nether/init.lua
Treer 67bf24e02e Dynamic/hardware portal colouring
Currently proof of concept: Removes wormhole colour from .png texture and specifies it through MT API instead. The post_effect_color may call for registering a separate node per portal colour.
Palette 0 will have to be the traditional portal magenta (instead of 0 being black) for map compatibility with mod when colour was in the texture and not param2.
2020-02-15 15:57:58 +11:00

1299 lines
50 KiB
Lua

--[[
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 DEBUG = false
local NETHER_DEPTH = -5000
local TCAVE = 0.6
local BLEND = 128
-- 3D noise
local np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
seed = 59033,
octaves = 5,
persist = 0.7,
lacunarity = 2.0,
--flags = ""
}
-- Stuff
local yblmax = NETHER_DEPTH - BLEND * 2
netherportal = {} -- portal API
-- Functions
--[[
For this TraditionalPortalShape implementation, anchorPos and wormholdPos are defined as follows:
.
+--------+--------+--------+--------+
| | Frame | |
| | | | p2 |
+--------+--------+--------+--------+
| | | |
| | | |
+--------+ + +--------+
| | Wormhole | |
| | | |
+--------+ + +--------+
| |Wormhole | |
| | Pos | |
+--------+--------+--------+--------+
AnchorPos| Node | | |
| p1 | Timer | | |
+--------+--------+--------+--------+
+X/East or +Z/North ----->
A better location for AnchorPos would be directly under WormholePos, as it's more centered
and you don't need to know the portal's orientation to find AnchorPos from the WormholePos
or vice-versa, however AnchorPos is in the bottom/south/west-corner to keep compatibility
with earlier versions of nether mod (which only records portal corners p1 & p2 in the node
metadata).
Orientation is 0 or 90, 0 meaning a portal that faces north/south - i.e. obsidian running
east/west.
]]
-- This object defines a portal's shape, segregating the shape logic code from portal behaviour code.
-- You can create a new "PortalShape" definition object which implements the same
-- functions if you wish to register a custom shaped portal in register_portal().
-- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90
local TraditionalPortalShape = {
size = vector.new(4, 5, 1), -- size of the portal, and not necessarily the size of the schematic, which may clear area around the portal.
schematic_filename = minetest.get_modpath("nether") .. "/schematics/nether_portal.mts",
-- returns the coords for minetest.place_schematic() that will place the schematic on the anchorPos
get_schematicPos_from_anchorPos = function(anchorPos, orientation)
assert(orientation, "no orientation passed")
if orientation == 0 then
return {x = anchorPos.x, y = anchorPos.y, z = anchorPos.z - 2}
else
return {x = anchorPos.x - 2, y = anchorPos.y, z = anchorPos.z }
end
end,
get_wormholePos_from_anchorPos = function(anchorPos, orientation)
assert(orientation, "no orientation passed")
if orientation == 0 then
return {x = anchorPos.x + 1, y = anchorPos.y + 1, z = anchorPos.z }
else
return {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 1}
end
end,
get_anchorPos_from_wormholePos = function(wormholePos, orientation)
assert(orientation, "no orientation passed")
if orientation == 0 then
return {x = wormholePos.x - 1, y = wormholePos.y - 1, z = wormholePos.z }
else
return {x = wormholePos.x, y = wormholePos.y - 1, z = wormholePos.z - 1}
end
end,
-- p1 and p2 are used to keep maps compatible with earlier versions of this mod.
-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
-- they define the bounding volume for the portal.
get_p1_and_p2_from_anchorPos = function(self, anchorPos, orientation)
assert(orientation, "no orientation passed")
local p1 = anchorPos -- TraditionalPortalShape puts the anchorPos at p1 for backwards&forwards compatibility
local p2
if orientation == 0 then
p2 = {x = p1.x + self.size.x - 1, y = p1.y + self.size.y - 1, z = p1.z }
else
p2 = {x = p1.x, y = p1.y + self.size.y - 1, z = p1.z + self.size.x - 1}
end
return p1, p2
end,
get_anchorPos_and_orientation_from_p1_and_p2 = function(p1, p2)
if p1.z == p2.z then
return p1, 0
elseif p1.x == p2.x then
return p1, 90
else
-- this KISS implementation will break you've made a 3D PortalShape definition
minetest.log("error", "get_anchorPos_and_orientation_from_p1_and_p2 failed on p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2"))
end
end,
apply_func_to_frame_nodes = function(anchorPos, orientation, func)
-- a 4x5 portal is small enough that hardcoded positions is simpler that procedural code
local shortCircuited
if orientation == 0 then
-- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true
shortCircuited =
func({x = anchorPos.x + 0, y = anchorPos.y, z = anchorPos.z}) or
func({x = anchorPos.x + 1, y = anchorPos.y, z = anchorPos.z}) or
func({x = anchorPos.x + 2, y = anchorPos.y, z = anchorPos.z}) or
func({x = anchorPos.x + 3, y = anchorPos.y, z = anchorPos.z}) or
func({x = anchorPos.x + 0, y = anchorPos.y + 4, z = anchorPos.z}) or
func({x = anchorPos.x + 1, y = anchorPos.y + 4, z = anchorPos.z}) or
func({x = anchorPos.x + 2, y = anchorPos.y + 4, z = anchorPos.z}) or
func({x = anchorPos.x + 3, y = anchorPos.y + 4, z = anchorPos.z}) or
func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z}) or
func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z}) or
func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z}) or
func({x = anchorPos.x + 3, y = anchorPos.y + 1, z = anchorPos.z}) or
func({x = anchorPos.x + 3, y = anchorPos.y + 2, z = anchorPos.z}) or
func({x = anchorPos.x + 3, y = anchorPos.y + 3, z = anchorPos.z})
else
shortCircuited =
func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 0}) or
func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 1}) or
func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 2}) or
func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 3}) or
func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 0}) or
func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 1}) or
func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 2}) or
func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 3}) or
func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z }) or
func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z }) or
func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z }) or
func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 3}) or
func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z + 3}) or
func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z + 3})
end
return not shortCircuited
end,
apply_func_to_wormhole_nodes = function(anchorPos, orientation, func)
local shortCircuited
if orientation == 0 then
local wormholePos = {x = anchorPos.x + 1, y = anchorPos.y + 1, z = anchorPos.z}
-- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true
shortCircuited =
func({x = wormholePos.x + 0, y = wormholePos.y + 0, z = wormholePos.z}) or
func({x = wormholePos.x + 1, y = wormholePos.y + 0, z = wormholePos.z}) or
func({x = wormholePos.x + 0, y = wormholePos.y + 1, z = wormholePos.z}) or
func({x = wormholePos.x + 1, y = wormholePos.y + 1, z = wormholePos.z}) or
func({x = wormholePos.x + 0, y = wormholePos.y + 2, z = wormholePos.z}) or
func({x = wormholePos.x + 1, y = wormholePos.y + 2, z = wormholePos.z})
else
local wormholePos = {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 1}
shortCircuited =
func({x = wormholePos.x, y = wormholePos.y + 0, z = wormholePos.z + 0}) or
func({x = wormholePos.x, y = wormholePos.y + 0, z = wormholePos.z + 1}) or
func({x = wormholePos.x, y = wormholePos.y + 1, z = wormholePos.z + 0}) or
func({x = wormholePos.x, y = wormholePos.y + 1, z = wormholePos.z + 1}) or
func({x = wormholePos.x, y = wormholePos.y + 2, z = wormholePos.z + 0}) or
func({x = wormholePos.x, y = wormholePos.y + 2, z = wormholePos.z + 1})
end
return not shortCircuited
end,
-- Check for whether the portal is blocked in, and if so then provide a safe way
-- on one side for the player to step out of the portal. Suggest including a roof
-- incase the portal was blocked with lava flowing from above.
-- If portal can appear in mid-air then can also check for that and add a platform.
disable_portal_trap = function(anchorPos, orientation)
assert(orientation, "no orientation passed")
-- Not implemented yet. It may not need to be implemented because if you
-- wait in a portal long enough you teleport again. So a trap portal would have to link
-- to one of two blocked-in portals which link to each other - which is possible, but
-- quite extreme.
end
}
--=====================================================--
--======== End of TraditionalPortalShape class ========--
--=====================================================--
local registered_portals = {
["netherportal"] = {
name = "netherportal",
shape = TraditionalPortalShape,
wormhole_node_name = "nether:portal",
wormhole_node_color = 0,
frame_node_name = "default:obsidian",
sound_ambient = "portal_hum",
sound_ignite = "",
sound_extinguish = "",
sound_teleport = "",
find_realm_anchorPos = function(pos)
end,
find_surface_anchorPos = function(pos)
end
-- on_run_wormhole
-- on_ignite
-- on_extinguish
-- on_player_teleported
-- on_created
}
}
local function get_timerPos_from_p1_and_p2(p1, p2)
-- Pick a frame node for the portal's timer.
--
-- The timer event will need to know the portal definition, which can be determined by
-- what the portal frame is made from, so the timer node should be on the frame.
-- The timer event will also need to know its portal orientation, but unless someone
-- makes a cubic portal shape, orientation can be determined from p1 and p2 in the node's
-- metadata (frame nodes don't have orientation set in param2 like wormhole nodes do).
--
-- We shouldn't pick p1 (or p2) as it's possible for two orthogonal portals to share
-- the same p1, etc.
--
-- I'll pick the bottom center node of the portal, since that works for rectangular portals
-- and if someone want to make a circular portal then that positon will still likely be part
-- of the frame.
return {
x = math.floor((p1.x + p2.x) / 2),
y = p1.y,
z = math.floor((p1.z + p2.z) / 2),
}
end
-- orientation is the rotation degrees passed to place_schematic: 0, 90, 180, or 270
-- color is a value from 0 to 7 corresponding to the pixels in portal_palette.png
local function get_param2_from_color_and_orientation(color, orientation)
assert(orientation, "no orientation passed")
-- wormhole nodes have a paramtype2 of colorfacedir, which means the
-- high 3 bits are palette, followed by 3 direction bits and 2 rotation bits.
-- We set the palette bits and rotation
return (orientation / 90) + color * 32
end
local function get_orientation_from_param2(param2)
-- Strip off the top 6 bits, unfortunately MT lua has no bitwise '&'
-- (high 3 bits are palette, followed by 3 direction bits then 2 rotation bits)
if param2 >= 128 then param2 = param2 - 128 end
if param2 >= 64 then param2 = param2 - 64 end
if param2 >= 32 then param2 = param2 - 32 end
if param2 >= 16 then param2 = param2 - 16 end
if param2 >= 8 then param2 = param2 - 8 end
return param2 * 90
end
-- Combining frame_node_name, p1, and p2 will always be enough to uniquely identify a portal_defintion
-- WITHOUT needing to inspect the world. register_portal() will enforce this.
-- This function does not require the portal to be in a loaded chunk.
-- Returns nil if no portal_defintion matches the arguments
local function get_portal_defintion(frame_node_name, p1, p2)
local size = vector.add(vector.subtract(p2, p1), 1)
local rotated_size = {x = size.z, y = size.y, z = size.x}
for _, portal_def in pairs(registered_portals) do
if portal_def.frame_node_name == frame_node_name then
if vector.equals(size, portal_def.shape.size) or vector.equals(rotated_size, portal_def.shape.size) then
return portal_def
end
end
end
return nil
end
-- Returns a list of all portal_defintions with a frame made of frame_node_name.
-- Ideally no two portal types will be built from the same frame material so this call might be enough
-- to uniquely identify a portal_defintion without needing to inspect the world, HOWEVER we shouldn't
-- cramp anyone's style and prohibit non-nether use of obsidian to make portals, so it returns a list.
-- If the list contains more than one item then routines like ignite_portal() will have to search twice
-- for a portal and take twice the CPU.
local function list_portal_definitions_for_frame_node(frame_node_name)
local result = {}
for _, portal_def in pairs(registered_portals) do
if portal_def.frame_node_name == frame_node_name then table.insert(result, portal_def) end
end
return result
end
local extinguish_portal -- the function will be assigned to this further down, rather than having to define the function before other functions can use it.
local function set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, ignite)
-- Portal position is stored in metadata as p1 and p2 to keep maps compatible with earlier versions of this mod.
-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
-- they define the bounding volume for the portal.
local p1, p2 = portal_definition.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation)
local p1_string, p2_string = minetest.pos_to_string(p1), minetest.pos_to_string(p2)
local param2 = get_param2_from_color_and_orientation(portal_definition.wormhole_node_color, orientation)
local update_aborted-- using closures to allow the updateFunc to return extra information - by setting this variable
local updateFunc = function(pos)
local meta = minetest.get_meta(pos)
if ignite then
local node_name = minetest.get_node(pos).name
if node_name == "air" then
minetest.set_node(pos, {name = portal_definition.wormhole_node_name, param2 = param2})
end
local existing_p1 = meta:get_string("p1")
if existing_p1 ~= "" then
local existing_p2 = meta:get_string("p2")
if DEBUG then minetest.chat_send_all("existing_p1 " .. existing_p1 .. ", existing_p2" .. existing_p2 .. ", p1 " .. p1_string .. ", p2 " .. p2_string) end
if existing_p1 ~= p1_string or existing_p2 ~= p2_string then
-- this node is already part of another portal, so extinguish that, because nodes only
-- contain a link in the metadata to one portal, and being part of two allows a slew of bugs
extinguish_portal(pos, node_name)
-- clear the metadata to avoid causing a loop if extinguish_portal() fails on this node (e.g. it only works on frame nodes)
meta:set_string("p1", nil)
meta:set_string("p2", nil)
meta:set_string("target", nil)
meta:set_string("frame_node_name", nil)
update_aborted = true
return true -- short-circuit the update
end
end
end
meta:set_string("p1", minetest.pos_to_string(p1))
meta:set_string("p2", minetest.pos_to_string(p2))
meta:set_string("target", minetest.pos_to_string(destination_wormholePos))
-- including "frame_node_name" in the metadata lets us know which kind of portal this is.
-- It's not strictly necessary for TraditionalPortalShape as we know that p1 is part of
-- the frame, and legacy portals don't have this extra metadata - indicating obsidian,
-- but p1 isn't always loaded so reading this from the metadata saves an extra call to
-- minetest.getnode().
meta:set_string("frame_node_name", portal_definition.frame_node_name)
end
repeat
update_aborted = false
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, updateFunc)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, updateFunc)
until not update_aborted
local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
minetest.get_node_timer(timerPos):start(1)
end
local function set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, true)
end
-- Checks pos, and if it's part of a portal or portal frame then three values are returned: anchorPos, orientation, is_ignited
-- where orientation is 0 or 90 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
local function is_portal_frame(portal_definition, pos)
local nodes_are_valid -- using closures to allow the check functions to return extra information - by setting this variable
local portal_is_ignited -- using closures to allow the check functions to return extra information - by setting this variable
local frame_node_name = portal_definition.frame_node_name
local check_frame_Func = function(check_pos)
if minetest.get_node(check_pos).name ~= frame_node_name then
nodes_are_valid = false
return true -- short-circuit the search
end
end
local wormhole_node_name = portal_definition.wormhole_node_name
local check_wormhole_Func = function(check_pos)
local node_name = minetest.get_node(check_pos).name
if node_name ~= wormhole_node_name then
portal_is_ignited = false;
if node_name ~= "air" then
nodes_are_valid = false
return true -- short-circuit the search
end
end
end
-- this function returns two bools: portal found, portal is lit
local is_portal_at_anchorPos = function(anchorPos, orientation)
nodes_are_valid = true
portal_is_ignited = true
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func) -- check_frame_Func affects nodes_are_valid, portal_is_ignited
if nodes_are_valid then
-- a valid frame exists at anchorPos, check the wormhole is either ignited or unobstructed
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, check_wormhole_Func) -- check_wormhole_Func affects nodes_are_valid, portal_is_ignited
end
return nodes_are_valid, portal_is_ignited and nodes_are_valid -- returns two bools: portal was found, portal is lit
end
local width_minus_1 = portal_definition.shape.size.x - 1
local height_minus_1 = portal_definition.shape.size.y - 1
local depth_minus_1 = portal_definition.shape.size.z - 1
for d = -depth_minus_1, depth_minus_1 do
for w = -width_minus_1, width_minus_1 do
for y = -height_minus_1, height_minus_1 do
local testAnchorPos_x = {x = pos.x + w, y = pos.y + y, z = pos.z + d}
local portal_found, portal_lit = is_portal_at_anchorPos(testAnchorPos_x, 0)
if portal_found then
return testAnchorPos_x, 0, portal_lit
else
-- try orthogonal orientation
local testForAnchorPos_z = {x = pos.x + d, y = pos.y + y, z = pos.z + w}
portal_found, portal_lit = is_portal_at_anchorPos(testForAnchorPos_z, 90)
if portal_found then return testForAnchorPos_z, 90, portal_lit end
end
end
end
end
end
local function build_portal(portal_definition, anchorPos, orientation, destination_wormholePos)
minetest.place_schematic(
portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation),
portal_definition.shape.schematic_filename,
orientation,
nil,
true
)
if DEBUG then minetest.chat_send_all("Placed portal schematic at " .. minetest.pos_to_string(portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation)) .. ", orientation " .. orientation) end
set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos)
end
-- Used to find or build the remote twin after a portal is opened.
-- If a portal is found that is already lit then the destination_wormholePos argument is ignored - the anchorPos
-- of the portal that was found will be returned but its destination will be unchanged.
-- * suggested_anchorPos indicates where the portal should be built
-- * destination_wormholePos is the wormholePos of the destination portal this one will be linked to.
-- * suggested_orientation is the suggested schematic rotation: 0, 90, 180, 270 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
--
-- Returns the final (anchorPos, orientation), as they may differ from the anchorPos and orientation that was
-- specified if an existing portal was already found there.
local function locate_or_build_portal(portal_definition, suggested_anchorPos, suggested_orientation, destination_wormholePos)
if DEBUG then minetest.chat_send_all("locate_or_build_portal at " .. minetest.pos_to_string(suggested_anchorPos) .. ", targetted to " .. minetest.pos_to_string(destination_wormholePos) .. ", orientation " .. suggested_orientation) end
local result_anchorPos = suggested_anchorPos;
local result_orientation = suggested_orientation;
local place_new_portal = true
-- Searching for an existing portal at wormholePos seems better than at anchorPos, though isn't important
local suggested_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(suggested_anchorPos, suggested_orientation)
local found_anchorPos, found_orientation, is_ignited = is_portal_frame(portal_definition, suggested_wormholePos)
if found_anchorPos ~= nil then
-- A portal is already here, we don't have to build one, though we may need to ignite it
result_anchorPos = found_anchorPos
result_orientation = found_orientation
if is_ignited then
if DEBUG then minetest.chat_send_all("Build aborted: already a portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
else
if DEBUG then minetest.chat_send_all("Build aborted: already an unlit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
-- ignite the portal
set_portal_metadata_and_ignite(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
end
else
build_portal(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
end
return result_anchorPos, result_orientation
end
-- use this when determining where to spawn a portal, to avoid overwriting player builds
local function volume_is_natural(minp, maxp)
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local vm = minetest.get_voxel_manip()
local pos1 = {x = minp.x, y = minp.y, z = minp.z}
local pos2 = {x = maxp.x, y = maxp.y, z = maxp.z}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
local vi = area:index(pos1.x, y, z)
for x = pos1.x, pos2.x do
local id = data[vi] -- Existing node
if id ~= c_air and id ~= c_ignore then -- These are natural
local name = minetest.get_name_from_content_id(id)
local nodedef = minetest.registered_nodes[name]
if not nodedef.is_ground_content then
-- trees are natural but not "ground content"
local node_groups = nodedef.groups
if node_groups == nil or (node_groups.tree == nil and node_groups.leaves == nil) then
return false
end
end
end
vi = vi + 1
end
end
end
return true
end
local function find_nether_target_y(target_x, target_z, start_y)
local nobj_cave_point = minetest.get_perlin(np_cave)
local air = 0 -- Consecutive air nodes found
for y = start_y, start_y - 4096, -1 do
local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
if nval_cave > TCAVE then -- Cavern
air = air + 1
else -- Not cavern, check if 4 nodes of space above
if air >= 4 then
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return y + 2
else -- Restart search a little lower
find_nether_target_y(target_x, target_z, y - 16)
end
else -- Not enough space, reset air to zero
air = 0
end
end
end
return start_y -- Fallback
end
--[[
"The normal realm portal has a particular X, Z, it searches downwards for a suitable Y.
It can't be placed in mid-air, and for performance the test for a suitable placement position cannot move downwards in
1 node steps, instead it moves downwards in 16 node steps, so it will almost always be placed buried in solid nodes.
The portal cannot be placed in any volume that contains non-natural nodes (is_ground_content = false) to not grief
player builds. This makes it even more likely the portal will be a little way underground.
The portal is placed with air nodes around it to create a space so it isn't embedded in stone.
It is expected that the player has a pickaxe to dig their way out, this is highly likely if they have built a portal
and are exploring the nether. The player will not be trapped.
Note that MC also often places portals embedded in stone.
The code could be [edit: has been] altered to first try to find a surface position, but if this surface position is
unsuitable due to being near player builds, the portal will still move downwards into the ground, so this is
unavoidable.
Any search for a suitable resting-on-surface or resting-on-cave-surface position will be somewhat complex, to avoid
placement on a tiny floating island or narrow spike etc. which would be impractical or deadly to the player.
A portal room embedded underground is the safest and the most accessible for the player.
So i decided to start the placement position search at y = -16 as that, or a little below, is the most likely suitable
position: Ground is almost always present there, it's below any lakes or seas, below most player builds.
Also, the search for non-natural nodes doesn't actually guarantee avoiding player builds, as a player build can be
composed of only natural nodes (is_ground_content = true). So even more good reason to start the search a little way
underground where player builds are more unlikely. Y = -16 seemed a reasonable compromise between safety and distance
from surface.
Each placement position search has to search a volume of nodes for non-natural nodes, this is not lightweight, and many
searches may happen if there a lot of underground player builds present. So the code has been written to avoid
intensive procedures."
-- https://github.com/minetest-mods/nether/issues/5#issuecomment-506983676
]]
local function find_surface_target_y(portal_definition, target_x, target_z)
-- try to spawn on surface first
if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
local surface_level = minetest.get_spawn_level(target_x, target_z)
if surface_level ~= nil then
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = surface_level - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = surface_level + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return surface_level
end
end
end
-- fallback to underground search
local start_y = -16
for y = start_y, start_y - 256, -16 do
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if volume_is_natural(minp, maxp) then
return y
else
-- players have built here - don't grief.
-- but reigniting existing portals in portal rooms is fine - desirable even.
local anchorPos, orientation, is_ignited = is_portal_frame(portal_definition, {x = target_x, y = y, z = target_z})
if anchorPos ~= nil then
return y
end
end
end
return start_y - 256 -- Fallback
end
-- invoked when a player attempts to turn obsidian nodes into an open portal
local function ignite_portal(ignition_pos)
local ignition_node_name = minetest.get_node(ignition_pos).name
-- find which sort of portals are made from the node that was clicked on
local portal_definition_list = list_portal_definitions_for_frame_node(ignition_node_name)
for _, portal_definition in ipairs(portal_definition_list) do
local continue = false
-- check it was a portal frame that the player is trying to ignite
local anchorPos, orientation, is_ignited = is_portal_frame(portal_definition, ignition_pos)
if anchorPos == nil then
if DEBUG then minetest.chat_send_all("No " .. portal_definition.name .. " portal frame found at " .. minetest.pos_to_string(ignition_pos)) end
continue = true -- no portal is here, but perhaps there more than one portal type we need to search for
elseif is_ignited then
if DEBUG then
local meta = minetest.get_meta(ignition_pos)
if meta ~= nil then minetest.chat_send_all("This portal links to " .. meta:get_string("target") .. ". p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2")) end
end
return false -- portal is already ignited
end
if continue == false then
if DEBUG then minetest.chat_send_all("Found portal frame. Looked at " .. minetest.pos_to_string(ignition_pos) .. ", found at " .. minetest.pos_to_string(anchorPos) .. " orientation " .. orientation) end
-- pick a destination
local destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
if anchorPos.y < NETHER_DEPTH then
destination_wormholePos.y = find_surface_target_y(portal_definition, destination_wormholePos.x, destination_wormholePos.z)
else
local start_y = NETHER_DEPTH - math.random(500, 1500) -- Search start
destination_wormholePos.y = find_nether_target_y(destination_wormholePos.x, destination_wormholePos.z, start_y)
end
if DEBUG then minetest.chat_send_all("Destinaton set to " .. minetest.pos_to_string(destination_wormholePos)) end
-- ignition/BURN_BABY_BURN
set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
return true
end
end
end
-- WARNING - this is invoked by on_destruct, so you can't assume there's an accesible node at pos
extinguish_portal = function(pos, node_name) -- assigned rather than declared because extinguish_portal is already declared, for use by earlier functions in the file.
-- mesecons seems to invoke action_off() 6 times every time you place a block?
if DEBUG then minetest.chat_send_all("extinguish_portal" .. minetest.pos_to_string(pos) .. " " .. node_name) end
local meta = minetest.get_meta(pos)
local p1 = minetest.string_to_pos(meta:get_string("p1"))
local p2 = minetest.string_to_pos(meta:get_string("p2"))
local target = minetest.string_to_pos(meta:get_string("target"))
if p1 == nil or p2 == nil then
return
end
local portal_definition = get_portal_defintion(node_name, p1, p2)
if portal_definition == nil then
minetest.log("error", "extinguish_portal() invoked on " .. node_name .. " but no registered portal is constructed from " .. node_name)
return -- no portal frames are made from this type of node
end
local frame_node_name = portal_definition.frame_node_name
local wormhole_node_name = portal_definition.wormhole_node_name
minetest.get_node_timer(get_timerPos_from_p1_and_p2(p1, p2)):stop()
for x = p1.x, p2.x do
for y = p1.y, p2.y do
for z = p1.z, p2.z do
local nn = minetest.get_node({x = x, y = y, z = z}).name
if nn == frame_node_name or nn == wormhole_node_name then
if nn == wormhole_node_name then
minetest.remove_node({x = x, y = y, z = z})
end
local m = minetest.get_meta({x = x, y = y, z = z})
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
m:set_string("frame_node_name", "")
end
end
end
end
if target ~= nil then extinguish_portal(target, node_name) end
end
-- Sometimes after a portal is placed, concurrent mapgen routines overwrite it.
-- Make portals immortal for ~20 seconds after creation
local function remote_portal_checkup(elapsed, portal_definition, anchorPos, orientation, destination_wormholePos)
local wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
local wormhole_node = minetest.get_node_or_nil(wormholePos)
if wormhole_node == nil or wormhole_node.name ~= portal_definition.wormhole_node_name then
-- ruh roh
local message = "Newly created portal at " .. minetest.pos_to_string(anchorPos) .. " was overwritten. Attempting to recreate. Issue spotted after " .. elapsed .. " seconds"
minetest.log("warning", message)
if DEBUG then minetest.chat_send_all("!!! " .. message) end
-- A pre-existing portal frame wouldn't have been immediately overwritten, so no need to check for one, just place the portal.
build_portal(portal_definition, anchorPos, orientation, destination_wormholePos)
end
if elapsed < 20 then -- stop checking after 20 seconds
local delay = elapsed * 2
minetest.after(delay, remote_portal_checkup, elapsed + delay, portal_definition, anchorPos, orientation, destination_wormholePos)
end
end
-- invoked when a player is standing in a portal
local function ensure_remote_portal_then_teleport(player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
-- check player is still standing in a portal
local playerPos = player:getpos()
playerPos.y = playerPos.y + 0.1 -- Fix some glitches at -8000
if minetest.get_node(playerPos).name ~= portal_definition.wormhole_node_name then
return -- the player has moved out of the portal
end
-- debounce - check player is still standing in the same portal that called this function
local meta = minetest.get_meta(playerPos)
if not vector.equals(local_anchorPos, minetest.string_to_pos(meta:get_string("p1"))) then
if DEBUG then minetest.chat_send_all("the player already teleported from " .. minetest.pos_to_string(local_anchorPos) .. ", and is now standing in a different portal - " .. meta:get_string("p1")) end
return -- the player already teleported, and is now standing in a different portal
end
local destination_anchorPos = portal_definition.shape.get_anchorPos_from_wormholePos(destination_wormholePos, local_orientation)
local dest_wormhole_node = minetest.get_node_or_nil(destination_wormholePos)
if dest_wormhole_node == nil then
-- area not emerged yet, delay and retry
if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() could not find anything yet at " .. minetest.pos_to_string(destination_wormholePos)) end
minetest.after(1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
else
local local_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(local_anchorPos, local_orientation)
if dest_wormhole_node.name == portal_definition.wormhole_node_name then
-- portal exists
local destination_orientation = get_orientation_from_param2(dest_wormhole_node.param2)
portal_definition.shape.disable_portal_trap(destination_anchorPos, destination_orientation)
-- rotate the player if the destination portal is a different orientation
local rotation_angle = math.rad(destination_orientation - local_orientation)
local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal
local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math.sin(rotation_angle) * offset.z, y = offset.y, z = math.sin(rotation_angle) * offset.x + math.cos(rotation_angle) * offset.z}
player:setpos(vector.add(destination_wormholePos, rotated_offset))
player:set_look_horizontal(player:get_look_horizontal() + rotation_angle)
else
-- destination portal still needs to be built
if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() saw " .. dest_wormhole_node.name .. " at " .. minetest.pos_to_string(destination_wormholePos) .. " rather than a wormhole. Calling locate_or_build_portal()") end
local new_dest_anchorPos, new_dest_orientation = locate_or_build_portal(portal_definition, destination_anchorPos, local_orientation, local_wormholePos)
if local_orientation ~= new_dest_orientation or not vector.equals(destination_anchorPos, new_dest_anchorPos) then
-- Update the local portal's target to match where the existing remote portal was found
destination_anchorPos = new_dest_anchorPos
destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(new_dest_anchorPos, new_dest_orientation)
if DEBUG then minetest.chat_send_all("update target to " .. minetest.pos_to_string(destination_wormholePos)) end
set_portal_metadata(
portal_definition,
local_anchorPos,
local_orientation,
destination_wormholePos
)
end
minetest.after(0.1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
-- make sure portal isn't overwritten by ongoing generation/emerge
minetest.after(2, remote_portal_checkup, 2, portal_definition, new_dest_anchorPos, new_dest_orientation, local_wormholePos)
end
end
end
-- run_wormhole() is invoked once per second per portal, handling teleportation and particle effects.
-- See get_timerPos_from_p1_and_p2() for an explanation of where pos will be
function run_wormhole(pos, time_elapsed)
local portal_definition -- will be used inside run_wormhole_node_func()
local run_wormhole_node_func = function(pos)
if math.random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal
minetest.add_particlespawner({
amount = 16,
time = 2,
minpos = {x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25},
maxpos = {x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25},
minvel = {x = -0.8, y = -0.8, z = -0.8},
maxvel = {x = 0.8, y = 0.8, z = 0.8},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.5,
maxexptime = 1.5,
minsize = 0.5,
maxsize = 1.5,
collisiondetection = false,
texture = "nether_particle.png^[colorize:#808:alpha",
glow = 5
})
end
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if obj:is_player() then
local meta = minetest.get_meta(pos)
local destination_wormholePos = minetest.string_to_pos(meta:get_string("target"))
local local_p1 = minetest.string_to_pos(meta:get_string("p1"))
if destination_wormholePos ~= nil and local_p1 ~= nil then
-- force emerge of target area
minetest.get_voxel_manip():read_from_map(destination_wormholePos, destination_wormholePos)
if not minetest.get_node_or_nil(destination_wormholePos) then
minetest.emerge_area(vector.subtract(destination_wormholePos, 4), vector.add(destination_wormholePos, 4))
end
local local_orientation = get_orientation_from_param2(minetest.get_node(pos).param2)
minetest.after(
3, -- hopefully target area is emerged in 3 seconds
function()
ensure_remote_portal_then_teleport(
obj,
portal_definition,
local_p1,
local_orientation,
destination_wormholePos
)
end
)
end
end
end
end
local p1, p2, frame_node_name
local meta = minetest.get_meta(pos)
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p2"))
--frame_node_name = minetest.string_to_pos(meta:get_string("frame_node_name")) don't rely on this yet until you're sure everything works with old portals that don't have this set
end
if p1 ~= nil and p2 ~= nil then
-- look up the portal shape by what it's built from, so we know where the wormhole nodes will be located
if frame_node_name == nil then frame_node_name = minetest.get_node(pos).name end -- pos should be a frame node
portal_definition = get_portal_defintion(frame_node_name, p1, p2)
if portal_definition == nil then
minetest.log("error", "No portal with a \"" .. frame_node_name .. "\" frame is registered. run_wormhole" .. minetest.pos_to_string(pos) .. " was invoked but that location contains \"" .. frame_node_name .. "\"")
else
local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, run_wormhole_node_func)
end
end
end
minetest.register_lbm({
label = "Start portal timer",
name = "nether:start_portal_timer",
nodenames = {"nether:portal"},
run_at_every_load = false,
action = function(pos, node)
local p1, p2
local meta = minetest.get_meta(pos)
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p1"))
end
if p1 ~= nil and p2 ~= nil then
local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
local timer = minetest.get_node_timer(timerPos)
if timer ~= nil then
timer:start(1)
elseif DEBUG then
minetest.chat_send_all("get_node_timer" .. minetest.pos_to_string(timerPos) .. " returned null")
end
end
end
})
-- Nodes
minetest.register_node("nether:portal", {
description = "Nether Portal",
tiles = {
"nether_transparent.png",
"nether_transparent.png",
"nether_transparent.png",
"nether_transparent.png",
{
name = "nether_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.5,
},
},
{
name = "nether_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.5,
},
},
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "colorfacedir",
palette = "portal_palette.png",
post_effect_color = {a = 180, r = 128, g = 0, b = 128},
sunlight_propagates = true,
use_texture_alpha = true,
walkable = false,
diggable = false,
pointable = false,
buildable_to = false,
is_ground_content = false,
drop = "",
light_source = 5,
alpha = 192,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
},
},
groups = {not_in_creative_inventory = 1}
})
minetest.register_node(":default:obsidian", {
description = "Obsidian",
tiles = {"default_obsidian.png"},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
mesecons = {effector = {
action_on = function (pos, node)
ignite_portal(pos, node.name)
end,
action_off = function (pos, node)
extinguish_portal(pos, node.name)
end
}},
on_destruct = function(pos)
extinguish_portal(pos, "default:obsidian")
end,
on_timer = function(pos, elapsed)
run_wormhole(pos, elapsed)
return true
end
})
minetest.register_node("nether:rack", {
description = "Netherrack",
tiles = {"nether_rack.png"},
is_ground_content = true,
groups = {cracky = 3, level = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("nether:sand", {
description = "Nethersand",
tiles = {"nether_sand.png"},
is_ground_content = true,
groups = {crumbly = 3, level = 2, falling_node = 1},
sounds = default.node_sound_gravel_defaults({
footstep = {name = "default_gravel_footstep", gain = 0.45},
}),
})
minetest.register_node("nether:glowstone", {
description = "Glowstone",
tiles = {"nether_glowstone.png"},
is_ground_content = true,
light_source = 14,
paramtype = "light",
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("nether:brick", {
description = "Nether Brick",
tiles = {"nether_brick.png"},
is_ground_content = false,
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
local fence_texture =
"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
minetest.register_node("nether:fence_nether_brick", {
description = "Nether Brick Fence",
drawtype = "fencelike",
tiles = {"nether_brick.png"},
inventory_image = fence_texture,
wield_image = fence_texture,
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
groups = {cracky = 2, level = 2},
sounds = default.node_sound_stone_defaults(),
})
-- Register stair and slab
stairs.register_stair_and_slab(
"nether_brick",
"nether:brick",
{cracky = 2, level = 2},
{"nether_brick.png"},
"nether stair",
"nether slab",
default.node_sound_stone_defaults()
)
-- StairsPlus
if minetest.get_modpath("moreblocks") then
stairsplus:register_all(
"nether", "brick", "nether:brick", {
description = "Nether Brick",
groups = {cracky = 2, level = 2},
tiles = {"nether_brick.png"},
sounds = default.node_sound_stone_defaults(),
})
end
-- Craftitems
minetest.override_item("default:mese_crystal_fragment", {
on_place = function(stack, _, pt)
if pt.under and minetest.get_node(pt.under).name == "default:obsidian" then
local done = ignite_portal(pt.under)
if done and not minetest.settings:get_bool("creative_mode") then
stack:take_item()
end
end
return stack
end,
})
-- Crafting
minetest.register_craft({
output = "nether:brick 4",
recipe = {
{"nether:rack", "nether:rack"},
{"nether:rack", "nether:rack"},
}
})
minetest.register_craft({
output = "nether:fence_nether_brick 6",
recipe = {
{"nether:brick", "nether:brick", "nether:brick"},
{"nether:brick", "nether:brick", "nether:brick"},
},
})
-- Mapgen
-- Initialize noise object, localise noise and data buffers
local nobj_cave = nil
local nbuf_cave = nil
local dbuf = nil
-- Content ids
local c_air = minetest.get_content_id("air")
--local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal")
--local c_stone_with_iron = minetest.get_content_id("default:stone_with_iron")
local c_stone_with_mese = minetest.get_content_id("default:stone_with_mese")
local c_stone_with_diamond = minetest.get_content_id("default:stone_with_diamond")
local c_stone_with_gold = minetest.get_content_id("default:stone_with_gold")
--local c_stone_with_copper = minetest.get_content_id("default:stone_with_copper")
local c_mese = minetest.get_content_id("default:mese")
local c_gravel = minetest.get_content_id("default:gravel")
local c_dirt = minetest.get_content_id("default:dirt")
local c_sand = minetest.get_content_id("default:sand")
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_stair_cobble = minetest.get_content_id("stairs:stair_cobble")
local c_lava_source = minetest.get_content_id("default:lava_source")
local c_lava_flowing = minetest.get_content_id("default:lava_flowing")
local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_nethersand = minetest.get_content_id("nether:sand")
local c_netherbrick = minetest.get_content_id("nether:brick")
local c_netherrack = minetest.get_content_id("nether:rack")
-- On-generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > NETHER_DEPTH then
return
end
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data(dbuf)
local x11 = emax.x -- Limits of mapchunk plus mapblock shell
local y11 = emax.y
local z11 = emax.z
local x00 = emin.x
local y00 = emin.y
local z00 = emin.z
local ystride = x1 - x0 + 1
local zstride = ystride * ystride
local chulens = {x = ystride, y = ystride, z = ystride}
local minposxyz = {x = x0, y = y0, z = z0}
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
local nvals_cave = nobj_cave:get3dMap_flat(minposxyz, nbuf_cave)
for y = y00, y11 do -- Y loop first to minimise tcave calculations
local tcave
local in_chunk_y = false
if y >= y0 and y <= y1 then
if y > yblmax then
tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2
else
tcave = TCAVE
end
in_chunk_y = true
end
for z = z00, z11 do
local vi = area:index(x00, y, z) -- Initial voxelmanip index
local ni
local in_chunk_yz = in_chunk_y and z >= z0 and z <= z1
for x = x00, x11 do
if in_chunk_yz and x == x0 then
-- Initial noisemap index
ni = (z - z0) * zstride + (y - y0) * ystride + 1
end
local in_chunk_yzx = in_chunk_yz and x >= x0 and x <= x1 -- In mapchunk
local id = data[vi] -- Existing node
-- Cave air, cave liquids and dungeons are overgenerated,
-- convert these throughout mapchunk plus shell
if id == c_air or -- Air and liquids to air
id == c_lava_source or
id == c_lava_flowing or
id == c_water_source or
id == c_water_flowing then
data[vi] = c_air
-- Dungeons are preserved so we don't need
-- to check for cavern in the shell
elseif id == c_cobble or -- Dungeons (preserved) to netherbrick
id == c_mossycobble or
id == c_stair_cobble then
data[vi] = c_netherbrick
end
if in_chunk_yzx then -- In mapchunk
if nvals_cave[ni] > tcave then -- Only excavate cavern in mapchunk
data[vi] = c_air
elseif id == c_mese then -- Mese block to lava
data[vi] = c_lava_source
elseif id == c_stone_with_gold or -- Precious ores to glowstone
id == c_stone_with_mese or
id == c_stone_with_diamond then
data[vi] = c_glowstone
elseif id == c_gravel or -- Blob ore to nethersand
id == c_dirt or
id == c_sand then
data[vi] = c_nethersand
else -- All else to netherstone
data[vi] = c_netherrack
end
ni = ni + 1 -- Only increment noise index in mapchunk
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end)