mirror of
https://github.com/minetest-mods/nether.git
synced 2024-11-13 22:10:36 +01:00
bafa4e8ea1
* 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
334 lines
12 KiB
Lua
334 lines
12 KiB
Lua
--[[
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Nether mod for minetest
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All the Dungeon related functions used by the biomes-based mapgen are here.
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Copyright (C) 2021 Treer
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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-- We don't need to be gen-notified of temples because only dungeons will be generated
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-- if a biome defines the dungeon nodes
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minetest.set_gen_notify({dungeon = true})
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-- Content ids
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local c_air = minetest.get_content_id("air")
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
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local c_dungeonbrick = minetest.get_content_id("nether:brick")
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local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
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local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
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local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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local c_glowstone_deep = minetest.get_content_id("nether:glowstone_deep")
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local c_lava_source = minetest.get_content_id("default:lava_source")
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-- Misc math functions
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-- avoid needing table lookups each time a common math function is invoked
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local math_max, math_min = math.max, math.min
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-- Dungeon excavation functions
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function is_dungeon_brick(node_id)
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return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
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end
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nether.mapgen.build_dungeon_room_list = function(data, area)
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local result = {}
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-- Unfortunately gennotify only returns dungeon rooms, not corridors.
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-- We don't need to check for temples because only dungeons are generated in biomes
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-- that define their own dungeon nodes.
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local gennotify = minetest.get_mapgen_object("gennotify")
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local roomLocations = gennotify["dungeon"] or {}
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-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
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-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
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local maxRoomSize = 18
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local maxRoomRadius = math.ceil(maxRoomSize / 2)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomPos in ipairs(roomLocations) do
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if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
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local room_vi = area:indexp(roomPos)
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--data[room_vi] = minetest.get_content_id("default:torch") -- debug
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local startPos = vector.new(roomPos)
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if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
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-- The roomPos coords given by gennotify are at floor level, but whenever possible we
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-- want to be performing searches a node higher than floor level to avoids dungeon chests.
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startPos.y = startPos.y + 1
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room_vi = area:indexp(startPos)
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end
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local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
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local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
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local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
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local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
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local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
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local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
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local room_min = vector.new(startPos)
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local room_max = vector.new(startPos)
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local vi = room_vi
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while room_max.y < bound_max_y and data[vi + yStride] == c_air do
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room_max.y = room_max.y + 1
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vi = vi + yStride
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end
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vi = room_vi
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while room_min.y > bound_min_y and data[vi - yStride] == c_air do
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room_min.y = room_min.y - 1
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vi = vi - yStride
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end
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vi = room_vi
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while room_max.z < bound_max_z and data[vi + zStride] == c_air do
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room_max.z = room_max.z + 1
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vi = vi + zStride
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end
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vi = room_vi
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while room_min.z > bound_min_z and data[vi - zStride] == c_air do
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room_min.z = room_min.z - 1
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vi = vi - zStride
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end
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vi = room_vi
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while room_max.x < bound_max_x and data[vi + xStride] == c_air do
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room_max.x = room_max.x + 1
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vi = vi + xStride
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end
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vi = room_vi
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while room_min.x > bound_min_x and data[vi - xStride] == c_air do
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room_min.x = room_min.x - 1
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vi = vi - xStride
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end
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local roomInfo = vector.new(roomPos)
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roomInfo.minp = room_min
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roomInfo.maxp = room_max
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result[#result + 1] = roomInfo
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end
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end
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return result;
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end
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-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
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-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
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nether.mapgen.excavate_dungeons = function(data, area, rooms)
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local vi, node_id
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-- any air from the native mapgen has been replaced by netherrack, but
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-- we don't want this inside dungeons, so fill dungeon rooms with air
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for _, roomInfo in ipairs(rooms) do
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local room_min = roomInfo.minp
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local room_max = roomInfo.maxp
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for z = room_min.z, room_max.z do
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for y = room_min.y, room_max.y do
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vi = area:index(room_min.x, y, z)
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for x = room_min.x, room_max.x do
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node_id = data[vi]
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
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vi = vi + 1
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end
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end
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end
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end
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-- clear netherrack from dungeon stairways
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if #rooms > 0 then
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local stairPositions = minetest.find_nodes_in_area(area.MinEdge, area.MaxEdge, minetest.registered_biomes["nether_caverns"].node_dungeon_stair)
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for _, stairPos in ipairs(stairPositions) do
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vi = area:indexp(stairPos)
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for i = 1, 4 do
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if stairPos.y + i > area.MaxEdge.y then break end
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vi = vi + area.ystride
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node_id = data[vi]
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-- searching forward of the stairs could also be done
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
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end
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end
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end
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end
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-- Since we already know where all the rooms and their walls are, and have all the nodes stored
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-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
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nether.mapgen.decorate_dungeons = function(data, area, rooms)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomInfo in ipairs(rooms) do
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local room_min, room_max = roomInfo.minp, roomInfo.maxp
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local room_size = vector.distance(room_min, room_max)
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if room_size > 10 then
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local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
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local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
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local roomWidth = room_max.x - room_min.x + 1
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local roomLength = room_max.z - room_min.z + 1
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if room_seed % 3 == 0 and room_max.y < maxEdge.y then
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-- Glowstone chandelier (feel free to replace with a fancy schematic)
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local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
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if is_dungeon_brick(data[vi]) then data[vi] = c_glowstone end
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elseif room_seed % 4 == 0 and room_min.y > minEdge.y
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and room_min.x > minEdge.x and room_max.x < maxEdge.x
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and room_min.z > minEdge.z and room_max.z < maxEdge.z then
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-- lava well (feel free to replace with a fancy schematic)
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local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
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if is_dungeon_brick(data[vi - yStride]) then
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data[vi - yStride] = c_lava_source
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if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
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if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
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if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
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if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
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end
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end
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-- Barred windows
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if room_seed % 7 < 5 and roomWidth >= 5 and roomLength >= 5
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and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
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and room_min.x > minEdge.x and room_max.x < maxEdge.x
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and room_min.z > minEdge.z and room_max.z < maxEdge.z then
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--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
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-- Can't use glass panes because they need the param data set.
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-- Until whisper glass is added, every window will be made of netherbrick fence (rather
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-- than material depending on room_seed)
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local window_node = c_netherfence
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--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight end
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local function placeWindow(vi, viOutsideOffset, windowNo)
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if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
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data[vi] = window_node
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if room_seed % 19 == windowNo then
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-- place a glowstone light behind the window
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local node_id = data[vi + viOutsideOffset]
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if node_id == c_netherrack then
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data[vi + viOutsideOffset] = c_glowstone
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elseif node_id == c_netherrack_deep then
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data[vi + viOutsideOffset] = c_glowstone_deep
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end
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end
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end
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end
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local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
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local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
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local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
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for i, offset in ipairs(locations) do
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placeWindow(vi_min + offset, -1, i)
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placeWindow(vi_max + offset, 1, i + #locations)
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end
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vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
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vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
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locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
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for i, offset in ipairs(locations) do
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placeWindow(vi_min + offset, -zStride, i + #locations * 2)
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placeWindow(vi_max + offset, zStride, i + #locations * 3)
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end
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end
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-- pillars or mezzanine floor
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if room_seed % 43 > 10 and roomWidth >= 6 and roomLength >= 6 then
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local pillar_vi = {}
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local pillarHeight = 0
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local wallDist = 1 + math.floor((roomWidth + roomLength) / 14)
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local roomHeight = room_max.y - room_min.y
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if roomHeight >= 7 then
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-- mezzanine floor
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local mezzMax = {
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x = room_min.x + math.floor(roomWidth / 7 * 4),
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y = room_min.y + math.floor(roomHeight / 5 * 3),
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z = room_max.z
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}
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pillarHeight = mezzMax.y - room_min.y - 1
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pillar_vi = {
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area:index(mezzMax.x, room_min.y, room_min.z + wallDist),
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area:index(mezzMax.x, room_min.y, room_max.z - wallDist),
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}
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if is_dungeon_brick(data[pillar_vi[1] - yStride]) and is_dungeon_brick(data[pillar_vi[2] - yStride]) then
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-- The floor of the dungeon looks like it exists (i.e. not erased by nether
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-- cavern), so add the mezzanine floor
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for z = 0, roomLength - 1 do
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local vi = area:index(room_min.x, mezzMax.y, room_min.z + z)
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for x = room_min.x, mezzMax.x do
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if data[vi] == c_air then data[vi] = c_dungeonbrick end
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vi = vi + 1
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end
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end
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end
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elseif roomHeight >= 4 then
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-- 4 pillars
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pillarHeight = roomHeight
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pillar_vi = {
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area:index(room_min.x + wallDist, room_min.y, room_min.z + wallDist),
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area:index(room_min.x + wallDist, room_min.y, room_max.z - wallDist),
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area:index(room_max.x - wallDist, room_min.y, room_min.z + wallDist),
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area:index(room_max.x - wallDist, room_min.y, room_max.z - wallDist)
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}
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end
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for i = #pillar_vi, 1, -1 do
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if not is_dungeon_brick(data[pillar_vi[i] - yStride]) then
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-- there's no dungeon floor under this pillar so skip it, it's probably been cut away by nether cavern.
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table.remove(pillar_vi, i)
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end
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end
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for y = 0, pillarHeight do
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for _, vi in ipairs(pillar_vi) do
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if data[vi + y * yStride] == c_air then data[vi + y * yStride] = c_dungeonbrick end
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end
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end
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end
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-- Weeds on the floor once Nether weeds are added
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end
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end
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end
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