mirror of
https://github.com/minetest-mods/nether.git
synced 2024-11-12 21:40:37 +01:00
684 lines
27 KiB
Lua
684 lines
27 KiB
Lua
--[[
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Nether mod for minetest
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"mapgen.lua" is the modern biomes-based Nether mapgen, which
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requires Minetest v5.1 or greater
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"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
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in older versions of Minetest or in v6 worlds.
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Copyright (C) 2013 PilzAdam
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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-- Parameters
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local NETHER_CEILING = nether.DEPTH_CEILING
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local NETHER_FLOOR = nether.DEPTH_FLOOR
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local TCAVE = 0.6
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local BLEND = 128
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-- parameters for central region
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local REGION_BUFFER_THICKNESS = 0.2
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local CENTER_REGION_LIMIT = TCAVE - REGION_BUFFER_THICKNESS -- Netherrack gives way to Deep-Netherrack here
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local CENTER_CAVERN_LIMIT = CENTER_REGION_LIMIT - 0.1 -- Deep-Netherrack gives way to air here
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local SURFACE_CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- Crusted-lava at the surface of the lava ocean gives way to liquid lava here
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local CRUST_LIMIT = CENTER_CAVERN_LIMIT * 0.85 -- Crusted-lava under the surface of the lava ocean gives way to liquid lava here
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local BASALT_COLUMN_UPPER_LIMIT = CENTER_CAVERN_LIMIT * 0.9 -- Basalt columns may appear between these upper and lower limits
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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
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-- Shared Nether mapgen namespace
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-- For mapgen files to share functions and constants
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nether.mapgen = {}
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local mapgen = nether.mapgen
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mapgen.TCAVE = TCAVE -- const needed in mapgen_mantle.lua
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mapgen.BLEND = BLEND -- const needed in mapgen_mantle.lua
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mapgen.CENTER_REGION_LIMIT = CENTER_REGION_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.CENTER_CAVERN_LIMIT = CENTER_CAVERN_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.BASALT_COLUMN_UPPER_LIMIT = BASALT_COLUMN_UPPER_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.BASALT_COLUMN_LOWER_LIMIT = BASALT_COLUMN_LOWER_LIMIT -- const needed in mapgen_mantle.lua
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mapgen.ore_ceiling = NETHER_CEILING - BLEND -- leave a solid 128 node cap of netherrack before introducing ores
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mapgen.ore_floor = NETHER_FLOOR + BLEND
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local debugf = nether.debug
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if minetest.read_schematic == nil then
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-- Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air".
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-- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, but we can't test for
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-- it directly. However b2065756c was merged a few months later (in 2019-08-14) and it is easy
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-- to directly test for - it adds minetest.read_schematic() - so we use this as a proxy-test
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-- for whether the Minetest engine is recent enough to have implemented node_cave_liquid=air
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error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0)
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end
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-- Load helper functions for generating the mantle / center region
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dofile(nether.path .. "/mapgen_mantle.lua")
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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_abs, math_floor = math.max, math.min, math.abs, math.floor
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-- Inject nether_caverns biome
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local function override_underground_biomes()
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-- https://forum.minetest.net/viewtopic.php?p=257522#p257522
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-- Q: Is there a way to override an already-registered biome so I can get it out of the
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-- way of my own underground biomes without disturbing the other biomes registered by
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-- default?
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-- A: No, all you can do is use a mod to clear all biomes then re-register the complete
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-- set but with your changes. It has been described as hacky but this is actually the
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-- official way to alter biomes, most mods and subgames would want to completely change
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-- all biomes anyway.
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-- To avoid the engine side of mapgen becoming overcomplex the approach is to require mods
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-- to do slightly more complex stuff in Lua.
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-- take a copy of all biomes, decorations, and ores. Regregistering a biome changes its ID, so
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-- any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered.
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-- https://github.com/minetest/minetest/issues/9288
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local registered_biomes_copy = {}
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local registered_decorations_copy = {}
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local registered_ores_copy = {}
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for old_biome_key, old_biome_def in pairs(minetest.registered_biomes) do
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registered_biomes_copy[old_biome_key] = old_biome_def
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end
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for old_decoration_key, old_decoration_def in pairs(minetest.registered_decorations) do
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registered_decorations_copy[old_decoration_key] = old_decoration_def
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end
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for old_ore_key, old_ore_def in pairs(minetest.registered_ores) do
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registered_ores_copy[old_ore_key] = old_ore_def
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end
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-- clear biomes, decorations, and ores
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minetest.clear_registered_decorations()
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minetest.clear_registered_ores()
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minetest.clear_registered_biomes()
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-- Restore biomes, adjusted to not overlap the Nether
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for biome_key, new_biome_def in pairs(registered_biomes_copy) do
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local biome_y_max, biome_y_min = tonumber(new_biome_def.y_max), tonumber(new_biome_def.y_min)
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if biome_y_max > NETHER_FLOOR and biome_y_min < NETHER_CEILING then
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-- This biome occupies some or all of the depth of the Nether, shift/crop it.
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local spaceOccupiedAbove = biome_y_max - NETHER_CEILING
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local spaceOccupiedBelow = NETHER_FLOOR - biome_y_min
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if spaceOccupiedAbove >= spaceOccupiedBelow or biome_y_min <= -30000 then
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-- place the biome above the Nether
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-- We also shift biomes which extend to the bottom of the map above the Nether, since they
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-- likely only extend that deep as a catch-all, and probably have a role nearer the surface.
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new_biome_def.y_min = NETHER_CEILING + 1
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new_biome_def.y_max = math_max(biome_y_max, NETHER_CEILING + 2)
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else
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-- shift the biome to below the Nether
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new_biome_def.y_max = NETHER_FLOOR - 1
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new_biome_def.y_min = math_min(biome_y_min, NETHER_CEILING - 2)
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end
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end
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minetest.register_biome(new_biome_def)
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end
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-- Restore biome decorations
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for decoration_key, new_decoration_def in pairs(registered_decorations_copy) do
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minetest.register_decoration(new_decoration_def)
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end
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-- Restore biome ores
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for ore_key, new_ore_def in pairs(registered_ores_copy) do
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minetest.register_ore(new_ore_def)
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end
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end
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-- Shift any overlapping biomes out of the way before we create the Nether biomes
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override_underground_biomes()
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-- nether:native_mapgen is used to prevent ores and decorations being generated according
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-- to landforms created by the native mapgen.
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-- Ores and decorations can be registered against "nether:rack" instead, and the lua
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-- on_generate() callback will carve the Nether with nether:rack before invoking
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-- generate_decorations and generate_ores.
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minetest.register_node("nether:native_mapgen", {})
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minetest.register_biome({
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name = "nether_caverns",
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node_stone = "nether:native_mapgen", -- nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
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node_filler = "nether:native_mapgen", -- The lua on_generate will transform nether:native_mapgen into nether:rack then decorate and add ores.
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node_dungeon = "nether:brick",
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node_dungeon_alt = "nether:brick_cracked",
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node_dungeon_stair = "stairs:stair_nether_brick",
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-- Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and
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-- surrounding shell (overdraw nodes beyond the mapchunk).
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-- This feature was introduced by paramat in b1b40fef1 on 2019-05-19, and this mapgen.lua file should only
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-- be run if the Minetest version includes it. The earliest tag made after 2019-05-19 is 5.1.0 on 2019-10-13,
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-- however we shouldn't test version numbers. minetest.read_schematic() was added by b2065756c and merged in
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-- 2019-08-14 and is easy to test for, we don't use it but it should make a good proxy-test for whether the
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-- Minetest version is recent enough to have implemented node_cave_liquid=air
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node_cave_liquid = "air",
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y_max = NETHER_CEILING,
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y_min = NETHER_FLOOR,
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vertical_blend = 0,
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heat_point = 50,
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humidity_point = 50,
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})
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-- Ores and decorations
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dofile(nether.path .. "/mapgen_decorations.lua")
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minetest.register_ore({
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ore_type = "scatter",
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ore = "nether:glowstone",
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wherein = "nether:rack",
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clust_scarcity = 11 * 11 * 11,
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clust_num_ores = 3,
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clust_size = 2,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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minetest.register_ore({
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ore_type = "scatter",
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ore = "nether:lava_crust", -- crusted lava replaces scattered glowstone in the mantle
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wherein = "nether:rack_deep",
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clust_scarcity = 16 * 16 * 16,
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clust_num_ores = 4,
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clust_size = 2,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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minetest.register_ore({
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ore_type = "scatter",
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ore = "default:lava_source",
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wherein = {"nether:rack", "nether:rack_deep"},
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clust_scarcity = 36 * 36 * 36,
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clust_num_ores = 4,
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clust_size = 2,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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minetest.register_ore({
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ore_type = "blob",
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ore = "nether:sand",
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wherein = "nether:rack",
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clust_scarcity = 14 * 14 * 14,
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clust_size = 8,
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y_max = mapgen.ore_ceiling,
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y_min = mapgen.ore_floor
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})
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-- Mapgen
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-- 3D noise
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mapgen.np_cave = {
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offset = 0,
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scale = 1,
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spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
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seed = 59033,
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octaves = 5,
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persist = 0.7,
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lacunarity = 2.0,
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--flags = ""
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}
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-- Buffers and objects we shouldn't recreate every on_generate
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local nobj_cave = nil
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local nbuf_cave = {}
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local dbuf = {}
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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_lava_source = minetest.get_content_id("default:lava_source")
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local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
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local c_lava_crust = minetest.get_content_id("nether:lava_crust")
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local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
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-- Dungeon excavation functions
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function 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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function build_dungeon_room_list(data, area)
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local result = {}
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-- Unfortunately gennotify only returns dungeon rooms, not corridors.
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-- We don't need to check for temples because only dungeons are generated in biomes
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-- that define their own dungeon nodes.
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local gennotify = minetest.get_mapgen_object("gennotify")
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local roomLocations = gennotify["dungeon"] or {}
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-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
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-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
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local maxRoomSize = 18
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local maxRoomRadius = math.ceil(maxRoomSize / 2)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomPos in ipairs(roomLocations) do
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if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
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local room_vi = area:indexp(roomPos)
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--data[room_vi] = minetest.get_content_id("default:torch") -- debug
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local startPos = vector.new(roomPos)
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if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
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-- The roomPos coords given by gennotify are at floor level, but whenever possible we
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-- want to be performing searches a node higher than floor level to avoids dungeon chests.
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startPos.y = startPos.y + 1
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room_vi = area:indexp(startPos)
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end
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local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
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local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
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local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
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local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
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local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
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local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
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local room_min = vector.new(startPos)
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local room_max = vector.new(startPos)
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local vi = room_vi
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while room_max.y < bound_max_y and data[vi + yStride] == c_air do
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room_max.y = room_max.y + 1
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vi = vi + yStride
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end
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vi = room_vi
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while room_min.y > bound_min_y and data[vi - yStride] == c_air do
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room_min.y = room_min.y - 1
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vi = vi - yStride
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end
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vi = room_vi
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while room_max.z < bound_max_z and data[vi + zStride] == c_air do
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room_max.z = room_max.z + 1
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vi = vi + zStride
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end
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vi = room_vi
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while room_min.z > bound_min_z and data[vi - zStride] == c_air do
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room_min.z = room_min.z - 1
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vi = vi - zStride
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end
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vi = room_vi
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while room_max.x < bound_max_x and data[vi + xStride] == c_air do
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room_max.x = room_max.x + 1
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vi = vi + xStride
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end
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vi = room_vi
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while room_min.x > bound_min_x and data[vi - xStride] == c_air do
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room_min.x = room_min.x - 1
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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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function excavate_dungeons(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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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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function decorate_dungeons(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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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
|
|
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 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 is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
|
|
if is_dungeon_brick(data[vi_max + offset]) 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 is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
|
|
if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
|
|
end
|
|
end
|
|
|
|
-- Weeds on the floor once Nether weeds are added
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
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 = build_dungeon_room_list(data, area)
|
|
local abs_cave_noise, abs_cave_noise_adjusted
|
|
|
|
local contains_nether = false
|
|
local contains_shell = 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 provided by 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
|
|
local cavern_noise_adj =
|
|
CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
|
|
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
|
|
|
|
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.
|
|
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] = c_netherrack -- For now I've just left this region as solid netherrack instead of air.
|
|
|
|
-- Only set contains_nether to true here if you want tunnels created between the secondary region
|
|
-- and the central region.
|
|
--contains_nether = true
|
|
--data[vi] = c_air
|
|
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...
|
|
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
|
|
contains_shell = true
|
|
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 provided by 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 provided by 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.
|
|
excavate_dungeons(data, area, dungeonRooms)
|
|
decorate_dungeons(data, area, dungeonRooms)
|
|
|
|
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 = minetest.get_perlin(mapgen.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: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
|
|
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
|
|
|
|
-- 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) |