--[[ Nether mod for minetest 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 -- Stuff local math_max, math_min = math.max, math.min -- avoid needing table lookups each time a common math function is invoked if minetest.read_schematic == nil then -- Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air". -- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, but we can't test for -- it directly. However b2065756c was merged a few months later (in 2019-08-14) and it is easy -- to directly test for - it adds minetest.read_schematic() - so we use this as a proxy-test -- for whether the Minetest engine is recent enough to have implemented node_cave_liquid=air error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0) end local function override_underground_biomes() -- https://forum.minetest.net/viewtopic.php?p=257522#p257522 -- Q: Is there a way to override an already-registered biome so I can get it out of the -- way of my own underground biomes without disturbing the other biomes registered by -- default? -- A: No, all you can do is use a mod to clear all biomes then re-register the complete -- set but with your changes. It has been described as hacky but this is actually the -- official way to alter biomes, most mods and subgames would want to completely change -- all biomes anyway. -- To avoid the engine side of mapgen becoming overcomplex the approach is to require mods -- to do slightly more complex stuff in Lua. -- take a copy of all biomes, decorations, and ores. Regregistering a biome changes its ID, so -- any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered. -- https://github.com/minetest/minetest/issues/9288 local registered_biomes_copy = {} local registered_decorations_copy = {} local registered_ores_copy = {} for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do registered_biomes_copy[old_biome_key] = old_biome_def end for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do registered_decorations_copy[old_decoration_key] = old_decoration_def end for old_ore_key, old_ore_def in pairs(minetest.registered_ores) do registered_ores_copy[old_ore_key] = old_ore_def end -- clear biomes, decorations, and ores minetest.clear_registered_decorations() minetest.clear_registered_ores() minetest.clear_registered_biomes() -- Restore biomes, adjusted to not overlap the Nether for biome_key, new_biome_def in pairs(registered_biomes_copy) do local biome_y_max, biome_y_min = tonumber(new_biome_def.y_max), tonumber(new_biome_def.y_min) if biome_y_max > NETHER_FLOOR and biome_y_min < NETHER_CEILING then -- This biome occupies some or all of the depth of the Nether, shift/crop it. local spaceOccupiedAbove = biome_y_max - NETHER_CEILING local spaceOccupiedBelow = NETHER_FLOOR - biome_y_min if spaceOccupiedAbove >= spaceOccupiedBelow or biome_y_min <= -30000 then -- place the biome above the Nether -- We also shift biomes which extend to the bottom of the map above the Nether, since they -- likely only extend that deep as a catch-all, and probably have a role nearer the surface. new_biome_def.y_min = NETHER_CEILING + 1 new_biome_def.y_max = math_max(biome_y_max, NETHER_CEILING + 2) else -- shift the biome to below the Nether new_biome_def.y_max = NETHER_FLOOR - 1 new_biome_def.y_min = math_min(biome_y_min, NETHER_CEILING - 2) end end minetest.register_biome(new_biome_def) end -- Restore biome decorations for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do minetest.register_decoration(new_decoration_def) end -- Restore biome ores for ore_key, new_ore_def in pairs(registered_ores_copy) do minetest.register_ore(new_ore_def) end end -- Shift any overlapping biomes out of the way before we create the Nether biomes override_underground_biomes() -- nether:native_mapgen is used to prevent ores and decorations being generated according -- to landforms created by the native mapgen. -- Ores and decorations 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. minetest.register_node("nether:native_mapgen", {}) minetest.register_biome({ name = "nether_caverns", node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations. node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:rack_native into nether:rack then decorate and add ores. node_dungeon = "nether:brick", --node_dungeon_alt = "default:mossycobble", node_dungeon_stair = "stairs:stair_nether_brick", -- Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and -- surrounding shell (overdraw nodes beyond the mapchunk). -- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, and this mapgen.lua file should only -- be run if the Minetest version includes it. The earliest tag made after 2019-05-19 is 5.1.0 on 2019-10-13, -- however we shouldn't test version numbers. minetest.read_schematic() was added by b2065756c and merged in -- 2019-08-14 and is easy to test for, we don't use it but it should make a good proxy-test for whether the -- Minetest version is recent enough to have implemented node_cave_liquid=air node_cave_liquid = "air", y_max = NETHER_CEILING, y_min = NETHER_FLOOR, vertical_blend = 0, heat_point = 50, humidity_point = 50, }) -- Ores and decorations dofile(nether.path .. "/mapgen_decorations.lua") minetest.register_ore({ ore_type = "scatter", ore = "nether:glowstone", wherein = "nether:rack", clust_scarcity = 11 * 11 * 11, clust_num_ores = 3, clust_size = 2, y_max = NETHER_CEILING, y_min = NETHER_FLOOR, }) minetest.register_ore({ ore_type = "scatter", ore = "default:lava_source", wherein = "nether:rack", clust_scarcity = 36 * 36 * 36, clust_num_ores = 4, clust_size = 2, y_max = NETHER_CEILING, y_min = NETHER_FLOOR, }) minetest.register_ore({ ore_type = "blob", ore = "nether:sand", wherein = "nether:rack", clust_scarcity = 14 * 14 * 14, clust_size = 8, y_max = NETHER_CEILING, y_min = NETHER_FLOOR }) -- Mapgen -- 3D noise local np_cave = { 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 = "" } -- Buffers and objects we shouldn't recreate every on_generate local nobj_cave = nil local nbuf_cave = {} local dbuf = {} local yblmin = NETHER_FLOOR + BLEND * 2 local yblmax = NETHER_CEILING - BLEND * 2 -- Content ids local c_air = minetest.get_content_id("air") local c_netherrack = minetest.get_content_id("nether:rack") local c_netherbrick = minetest.get_content_id("nether:brick") local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick") local c_netherfence = minetest.get_content_id("nether:fence_nether_brick") local c_glowstone = minetest.get_content_id("nether:glowstone") local c_lava_source = minetest.get_content_id("default:lava_source") local c_native_mapgen = minetest.get_content_id("nether:native_mapgen") -- Dungeon excavation functions function build_dungeon_room_list(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) function excavate_dungeons(data, area, rooms) -- any air from the native mapgen has been replaced by netherrack, but -- we don't want this inside dungeons, so fill dungeon rooms with air for _, roomInfo in ipairs(rooms) do local room_min = roomInfo.minp local room_max = roomInfo.maxp for z = room_min.z, room_max.z do for y = room_min.y, room_max.y do local vi = area:index(room_min.x, y, z) for x = room_min.x, room_max.x do if data[vi] == c_netherrack then data[vi] = c_air end vi = vi + 1 end end end end end -- Since we already know where all the rooms and their walls are, and have all the nodes stored -- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here. function decorate_dungeons(data, area, rooms) local xStride, yStride, zStride = 1, area.ystride, area.zstride local minEdge, maxEdge = area.MinEdge, area.MaxEdge for _, roomInfo in ipairs(rooms) do local room_min, room_max = roomInfo.minp, roomInfo.maxp local room_size = vector.distance(room_min, room_max) if room_size > 10 then local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1) if room_seed % 3 == 0 and room_max.y < maxEdge.y then -- Glowstone chandelier local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z) if data[vi] == c_netherbrick then data[vi] = c_glowstone end elseif room_seed % 4 == 0 and room_min.y > minEdge.y and room_min.x > minEdge.x and room_max.x < maxEdge.x and room_min.z > minEdge.z and room_max.z < maxEdge.z then -- lava well (feel free to replace with a fancy schematic) local vi = area:index(roomInfo.x, room_min.y, roomInfo.z) if data[vi - yStride] == c_netherbrick then data[vi - yStride] = c_lava_source end if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end end -- Barred windows if room_seed % 7 < 5 and room_max.x - room_min.x >= 4 and room_max.z - room_min.z >= 4 and window_y >= minEdge.y and window_y + 1 <= maxEdge.y and room_min.x > minEdge.x and room_max.x < maxEdge.x and room_min.z > minEdge.z and room_max.z < maxEdge.z then --data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug -- Until whisper glass is added, every window will be made of netherbrick fence (rather -- than material depending on room_seed) local window_node = c_netherfence local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z) local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z) local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride} for _, offset in ipairs(locations) do if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end end vi_min = area:index(roomInfo.x, window_y, room_min.z - 1) vi_max = area:index(roomInfo.x, window_y, room_max.z + 1) locations = {-xStride, xStride, -xStride + yStride, xStride + yStride} for _, offset in ipairs(locations) do if data[vi_min + offset] == c_netherbrick then data[vi_min + offset] = window_node end if data[vi_max + offset] == c_netherbrick then data[vi_max + offset] = window_node end end end -- Weeds on the floor once Nether weeds are added end end end -- On-generated function local function on_generated(minp, maxp, seed) if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then return end local vm, emerge_min, emerge_max = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emerge_min, MaxEdge=emerge_max} local data = vm:get_data(dbuf) local x0, y0, z0 = minp.x, math_max(minp.y, NETHER_FLOOR), minp.z local x1, y1, z1 = maxp.x, math_min(maxp.y, NETHER_CEILING), maxp.z local yCaveStride = x1 - x0 + 1 local zCaveStride = yCaveStride * yCaveStride local chulens = {x = yCaveStride, y = yCaveStride, z = yCaveStride} nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens) local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave) local dungeonRooms = build_dungeon_room_list(data, area) for y = y0, y1 do -- Y loop first to minimise tcave calculations local tcave = TCAVE if y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 end if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 end for z = z0, z1 do local vi = area:index(x0, y, z) -- Initial voxelmanip index local ni = (z - z0) * zCaveStride + (y - y0) * yCaveStride + 1 for x = x0, x1 do local id = data[vi] -- Existing node if nvals_cave[ni] > tcave then data[vi] = c_air elseif id == c_air or id == c_native_mapgen then data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons end ni = ni + 1 vi = vi + 1 end end end -- any air from the native mapgen has been replaced by netherrack, but we -- don't want netherrack inside dungeons, so fill known dungeon rooms with air. excavate_dungeons(data, area, dungeonRooms) decorate_dungeons(data, area, dungeonRooms) vm:set_data(data) -- avoid generating decorations on the underside of the bottom of the nether if minp.y > NETHER_FLOOR and maxp.y < NETHER_CEILING then minetest.generate_decorations(vm) end minetest.generate_ores(vm) vm:set_lighting({day = 0, night = 0}, minp, maxp) vm:calc_lighting() vm:update_liquids() vm:write_to_map() end -- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal. -- 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 for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z}) if nval_cave > TCAVE then -- Cavern air = air + 1 else -- Not cavern, check if 4 nodes of space above if air >= 4 then -- Check volume for non-natural nodes local minp = {x = target_x - 1, y = y , z = target_z - 2} local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2} if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then return y + 1 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 -- We don't need to be gen-notified of temples because only dungeons will be generated -- if a biome defines the dungeon nodes minetest.set_gen_notify({dungeon = true}) minetest.register_on_generated(on_generated)