_anchorPos()`.
Note that the name "find_surface_anchorPos" is a Nether-centric misnomer, as
different types of portals are free to use different definitions of a realm
such that leaving the realm might not be synonymous with travelling to the
surface.
Helper functions
----------------
* `nether.volume_is_natural_and_unprotected(minp, maxp, player_name)`: returns
a boolean.
* use this when determining where to spawn a portal, to avoid overwriting
player builds. It checks the area for any nodes that aren't ground or
trees.
Water will fail this test, unless it is unemerged.
* player_name is optional, providing it allows the player's own protected
areas to be treated as unprotected.
* `nether.find_surface_target_y(target_x, target_z, portal_name, player_name)`:
returns a suitable anchorPos
* Can be used when implementing custom find_surface_anchorPos() functions
* portal_name is optional, providing it allows existing portals on the
surface to be reused.
* player_name is optional, providing it prevents the exclusion of surface
target areas which are protected by the player.
* May return nil in extreme circumstances, such as the surface being
protected down to a great depth.
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
(anchorPos, orientation), or nil if no portal was found within the
distance_limit.
* A y_factor of 0 means y does not affect the distance_limit, a y_factor
of 1 means y is included (the default if y_factor is nil), and a y_factor
of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc.
* Only portals in the same realm as the anchorPos will be returned, even if
y_factor is 0.
* Pass a nil (or negative) distance_limit to indicate no distance limit
API functions
-------------
Call these functions only at load time:
* `nether.register_portal(name, portal_definition)`
* Returns true on success. Can return false if the portal definition
clashes with a portal already registered by another mod, e.g. if the size
and frame node is not unique.
A false return value should be handled, you could:
* Fall back to using a secondary material for portals to be built with.
* Use error() to exit lua with a message explaining how two mods are
clashing and how it can be resolved.
* Continue without a portal (the reason will be logged for the user).
* `nether.register_portal_ignition_item(name, ignition_failure_sound)`
* ignition_failure_sound is optional, it plays any time an attempt to use
the item occurs if a portal is not ignited.
* `nether.register_wormhole_node(name, nodedef_overrides)`
* Can be used to register wormhole nodes with a different post_effect_color
from the "nether:portal" node. "Post effect color" is the tint the world
takes on when you are standing inside a portal. `post_effect_color` is the
only key/value that is needed in the nodedef_overrides table to achieve that,
but the function allows any nodedef key/value to be specified/overridden.
* After `register_wormhole_node()`, invoke `register_portal()` and include
`wormhole_node_name` in the portal_definition, assigning it the name of the
new wormhole node.
* `nether.unregister_portal(name)`
* Unregisters the portal from the engine, and deletes the entry with key
`name` from `nether.registered_portals` and associated internal tables.
* Returns true on success
* You will probably never need to call this, it exists only for completeness.
Portal definition
-----------------
Used by `nether.register_portal`.
{
frame_node_name = "default:obsidian",
-- Required. For best results, have your portal constructed of a
-- material nobody else is using.
frame_node_color = 0,
-- Optional.
-- A value from 0 to 7. Only used if the frame node's paramtype2 is
-- "colorfacedir", in which case this color will be used when a remote
-- portal is created.
shape = nether.PortalShape_Traditional,
-- Optional.
-- Shapes available are:
-- nether.PortalShape_Traditional (default)
-- nether.PortalShape_Circular
-- nether.PortalShape_Platform
-- New shapes can be created, but are beyond the scope of this guide.
wormhole_node_name = "nether:portal",
-- Optional. Allows a custom wormhole node to be specified.
-- Useful if you want the portals to have a different post_effect_color
-- or texture.
-- The Nether mod provides:
-- "nether:portal" (default)
-- "nether:portal_alt"
wormhole_node_color = 0,
-- Optional. Defaults to 0/magenta.
-- A value from 0 to 7 corresponding to the color of pixels in
-- nether_portals_palette.png:
-- 0 traditional/magenta
-- 1 black
-- 2 blue
-- 3 green
-- 4 cyan
-- 5 red
-- 6 yellow
-- 7 white
particle_color = "#808",
-- Optional. Will default to a colour matching the wormhole_node_color
-- if not specified.
particle_texture = "image.png",
-- Optional. Hardware colouring (i.e. particle_color) is applied to
-- this texture, use particle_texture_colored instead if you want to
-- use the colors of the image.
-- Animation and particle scale may also be specified, e.g:
-- particle_texture = {
-- name = "nether_particle_anim1.png",
-- animation = {
-- type = "vertical_frames",
-- aspect_w = 7,
-- aspect_h = 7,
-- length = 1,
-- },
-- scale = 1.5
-- },
-- See lua_api.txt for Tile Animation definition
-- Some animated and non-animated textures are provided by this mod:
-- nether_particle.png (original)
-- nether_particle_anim1.png (stars)
-- nether_particle_anim2.png (bubbles)
-- nether_particle_anim3.png (sparks)
-- nether_particle_anim4.png (particles)
title = "Gateway to Moria",
-- Optional. Provides a title for the portal.
-- Used in the Book of Portals or Help modpack.
book_of_portals_pagetext = "Everything I need the player to know",
-- Optional. Provides the text for the portal in the Book of Portals
-- and Help modpack.
-- The Book of Portals is a book that can be found in chests, and
-- provides players with instructions on how to build and use the
-- portal, so be sure to mention the node type the frame must be built
-- from.
-- This can also provide flavortext or details about where the portal
-- will take the player.
sounds = {
ambient = <SimpleSoundSpec>,
-- if the ambient SimpleSoundSpec is a table it can also contain a
-- "length" int, which is the number of seconds to wait before
-- repeating the ambient sound. Default is 3.
ignite = <SimpleSoundSpec>,
extinguish = <SimpleSoundSpec>,
teleport = <SimpleSoundSpec>,
}
-- sounds is optional
within_realm = function(pos),
-- Required. Return true if a portal at pos is in the realm, rather
-- than the surface world.
-- Ideally implementations are fast, as this function can be used to
-- sift through a list of portals.
find_realm_anchorPos = function(surface_anchorPos, player_name),
-- Required. Return a position in the realm that a portal created at
-- surface_anchorPos will link to.
-- Return an anchorPos or (anchorPos, orientation)
-- If orientation is not specified then the orientation of the surface
-- portal will be used.
-- If the location of an existing portal is returned then include the
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the surface portal.
-- Return nil, or a position with a nil y component, to prevent the
-- portal from igniting.
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
-- and is provided for use with volume_is_natural_and_unprotected() etc.
find_surface_anchorPos = function(realm_anchorPos, player_name),
-- Optional. If you don't implement this then a position near the
-- surface will be picked.
-- Return an anchorPos or (anchorPos, orientation)
-- The name of this function is a Nether-centric misnomer. It should
-- return a position outside the realm, and different types of portals
-- are free to use different definitions of a realm such that leaving
-- the realm might not be synonymous with travelling to the surface.
-- If orientation is not specified then the orientation of the realm
-- portal will be used.
-- If the location of an existing portal is returned then include the
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the realm portal.
-- Return nil, or a position with a nil y component, to prevent the
-- portal from igniting.
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
-- and is provided for use with volume_is_natural_and_unprotected() etc.
on_run_wormhole = function(portalDef, anchorPos, orientation),
-- invoked once per second per portal
on_extinguish = function(portalDef, anchorPos, orientation),
-- invoked when a portal is extinguished, including when the portal
-- it connected to was extinguished.
on_player_teleported = function(portalDef, player, oldPos, newPos),
-- invoked immediately after a player is teleported
on_ignite = function(portalDef, anchorPos, orientation)
-- invoked when a player or mesecon ignites a portal
on_created = function(portalDef, anchorPos, orientation)
-- invoked when a portal creates a remote twin, this is usually when
-- a player travels through a portal for the first time.
}

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--[[
Nether mod portal examples for Minetest
These portal API examples work independently of the Nether realm
and Nether portal. To try these examples, enable them in:
Minetest -> Settings -> All settings -> Mods -> nether
Once enabled, details on how to build them can be found in dungeon
chests in the book of portals.
--
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.
]]--
local S = nether.get_translator
local ENABLE_PORTAL_EXAMPLE_FLOATLANDS = false
local ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL = false
-- Sets how far a Surface Portal will travel, measured in cells along the Moore curve,
-- which are about 117 nodes square each. Larger numbers will generally mean further distance
-- as-the-crow-flies, but this will not always be true due to the how the Moore curve
-- frequently doubles back upon itself.
-- This doubling-back prevents the surface portal from taking players easily accross the
-- map - the curve is 262144 cells long!
local SURFACE_TRAVEL_DISTANCE = 26
--=================================================--
-- Portal to the Floatlands, playable code example --
--==================================================--
local FLOATLANDS_ENABLED
local FLOATLAND_LEVEL = 1280
if minetest.settings:get_bool("nether_enable_portal_example_floatlands", ENABLE_PORTAL_EXAMPLE_FLOATLANDS) or ENABLE_PORTAL_EXAMPLE_FLOATLANDS then
local floatlands_flavortext = ""
if minetest.get_mapgen_setting("mg_name") == "v7" then
local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags")
FLOATLANDS_ENABLED = mgv7_spflags ~= nil and mgv7_spflags:find("floatlands") ~= nil and mgv7_spflags:find("nofloatlands") == nil
FLOATLAND_LEVEL = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280
if FLOATLANDS_ENABLED then
floatlands_flavortext = "\n\n " .. S("There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these pristine lands extend. I have half a mind to retire there one day.")
end
end
nether.register_portal("floatlands_portal", {
shape = nether.PortalShape_Platform,
frame_node_name = "default:ice",
wormhole_node_color = 7, -- 7 is white
particle_texture = {
name = "nether_particle_anim1.png",
animation = {
type = "vertical_frames",
aspect_w = 7,
aspect_h = 7,
length = 1,
},
scale = 1.5
},
title = S("Floatlands Portal"),
book_of_portals_pagetext = S([[Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl. A finished platform is 2 blocks high, and 5 blocks wide at the widest in both directions.
This portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a tremendous altitude.@1]],
floatlands_flavortext),
is_within_realm = function(pos) -- return true if pos is inside the Nether
return pos.y > FLOATLAND_LEVEL - 200
end,
find_realm_anchorPos = function(surface_anchorPos, player_name)
-- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land
local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z}
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Floatlands)
local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 10, 0)
if existing_portal_location ~= nil then
return existing_portal_location, existing_portal_orientation
else
return destination_pos
end
end
})
end
--==============================================--
-- Surface-travel portal, playable code example --
--==============================================--
-- These Moore Curve functions required by surface_portal's find_surface_anchorPos() will
-- be assigned later in this file.
local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer
local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d
if minetest.settings:get_bool("nether_enable_portal_example_surfacetravel", ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL) or ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL then
nether.register_portal("surface_portal", {
shape = nether.PortalShape_Circular,
frame_node_name = "default:tinblock",
wormhole_node_name = "nether:portal_alt",
wormhole_node_color = 4, -- 4 is cyan
title = S("Surface Portal"),
book_of_portals_pagetext = S([[Requiring 16 blocks of tin and constructed in a circular fashion, a finished frame is seven blocks wide, seven blocks high, and stands vertically like a doorway.
These travel a distance along the ground, and even when constructed deep underground will link back up to the surface. They appear to favor a strange direction, with the exit portal linking back only for as long as the portal stays open attempting to reopen a portal from the exit doorway leads to a new destination along this favored direction. It has stymied our ability to study the behavior of these portals because without constructing dual portals and keeping both open it's hard to step through more than one and still be able to return home.
Due to such difficulties, we never learned what determines the direction and distance where the matching twin portal will appear, and I have lost my friend and protégé. In cavalier youth and with little more than a rucksack, Coudreau has decided to follow the chain as far as it goes, and has not been seen since. Coudreau believes it works in epicycles, but I am not convinced. Still, I cling to the hope that one day the portal will open and Coudreau will step out from whichever place leads to this one, perhaps with an epic tale to tell.]]),
is_within_realm = function(pos)
-- Always return true, because these portals always just take you around the surface
-- rather than taking you to a different realm
return true
end,
find_realm_anchorPos = function(surface_anchorPos, player_name)
-- This function isn't needed, since this type of portal always goes to the surface
minetest.log("error" , "find_realm_anchorPos called for surface portal")
return {x=0, y=0, z=0}
end,
find_surface_anchorPos = function(realm_anchorPos, player_name)
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
-- since find_surface_target_y() will be used by default, but these portals travel around the
-- surface (following a Moore curve) so will be calculating a different x and z to realm_anchorPos.
local cellCount = 512
local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=30912, Z=30927 and Z=30912
-- clip realm_anchorPos to maxDistFromOrigin, and move the origin so that all values are positive
local x = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.x)) + maxDistFromOrigin
local z = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.z)) + maxDistFromOrigin
local divisor = math.ceil(maxDistFromOrigin * 2 / cellCount)
local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5))
local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount)
local moore_pos = get_moore_coords(cellCount, destination_distance)
local target_x = moore_pos.x * divisor - maxDistFromOrigin
local target_z = moore_pos.y * divisor - maxDistFromOrigin
local search_radius = divisor / 2 - 5 -- any portal within this area will do
-- a y_factor of 0 makes the search ignore the altitude of the portals
local existing_portal_location, existing_portal_orientation =
nether.find_nearest_working_portal("surface_portal", {x = target_x, y = 0, z = target_z}, search_radius, 0)
if existing_portal_location ~= nil then
-- use the existing portal that was found near target_x, target_z
return existing_portal_location, existing_portal_orientation
else
-- find a good location for the new portal, or if that isn't possible then at
-- least adjust the coords a little so portals don't line up in a grid
local adj_x, adj_z = 0, 0
-- Deterministically look for a location in the cell where get_spawn_level() can give
-- us a surface height, since nether.find_surface_target_y() works *much* better when
-- it can use get_spawn_level()
local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location
moore_pos.x * 65732 +
moore_pos.y * 729 +
minetest.get_mapgen_setting("seed") * 3
)
local attemptLimit = 15 -- how many attempts we'll make at finding a good location
for attempt = 1, attemptLimit do
adj_x = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5)
adj_z = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5)
if minetest.get_spawn_level == nil or minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then
-- Found a location which will be at ground level - unless a player has built there.
-- Or this is MT 0.4 which does not have get_spawn_level(), so there's no point looking
-- at any further further random locations.
break
end
end
local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z}
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal", player_name)
return destination_pos
end
end
})
end
--=========================================--
-- Hilbert curve and Moore curve functions --
--=========================================--
-- These are space-filling curves, used by the surface_portal example as a way to determine where
-- to place portals. https://en.wikipedia.org/wiki/Moore_curve
-- Flip a quadrant on a diagonal axis
-- cell_count is the number of cells across the square is split into, and must be a power of 2
-- if flip_twice is true then pos does not change (even numbers of flips cancel out)
-- if flip_direction is true then the position is flipped along the \ diagonal
-- if flip_direction is false then the position is flipped along the / diagonal
local function hilbert_flip(cell_count, pos, flip_direction, flip_twice)
if not flip_twice then
if flip_direction then
pos.x = (cell_count - 1) - pos.x;
pos.y = (cell_count - 1) - pos.y;
end
local temp_x = pos.x;
pos.x = pos.y;
pos.y = temp_x;
end
end
local function test_bit(cell_count, value, flag)
local bit_value = cell_count / 2
while bit_value > flag and bit_value >= 1 do
if value >= bit_value then value = value - bit_value end
bit_value = bit_value / 2
end
return value >= bit_value
end
-- Converts (x,y) to distance
-- starts at bottom left corner, i.e. (0, 0)
-- ends at bottom right corner, i.e. (cell_count - 1, 0)
local function get_hilbert_distance (cell_count, x, y)
local distance = 0
local pos = {x=x, y=y}
local rx, ry
local s = cell_count / 2
while s > 0 do
if test_bit(cell_count, pos.x, s) then rx = 1 else rx = 0 end
if test_bit(cell_count, pos.y, s) then ry = 1 else ry = 0 end
local rx_XOR_ry = rx
if ry == 1 then rx_XOR_ry = 1 - rx_XOR_ry end -- XOR'd ry against rx
distance = distance + s * s * (2 * rx + rx_XOR_ry)
hilbert_flip(cell_count, pos, rx > 0, ry > 0);
s = math.floor(s / 2)
end
return distance;
end
-- Converts distance to (x,y)
local function get_hilbert_coords(cell_count, distance)
local pos = {x=0, y=0}
local rx, ry
local s = 1
while s < cell_count do
rx = math.floor(distance / 2) % 2
ry = distance % 2
if rx == 1 then ry = 1 - ry end -- XOR ry with rx
hilbert_flip(s, pos, rx > 0, ry > 0);
pos.x = pos.x + s * rx
pos.y = pos.y + s * ry
distance = math.floor(distance / 4)
s = s * 2
end
return pos
end
-- Converts (x,y) to distance
-- A Moore curve is a variation of the Hilbert curve that has the start and
-- end next to each other.
-- Top middle point is the start/end location
get_moore_distance = function(cell_count, x, y)
local quadLength = cell_count / 2
local quadrant = 1 - math.floor(y / quadLength)
if math.floor(x / quadLength) == 1 then quadrant = 3 - quadrant end
local flipDirection = x < quadLength
local pos = {x = x % quadLength, y = y % quadLength}
hilbert_flip(quadLength, pos, flipDirection, false)
return (quadrant * quadLength * quadLength) + get_hilbert_distance(quadLength, pos.x, pos.y)
end
-- Converts distance to (x,y)
-- A Moore curve is a variation of the Hilbert curve that has the start and
-- end next to each other.
-- Top middle point is the start/end location
get_moore_coords = function(cell_count, distance)
local quadLength = cell_count / 2
local quadDistance = quadLength * quadLength
local quadrant = math.floor(distance / quadDistance)
local flipDirection = distance * 2 < cell_count * cell_count
local pos = get_hilbert_coords(quadLength, distance % quadDistance)
hilbert_flip(quadLength, pos, flipDirection, false)
if quadrant >= 2 then pos.x = pos.x + quadLength end
if quadrant % 3 == 0 then pos.y = pos.y + quadLength end
return pos
end

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# Travelling a short distance in the Nether can correspond to a much further distance on the surface.
#
# A factor of 10 might be a better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8.
nether_fasttravel_factor (Nether fast-travel factor) int 8
# The likelyhood of finding a Book containing all the portal plans in a dungeon chest.
# Set to 0 to disable, or 10 to have it extremely common.
#
# (This value will be treated as 0 when the Nether portal is the only type of portal available, or when the help modpack is installed)
nether_portalBook_loot_weighting (Likelyhood of finding Book of Portals in dungeon chests) int 9
# Turn off to disable the Nether and Nether portal
nether_realm_enabled (Enable Nether realm & portal) bool true
# Enables the Floatlands portal api code example
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
[Nether depth]
#The depth where the Nether begins / the Nether ceiling
nether_depth_ymax (Upper limit of Nether) int -5000 -30000 32767
#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

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tools.lua Normal file
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--[[
Copyright (C) 2020 lortas
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local S = nether.get_translator
minetest.register_tool("nether:pick_nether", {
description = S("Nether Pickaxe\nWell suited for mining netherrack"),
_doc_items_longdesc = S("Uniquely suited for mining netherrack, with minimal wear when doing so. Blunts quickly on other materials."),
inventory_image = "nether_tool_netherpick.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=3,
groupcaps={
cracky = {times={[1]=1.90, [2]=0.9, [3]=0.3}, uses=35, maxlevel=2},
},
damage_groups = {fleshy=4},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1},
after_use = function(itemstack, user, node, digparams)
local wearDivisor = 1
local nodeDef = minetest.registered_nodes[node.name]
if nodeDef ~= nil and nodeDef.groups ~= nil then
-- The nether pick hardly wears out when mining netherrack
local workable = nodeDef.groups.workable_with_nether_tools or 0
wearDivisor = 1 + (3 * workable) -- 10 for netherrack, 1 otherwise. Making it able to mine 350 netherrack nodes, instead of 35.
end
local wear = math.floor(digparams.wear / wearDivisor)
itemstack:add_wear(wear) -- apply the adjusted wear as usual
return itemstack
end
})
minetest.register_tool("nether:shovel_nether", {
description = S("Nether Shovel"),
inventory_image = "nether_tool_nethershovel.png",
wield_image = "nether_tool_nethershovel.png^[transformR90",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=3,
groupcaps={
crumbly = {times={[1]=1.0, [2]=0.4, [3]=0.25}, uses=35, maxlevel=3},
},
damage_groups = {fleshy=4},
},
sound = {breaks = "default_tool_breaks"},
groups = {shovel = 1}
})
minetest.register_tool("nether:axe_nether", {
description = S("Nether Axe"),
inventory_image = "nether_tool_netheraxe.png",
tool_capabilities = {
full_punch_interval = 0.8,
max_drop_level=1,
groupcaps={
choppy={times={[1]=1.9, [2]=0.7, [3]=0.4}, uses=35, maxlevel=3},
},
damage_groups = {fleshy=7},
},
sound = {breaks = "default_tool_breaks"},
groups = {axe = 1}
})
minetest.register_tool("nether:sword_nether", {
description = S("Nether Sword"),
inventory_image = "nether_tool_nethersword.png",
tool_capabilities = {
full_punch_interval = 0.7,
max_drop_level=1,
groupcaps={
snappy={times={[1]=1.5, [2]=0.6, [3]=0.2}, uses=45, maxlevel=3},
},
damage_groups = {fleshy=10},
},
sound = {breaks = "default_tool_breaks"},
groups = {sword = 1}
})
minetest.register_craftitem("nether:nether_ingot", {
description = S("Nether Ingot"),
inventory_image = "nether_nether_ingot.png"
})
minetest.register_craftitem("nether:nether_lump", {
description = S("Nether Lump"),
inventory_image = "nether_nether_lump.png",
})
minetest.register_craft({
type = "cooking",
output = "nether:nether_ingot",
recipe = "nether:nether_lump",
cooktime = 30,
})
minetest.register_craft({
output = "nether:nether_lump",
recipe = {
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
{"nether:brick_compressed","nether:brick_compressed","nether:brick_compressed"},
}
})
minetest.register_craft({
output = "nether:pick_nether",
recipe = {
{"nether:nether_ingot","nether:nether_ingot","nether:nether_ingot"},
{"", "group:stick", ""},
{"", "group:stick", ""}
}
})
minetest.register_craft({
output = "nether:shovel_nether",
recipe = {
{"nether:nether_ingot"},
{"group:stick"},
{"group:stick"}
}
})
minetest.register_craft({
output = "nether:axe_nether",
recipe = {
{"nether:nether_ingot","nether:nether_ingot"},
{"nether:nether_ingot","group:stick"},
{"","group:stick"}
}
})
minetest.register_craft({
output = "nether:sword_nether",
recipe = {
{"nether:nether_ingot"},
{"nether:nether_ingot"},
{"group:stick"}
}
})
if minetest.get_modpath("toolranks") then
local function add_toolranks(name)
local nethertool_after_use = ItemStack(name):get_definition().after_use
toolranks.add_tool(name)
local toolranks_after_use = ItemStack(name):get_definition().after_use
if nethertool_after_use == nil or nethertool_after_use == toolranks_after_use then
return
end
minetest.override_item(name, {
after_use = function(itemstack, user, node, digparams)
-- combine nethertool_after_use and toolranks_after_use by allowing
-- nethertool_after_use() to calculate the wear...
local initial_wear = itemstack:get_wear()
itemstack = nethertool_after_use(itemstack, user, node, digparams)
local wear = itemstack:get_wear() - initial_wear
itemstack:set_wear(initial_wear) -- restore/undo the wear
-- ...and have toolranks_after_use() apply the wear.
digparams.wear = wear
return toolranks_after_use(itemstack, user, node, digparams)
end
})
end
add_toolranks("nether:pick_nether")
add_toolranks("nether:shovel_nether")
add_toolranks("nether:axe_nether")
add_toolranks("nether:sword_nether")
end
--===========================--
--== Nether Staff of Light ==--
--===========================--
nether.lightstaff_recipes = {
["nether:rack"] = "nether:glowstone",
["nether:brick"] = "nether:glowstone",
["nether:brick_cracked"] = "nether:glowstone",
["nether:brick_compressed"] = "nether:glowstone",
["stairs:slab_netherrack"] = "nether:glowstone",
["nether:rack_deep"] = "nether:glowstone_deep",
["nether:brick_deep"] = "nether:glowstone_deep",
["stairs:slab_netherrack_deep"] = "nether:glowstone_deep"
}
nether.lightstaff_range = 100
nether.lightstaff_velocity = 60
nether.lightstaff_gravity = 0 -- using 0 instead of 10 because projectile arcs look less magical - magic isn't affected by gravity ;) (but set this to 10 if you're making a crossbow etc.)
nether.lightstaff_uses = 60 -- number of times the Eternal Lightstaff can be used before wearing out
nether.lightstaff_duration = 40 -- lifespan of glowstone created by the termporay Lightstaff
-- 'serverLag' is a rough amount to reduce the projected impact-time the server must wait before initiating the
-- impact events (i.e. node changing to glowstone with explosion particle effect).
-- In tests using https://github.com/jagt/clumsy to simulate network lag I've found this value to not noticeably
-- matter. A large network lag is noticeable in the time between clicking fire and when the shooting-particleEffect
-- begins, as well as the time between when the impact sound/particleEffect start and when the netherrack turns
-- into glowstone. The synchronization that 'serverLag' adjusts seems to already tolerate network lag well enough (at
-- least when lag is consistent, as I have not simulated random lag)
local serverLag = 0.05 -- in seconds. Larger values makes impact events more premature/early.
-- returns a pointed_thing, or nil if no solid node intersected the ray
local function raycastForSolidNode(rayStartPos, rayEndPos)
local raycast = minetest.raycast(
rayStartPos,
rayEndPos,
false, -- objects - if false, only nodes will be returned. Default is `true`
true -- liquids - if false, liquid nodes won't be returned. Default is `false`
)
local next_pointed = raycast:next()
while next_pointed do
local under_node = minetest.get_node(next_pointed.under)
local under_def = minetest.registered_nodes[under_node.name]
if (under_def and not under_def.buildable_to) or not under_def then
return next_pointed
end
next_pointed = raycast:next(next_pointed)
end
return nil
end
-- Turns a node into a light source
-- `lightDuration` 0 is considered permanent, lightDuration is in seconds
-- returns true if a node is transmogrified into a glowstone
local function light_node(pos, playerName, lightDuration)
local result = false
if minetest.is_protected(pos, playerName) then
minetest.record_protection_violation(pos, playerName)
return false
end
local oldNode = minetest.get_node(pos)
local litNodeName = nether.lightstaff_recipes[oldNode.name]
if litNodeName ~= nil then
result = nether.magicallyTransmogrify_node(
pos,
playerName,
{name=litNodeName},
{name = "nether_rack_destroy", gain = 0.8},
lightDuration == 0 -- isPermanent
)
if lightDuration > 0 then
minetest.after(lightDuration,
function()
-- Restore the node to its original type.
--
-- If the server crashes or shuts down before this is invoked, the node
-- will remain in its transmogrified state. These could be cleaned up
-- with an LBM, but I don't think that's necessary: if this functionality
-- is only being used for the Nether Lightstaff then I don't think it
-- matters if there's occasionally an extra glowstone left in the
-- netherrack.
nether.magicallyTransmogrify_node(pos, playerName)
end
)
end
end
return result
end
-- a lightDuration of 0 is considered permanent, lightDuration is in seconds
-- returns true if a node is transmogrified into a glowstone
local function lightstaff_on_use(user, boltColorString, lightDuration)
if not user then return false end
local playerName = user:get_player_name()
local playerlookDir = user:get_look_dir()
local playerPos = user:get_pos()
local playerEyePos = vector.add(playerPos, {x = 0, y = 1.5, z = 0}) -- not always the cameraPos, e.g. 3rd person mode.
local target = vector.add(playerEyePos, vector.multiply(playerlookDir, nether.lightstaff_range))
local targetHitPos = nil
local targetNodePos = nil
local target_pointed = raycastForSolidNode(playerEyePos, target)
if target_pointed then
targetNodePos = target_pointed.under
targetHitPos = vector.divide(vector.add(target_pointed.under, target_pointed.above), 2)
end
local wieldOffset = {x= 0.5, y = -0.2, z= 0.8}
local lookRotation = ({x = -user:get_look_vertical(), y = user:get_look_horizontal(), z = 0})
local wieldPos = vector.add(playerEyePos, vector.rotate(wieldOffset, lookRotation))
local aimPos = targetHitPos or target
local distance = math.abs(vector.length(vector.subtract(aimPos, wieldPos)))
local flightTime = distance / nether.lightstaff_velocity
local dropDistance = nether.lightstaff_gravity * 0.5 * (flightTime * flightTime)
aimPos.y = aimPos.y + dropDistance
local boltDir = vector.normalize(vector.subtract(aimPos, wieldPos))
minetest.sound_play("nether_lightstaff", {to_player = playerName, gain = 0.8}, true)
-- animate a "magic bolt" from wieldPos to aimPos
local particleSpawnDef = {
amount = 20,
time = 0.4,
minpos = vector.add(wieldPos, -0.13),
maxpos = vector.add(wieldPos, 0.13),
minvel = vector.multiply(boltDir, nether.lightstaff_velocity - 0.3),
maxvel = vector.multiply(boltDir, nether.lightstaff_velocity + 0.3),
minacc = {x=0, y=-nether.lightstaff_gravity, z=0},
maxacc = {x=0, y=-nether.lightstaff_gravity, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 4,
maxsize = 5,
collisiondetection = true,
collision_removal = true,
texture = "nether_particle_anim3.png",
animation = { type = "vertical_frames", aspect_w = 7, aspect_h = 7, length = 0.8 },
glow = 15
}
minetest.add_particlespawner(particleSpawnDef)
particleSpawnDef.texture = "nether_particle_anim3.png^[colorize:" .. boltColorString .. ":alpha"
particleSpawnDef.amount = 12
particleSpawnDef.time = 0.2
particleSpawnDef.minsize = 6
particleSpawnDef.maxsize = 7
particleSpawnDef.minpos = vector.add(wieldPos, -0.35)
particleSpawnDef.maxpos = vector.add(wieldPos, 0.35)
minetest.add_particlespawner(particleSpawnDef)
local result = false
if targetNodePos then
-- delay the impact until roughly when the particle effects will have reached the target
minetest.after(
math.max(0, (distance / nether.lightstaff_velocity) - serverLag),
function()
light_node(targetNodePos, playerName, lightDuration)
end
)
if lightDuration ~= 0 then
-- we don't need to care whether the transmogrify will be successful
result = true
else
-- check whether the transmogrify will be successful
local targetNode = minetest.get_node(targetNodePos)
result = nether.lightstaff_recipes[targetNode.name] ~= nil
end
end
return result
end
-- Inspired by FaceDeer's torch crossbow and Xanthin's Staff of Light
minetest.register_tool("nether:lightstaff", {
description = S("Nether staff of Light\nTemporarily transforms the netherrack into glowstone"),
inventory_image = "nether_lightstaff.png",
wield_image = "nether_lightstaff.png",
light_source = 11, -- used by wielded_light mod etc.
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
lightstaff_on_use(user, "#F70", nether.lightstaff_duration)
end
})
minetest.register_tool("nether:lightstaff_eternal", {
description = S("Nether staff of Eternal Light\nCreates glowstone from netherrack"),
inventory_image = "nether_lightstaff.png^[colorize:#55F:90",
wield_image = "nether_lightstaff.png^[colorize:#55F:90",
light_source = 11, -- used by wielded_light mod etc.
sound = {breaks = "default_tool_breaks"},
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
if lightstaff_on_use(user, "#23F", 0) -- was "#8088FF" or "#13F"
and not minetest.is_creative_enabled(user) then
-- The staff of Eternal Light wears out, to limit how much
-- a player can alter the nether with it.
itemstack:add_wear_by_uses(nether.lightstaff_uses)
end
return itemstack
end
})