Nether mod for Minetest
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nether/mapgen_dungeons.lua

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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_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 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 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
-- Can't use glass panes because they need the param data set.
-- 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
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight 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