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mirror of https://github.com/HybridDog/nether-pack.git synced 2025-06-29 14:41:05 +02:00

1 Commits

Author SHA1 Message Date
dbcd72aa25 try html formspec:
problems:
* image width and height doesn't seem to work
* font is too small
2022-08-19 11:18:17 +02:00
14 changed files with 1352 additions and 1470 deletions

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@ -3,9 +3,13 @@ https://forum.minetest.net/viewtopic.php?f=9&t=10265
TODO:
* Mapgen: Find a way to get the perlin noise values inside [-1; 1] or use
another noise.
The problem is visible in the nether forest, where the mapgen code flattens
the ceiling if it is very high.
* Mapgen: Generate more detail inside the simple pyramid-like "buildings",
e.g. add a small treasure chest node which contains items
* Find a way to get the perlin noise inside [-1; 1] or use another noise
* Add some node which containing items to the simple pyramid "buildings"
* Change the sky background, fog, etc. in the nether
* Improve the guide formspec.
Writing it in Markdown would be nice.
These could be useful:
* https://forum.minetest.net/viewtopic.php?t=23855
Minetest Bedrock Markup Language
* https://github.com/mpeterv/markdown
Markdown to HTML converter; Minetest formspecs support HTML

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@ -4,7 +4,7 @@ read_globals = {
"string",
-- Mods
"default", "stairs"
"default", "stairs", "creative"
}
globals = {"nether"}
ignore = {
@ -13,5 +13,3 @@ ignore = {
"411", "421", "422", "423", "431", "432",
-- Shadowing
}
-- Allow very long lines in guide.lua for the HTML code
files["guide.lua"] = {ignore = {"631"}}

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@ -1,157 +0,0 @@
dofile(nether.path .. "/settings.lua")
local in_mapgen_env = nether.env_type == "ssm_mapgen"
-- vars
nether.v = {}
local v = nether.v
--== EDITABLE OPTIONS ==--
-- Depth of the nether
v.nether_middle = -20000
-- forest bottom perlin multiplication
v.f_bottom_scale = 4
-- forest bottom height
v.f_h_min = v.nether_middle+10
-- forest top height
v.f_h_max = v.f_h_min+250
-- Frequency of trees in the nether forest (higher is less frequent)
v.tree_rarity = 200
-- Frequency of glowflowers in the nether forest (higher is less frequent)
v.glowflower_rarity = 120
-- Frequency of nether grass in the nether forest (higher is less frequent)
v.grass_rarity = 2
-- Frequency of nether mushrooms in the nether forest (higher is less frequent)
v.mushroom_rarity = 80
v.abm_tree_interval = 864
v.abm_tree_chance = 100
-- height of the nether generation's end
v.nether_start = v.f_h_max+100
-- Height of the nether (bottom of the nether is nether_middle - NETHER_HEIGHT)
v.NETHER_HEIGHT = 30
-- bottom height of the nether.
v.nether_bottom = v.nether_middle - v.NETHER_HEIGHT - 100
-- Maximum amount of randomness in the map generation
v.NETHER_RANDOM = 2
-- Frequency of Glowstone on the "roof" of the Nether (higher is less frequent)
v.GLOWSTONE_FREQ_ROOF = 500
-- Frequency of lava (higher is less frequent)
v.LAVA_FREQ = 100
v.nether_structure_freq = 350
v.NETHER_SHROOM_FREQ = 100
-- Maximum height of lava
--v.LAVA_HEIGHT = 2
-- Frequency of Glowstone on lava (higher is less frequent)
--v.GLOWSTONE_FREQ_LAVA = 2
-- Height of nether structures
--v.NETHER_TREESIZE = 2
-- Frequency of apples in a nether structure (higher is less frequent)
--v.NETHER_APPLE_FREQ = 5
-- Frequency of healing apples in a nether structure (higher is less frequent)
--v.NETHER_HEAL_APPLE_FREQ = 10
-- Start position for the Throne of Hades (y is relative to the bottom of the
-- nether)
--v.HADES_THRONE_STARTPOS = {x=0, y=1, z=0}
-- Spawn pos for when the nether hasn't been loaded yet (i.e. no portal in the
-- nether) (y is relative to the bottom of the nether)
--v.NETHER_SPAWNPOS = {x=0, y=5, z=0}
-- Structure of the nether portal (all is relative to the nether portal creator
-- block)
--== END OF EDITABLE OPTIONS ==--
-- Generated variables
v.NETHER_BOTTOM = (v.nether_middle - v.NETHER_HEIGHT)
v.nether_buildings = v.NETHER_BOTTOM+12
function nether.query_contents()
local c = {
ignore = minetest.get_content_id("ignore"),
air = minetest.get_content_id("air"),
lava = minetest.get_content_id("default:lava_source"),
gravel = minetest.get_content_id("default:gravel"),
coal = minetest.get_content_id("default:stone_with_coal"),
diamond = minetest.get_content_id("default:stone_with_diamond"),
mese = minetest.get_content_id("default:mese"),
--https://github.com/Zeg9/minetest-glow
glowstone = minetest.get_content_id("glow:stone"),
nether_shroom = minetest.get_content_id("riesenpilz:nether_shroom"),
netherrack = minetest.get_content_id("nether:netherrack"),
netherrack_tiled = minetest.get_content_id("nether:netherrack_tiled"),
netherrack_black = minetest.get_content_id("nether:netherrack_black"),
netherrack_blue = minetest.get_content_id("nether:netherrack_blue"),
netherrack_brick = minetest.get_content_id("nether:netherrack_brick"),
white = minetest.get_content_id("nether:white"),
nether_vine = minetest.get_content_id("nether:vine"),
blood = minetest.get_content_id("nether:blood"),
blood_top = minetest.get_content_id("nether:blood_top"),
blood_stem = minetest.get_content_id("nether:blood_stem"),
nether_apple = minetest.get_content_id("nether:apple"),
nether_tree = minetest.get_content_id("nether:tree"),
nether_tree_corner = minetest.get_content_id("nether:tree_corner"),
nether_leaves = minetest.get_content_id("nether:leaves"),
nether_grass = {
minetest.get_content_id("nether:grass_small"),
minetest.get_content_id("nether:grass_middle"),
minetest.get_content_id("nether:grass_big")
},
glowflower = minetest.get_content_id("nether:glowflower"),
nether_dirt = minetest.get_content_id("nether:dirt"),
nether_dirt_top = minetest.get_content_id("nether:dirt_top"),
nether_dirt_bottom = minetest.get_content_id("nether:dirt_bottom"),
}
local trn = {c.nether_tree, c.nether_tree_corner, c.nether_leaves,
c.nether_fruit}
local nether_tree_nodes = {}
for i = 1,#trn do
nether_tree_nodes[trn[i]] = true
end
return c, nether_tree_nodes
end
if nether.log_level >= 1 then
local mod_prefix = in_mapgen_env and "[nether(mg)] " or "[nether] "
function nether:inform(msg, spam, t)
if spam <= self.log_level then
local info
if t then
info = mod_prefix .. msg .. (" after ca. %.3g s"):format(
(minetest.get_us_time() - t) / 1000000)
else
info = mod_prefix .. msg
end
print(info)
if self.log_to_chat then
minetest.chat_send_all(info)
end
end
end
else
function nether.inform()
end
end

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@ -1,312 +0,0 @@
local netherstructure_height = 6
local function vmanip_with_r_area(width, height, pos)
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(
{x=pos.x-width, y=pos.y, z=pos.z-width},
{x=pos.x+width, y=pos.y+height, z=pos.z+width}
)
return manip, VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
end
local function inform_grow(pos, t1, name, generated)
nether:inform(name.." grew at " .. minetest.pos_to_string(pos),
generated and 3 or 2, t1)
end
local function set_vm_data(manip, nodes, pos, t1, name, generated)
manip:set_data(nodes)
manip:write_to_map(not generated)
inform_grow(pos, t1, name, generated)
end
local c, contents_defined
local function define_contents()
if not contents_defined then
c = nether.query_contents()
contents_defined = true
end
end
local function grow_netherstructure_into_raw(area, nodes, pos, generated)
define_contents()
local height = netherstructure_height
local vi = area:indexp(pos)
for _ = 0, height-1 do
nodes[vi] = c.blood_stem
vi = vi + area.ystride
end
for i = -1,1 do
for j = -1,1 do
nodes[area:index(pos.x+i, pos.y+height, pos.z+j)] = c.blood_top
end
end
for k = -1, 1, 2 do
for l = -2+1, 2 do
local p1 = {pos.x+2*k, pos.y+height, pos.z-l*k}
local p2 = {pos.x+l*k, pos.y+height, pos.z+2*k}
local udat = c.blood_top
if math.random(2) == 1 then
nodes[area:index(p1[1], p1[2], p1[3])] = c.blood_top
nodes[area:index(p2[1], p2[2], p2[3])] = c.blood_top
udat = c.blood
end
nodes[area:index(p1[1], p1[2]-1, p1[3])] = udat
nodes[area:index(p2[1], p2[2]-1, p2[3])] = udat
end
for l = 0, 1 do
for _,p in ipairs({
{pos.x+k, pos.y+height-1, pos.z-l*k},
{pos.x+l*k, pos.y+height-1, pos.z+k},
}) do
if math.random(2) == 1 then
nodes[area:index(p[1], p[2], p[3])] = c.nether_apple
--elseif math.random(10) == 1 then
-- nodes[area:index(p[1], p[2], p[3])] = c.apple
end
end
end
end
end
function nether.grow_netherstructure_into(area, nodes, pos, generated)
local t1 = minetest.get_us_time()
if not pos.x then print(dump(pos))
nether:inform("Error: "..dump(pos), 1)
return
end
grow_netherstructure_into_raw(area, nodes, pos, generated)
inform_grow(pos, t1, "blood", generated)
end
function nether.grow_netherstructure(pos, generated)
local t1 = minetest.get_us_time()
if not pos.x then print(dump(pos))
nether:inform("Error: "..dump(pos), 1)
return
end
local height = netherstructure_height
local manip, area = vmanip_with_r_area(2, height, pos)
local nodes = manip:get_data()
grow_netherstructure_into_raw(area, nodes, pos, generated)
set_vm_data(manip, nodes, pos, t1, "blood", generated)
end
local poshash = minetest.hash_node_position
local pos_from_hash = minetest.get_position_from_hash
local function soft_node(id)
return id == c.air or id == c.ignore
end
local function update_minmax(min, max, p)
min.x = math.min(min.x, p.x)
max.x = math.max(max.x, p.x)
min.z = math.min(min.z, p.z)
max.z = math.max(max.z, p.z)
end
local fruit_chances = {}
for y = -2,1 do --like a hyperbola
fruit_chances[y] = math.floor(-4/(y-2)+0.5)
end
local dirs = {
{-1, 0, 12, 19},
{1, 0, 12, 13},
{0, 1, 4},
{0, -1, 4, 10},
}
local h_max = 26
local h_stem_min = 3
local h_stem_max = 7
local h_arm_min = 2
local h_arm_max = 6
local r_arm_min = 1
local r_arm_max = 5
local fruit_rarity = 25 --a bigger number results in less fruits
local leaf_thickness = 3 --a bigger number results in more blank trees
local h_trunk_max = h_max-h_arm_max
function nether.grow_tree(pos, generated)
local t1 = minetest.get_us_time()
define_contents()
local min = vector.new(pos)
local max = vector.new(pos)
min.y = min.y-1
max.y = max.y+h_max
local trunks = {}
local trunk_corners = {}
local h_stem = math.random(h_stem_min, h_stem_max)
local todo,n = {{x=pos.x, y=pos.y+h_stem, z=pos.z}},1
while n do
local p = todo[n]
todo[n] = nil
n = next(todo)
local used_dirs,u = {},1
for _,dir in pairs(dirs) do
if math.random(1,2) == 1 then
used_dirs[u] = dir
u = u+1
end
end
if not used_dirs[1] then
local dir1 = math.random(4)
local dir2 = math.random(3)
if dir1 <= dir2 then
dir2 = dir2+1
end
used_dirs[1] = dirs[dir1]
used_dirs[2] = dirs[dir2]
end
for _,dir in pairs(used_dirs) do
local p = vector.new(p)
local r = math.random(r_arm_min, r_arm_max)
for j = 1,r do
local x = p.x+j*dir[1]
local z = p.z+j*dir[2]
trunks[poshash{x=x, y=p.y, z=z}] = dir[3]
end
r = r+1
p.x = p.x+r*dir[1]
p.z = p.z+r*dir[2]
trunk_corners[poshash(p)] = dir[4] or dir[3]
local h = math.random(h_arm_min, h_arm_max)
for i = 1,h do
p.y = p.y + i
trunks[poshash(p)] = true
p.y = p.y - i
end
p.y = p.y+h
--n = #todo+1 -- caused small trees
todo[#todo+1] = p
end
if p.y > pos.y+h_trunk_max then
break
end
n = n or next(todo)
end
local leaves = {}
local fruits = {}
local trunk_ps = {}
local count = 0
local ps = {}
local trunk_count = 0
for i,par2 in pairs(trunks) do
local pos = pos_from_hash(i)
update_minmax(min, max, pos)
local z,y,x = pos.z, pos.y, pos.x
trunk_count = trunk_count+1
ps[trunk_count] = {z,y,x, par2}
end
for _,d in pairs(ps) do
if d[4] == true then
d[4] = nil
end
trunk_ps[#trunk_ps+1] = d
local pz, py, px = unpack(d)
count = count+1
if count > leaf_thickness then
count = 0
for y = -2,2 do
local fruit_chance = fruit_chances[y]
for z = -2,2 do
for x = -2,2 do
local distq = x*x+y*y+z*z
if distq ~= 0
and math.random(1, math.sqrt(distq)) == 1 then
local x = x+px
local y = y+py
local z = z+pz
local vi = poshash{x=x, y=y, z=z}
if not trunks[vi] then
if fruit_chance
and math.random(1, fruit_rarity) == 1
and math.random(1, fruit_chance) == 1 then
fruits[vi] = true
else
leaves[vi] = true
end
update_minmax(min, max, {x=x, z=z})
end
end
end
end
end
end
end
--ps = nil
--collectgarbage()
for i = -1,h_stem+1 do
-- param2 explicitly set 0 due to possibly previous leaves node
trunk_ps[#trunk_ps+1] = {pos.z, pos.y+i, pos.x, 0}
end
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(min, max)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local param2s = manip:get_param2_data()
for i in pairs(leaves) do
local p = area:indexp(pos_from_hash(i))
if soft_node(nodes[p]) then
nodes[p] = c.nether_leaves
param2s[p] = math.random(0,179)
--param2s[p] = math.random(0,44)
end
end
for i in pairs(fruits) do
local p = area:indexp(pos_from_hash(i))
if soft_node(nodes[p]) then
nodes[p] = c.nether_apple
end
end
for i = 1,#trunk_ps do
local p = trunk_ps[i]
local par = p[4]
p = area:index(p[3], p[2], p[1])
if par then
param2s[p] = par
end
nodes[p] = c.nether_tree
end
for i,par2 in pairs(trunk_corners) do
local vi = area:indexp(pos_from_hash(i))
nodes[vi] = c.nether_tree_corner
param2s[vi] = par2
end
manip:set_data(nodes)
manip:set_param2_data(param2s)
manip:write_to_map(not generated)
nether:inform("a nether tree with " .. trunk_count ..
" branch trunk nodes grew at " .. minetest.pos_to_string(pos),
generated and 3 or 2, t1)
end

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@ -1,238 +1,427 @@
-- The content of the guide
local cube = minetest.inventorycube
-- the content of the guide
local guide_infos = {
{"Nether Mushroom",
[[Nether mushrooms can be found on the nether's ground and on Dirty Netherrack. They can be dug by hand.
<item name=riesenpilz:nether_shroom width=100>
<my_h2><b>Crafting Items</b></my_h2>
If we drop a Nether mushroom without holding the fast key, we can split it into its stem and head. We can use them to craft a Nether Mushroom Pickaxe, a Nether Blood Extractor, and an uncooked Nether Pearl.
<item name=nether:shroom_head width=100> <item name=nether:shroom_stem width=100>
<my_h2><b>Cultivating Mushrooms</b></my_h2>
We can get more mushrooms using Dirty Netherrack:
1. Search a dark place (light level <= 7) and, if necessary, place Netherrack with air above it
<img name=nether_netherrack.png width=100>
2. Right click with Cooked Blood onto the Netherrack to turn it into Dirty Netherrack
<item name=nether:hotbed width=100> <img name=nether_netherrack.png^nether_netherrack_soil.png width=100>
3. Right click onto the Dirty Netherrack with a Nether mushroom head to add some spores
<item name=nether:shroom_head width=100> <img name=nether_netherrack.png^nether_netherrack_soil.png width=100>
4. Wait
5. Dig the Nether mushroom which grew after some time to make place for another one. After some time new spores need to be added (step 3).
<img name=riesenpilz_nether_shroom_side.png width=100>
<img name=nether_netherrack.png^nether_netherrack_soil.png width=100>
]]},
{"Blood Structures",
[[We can find blood structures on the ground and dig their nodes with the bare hand. They contain four kinds of nodes: Nether Blood Stem, Nether Blood, Nether Blood Head, and Nether Fruit.
<item name=nether:blood_stem width=100> <item name=nether:blood width=100> <item name=nether:apple width=100>
We can craft four Nether Blood Wood nodes with the stem.
<item name=nether:wood width=100>
The four red blood nodes can be cooked in a furnace and, except Nether Blood Wood, their blood can be extracted with a Nether Blood Extractor.
<my_h2><b>Nether Fruit</b></my_h2>
<item name=nether:apple width=100>
Eating a Nether Fruit decreases life but it might work against hunger and give us blood:
<item name=nether:blood_extracted width=100>
If we eat it at the right place inside a portal, we will teleport instead of getting blood.
If we drop it without holding the fast key, we can split it into its fruit and leaf:
<item name=nether:fruit_leaf width=100> <item name=nether:fruit_no_leaf width=100>
We can craft a fruit leave block out of 9 fruit leaves
The fruit can be used to craft a nether pearl.
<item name=nether:fruit_leaves width=100>
A fruit leaves block
<my_h2><b>Cultivating Blood Structures</b></my_h2>
If we dig a Nether vine we get a Nether Blood Child. If this sapling is put in a dark place (light level <= 3) on top of a Nether Blood Head node, it grows into a new blood structure after some time.
<img name=nether_sapling.png width=100>
<img name=nether_blood.png^nether_blood_side.png width=100>
]]},
{"Tools",
[[We can craft five kinds of tools in the nether, which (except the Nether Mushroom Pickaxe) require sticks to be crafted. To obtain Nether Sticks we can use the Nether Blood Extractor.
<my_h2><b>Nether Mushroom Pickaxe</b></my_h2>
<item name=nether:pick_mushroom width=100>
Strength: 1
This pickaxe needs mushroom stems and heads to be crafted.
<my_h2><b>Nether Wood Pickaxe</b></my_h2>
<item name=nether:pick_wood width=100>
Strength: 2
This pickaxe can be crafted with Cooked Nether Blood Wood.
<my_h2><b>Netherrack Tools</b></my_h2>
<item name=nether:axe_netherrack width=100> <item name=nether:shovel_netherrack width=100> <item name=nether:sword_netherrack width=100> <item name=nether:pick_netherrack width=100>
Strength: 3
The red Netherrack tools can be crafted with usual Netherrack.
<my_h2><b>Faster Tools</b></my_h2>
<item name=nether:axe_netherrack_blue width=100> <item name=nether:shovel_netherrack_blue width=100> <item name=nether:sword_netherrack_blue width=100> <item name=nether:pick_netherrack_blue width=100>
Strength: 3
The blue Netherrack tools can be crafted with Blue Netherrack.
<item name=nether:axe_white width=100> <item name=nether:shovel_white width=100> <item name=nether:sword_white width=100> <item name=nether:pick_white width=100>
Strength: 3
The Siwtonic tools can be crafted with the Siwtonic block.
]]},
{"Cooking",
[[To get a furnace we need to dig at least 8 Netherrack Bricks. They can be found at pyramid-like constructions and require at least a strength 1 nether pickaxe to be dug.
To begin cooking things, we can use a mushroom or fruit to power a furnace. After that it is recommended to use cooked blood nodes.
<my_h2><b>Craft Recipe</b></my_h2>
To craft the furnace, we can use the netherrack bricks like cobble:
<item name=nether:netherrack_brick width=100> <item name=nether:netherrack_brick width=100> <item name=nether:netherrack_brick width=100>
<item name=nether:netherrack_brick width=100> <img name=nether_transparent.png width=100> <item name=nether:netherrack_brick width=100>
<item name=nether:netherrack_brick width=100> <item name=nether:netherrack_brick width=100> <item name=nether:netherrack_brick width=100>
<my_h2><b>Cooking Outputs</b></my_h2>
Some nether items can be cooked, for example the Blood Structure's nodes.
<item name=nether:blood_stem_cooked width=100> <item name=nether:blood_cooked width=100> <item name=nether:blood_top_cooked width=100> <item name=nether:wood_cooked width=100>
Other cookable items are Blood and an item to get a Nether Pearl.
<item name=nether:hotbed width=100> <item name=nether:pearl width=100>
]]},
{"Nether Blood Extractor",
[[With this extractor we can separate Blood from the Blood Structure's nodes. An alternative way to get Blood is to eat Nether Fruits. The Nether Blood Extractor enables us to obtain a Nether Blood Stem Extracted, which we can craft to (empty) Nether Wood and then to Nether Sticks.
<my_h2><b>Craft Recipe</b></my_h2>
We can craft the Nether Blood Extractor as follows:
<item name=nether:netherrack_brick width=100> <item name=nether:blood_top_cooked width=100> <item name=nether:netherrack_brick width=100>
<item name=nether:blood_cooked width=100> <item name=nether:shroom_stem width=100> <item name=nether:blood_cooked width=100> <img name=nether_transparent.png width=100> <item name=nether:extractor width=100>
<item name=nether:netherrack_brick width=100> <item name=nether:blood_stem_cooked width=100> <item name=nether:netherrack_brick width=100>
<my_h2><b>Usage</b></my_h2>
We can feed the extractor with Blood to make it separate Blood from neighbouring nodes:
1. Place the Nether Blood Extractor somewhere
2. Place four or fewer Blood Structure's nodes next to it. Example viewed from the top:
<img name=nether_transparent.png width=100> <img name=nether_blood_stem_top.png width=100> <img name=nether_transparent.png width=100>
<img name=nether_blood.png width=100> <img name=nether_blood_extractor.png width=100> <img name=nether_blood.png width=100>
<img name=nether_transparent.png width=100> <img name=nether_blood.png width=100> <img name=nether_transparent.png width=100>
3. Right click the extractor with Blood to power it
<img name=nether_transparent.png width=100> <img name=nether_blood_stem_top_empty.png width=100> <img name=nether_transparent.png width=100>
<img name=nether_blood_empty.png width=100> <img name=nether_blood_extractor.png width=100> <img name=nether_blood_empty.png width=100>
<img name=nether_transparent.png width=100> <img name=nether_blood_empty.png width=100> <img name=nether_transparent.png width=100>
4. Take the new extracted blood and dig the extracted nodes
]]},
{"Ores and Bricks",
[[Digging ores requires a pickaxe from the nether of a sufficient strength. Pickaxes from the overworld do not work in general.
<my_h2><b>Strength 1</b></my_h2>
<item name=glow:stone width=100>
The Glowing stone can be dug with pickaxes from the overworld or a pickaxe from the nether with a strenght of least one. We can find it on the nether's and nether forest's ceiling and use it for lighting.
<my_h2><b>Strength 2</b></my_h2>
<item name=nether:netherrack width=100> <item name=nether:netherrack_tiled width=100> <item name=nether:netherrack_black width=100>
The (red) Netherrack is generated like stone, Tiled Netherrack is generated like coal ore and the Black Netherrack is generated like gravel.
<my_h2><b>Strength 3</b></my_h2>
<item name=nether:netherrack_blue width=100> <item name=nether:white width=100>
The Blue Netherrack is generated like diamond ore and the Siwtonic block is generated like mese blocks.
<my_h2><b>Bricks</b></my_h2>
There are three types of Bricks: red, Blue, and Black Netherrack Brick. We can craft them from the corresponding Netherrack nodes and additionally, the (red) Netherrack Brick is generated in pyramid-like structures in the nether. In comparison to the Netherrack nodes, all three Bricks can be dug with a pickaxe with strength 1.
<item name=nether:netherrack_brick width=100> <item name=nether:netherrack_brick_blue width=100> <item name=nether:netherrack_brick_black width=100>
]]},
{"Nether Vines",
[[Nether vines are at the ceiling of the nether and can be dug by hand. They drop Nether Blood Child nodes, from which we can grow Blood Structures. By feeding Blood to a Nether vine with air beneath it, it grows one node.
<item name=nether:vine width=100>
]]},
{"Portals",
[[This nether mod supports two types of portals: the well-known Minecraft-like one made of Obsidian, and a portal which is specific to this mod. The Obsidian portal allows us to reach the nether from the overworld, but it is one-way and kills us.
<my_h2><b>Build Instructions</b></my_h2>
A nether portal requires the following nodes:
<item name=nether:wood_empty width=100> <item name=nether:netherrack_black width=100> <item name=nether:netherrack_brick_blue width=100> <item name=nether:netherrack width=100> <item name=nether:blood_cooked width=100> <item name=nether:apple width=100> <item name=nether:white width=100>
* 25 (empty) Nether Wood (height 5-6)
* 16 Black Netherrack (height 1)
* 12 Blue Netherrack Bricks (height 2-4)
* 8 (red) Netherrack (height 1)
* 8 Cooked Nether Blood (height 5)
* 4 Nether Fruits (height 4)
* 2 Siwtonic blocks (height 1 and 5)
The heights in parenthesis correspond to the relative vertical positions of the nodes. When built, the portal should look approximately like this one:
<img name=nether_teleporter.png width=600>
<my_h2><b>Usage</b></my_h2>
Before using the portal the first time, we may want to fill our inventory with enough items so that we can build a second portal on the overworld to get back.
We can activate the portal as follows:
1. Stand in the middle on the Siwtonic block
2. Eat a Nether Fruit. If the portal was built correctly, we can hear a special sound and are teleported to the overworld.
If two portals in the nether and overworld have the same X and Z coordinates, they teleport us to the centre, i.e. onto the Siwtonic block, of the opposite portal when eating a Nether Fruit.
]]},
{"Pearls",
[[The nether pearl can be used to teleport by throwing it.
<my_h2><b>Craft Recipe</b></my_h2>
First, we need to craft two Nether Mushroom Heads and a Nether Fruit Without Leaf together as follows:
<item name=nether:shroom_head width=100>
<item name=nether:fruit_no_leaf width=100>
<item name=nether:shroom_head width=100>
This gives us the Nether Fruit in Mushroom (FIM), which we can cook in a furnace to obtain a Nether Pearl.
<item name=nether:fim width=100> <item name=nether:pearl width=100>
]]},
{"Nether Forest",
[[The nether forest is generated in caves above the nether and contains decorative plants.
<my_h2><b>Grass and Flower</b></my_h2>
<item name=nether:grass_big width=100> <item name=nether:grass_middle width=100> <item name=nether:grass_small width=100>
We can craft the Nether Grass item to another grass item, which can be cooked to get Dried Nether Grass. We can then craft this dried grass to paper.
<item name=nether:glowflower width=100>
The Glowing Flower can be used for lighting and decoration.
<my_h2><b>Nether Tree</b></my_h2>
<item name=nether:tree width=100>
Nether trunks can be found at Nether Trees and be crafted into Nether Wood Blocks via Nether Wood Planks. Furthermore, the Nether Tree Saplings grow even in the overworld if they have Nether Dirt beneath them.
]]}
{
description = "Mushrooms",
{"text", "Nether mushrooms can be found on the nether's ground and\n"..
"on netherrack soil, it can be dug by hand."},
{"image", {1, 1, "riesenpilz_nether_shroom_side.png"}},
{"y", 0.2},
{"text", "If you drop it without holding the fast key, you can split it into its stem and head:"},
{"image", {1, 1, "nether_shroom_top.png", 1}},
{"image", {1, 1, "nether_shroom_stem.png"}},
{"y", 0.1},
{"text", "You can get more mushrooms by using a netherrack soil:\n"..
"1. search a dark place and, if necessary, place netherrack with air about it\n"..
"2. right click with cooked blood onto the netherrack to make it soiled\n"..
"3. right click onto the netherrack soil with a nether mushroom head to add some spores\n"..
"4. dig the mushroom which grew after some time to make place for another one"},
{"image", {1, 1, "riesenpilz_nether_shroom_side.png", 6, 0.12}},
{"y", 1},
{"image", {1, 1, "nether_netherrack.png^nether_netherrack_soil.png", 1.8}},
{"image", {1, 1, "nether_hotbed.png", 1.3, -0.4}},
{"image", {1, 1, "nether_netherrack.png^nether_netherrack_soil.png", 3.6}},
{"image", {1, 1, "nether_shroom_top.png", 3.1, -0.5}},
{"image", {1, 1, "nether_netherrack.png^nether_netherrack_soil.png", 6}},
{"image", {1, 1, "nether_netherrack.png"}},
},
{
description = "Tools",
{"text", "You can craft 5 kinds of tools in the nether,\n"..
"which (except the mushroom pick) require sticks to be crafted:"},
{"image", {1, 1, "nether_pick_mushroom.png"}},
{"y", 0.1},
{"text", "strength : 1\n"..
"The mushroom pick needs mushroom stems and heads to be crafted."},
{"image", {1, 1, "nether_pick_wood.png"}},
{"y", 0.1},
{"text", "strength : 2\n"..
"The nether wood pick can be crafted with cooked nether blood wood."},
{"image", {1, 1, "nether_axe_netherrack.png", 1.5}},
{"image", {1, 1, "nether_shovel_netherrack.png", 3}},
{"image", {1, 1, "nether_sword_netherrack.png", 4.5}},
{"image", {1, 1, "nether_pick_netherrack.png"}},
{"y", 0.1},
{"text", "strength : 3\n"..
"The red netherrack tools can be crafted with usual netherrack."},
{"image", {1, 1, "nether_axe_netherrack_blue.png", 1.5}},
{"image", {1, 1, "nether_shovel_netherrack_blue.png", 3}},
{"image", {1, 1, "nether_sword_netherrack_blue.png", 4.5}},
{"image", {1, 1, "nether_pick_netherrack_blue.png"}},
{"y", 0.1},
{"text", "strength : 3\n"..
"The blue netherrack tools can be crafted with blue netherrack."},
{"image", {1, 1, "nether_axe_white.png", 1.5}},
{"image", {1, 1, "nether_shovel_white.png", 3}},
{"image", {1, 1, "nether_sword_white.png", 4.5}},
{"image", {1, 1, "nether_pick_white.png"}},
{"y", 0.1},
{"text", "strength : 3\n"..
"The siwtonic tools can be crafted with the siwtonic ore."},
},
{
description = "Blood structures",
{"text", "You can find blood structures on the ground and\n"..
"dig their nodes even with the bare hand."},
{"y", 0.5},
{"text", "One contains 4 kinds of blocks :"},
{"image", {1, 1, cube("nether_blood.png"), 1}},
{"image", {1, 1,
cube("nether_blood_top.png",
"nether_blood.png^nether_blood_side.png",
"nether_blood.png^nether_blood_side.png"),
2}},
{"image", {1, 1, "nether_fruit.png", 3}},
{"image", {1, 1, cube("nether_blood_stem_top.png",
"nether_blood_stem.png", "nether_blood_stem.png")}},
{"y", 0.1},
{"text", "Blood stem, blood, blood head and nether fruit"},
{"y", 0.1},
{"text", "You can craft 4 blood wood with the stem :"},
{"image", {1, 1, cube("nether_wood.png")}},
{"y", 0.1},
{"text", "The 4 blood nodes can be cooked and, except\n"..
"blood wood, their blood can be extracted."},
},
{
description = "Fruits",
{"text", "You can find the nether fruits on blood structures\n"..
"and dig them even with the bare hand."},
{"image", {1, 1, "nether_fruit.png"}},
{"text", "Eating it will make you lose life but\n"..
"it might feed you and give you blood :"},
{"image", {1, 1, "nether_blood_extracted.png"}},
{"y", 0.2},
{"text", "If you eat it at the right place inside a portal,\n"..
"you will teleport instead of getting blood."},
{"y", 0.2},
{"text", "If you drop it without holding the fast key,\n"..
"you can split it into its fruit and leaf:"},
{"image", {1, 1, "nether_fruit_leaf.png", 1}},
{"image", {1, 1, "nether_fruit_no_leaf.png"}},
{"y", 0.2},
{"text", "Craft a fruit leave block out of 9 fruit leaves\n"..
"The fruit can be used to craft a nether pearl."},
{"image", {1, 1, cube("nether_fruit_leaves.png")}},
{"y", 0.2},
{"text", "A fruit leaves block"},
},
{
description = "Cooking",
{"text", "To get a furnace you need to dig at least 8 netherrack bricks.\n"..
"They can be found at pyramid like constructions and require at least\n"..
"a strength 1 nether pick to be dug.\n"..
"To craft the furnace, use the netherrack bricks like cobble:"},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 0.5}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 1}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png")}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 1}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png")}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 0.5}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 1}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png")}},
{"y", 0.2},
{"text", "To begin cooking stuff, you can use a mushroom or fruit.\n"..
"After that it's recommended to use cooked blood nodes."},
{"y", 0.1},
{"text", "Some nether items can be cooked:"},
{"image", {1, 1, cube("nether_blood_stem_top_cooked.png",
"nether_blood_stem_cooked.png", "nether_blood_stem_cooked.png"),
0.35}},
{"image", {1, 1, cube("nether_blood_cooked.png"), 1.6}},
{"image", {1, 1,
cube("nether_blood_top_cooked.png",
"nether_blood_cooked.png^nether_blood_side_cooked.png",
"nether_blood_cooked.png^nether_blood_side_cooked.png"),
2.9}},
{"image", {1, 1, cube("nether_wood_cooked.png"), 4.3}},
{"y", 1.2},
{"text", "Some cooked blood stem, cooked blood,\n"..
"cooked blood head and cooked blood wood,"},
{"image", {1, 1, "nether_hotbed.png", 0.3}},
{"image", {1, 1, "nether_pearl.png", 2}},
{"y", 1.2},
{"text", "Some cooked extracted blood and a nether pearl"},
},
{
description = "Extractors",
{"text", "Here you can find out information about the nether extractor."},
{"y", 0.2},
{"text", "Here you can see its craft recipe:"},
{"image", {0.5, 0.5, cube("nether_blood_top_cooked.png",
"nether_blood_cooked.png^nether_blood_side_cooked.png",
"nether_blood_cooked.png^nether_blood_side_cooked.png"), 0.5}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 1}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png")}},
{"image", {0.5, 0.5, cube("nether_blood_extractor.png"), 2.5}},
{"image", {0.5, 0.5, "nether_shroom_stem.png", 0.5}},
{"image", {0.5, 0.5, cube("nether_blood_cooked.png"), 1}},
{"image", {0.5, 0.5, cube("nether_blood_cooked.png")}},
{"image", {0.5, 0.5, cube("nether_blood_stem_top_cooked.png",
"nether_blood_stem_cooked.png", "nether_blood_stem_cooked.png"),
0.5}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png"), 1}},
{"image", {0.5, 0.5, cube("nether_netherrack_brick.png")}},
{"y", 0.2},
{"text", "Extract blood from the blood nodes you get from the blood structures.\n"..
"You can also get blood with a nether fruit."},
{"y", 0.2},
{"text", "So you can use it:\n"..
"1. place it somewhere\n"..
"2. place blood blocks next to it (4 or less)\n"..
"3. right click with extracted blood onto it to power it\n"..
"4. take the new extracted blood and dig the extracted nodes"},
{"y", 0.2},
{"text", "Example (view from the top):"},
{"y", 0.88},
{"image", {1, 1, "nether_blood_stem_top.png", 0.82, -0.88}},
{"image", {1, 1, "nether_blood.png", 1.63}},
{"image", {1, 1, "nether_blood_extractor.png", 0.82}},
{"image", {1, 1, "nether_blood_stem_top_empty.png", 3.82, -0.88}},
{"image", {1, 1, "nether_blood_empty.png", 4.63}},
{"image", {1, 1, "nether_blood_empty.png", 3.001}},
{"image", {1, 1, "nether_blood_extractor.png", 3.82}},
{"image", {1, 1, "nether_blood.png"}},
{"image", {1, 1, "nether_blood.png", 0.82, -0.12}},
{"image", {1, 1, "nether_blood_empty.png", 3.82, -0.12}},
{"y", 1.2},
{"text", "The empty blood stem can be crafted into empty nether wood,\n"..
"which can be crafted into nether sticks."},
},
{
description = "Ores",
{"text", "You can find 5 types of ores:"},
{"image", {1, 1, cube("nether_netherrack_black.png"), 4}},
{"image", {1, 1, cube("nether_netherrack.png")}},
{"y", 0.2},
{"text", "The red netherrack is generated like stone.\n"..
"The black netherrack is generated like gravel.\n"..
"Both require at least a strength 2 nether pick to be dug."},
{"image", {1, 1, cube("nether_white.png"), 4}},
{"image", {1, 1, cube("nether_netherrack_blue.png")}},
{"y", 0.2},
{"text", "The blue netherrack is generated like diamond ore.\n"..
"The siwtonic ore is generated like mese blocks.\n"..
"Both require at least a strength 3 nether pick to be dug."},
{"image", {1, 1, cube("nether_netherrack_tiled.png"), 4}},
{"image", {1, 1, cube("glow_stone.png")}},
{"y", 0.2},
{"text", "Glow stone can be used for lighting.\n"..
"Tiled netherrack is generated like coal ore.\n"..
"Glow stone requires at least a strength 1 pick to be dug.\n"..
"Dig tiled netherrack with at least a level 2 pickaxe."},
},
{
description = "Vines",
{"text", "Feed nether vines with blood.\n"..
"Dig them with anything."},
{"image", {1, 1, "nether_vine.png"}},
{"y", 0.2},
{"text", "Grow nether child by placing\n"..
"placing it to a dark place onto a\n"..
"blood structure head node."},
{"image", {1, 1, "nether_sapling.png"}},
{"y", -0.10},
{"image", {1, 1, "nether_blood.png^nether_blood_side.png"}},
},
{
description = "Pearls",
{"text", "The nether pearl can be used to teleport by throwing it.\n"..
"Here is how to get one :"},
{"y", 0.2},
{"text", "First of all craft 2 mushroom heads and 1 nether fruit\n"..
"without leaf together :"},
{"image", {1, 1, "nether_shroom_top.png"}},
{"image", {1, 1, "nether_fim.png", 3}},
{"image", {1, 1, "nether_fruit_no_leaf.png"}},
{"image", {1, 1, "nether_shroom_top.png"}},
{"y", 0.2},
{"text", "Put the result into the furnace\n"..
"to cook it into a nether pearl :"},
{"image", {1, 1, "nether_pearl.png"}},
},
{
description = "Bricks",
{"text", "Craft bricks out of red,\n"..
"black and blue netherrack."},
{"image", {1, 1, cube("nether_netherrack_brick_black.png"), 1}},
{"image", {1, 1, cube("nether_netherrack_brick_blue.png"), 2}},
{"image", {1, 1, cube("nether_netherrack_brick.png")}},
{"y", 0.4},
{"text", "Dig them with at least a level 1 pickaxe."},
{"y", 0.2},
},
{
description = "Portals",
{"text", "Here you can find out how to built the nether portal."},
{"y", 0.3},
{"text", "A nether portal requires following nodes:"},
{"y", 0.05},
{"text", "25 empty nether wooden planks\n"..
"16 black netherrack\n"..
"12 blue netherrack bricks\n"..
"8 red netherrack\n"..
"8 cooked nether blood\n"..
"4 nether fruits\n"..
"2 siwtonic blocks"},
{"y", 0.2},
{"text", "It should look approximately like this one:"},
{"image", {5.625, 6, "nether_teleporter.png", 0, -1.5}},
{"y", 5.5},
{"text", "Activate it by standing in the middle,\n"..
"on the siwtonic block and eating a nether fruit.\n"..
"Take enough stuff with you to build a portal when you'll come back."},
},
{
description = "Forests",
{"text", "The nether forest is generated in caves,\n"..
"above the usual nether."},
{"y", 0.2},
{"text", "There you can find some plants:"},
{"image", {1, 1, "nether_grass_middle.png", 1}},
{"image", {1, 1, "nether_grass_big.png", 2}},
{"image", {1, 1, "nether_grass_small.png"}},
{"y", 0.2},
{"text", "Use the nether forest grass to get paper.\n"..
"Craft paper out of the dried grass."},
{"image", {1, 1, cube("nether_tree_top.png", "nether_tree.png", "nether_tree.png")}},
{"y", 0.2},
{"text", "Nether trunks can be found at nether trees.\n"..
"Craft nether wood out of nether trunk."},
{"image", {1, 1, "nether_glowflower.png"}},
{"y", 0.2},
{"text", "Use it for lighting and decoration."},
},
}
-- The guide formspecs
local guide_forms = {}
-- the size of guide pages
local guide_size = {x=40, y=10, cx=0.2, cy=0.2}
-- Convert the guide content to formspecs
-- informations about settings and ...
local formspec_offset = {x=0.25, y=0.50}
local font_size
if minetest.is_singleplayer() then
font_size = tonumber(minetest.settings:get("font_size")) or 13
else
font_size = 13
end
guide_size.fx = math.floor((40*(guide_size.cx+formspec_offset.x))*font_size)
guide_size.fy = font_size/40
-- the default guide formspecs
local guide_forms = {
contents = "size[3.6,"..(#guide_infos)-2 ..";]label["..guide_size.cx+0.7 ..","..guide_size.cy+0.2 ..";Contents:]",
}
-- change the infos to formspecs
for n,data in ipairs(guide_infos) do
local title, html_content = data[1], data[2]
--~ local html_text = "<global background=#242424 size=24><tag name=my_h1 size=35>" ..
local html_text = "<global size=24><tag name=my_h1 size=35>" ..
"<tag name=my_h2 size=30>" ..
"<my_h1><b><center>" .. title .. "</b></center></my_h1>\n" ..
html_content
local spec_width = 16
local spec_height = 16
local html_padding = 0.5
local form = ("formspec_version[4]size[%g,%g;]" ..
"hypertext[%g,%g;%g,%g;html;%s]button[%g,%g;2,0.8;quit;Back]"
local html_text = ""
local form = ""
local y = 0
local x = guide_size.cx
for _,i in ipairs(data) do
local typ, content = unpack(i)
if typ == "y" then
y = y+content
elseif typ == "x" then
x = math.max(x, content)
elseif typ == "text" then
html_text = html_text .. content .. "\n"
local tab = minetest.wrap_text(content, guide_size.fx, true)
local l = guide_size.cx
for _,str in ipairs(tab) do
--~ form = form.."label["..guide_size.cx ..","..guide_size.cy+y..";"..str.."]"
y = y+guide_size.fy
l = math.max(l, #str)
end
x = math.max(x, l/font_size)
elseif typ == "image" then
local w, h, texture_name, px, py = unpack(content)
if not px then
--~ form = form.."image["..guide_size.cx..","..guide_size.cy+y+h*0.3 ..";"..w..","..h..";"..texture_name.."]"
html_text = html_text ..
("<img name=%s width=%g height=%g>\n"):format(
texture_name, w, h)
y = y+h
else
px = guide_size.cx+px
py = py or 0
html_text = html_text ..
("<img name=%s width=%g height=%g>\n"):format(
texture_name, w, h)
--~ form = form.."image["..px..","..
--~ guide_size.cy+y+h*0.3+py ..";"..w..","..h..";"..texture_name.."]"
x = math.max(x, px+w)
end
end
end
form = ("formspec_version[4]size[%g,%g;]hypertext[0,0;%g,%g;html;%s]button[%g,%g;1,2;quit;Back]"
):format(
spec_width, spec_height,
html_padding, html_padding,
spec_width - 2 * html_padding, spec_height - 1 - 2 * html_padding,
x * 1.8, y + 1,
x * 1.8, y,
minetest.formspec_escape(html_text),
0.5 * spec_width - 1, spec_height - 1)
0.5 * x - 0.5, y)
guide_forms[n] = {title, form}
guide_forms[n] = {data.description, form}
end
print(dump(guide_forms))
--[[
for n,data in ipairs(guide_infos) do
local form = ""
local y = 0
local x = guide_size.cx
for _,i in ipairs(data) do
local typ, content = unpack(i)
if typ == "y" then
y = y+content
elseif typ == "x" then
x = math.max(x, content)
elseif typ == "text" then
local tab = minetest.wrap_text(content, guide_size.fx, true)
local l = guide_size.cx
for _,str in ipairs(tab) do
form = form.."label["..guide_size.cx ..","..guide_size.cy+y..";"..str.."]"
y = y+guide_size.fy
l = math.max(l, #str)
end
x = math.max(x, l/font_size)
elseif typ == "image" then
local w, h, texture_name, px, py = unpack(content)
if not px then
form = form.."image["..guide_size.cx..","..guide_size.cy+y+h*0.3 ..";"..w..","..h..";"..texture_name.."]"
y = y+h
else
px = guide_size.cx+px
py = py or 0
form = form.."image["..px..","..
guide_size.cy+y+h*0.3+py ..";"..w..","..h..";"..texture_name.."]"
x = math.max(x, px+w)
end
end
end
form = "size["..x*1.8 ..","..y+1 ..";]"..form.."button["..x/2-0.5 ..","..y ..";1,2;quit;Back]"
guide_forms[n] = {data.description, form}
end
--]]
local desc_tab = {}
for n,i in ipairs(guide_forms) do
desc_tab[i[1]] = n
end
local title_to_index = {}
for n, i in ipairs(guide_forms) do
title_to_index[i[1]] = n
end
-- Create the contents formspec
guide_forms.contents = "formspec_version[4]size[6," .. (#guide_infos) + 2 ..
";]label[2,0.8;Contents:]"
for i, data in ipairs(guide_forms) do
local desc = data[1]
local y = i + 0.5 + 0.1
-- creates contents formspec
for y,i in ipairs(guide_forms) do
local desc = i[1]
local s = #desc * 1.3 / font_size + 1.5
guide_forms.contents = guide_forms.contents ..
"button[0.5," .. y .. ";5,0.8;name;" .. desc .. "]"
"button[" .. guide_size.cx * 12 / s - 0.5 .. "," ..
guide_size.cy + y / 1.3 .. ";" .. s .. ",1;name;" .. desc .. "]"
end
-- shows the contents of the formspec
local function show_guide(pname)
minetest.show_formspec(pname, "nether_guide_contents", guide_forms["contents"])
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
@ -241,16 +430,14 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
local pname = player:get_player_name()
if fname
and pname then
minetest.show_formspec(pname, "nether_guide",
guide_forms[title_to_index[fname]][2])
minetest.show_formspec(pname, "nether_guide", guide_forms[desc_tab[fname]][2])
end
elseif formname == "nether_guide" then
local fname = fields.quit
local pname = player:get_player_name()
if fname
and pname then
minetest.show_formspec(pname, "nether_guide_contents",
guide_forms["contents"])
minetest.show_formspec(pname, "nether_guide_contents", guide_forms["contents"])
end
end
end)
@ -261,16 +448,17 @@ minetest.register_chatcommand("nether_help", {
func = function(name)
local player = minetest.get_player_by_name(name)
if not player then
return false, "Something went wrong."
minetest.chat_send_player(name, "Something went wrong.")
return false
end
if not nether.overworld_help and player:get_pos().y > nether.v.nether_start then
return false, "Usually you don't neet this guide here. " ..
"You can view it in the nether."
if player:get_pos().y > nether.start then
minetest.chat_send_player(name,
"Usually you don't neet this guide here. " ..
"You can view it in the nether.")
return false
end
minetest.chat_send_player(name, "Showing guide...")
-- Show the Contents (overview) page
minetest.show_formspec(name, "nether_guide_contents",
guide_forms["contents"])
show_guide(name)
return true
end
})

View File

@ -17,58 +17,892 @@ if not rawget(_G, "nether") then
nether = {}
end
-- similar to INIT
nether.env_type = "ssm" -- server-side-modding
--== EDITABLE OPTIONS ==--
nether.path = minetest.get_modpath("nether")
local path = nether.path
-- Depth of the nether
local nether_middle = -20000
dofile(path .. "/common.lua")
-- forest bottom perlin multiplication
local f_bottom_scale = 4
-- forest bottom height
local f_h_min = nether_middle+10
-- forest top height
local f_h_max = f_h_min+250
-- Frequency of trees in the nether forest (higher is less frequent)
local tree_rarity = 200
-- Frequency of glowflowers in the nether forest (higher is less frequent)
local glowflower_rarity = 120
-- Frequency of nether grass in the nether forest (higher is less frequent)
local grass_rarity = 2
-- Frequency of nether mushrooms in the nether forest (higher is less frequent)
local mushroom_rarity = 80
local abm_tree_interval = 864
local abm_tree_chance = 100
-- height of the nether generation's end
nether.start = f_h_max+100
-- Height of the nether (bottom of the nether is nether_middle - NETHER_HEIGHT)
local NETHER_HEIGHT = 30
-- Maximum amount of randomness in the map generation
local NETHER_RANDOM = 2
-- Frequency of Glowstone on the "roof" of the Nether (higher is less frequent)
local GLOWSTONE_FREQ_ROOF = 500
-- Frequency of lava (higher is less frequent)
local LAVA_FREQ = 100
local nether_structure_freq = 350
local NETHER_SHROOM_FREQ = 100
-- Maximum height of lava
--LAVA_HEIGHT = 2
-- Frequency of Glowstone on lava (higher is less frequent)
--GLOWSTONE_FREQ_LAVA = 2
-- Height of nether structures
--NETHER_TREESIZE = 2
-- Frequency of apples in a nether structure (higher is less frequent)
--NETHER_APPLE_FREQ = 5
-- Frequency of healing apples in a nether structure (higher is less frequent)
--NETHER_HEAL_APPLE_FREQ = 10
-- Start position for the Throne of Hades (y is relative to the bottom of the
-- nether)
--HADES_THRONE_STARTPOS = {x=0, y=1, z=0}
-- Spawn pos for when the nether hasn't been loaded yet (i.e. no portal in the
-- nether) (y is relative to the bottom of the nether)
--NETHER_SPAWNPOS = {x=0, y=5, z=0}
-- Structure of the nether portal (all is relative to the nether portal creator
-- block)
--== END OF EDITABLE OPTIONS ==--
local path = minetest.get_modpath"nether"
dofile(path .. "/settings.lua")
local nether_weird_noise = dofile(path .. "/weird_mapgen_noise.lua")
dofile(path .. "/items.lua")
--dofile(path .. "/furnace.lua")
dofile(path .. "/pearl.lua")
dofile(path .. "/grow_structures.lua")
if minetest.register_mapgen_script then
minetest.log("info", "nether mapgen running in mapgen env")
minetest.register_mapgen_script(path .. "/init_emerge.lua")
minetest.set_gen_notify("custom", nil,
{"nether:please_grow_trees", "nether:please_fix_light"})
minetest.register_on_generated(function(minp, maxp, blockseed)
local t0 = minetest.get_us_time()
local gennotify = minetest.get_mapgen_object("gennotify")
-- forest trees
local trees_hashed = gennotify.custom["nether:please_grow_trees"] or {}
for i = 1, #trees_hashed do
local pos = minetest.get_position_from_hash(trees_hashed[i])
nether.grow_tree(pos, true)
if nether.log_level >= 1 then
function nether:inform(msg, spam, t)
if spam <= self.log_level then
local info
if t then
info = "[nether] " .. msg .. (" after ca. %.3g s"):format(
(minetest.get_us_time() - t) / 1000000)
else
info = "[nether] " .. msg
end
print(info)
if self.log_to_chat then
minetest.chat_send_all(info)
end
end
if #trees_hashed > 0 then
nether:inform(#trees_hashed .. " trees set", 2, t0)
end
-- fix light
local fixlight_area = gennotify.custom["nether:please_fix_light"]
if fixlight_area then
t0 = minetest.get_us_time()
minetest.fix_light(fixlight_area[1], fixlight_area[2])
nether:inform("light fixed", 2, t0)
end
end)
end
else
minetest.log("info", "nether mapgen running in main env")
dofile(path .. "/mapgen.lua")
function nether.inform()
end
end
-- Weierstrass function stuff from https://github.com/slemonide/gen
local SIZE = 1000
local ssize = math.ceil(math.abs(SIZE))
local function do_ws_func(depth, a, x)
local n = math.pi * x / (16 * SIZE)
local y = 0
for k=1,depth do
y = y + math.sin(k^a * n) / k^a
end
return SIZE * y / math.pi
end
local chunksize = minetest.settings:get"chunksize" or 5
local ws_lists = {}
local function get_ws_list(a,x)
ws_lists[a] = ws_lists[a] or {}
local v = ws_lists[a][x]
if v then
return v
end
v = {}
for x=x,x + (chunksize*16 - 1) do
local y = do_ws_func(ssize, a, x)
v[x] = y
end
ws_lists[a][x] = v
return v
end
local function dif(z1, z2)
return math.abs(z1-z2)
end
local function pymg(x1, x2, z1, z2)
return math.max(dif(x1, x2), dif(z1, z2))
end
local function r_area(manip, width, height, pos)
local emerged_pos1, emerged_pos2 = manip:read_from_map(
{x=pos.x-width, y=pos.y, z=pos.z-width},
{x=pos.x+width, y=pos.y+height, z=pos.z+width}
)
return VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
end
local function set_vm_data(manip, nodes, pos, t1, name, generated)
manip:set_data(nodes)
manip:write_to_map(not generated)
nether:inform(name.." grew at " .. minetest.pos_to_string(pos),
generated and 3 or 2, t1)
end
-- Generated variables
local NETHER_BOTTOM = (nether_middle - NETHER_HEIGHT)
nether.buildings = NETHER_BOTTOM+12
--~ local NETHER_ROOF_ABS = (nether_middle - NETHER_RANDOM)
local f_yscale_top = (f_h_max-f_h_min)/2
local f_yscale_bottom = f_yscale_top/2
--HADES_THRONE_STARTPOS_ABS = {x=HADES_THRONE_STARTPOS.x, y=(NETHER_BOTTOM +
--HADES_THRONE_STARTPOS.y), z=HADES_THRONE_STARTPOS.z}
--LAVA_Y = (NETHER_BOTTOM + LAVA_HEIGHT)
--HADES_THRONE_ABS = {}
--HADES_THRONE_ENDPOS_ABS = {}
--HADES_THRONE_GENERATED = minetest.get_worldpath() .. "/netherhadesthrone.txt"
--NETHER_SPAWNPOS_ABS = {x=NETHER_SPAWNPOS.x, y=(NETHER_BOTTOM +
--NETHER_SPAWNPOS.y), z=NETHER_SPAWNPOS.z}
--[[for i,v in ipairs(HADES_THRONE) do
v.pos.x = v.pos.x + HADES_THRONE_STARTPOS_ABS.x
v.pos.y = v.pos.y + HADES_THRONE_STARTPOS_ABS.y
v.pos.z = v.pos.z + HADES_THRONE_STARTPOS_ABS.z
HADES_THRONE_ABS[i] = v
end
local htx = 0
local hty = 0
local htz = 0
for i,v in ipairs(HADES_THRONE_ABS) do
if v.pos.x > htx then
htx = v.pos.x
end
if v.pos.y > hty then
hty = v.pos.y
end
if v.pos.z > htz then
htz = v.pos.z
end
end
HADES_THRONE_ENDPOS_ABS = {x=htx, y=hty, z=htz}]]
local c, nether_tree_nodes
local function define_contents()
c = {
ignore = minetest.get_content_id("ignore"),
air = minetest.get_content_id("air"),
lava = minetest.get_content_id("default:lava_source"),
gravel = minetest.get_content_id("default:gravel"),
coal = minetest.get_content_id("default:stone_with_coal"),
diamond = minetest.get_content_id("default:stone_with_diamond"),
mese = minetest.get_content_id("default:mese"),
--https://github.com/Zeg9/minetest-glow
glowstone = minetest.get_content_id("glow:stone"),
nether_shroom = minetest.get_content_id("riesenpilz:nether_shroom"),
netherrack = minetest.get_content_id("nether:netherrack"),
netherrack_tiled = minetest.get_content_id("nether:netherrack_tiled"),
netherrack_black = minetest.get_content_id("nether:netherrack_black"),
netherrack_blue = minetest.get_content_id("nether:netherrack_blue"),
netherrack_brick = minetest.get_content_id("nether:netherrack_brick"),
white = minetest.get_content_id("nether:white"),
nether_vine = minetest.get_content_id("nether:vine"),
blood = minetest.get_content_id("nether:blood"),
blood_top = minetest.get_content_id("nether:blood_top"),
blood_stem = minetest.get_content_id("nether:blood_stem"),
nether_apple = minetest.get_content_id("nether:apple"),
nether_tree = minetest.get_content_id("nether:tree"),
nether_tree_corner = minetest.get_content_id("nether:tree_corner"),
nether_leaves = minetest.get_content_id("nether:leaves"),
nether_grass = {
minetest.get_content_id("nether:grass_small"),
minetest.get_content_id("nether:grass_middle"),
minetest.get_content_id("nether:grass_big")
},
glowflower = minetest.get_content_id("nether:glowflower"),
nether_dirt = minetest.get_content_id("nether:dirt"),
nether_dirt_top = minetest.get_content_id("nether:dirt_top"),
nether_dirt_bottom = minetest.get_content_id("nether:dirt_bottom"),
}
local trn = {c.nether_tree, c.nether_tree_corner, c.nether_leaves,
c.nether_fruit}
nether_tree_nodes = {}
for i = 1,#trn do
nether_tree_nodes[trn[i]] = true
end
end
local pr, contents_defined
local function return_nether_ore(id, glowstone)
if glowstone
and pr:next(0,GLOWSTONE_FREQ_ROOF) == 1 then
return c.glowstone
end
if id == c.coal then
return c.netherrack_tiled
end
if id == c.gravel then
return c.netherrack_black
end
if id == c.diamond then
return c.netherrack_blue
end
if id == c.mese then
return c.white
end
return c.netherrack
end
local f_perlins = {}
-- abs(v) < 1-(persistance^octaves))/(1-persistance) = amp
--local perlin1 = minetest.get_perlin(13,3, 0.5, 50) --Get map specific perlin
-- local perlin2 = minetest.get_perlin(133,3, 0.5, 10)
-- local perlin3 = minetest.get_perlin(112,3, 0.5, 5)
local tmp = f_yscale_top*4
local tmp2 = tmp/f_bottom_scale
local perlins = {
{ -- amp 1.75
seed = 13,
octaves = 3,
persist = 0.5,
spread = {x=50, y=50, z=50},
scale = 1,
offset = 0,
},
{-- amp 1.75
seed = 133,
octaves = 3,
persist = 0.5,
spread = {x=10, y=10, z=10},
scale = 1,
offset = 0,
},
{-- amp 1.75
seed = 112,
octaves = 3,
persist = 0.5,
spread = {x=5, y=5, z=5},
scale = 1,
offset = 0,
},
--[[forest_bottom = {
seed = 11,
octaves = 3,
persist = 0.8,
spread = {x=tmp2, y=tmp2, z=tmp2},
scale = 1,
offset = 0,
},]]
forest_top = {-- amp 2.44
seed = 21,
octaves = 3,
persist = 0.8,
spread = {x=tmp, y=tmp, z=tmp},
scale = 1,
offset = 0,
},
}
-- buffers, see https://forum.minetest.net/viewtopic.php?f=18&t=16043
local pelin_maps
local pmap1 = {}
local pmap2 = {}
local pmap3 = {}
local pmap_f_top = {}
local data = {}
local structures_enabled = true
local vine_maxlength = math.floor(NETHER_HEIGHT/4+0.5)
-- Create the Nether
minetest.register_on_generated(function(minp, maxp, seed)
--avoid big map generation
if not (maxp.y >= NETHER_BOTTOM-100 and minp.y <= nether.start) then
return
end
local t1 = minetest.get_us_time()
nether:inform("generates at: x=["..minp.x.."; "..maxp.x.."]; y=[" ..
minp.y.."; "..maxp.y.."]; z=["..minp.z.."; "..maxp.z.."]", 2)
if not contents_defined then
define_contents()
contents_defined = true
end
local buildings = 0
if maxp.y <= NETHER_BOTTOM then
buildings = 1
elseif minp.y <= nether.buildings then
buildings = 2
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
pr = PseudoRandom(seed+33)
local tab,num = {},1
local trees,num_trees = {},1
--local perlin1 = minetest.get_perlin(13,3, 0.5, 50)
--local perlin2 = minetest.get_perlin(133,3, 0.5, 10)
--local perlin3 = minetest.get_perlin(112,3, 0.5, 5)
local side_length = maxp.x - minp.x + 1
local map_lengths_xyz = {x=side_length, y=side_length, z=side_length}
if not pelin_maps then
pelin_maps = {
a = minetest.get_perlin_map(perlins[1], map_lengths_xyz),
b = minetest.get_perlin_map(perlins[2], map_lengths_xyz),
c = minetest.get_perlin_map(perlins[3], map_lengths_xyz),
forest_top = minetest.get_perlin_map(perlins.forest_top,
map_lengths_xyz),
}
end
pelin_maps.a:get_2d_map_flat({x=minp.x, y=minp.z}, pmap1)
pelin_maps.b:get_2d_map_flat({x=minp.x, y=minp.z}, pmap2)
pelin_maps.c:get_2d_map_flat({x=minp.x, y=minp.z}, pmap3)
local forest_possible = maxp.y > f_h_min and minp.y < f_h_max
--local pmap_f_bottom = minetest.get_perlin_map(perlins.forest_bottom,
-- map_lengths_xyz):get_2d_map_flat({x=minp.x, y=minp.z})
local perlin_f_bottom, strassx, strassz
if forest_possible then
perlin_f_bottom = minetest.get_perlin(11, 3, 0.8, tmp2)
pelin_maps.forest_top:get_2d_map_flat({x=minp.x, y=minp.z}, pmap_f_top)
strassx = get_ws_list(2, minp.x)
strassz = get_ws_list(2, minp.z)
end
local num2, tab2
if buildings >= 1 then
num2 = 1
tab2 = nether_weird_noise({x=minp.x, y=nether.buildings-79, z=minp.z},
pymg, 200, 8, 10, side_length-1)
end
local count = 0
for z=minp.z, maxp.z do
for x=minp.x, maxp.x do
count = count+1
local test = pmap1[count]+1
local test2 = pmap2[count]
local test3 = math.abs(pmap3[count])
local t = math.floor(test*3+0.5)
local h
if test2 < 0 then
h = math.floor(test2*3+0.5)-1
else
h = 3+t+pr:next(0,NETHER_RANDOM)
end
local generate_vine = false
if test3 >= 0.72+pr:next(0,NETHER_RANDOM)/10
and pr:next(0,NETHER_RANDOM) == 1 then
generate_vine = true
end
local bottom = NETHER_BOTTOM+h
local top = nether_middle-pr:next(0,NETHER_RANDOM)+t
local py_h = 0
local difn, noisp, py_h_g
if buildings >= 1 then
py_h = tab2[num2].y
num2 = num2+1
difn = nether.buildings-py_h
if difn == 5 then
noisp = 1
elseif difn < 5 then
noisp = 2
end
py_h_g = nether.buildings-7
end
local vi = area:index(x, minp.y, z)
if buildings == 1
and noisp then
if noisp == 1 then
for _ = 1,side_length do
data[vi] = c.netherrack_brick
vi = vi + area.ystride
end
else
for _ = 1,side_length do
data[vi] = c.lava
vi = vi + area.ystride
end
end
else
local r_structure = pr:next(1,nether_structure_freq)
local r_shroom = pr:next(1,NETHER_SHROOM_FREQ)
local r_glowstone = pr:next(0,GLOWSTONE_FREQ_ROOF)
local r_vine_length = pr:next(1,vine_maxlength)
local f_bottom, f_top, is_forest, f_h_dirt
if forest_possible then
local p = {x=math.floor(x/f_bottom_scale),
z=math.floor(z/f_bottom_scale)}
local pstr = p.x.." "..p.z
if not f_perlins[pstr] then
f_perlins[pstr] = math.floor(f_h_min + (math.abs(
perlin_f_bottom:get_2d{x=p.x, y=p.z} + 1))
* f_yscale_bottom + 0.5)
end
local top_noise = pmap_f_top[count]+1
if top_noise < 0 then
top_noise = -top_noise/10
--nether:inform("ERROR: (perlin noise) "..
-- pmap_f_top[count].." is not inside [-1; 1]", 1)
end
f_top = math.floor(f_h_max - top_noise*f_yscale_top + 0.5)
f_bottom = f_perlins[pstr]+pr:next(0,f_bottom_scale-1)
is_forest = f_bottom < f_top
f_h_dirt = f_bottom-pr:next(0,1)
end
for y=minp.y, maxp.y do
local d_p_addp = data[vi]
--if py_h >= maxp.y-4 then
if y <= py_h
and noisp then
if noisp == 1 then
data[vi] = c.netherrack_brick
elseif noisp == 2 then
if y == py_h then
data[vi] = c.netherrack_brick
elseif y == py_h_g
and pr:next(1,3) <= 2 then
data[vi] = c.netherrack
elseif y <= py_h_g then
data[vi] = c.lava
else
data[vi] = c.air
end
end
elseif d_p_addp ~= c.air then
if is_forest
and y == f_bottom then
data[vi] = c.nether_dirt_top
elseif is_forest
and y < f_bottom
and y >= f_h_dirt then
data[vi] = c.nether_dirt
elseif is_forest
and y == f_h_dirt-1 then
data[vi] = c.nether_dirt_bottom
elseif is_forest
and y == f_h_dirt+1 then
if pr:next(1,tree_rarity) == 1 then
trees[num_trees] = {x=x, y=y, z=z}
num_trees = num_trees+1
elseif pr:next(1,mushroom_rarity) == 1 then
data[vi] = c.nether_shroom
elseif pr:next(1,glowflower_rarity) == 1 then
data[vi] = c.glowflower
elseif pr:next(1,grass_rarity) == 1 then
data[vi] = c.nether_grass[pr:next(1,3)]
else
data[vi] = c.air
end
elseif is_forest
and y > f_bottom
and y < f_top then
if not nether_tree_nodes[d_p_addp] then
data[vi] = c.air
end
elseif is_forest
and y == f_top then
local sel = math.floor(strassx[x]+strassz[z]+0.5)%10
if sel <= 5 then
data[vi] = return_nether_ore(d_p_addp, true)
elseif sel == 6 then
data[vi] = c.netherrack_black
elseif sel == 7 then
data[vi] = c.glowstone
else
data[vi] = c.air
end
elseif y <= NETHER_BOTTOM then
if y <= bottom then
data[vi] = return_nether_ore(d_p_addp, true)
else
data[vi] = c.lava
end
elseif r_structure == 1
and y == bottom then
tab[num] = {x=x, y=y-1, z=z}
num = num+1
elseif y <= bottom then
if pr:next(1,LAVA_FREQ) == 1 then
data[vi] = c.lava
else
data[vi] = return_nether_ore(d_p_addp, false)
end
elseif r_shroom == 1
and r_structure ~= 1
and y == bottom+1 then
data[vi] = c.nether_shroom
elseif (y == top and r_glowstone == 1) then
data[vi] = c.glowstone
elseif y >= top then
data[vi] = return_nether_ore(d_p_addp, true)
elseif y <= top-1
and generate_vine
and y >= top-r_vine_length then
data[vi] = c.nether_vine
else
data[vi] = c.air
end
end
vi = vi + area.ystride
end
end
end
end
vm:set_data(data)
-- vm:set_lighting(12)
-- vm:calc_lighting()
-- vm:update_liquids()
vm:write_to_map(false)
nether:inform("nodes set", 2, t1)
local t2 = minetest.get_us_time()
local tr_bl_cnt = 0
if structures_enabled then -- Blood netherstructures
tr_bl_cnt = #tab
for i = 1,tr_bl_cnt do
nether.grow_netherstructure(tab[i], true)
end
end
if forest_possible then -- Forest trees
tr_bl_cnt = tr_bl_cnt + #trees
for i = 1,#trees do
nether.grow_tree(trees[i], true)
end
end
if tr_bl_cnt > 0 then
nether:inform(tr_bl_cnt .. " trees and blood structures set", 2, t2)
end
t2 = minetest.get_us_time()
minetest.fix_light(minp, maxp)
nether:inform("light fixed", 2, t2)
nether:inform("done", 1, t1)
end)
function nether.grow_netherstructure(pos, generated)
local t1 = minetest.get_us_time()
if not contents_defined then
define_contents()
contents_defined = true
end
if not pos.x then print(dump(pos))
nether:inform("Error: "..dump(pos), 1)
return
end
local height = 6
local manip = minetest.get_voxel_manip()
local area = r_area(manip, 2, height, pos)
local nodes = manip:get_data()
local vi = area:indexp(pos)
for _ = 0, height-1 do
nodes[vi] = c.blood_stem
vi = vi + area.ystride
end
for i = -1,1 do
for j = -1,1 do
nodes[area:index(pos.x+i, pos.y+height, pos.z+j)] = c.blood_top
end
end
for k = -1, 1, 2 do
for l = -2+1, 2 do
local p1 = {pos.x+2*k, pos.y+height, pos.z-l*k}
local p2 = {pos.x+l*k, pos.y+height, pos.z+2*k}
local udat = c.blood_top
if math.random(2) == 1 then
nodes[area:index(p1[1], p1[2], p1[3])] = c.blood_top
nodes[area:index(p2[1], p2[2], p2[3])] = c.blood_top
udat = c.blood
end
nodes[area:index(p1[1], p1[2]-1, p1[3])] = udat
nodes[area:index(p2[1], p2[2]-1, p2[3])] = udat
end
for l = 0, 1 do
for _,p in ipairs({
{pos.x+k, pos.y+height-1, pos.z-l*k},
{pos.x+l*k, pos.y+height-1, pos.z+k},
}) do
if math.random(2) == 1 then
nodes[area:index(p[1], p[2], p[3])] = c.nether_apple
--elseif math.random(10) == 1 then
-- nodes[area:index(p[1], p[2], p[3])] = c.apple
end
end
end
end
set_vm_data(manip, nodes, pos, t1, "blood", generated)
end
local poshash = minetest.hash_node_position
local pos_from_hash = minetest.get_position_from_hash
local function soft_node(id)
return id == c.air or id == c.ignore
end
local function update_minmax(min, max, p)
min.x = math.min(min.x, p.x)
max.x = math.max(max.x, p.x)
min.z = math.min(min.z, p.z)
max.z = math.max(max.z, p.z)
end
local fruit_chances = {}
for y = -2,1 do --like a hyperbola
fruit_chances[y] = math.floor(-4/(y-2)+0.5)
end
local dirs = {
{-1, 0, 12, 19},
{1, 0, 12, 13},
{0, 1, 4},
{0, -1, 4, 10},
}
local h_max = 26
local h_stem_min = 3
local h_stem_max = 7
local h_arm_min = 2
local h_arm_max = 6
local r_arm_min = 1
local r_arm_max = 5
local fruit_rarity = 25 --a bigger number results in less fruits
local leaf_thickness = 3 --a bigger number results in more blank trees
local h_trunk_max = h_max-h_arm_max
function nether.grow_tree(pos, generated)
local t1 = minetest.get_us_time()
if not contents_defined then
define_contents()
contents_defined = true
end
local min = vector.new(pos)
local max = vector.new(pos)
min.y = min.y-1
max.y = max.y+h_max
local trunks = {}
local trunk_corners = {}
local h_stem = math.random(h_stem_min, h_stem_max)
local todo,n = {{x=pos.x, y=pos.y+h_stem, z=pos.z}},1
while n do
local p = todo[n]
todo[n] = nil
n = next(todo)
local used_dirs,u = {},1
for _,dir in pairs(dirs) do
if math.random(1,2) == 1 then
used_dirs[u] = dir
u = u+1
end
end
if not used_dirs[1] then
local dir1 = math.random(4)
local dir2 = math.random(3)
if dir1 <= dir2 then
dir2 = dir2+1
end
used_dirs[1] = dirs[dir1]
used_dirs[2] = dirs[dir2]
end
for _,dir in pairs(used_dirs) do
local p = vector.new(p)
local r = math.random(r_arm_min, r_arm_max)
for j = 1,r do
local x = p.x+j*dir[1]
local z = p.z+j*dir[2]
trunks[poshash{x=x, y=p.y, z=z}] = dir[3]
end
r = r+1
p.x = p.x+r*dir[1]
p.z = p.z+r*dir[2]
trunk_corners[poshash(p)] = dir[4] or dir[3]
local h = math.random(h_arm_min, h_arm_max)
for i = 1,h do
p.y = p.y + i
trunks[poshash(p)] = true
p.y = p.y - i
end
p.y = p.y+h
--n = #todo+1 -- caused small trees
todo[#todo+1] = p
end
if p.y > pos.y+h_trunk_max then
break
end
n = n or next(todo)
end
local leaves = {}
local fruits = {}
local trunk_ps = {}
local count = 0
local ps = {}
local trunk_count = 0
for i,par2 in pairs(trunks) do
local pos = pos_from_hash(i)
update_minmax(min, max, pos)
local z,y,x = pos.z, pos.y, pos.x
trunk_count = trunk_count+1
ps[trunk_count] = {z,y,x, par2}
end
for _,d in pairs(ps) do
if d[4] == true then
d[4] = nil
end
trunk_ps[#trunk_ps+1] = d
local pz, py, px = unpack(d)
count = count+1
if count > leaf_thickness then
count = 0
for y = -2,2 do
local fruit_chance = fruit_chances[y]
for z = -2,2 do
for x = -2,2 do
local distq = x*x+y*y+z*z
if distq ~= 0
and math.random(1, math.sqrt(distq)) == 1 then
local x = x+px
local y = y+py
local z = z+pz
local vi = poshash{x=x, y=y, z=z}
if not trunks[vi] then
if fruit_chance
and math.random(1, fruit_rarity) == 1
and math.random(1, fruit_chance) == 1 then
fruits[vi] = true
else
leaves[vi] = true
end
update_minmax(min, max, {x=x, z=z})
end
end
end
end
end
end
end
--ps = nil
--collectgarbage()
for i = -1,h_stem+1 do
-- param2 explicitly set 0 due to possibly previous leaves node
trunk_ps[#trunk_ps+1] = {pos.z, pos.y+i, pos.x, 0}
end
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(min, max)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local param2s = manip:get_param2_data()
for i in pairs(leaves) do
local p = area:indexp(pos_from_hash(i))
if soft_node(nodes[p]) then
nodes[p] = c.nether_leaves
param2s[p] = math.random(0,179)
--param2s[p] = math.random(0,44)
end
end
for i in pairs(fruits) do
local p = area:indexp(pos_from_hash(i))
if soft_node(nodes[p]) then
nodes[p] = c.nether_apple
end
end
for i = 1,#trunk_ps do
local p = trunk_ps[i]
local par = p[4]
p = area:index(p[3], p[2], p[1])
if par then
param2s[p] = par
end
nodes[p] = c.nether_tree
end
for i,par2 in pairs(trunk_corners) do
local vi = area:indexp(pos_from_hash(i))
nodes[vi] = c.nether_tree_corner
param2s[vi] = par2
end
manip:set_data(nodes)
manip:set_param2_data(param2s)
manip:write_to_map(not generated)
nether:inform("a nether tree with " .. trunk_count ..
" branch trunk nodes grew at " .. minetest.pos_to_string(pos),
generated and 3 or 2, t1)
end
--abms
minetest.register_abm({
@ -89,8 +923,8 @@ minetest.register_abm({
minetest.register_abm({
nodenames = {"nether:tree_sapling"},
neighbors = {"group:nether_dirt"},
interval = nether.v.abm_tree_interval,
chance = nether.v.abm_tree_chance,
interval = abm_tree_interval,
chance = abm_tree_chance,
action = function(pos)
if minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name == "air"
and minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "air" then

View File

@ -1,13 +0,0 @@
-- This is run in mapgen env (see register_mapgen_script)
nether = {}
nether.env_type = "ssm_mapgen"
nether.path = minetest.get_modpath("nether")
local path = nether.path
dofile(path .. "/common.lua")
dofile(path .. "/grow_structures.lua")
dofile(path .. "/mapgen.lua")

View File

@ -4,27 +4,20 @@ local nether_sound = default.node_sound_stone_defaults({
footstep = {name="nether_footstep", gain=0.4}
})
-- The fence registration function from fence_registration
local add_fence = minetest.register_fence
local stairs_exist = minetest.global_exists("stairs")
-- A function which registers a fence and stairs nodes for a nether node if the
-- mods for these node registrations are available
local function add_more_nodes(name)
local nd = "nether:"..name
if not string.find(name, "nether") then
name = "nether_"..name
end
local data = minetest.registered_nodes[nd]
if stairs_exist then
stairs.register_stair_and_slab(name, nd,
data.groups,
data.tiles,
data.description.." Stair",
data.description.." Slab",
data.sounds
)
end
stairs.register_stair_and_slab(name, nd,
data.groups,
data.tiles,
data.description.." Stair",
data.description.." Slab",
data.sounds
)
if add_fence then
add_fence({fence_of = nd})
end
@ -42,11 +35,14 @@ local function add_fence(name)
end
--]]
local creative_installed = minetest.global_exists("creative")
local function digging_allowed(player, v)
if not player then
return false
end
if minetest.is_creative_enabled(player:get_player_name()) then
if creative_installed
and creative.is_enabled_for(player:get_player_name()) then
return true
end
local tool = player:get_wielded_item():get_name()

View File

@ -1,519 +0,0 @@
local path = nether.path
local in_mapgen_env = nether.env_type == "ssm_mapgen"
-- vars
local v = nether.v
local nether_middle = v.nether_middle
local f_bottom_scale = v.f_bottom_scale
local f_h_min = v.f_h_min
local f_h_max = v.f_h_max
local tree_rarity = v.tree_rarity
local glowflower_rarity = v.glowflower_rarity
local grass_rarity = v.grass_rarity
local mushroom_rarity = v.mushroom_rarity
local nether_start = v.nether_start
local NETHER_HEIGHT = v.NETHER_HEIGHT
local NETHER_RANDOM = v.NETHER_RANDOM
local GLOWSTONE_FREQ_ROOF = v.GLOWSTONE_FREQ_ROOF
local LAVA_FREQ = v.LAVA_FREQ
local nether_structure_freq = v.nether_structure_freq
local NETHER_SHROOM_FREQ = v.NETHER_SHROOM_FREQ
local NETHER_BOTTOM = v.NETHER_BOTTOM
local nether_buildings = v.nether_buildings
local nether_weird_noise = dofile(path .. "/weird_mapgen_noise.lua")
-- Weierstrass function stuff from https://github.com/slemonide/gen
local get_ws_list
do
local SIZE = 1000
local ssize = math.ceil(math.abs(SIZE))
local function do_ws_func(depth, a, x)
local n = math.pi * x / (16 * SIZE)
local y = 0
for k=1,depth do
y = y + math.sin(k^a * n) / k^a
end
return SIZE * y / math.pi
end
local chunksize = minetest.settings:get"chunksize" or 5
local ws_lists = {}
get_ws_list = function(a,x)
ws_lists[a] = ws_lists[a] or {}
local v = ws_lists[a][x]
if v then
return v
end
v = {}
for x=x,x + (chunksize*16 - 1) do
local y = do_ws_func(ssize, a, x)
v[x] = y
end
ws_lists[a][x] = v
return v
end
end
local function dif(z1, z2)
return math.abs(z1-z2)
end
local function pymg(x1, x2, z1, z2)
return math.max(dif(x1, x2), dif(z1, z2))
end
-- Generated variables
--~ local NETHER_ROOF_ABS = (nether_middle - NETHER_RANDOM)
local f_yscale_top = (f_h_max-f_h_min)/2
local f_yscale_bottom = f_yscale_top/2
--HADES_THRONE_STARTPOS_ABS = {x=HADES_THRONE_STARTPOS.x, y=(NETHER_BOTTOM +
--HADES_THRONE_STARTPOS.y), z=HADES_THRONE_STARTPOS.z}
--LAVA_Y = (NETHER_BOTTOM + LAVA_HEIGHT)
--HADES_THRONE_ABS = {}
--HADES_THRONE_ENDPOS_ABS = {}
--HADES_THRONE_GENERATED = minetest.get_worldpath() .. "/netherhadesthrone.txt"
--NETHER_SPAWNPOS_ABS = {x=NETHER_SPAWNPOS.x, y=(NETHER_BOTTOM +
--NETHER_SPAWNPOS.y), z=NETHER_SPAWNPOS.z}
--[[for i,v in ipairs(HADES_THRONE) do
v.pos.x = v.pos.x + HADES_THRONE_STARTPOS_ABS.x
v.pos.y = v.pos.y + HADES_THRONE_STARTPOS_ABS.y
v.pos.z = v.pos.z + HADES_THRONE_STARTPOS_ABS.z
HADES_THRONE_ABS[i] = v
end
local htx = 0
local hty = 0
local htz = 0
for i,v in ipairs(HADES_THRONE_ABS) do
if v.pos.x > htx then
htx = v.pos.x
end
if v.pos.y > hty then
hty = v.pos.y
end
if v.pos.z > htz then
htz = v.pos.z
end
end
HADES_THRONE_ENDPOS_ABS = {x=htx, y=hty, z=htz}]]
local c, nether_tree_nodes, contents_defined
local function define_contents()
if not contents_defined then
c, nether_tree_nodes = nether.query_contents()
contents_defined = true
end
end
local pr
local function return_nether_ore(id, glowstone)
if glowstone
and pr:next(0,GLOWSTONE_FREQ_ROOF) == 1 then
return c.glowstone
end
if id == c.coal then
return c.netherrack_tiled
end
if id == c.gravel then
return c.netherrack_black
end
if id == c.diamond then
return c.netherrack_blue
end
if id == c.mese then
return c.white
end
return c.netherrack
end
local f_perlins = {}
-- abs(v) < 1-(persistance^octaves))/(1-persistance) = amp
--local perlin1 = minetest.get_perlin(13,3, 0.5, 50) --Get map specific perlin
-- local perlin2 = minetest.get_perlin(133,3, 0.5, 10)
-- local perlin3 = minetest.get_perlin(112,3, 0.5, 5)
local tmp = f_yscale_top*4
local tmp2 = tmp/f_bottom_scale
local perlins = {
{ -- amp 1.75
seed = 13,
octaves = 3,
persist = 0.5,
spread = {x=50, y=50, z=50},
scale = 1,
offset = 0,
},
{-- amp 1.75
seed = 133,
octaves = 3,
persist = 0.5,
spread = {x=10, y=10, z=10},
scale = 1,
offset = 0,
},
{-- amp 1.75
seed = 112,
octaves = 3,
persist = 0.5,
spread = {x=5, y=5, z=5},
scale = 1,
offset = 0,
},
--[[forest_bottom = {
seed = 11,
octaves = 3,
persist = 0.8,
spread = {x=tmp2, y=tmp2, z=tmp2},
scale = 1,
offset = 0,
},]]
forest_top = {-- amp 2.44
seed = 21,
octaves = 3,
persist = 0.8,
spread = {x=tmp, y=tmp, z=tmp},
scale = 1,
offset = 0,
},
}
-- buffers, see https://forum.minetest.net/viewtopic.php?f=18&t=16043
local pelin_maps
local pmap1 = {}
local pmap2 = {}
local pmap3 = {}
local pmap_f_top = {}
local data = {}
local structures_enabled = true
local vine_maxlength = math.floor(NETHER_HEIGHT/4+0.5)
-- Create the Nether
local function on_generated(minp, maxp, seed)
--avoid big map generation
if not (maxp.y >= NETHER_BOTTOM-100 and minp.y <= nether_start) then
return
end
local t1 = minetest.get_us_time()
nether:inform("generates at: x=["..minp.x.."; "..maxp.x.."]; y=[" ..
minp.y.."; "..maxp.y.."]; z=["..minp.z.."; "..maxp.z.."]", 2)
define_contents()
local buildings = 0
if maxp.y <= NETHER_BOTTOM then
buildings = 1
elseif minp.y <= nether_buildings then
buildings = 2
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
pr = PseudoRandom(seed+33)
local tab,num = {},1
local trees,num_trees = {},1
--local perlin1 = minetest.get_perlin(13,3, 0.5, 50)
--local perlin2 = minetest.get_perlin(133,3, 0.5, 10)
--local perlin3 = minetest.get_perlin(112,3, 0.5, 5)
local side_length = maxp.x - minp.x + 1
local map_lengths_xyz = {x=side_length, y=side_length, z=side_length}
if not pelin_maps then
pelin_maps = {
a = minetest.get_perlin_map(perlins[1], map_lengths_xyz),
b = minetest.get_perlin_map(perlins[2], map_lengths_xyz),
c = minetest.get_perlin_map(perlins[3], map_lengths_xyz),
forest_top = minetest.get_perlin_map(perlins.forest_top,
map_lengths_xyz),
}
end
pelin_maps.a:get_2d_map_flat({x=minp.x, y=minp.z}, pmap1)
pelin_maps.b:get_2d_map_flat({x=minp.x, y=minp.z}, pmap2)
pelin_maps.c:get_2d_map_flat({x=minp.x, y=minp.z}, pmap3)
local forest_possible = maxp.y > f_h_min and minp.y < f_h_max
--local pmap_f_bottom = minetest.get_perlin_map(perlins.forest_bottom,
-- map_lengths_xyz):get_2d_map_flat({x=minp.x, y=minp.z})
local perlin_f_bottom, strassx, strassz
if forest_possible then
perlin_f_bottom = minetest.get_perlin(11, 3, 0.8, tmp2)
pelin_maps.forest_top:get_2d_map_flat({x=minp.x, y=minp.z}, pmap_f_top)
strassx = get_ws_list(2, minp.x)
strassz = get_ws_list(2, minp.z)
end
local num2, tab2
if buildings >= 1 then
num2 = 1
tab2 = nether_weird_noise({x=minp.x, y=nether_buildings-79, z=minp.z},
pymg, 200, 8, 10, side_length-1)
end
local count = 0
for z=minp.z, maxp.z do
for x=minp.x, maxp.x do
count = count+1
local test = pmap1[count]+1
local test2 = pmap2[count]
local test3 = math.abs(pmap3[count])
local t = math.floor(test*3+0.5)
local h
if test2 < 0 then
h = math.floor(test2*3+0.5)-1
else
h = 3+t+pr:next(0,NETHER_RANDOM)
end
local generate_vine = false
if test3 >= 0.72+pr:next(0,NETHER_RANDOM)/10
and pr:next(0,NETHER_RANDOM) == 1 then
generate_vine = true
end
local bottom = NETHER_BOTTOM+h
local top = nether_middle-pr:next(0,NETHER_RANDOM)+t
local py_h = 0
local difn, noisp, py_h_g
if buildings >= 1 then
py_h = tab2[num2].y
num2 = num2+1
difn = nether_buildings-py_h
if difn == 5 then
noisp = 1
elseif difn < 5 then
noisp = 2
end
py_h_g = nether_buildings-7
end
local vi = area:index(x, minp.y, z)
if buildings == 1
and noisp then
if noisp == 1 then
for _ = 1,side_length do
data[vi] = c.netherrack_brick
vi = vi + area.ystride
end
else
for _ = 1,side_length do
data[vi] = c.lava
vi = vi + area.ystride
end
end
else
local r_structure = pr:next(1,nether_structure_freq)
local r_shroom = pr:next(1,NETHER_SHROOM_FREQ)
local r_glowstone = pr:next(0,GLOWSTONE_FREQ_ROOF)
local r_vine_length = pr:next(1,vine_maxlength)
local f_bottom, f_top, is_forest, f_h_dirt
if forest_possible then
local p = {x=math.floor(x/f_bottom_scale),
z=math.floor(z/f_bottom_scale)}
local pstr = p.x.." "..p.z
if not f_perlins[pstr] then
f_perlins[pstr] = math.floor(f_h_min + (math.abs(
perlin_f_bottom:get_2d{x=p.x, y=p.z} + 1))
* f_yscale_bottom + 0.5)
end
local top_noise = pmap_f_top[count]+1
if top_noise < 0 then
top_noise = -top_noise/10
--nether:inform("ERROR: (perlin noise) "..
-- pmap_f_top[count].." is not inside [-1; 1]", 1)
end
f_top = math.floor(f_h_max - top_noise*f_yscale_top + 0.5)
f_bottom = f_perlins[pstr]+pr:next(0,f_bottom_scale-1)
is_forest = f_bottom < f_top
f_h_dirt = f_bottom-pr:next(0,1)
end
for y=minp.y, maxp.y do
local d_p_addp = data[vi]
--if py_h >= maxp.y-4 then
if y <= py_h
and noisp then
if noisp == 1 then
data[vi] = c.netherrack_brick
elseif noisp == 2 then
if y == py_h then
data[vi] = c.netherrack_brick
elseif y == py_h_g
and pr:next(1,3) <= 2 then
data[vi] = c.netherrack
elseif y <= py_h_g then
data[vi] = c.lava
else
data[vi] = c.air
end
end
elseif d_p_addp ~= c.air then
if is_forest
and y == f_bottom then
data[vi] = c.nether_dirt_top
elseif is_forest
and y < f_bottom
and y >= f_h_dirt then
data[vi] = c.nether_dirt
elseif is_forest
and y == f_h_dirt-1 then
data[vi] = c.nether_dirt_bottom
elseif is_forest
and y == f_h_dirt+1 then
if pr:next(1,tree_rarity) == 1 then
trees[num_trees] = {x=x, y=y, z=z}
num_trees = num_trees+1
elseif pr:next(1,mushroom_rarity) == 1 then
data[vi] = c.nether_shroom
elseif pr:next(1,glowflower_rarity) == 1 then
data[vi] = c.glowflower
elseif pr:next(1,grass_rarity) == 1 then
data[vi] = c.nether_grass[pr:next(1,3)]
else
data[vi] = c.air
end
elseif is_forest
and y > f_bottom
and y < f_top then
if not nether_tree_nodes[d_p_addp] then
data[vi] = c.air
end
elseif is_forest
and y == f_top then
local sel = math.floor(strassx[x]+strassz[z]+0.5)%10
if sel <= 5 then
data[vi] = return_nether_ore(d_p_addp, true)
elseif sel == 6 then
data[vi] = c.netherrack_black
elseif sel == 7 then
data[vi] = c.glowstone
else
data[vi] = c.air
end
elseif y <= NETHER_BOTTOM then
if y <= bottom then
data[vi] = return_nether_ore(d_p_addp, true)
else
data[vi] = c.lava
end
elseif r_structure == 1
and y == bottom then
tab[num] = {x=x, y=y-1, z=z}
num = num+1
elseif y <= bottom then
if pr:next(1,LAVA_FREQ) == 1 then
data[vi] = c.lava
else
data[vi] = return_nether_ore(d_p_addp, false)
end
elseif r_shroom == 1
and r_structure ~= 1
and y == bottom+1 then
data[vi] = c.nether_shroom
elseif (y == top and r_glowstone == 1) then
data[vi] = c.glowstone
elseif y >= top then
data[vi] = return_nether_ore(d_p_addp, true)
elseif y <= top-1
and generate_vine
and y >= top-r_vine_length then
data[vi] = c.nether_vine
else
data[vi] = c.air
end
end
vi = vi + area.ystride
end
end
end
end
nether:inform("most stuff set", 2, t1)
local t2 = minetest.get_us_time()
local bl_cnt = 0
local tr_cnt = 0
local tr_snd_cnt = 0
if structures_enabled then -- Blood netherstructures
bl_cnt = #tab
for i = 1, #tab do
nether.grow_netherstructure_into(area, data, tab[i], true)
end
end
if bl_cnt > 0 then
nether:inform(bl_cnt .. " blood structures set", 2, t2)
end
t2 = minetest.get_us_time()
vm:set_data(data)
-- vm:set_lighting(12)
-- vm:calc_lighting()
-- vm:update_liquids()
if not in_mapgen_env then
vm:write_to_map(false)
end
nether:inform("data written", 2, t2)
t2 = minetest.get_us_time()
if forest_possible then -- Forest trees
if in_mapgen_env then
-- Trees can get too big (>16 nodes in one direction) for usual
-- overgeneration onion layer. nether.grow_tree will make new vmanips
-- to emerge blank (= ignore-filled) blocks to overcome this. But the
-- main server thread needs to do this.
tr_snd_cnt = #trees
local trees_hashed = {}
for i = 1, #trees do
trees_hashed[i] = minetest.hash_node_position(trees[i])
end
assert(minetest.save_gen_notify("nether:please_grow_trees", trees_hashed))
else
tr_cnt = #trees
for i = 1, #trees do
nether.grow_tree(trees[i], true)
end
end
end
if tr_cnt + tr_snd_cnt > 0 then
nether:inform(string.format("%s trees set, %s trees sent",
tr_cnt, tr_snd_cnt), 2, t2)
end
if in_mapgen_env then
assert(minetest.save_gen_notify("nether:please_fix_light", {minp, maxp}))
else
t2 = minetest.get_us_time()
minetest.fix_light(minp, maxp)
nether:inform("light fixed", 2, t2)
end
nether:inform("done", 1, t1)
end
if in_mapgen_env then
minetest.register_on_generated(function(_, minp, maxp, blockseed)
return on_generated(minp, maxp, blockseed)
end)
else
minetest.register_on_generated(on_generated)
end

View File

@ -1,3 +1,3 @@
name = nether
depends = default,glow,riesenpilz
optional_depends = creative,fence_registration,function_delayer,stairs,watershed
depends = default,glow,riesenpilz,stairs,vector_extras
optional_depends = creative,fence_registration,function_delayer,watershed

View File

@ -4,8 +4,8 @@ local function throw_pearl(item, player)
playerpos.y = playerpos.y+1.625
local obj = minetest.add_entity(playerpos, "nether:pearl_entity")
local dir = player:get_look_dir()
obj:set_velocity(vector.multiply(dir, 30))
obj:set_acceleration({x=dir.x*-3, y=-dir.y^8*80-10, z=dir.z*-3})
obj:setvelocity(vector.multiply(dir, 30))
obj:setacceleration({x=dir.x*-3, y=-dir.y^8*80-10, z=dir.z*-3})
local pname = player:get_player_name()
obj:get_luaentity().player = pname
if not minetest.is_creative_enabled(pname) then
@ -56,7 +56,7 @@ local function teleport_player(pos, player)
return false
end
pos.y = pos.y+0.05
player:move_to(pos)
player:moveto(pos)
return true
end

View File

@ -1,11 +1,7 @@
--code copied from Pilzadam's nether mod and edited
local nether_start = nether.v.nether_start
local nether_bottom = nether.v.nether_bottom
local nether_buildings = nether.v.nether_buildings
-- kills the player if he uses PilzAdam portal
local portal_target = nether_buildings+1
local portal_target = nether.buildings+1
local damage_enabled = minetest.settings:get_bool"enable_damage"
local mclike_portal = false
@ -15,7 +11,7 @@ minetest.after(5, function()
end)
local save_path = minetest.get_worldpath() .. "/nether_players"
local players_trapped_in_nether = {}
local players_in_nether = {}
-- Load the list of players which are trapped in the nether
-- (or would be trapped if nether.trap_players was true)
@ -27,7 +23,7 @@ do
if contents then
local playernames = string.split(contents, " ")
for i = 1,#playernames do
players_trapped_in_nether[playernames[i]] = true
players_in_nether[playernames[i]] = true
end
end
end
@ -35,7 +31,7 @@ end
local function save_nether_players()
local playernames,n = {},1
for name in pairs(players_trapped_in_nether) do
for name in pairs(players_in_nether) do
playernames[n] = name
n = n+1
end
@ -45,17 +41,6 @@ local function save_nether_players()
io.close(f)
end
-- Nether aware mods will need to know if a player is in the nether.
function nether.is_player_in_nether(player)
local pos = player:get_pos()
return (pos.y < nether_start) and (pos.y >= nether_bottom)
end
-- For testing nether trap state tracking.
function nether.is_player_trapped_in_nether(player)
return players_trapped_in_nether[player:get_player_name()]
end
local update_background
if nether.trap_players then
function update_background(player, down)
@ -69,36 +54,6 @@ else
function update_background()end
end
-- Nether aware mods may have other means of moving players between the Nether
-- and Overworld, and if so, they should tell us about it so we can keep track
-- of the player state.
function nether.external_nether_teleport(player, pos)
if not nether.trap_players then
player:set_pos(pos)
return
end
local destination_in_nether = (pos.y < nether_start) and (pos.y >= nether_bottom)
update_background(player, destination_in_nether)
local pname = player:get_player_name()
players_trapped_in_nether[pname] = destination_in_nether or nil
player:set_pos(pos)
end
-- Has the player dug their way out of the nether?
-- Has nether.trap_players been disabled?
function nether.registry_update(player)
local pos = player:get_pos()
local in_nether = (pos.y < nether_start) and (pos.y >= nether_bottom)
local pname = player:get_player_name()
if nether.trap_players then
players_trapped_in_nether[pname] = in_nether or nil
update_background(player, in_nether)
elseif players_trapped_in_nether[pname] then
players_trapped_in_nether[pname] = nil
update_background(player, false)
end
end
-- returns nodename if area is generated, else calls generation function
local function generated_or_generate(pos)
local node = minetest.get_node_or_nil(pos)
@ -124,12 +79,11 @@ end
-- used for obsidian portal
local function obsidian_teleport(player, pname, target)
minetest.chat_send_player(pname, "For some reason you arrived here. Type " ..
minetest.chat_send_player(pname, "For any reason you arrived here. Type " ..
"/nether_help to find out things like craft recipes.")
players_trapped_in_nether[pname] = true
players_in_nether[pname] = true
save_nether_players()
update_background(player, true)
if target then
player:set_pos(target)
else
@ -140,14 +94,14 @@ end
-- teleports players to nether or helps it
local function player_to_nether(player, pos)
local pname = player:get_player_name()
players_trapped_in_nether[pname] = true
players_in_nether[pname] = true
save_nether_players()
update_background(player, true)
if pos then
player:set_pos(pos)
return
end
minetest.chat_send_player(pname, "For some reason you arrived here. " ..
minetest.chat_send_player(pname, "For any reason you arrived here. " ..
"Type /nether_help to find out things like craft recipes.")
if nether.trap_players then
player:set_hp(0)
@ -159,8 +113,8 @@ end
local function player_from_nether(player, pos)
local pname = player:get_player_name()
if players_trapped_in_nether[pname] then
players_trapped_in_nether[pname] = nil
if players_in_nether[pname] then
players_in_nether[pname] = nil
save_nether_players()
end
update_background(player, false)
@ -222,98 +176,13 @@ minetest.register_chatcommand("from_hell", {
end
})
-- Useful for debugging Nether player state tracking. Written by Deathwing777
minetest.register_chatcommand("in_hell", {
params = "[<player_name>]",
description = "Is the player in hell?",
func = function(name, pname)
if not minetest.check_player_privs(name, {nether=true}) then
return false,
"You need the nether priv to execute this chatcommand."
end
if not player_exists(pname) then
pname = name
end
local player = minetest.get_player_by_name(pname)
if not player then
return false, "Something went wrong."
end
local status = pname.." is in the "
if nether.is_player_in_nether(player) then
status = status.."NETHER!"
else
status = status.."OVERWORLD!"
end
return true, status
end
})
-- Useful for debugging Nether player state tracking. Written by Deathwing777
minetest.register_chatcommand("trapped_in_hell", {
params = "[<player_name>]",
description = "Is the player trapped in hell?",
func = function(name, pname)
if not minetest.check_player_privs(name, {nether=true}) then
return false,
"You need the nether priv to execute this chatcommand."
end
if not player_exists(pname) then
pname = name
end
local player = minetest.get_player_by_name(pname)
if not player then
return false, "Something went wrong."
end
local status = pname
if nether.is_player_trapped_in_nether(player) then
status = status.." is TRAPPED in nether!"
else
status = status.." is NOT trapped in nether!"
end
return true, status
end
})
-- Useful for debugging Nether player state tracking. Written by Deathwing777
minetest.register_chatcommand("update_hells_registry", {
params = "[<player_name>]",
description = "Update player state if they got to or from the nether in another way.",
func = function(name, pname)
if not minetest.check_player_privs(name, {nether=true}) then
return false,
"You need the nether priv to execute this chatcommand."
end
if not player_exists(pname) then
pname = name
end
local player = minetest.get_player_by_name(pname)
if not player then
return false, "Something went wrong."
end
nether.registry_update(player)
local status = pname
if nether.is_player_trapped_in_nether(player) then
status = status.." is TRAPPED in nether!"
else
status = status.." is NOT trapped in nether!"
end
return true, status
end
})
-- Disallow teleportation and change spawn positions if the nether traps players
if nether.trap_players then
-- randomly set player position when he/she dies in nether
minetest.register_on_respawnplayer(function(player)
local pname = player:get_player_name()
if not players_trapped_in_nether[pname] then
if not players_in_nether[pname] then
return
end
local target = get_player_died_target(player)
@ -322,23 +191,23 @@ if nether.trap_players then
-- fixes respawn bug
local player = minetest.get_player_by_name(pname)
if player then
player:move_to(target)
player:moveto(target)
end
end, pname, target)
return true
end)
-- override set_pos etc, to disallow player teleportion by e.g. travelnet
-- override set_pos etc. to disallow player teleportion by e.g. travelnet
local function can_teleport(player, pos)
if not player:is_player() then
-- the same metatable is used for entities
return true
end
local pname = player:get_player_name()
local in_nether = players_trapped_in_nether[pname] == true
local in_nether = players_in_nether[pname] == true
-- test if the target is valid
if pos.y < nether_start then
if pos.y < nether.start then
if in_nether then
return true
end
@ -348,7 +217,7 @@ if nether.trap_players then
-- test if the current position is valid
local current_pos = player:get_pos()
local now_in_nether = current_pos.y < nether_start
local now_in_nether = current_pos.y < nether.start
if now_in_nether ~= in_nether then
if in_nether then
minetest.log("action", "Player \"" .. pname ..
@ -376,7 +245,7 @@ if nether.trap_players then
local metatable_overridden
minetest.register_on_joinplayer(function(player)
-- set the background when the player joins
if player:get_pos().y < nether_start then
if player:get_pos().y < nether.start then
update_background(player, true)
end
@ -430,7 +299,7 @@ local particledef = {
-- teleports player to neter (obsidian portal)
local function obsi_teleport_player(player, pos, target)
local pname = player:get_player_name()
if players_trapped_in_nether[pname] then
if players_in_nether[pname] then
return
end
@ -441,7 +310,7 @@ local function obsi_teleport_player(player, pos, target)
end
local has_teleported
if (damage_enabled and nether.trap_players) then
if damage_enabled then
obsidian_teleport(player, pname)
has_teleported = true
elseif not mclike_portal then
@ -563,7 +432,7 @@ local function make_portal(pos)
return false
end
local in_nether = p1.y < nether_start
local in_nether = p1.y < nether.start
if in_nether
and not mclike_portal then
@ -689,11 +558,10 @@ minetest.after(0.1, function()
and minetest.get_node(pt.under).name == "default:obsidian" then
local done = make_portal(pt.under)
if done then
local pname = player:get_player_name()
minetest.chat_send_player(pname,
minetest.chat_send_player(player:get_player_name(),
"Warning: If you are in the nether you may not be " ..
"able to find the way out!")
if not minetest.is_creative_enabled(pname) then
if not minetest.settings:get_bool("creative_mode") then
stack:take_item()
end
end
@ -704,13 +572,13 @@ minetest.after(0.1, function()
end)
-- Get positions for an empty square around the origin
-- a not filled square
local function vector_square(r)
local tab, n = {}, 1
for i = -r+1, r do
for j = -1, 1, 2 do
local a, b = r*j, i*j
tab[n] = {a, -b}
tab[n] = {a, b}
tab[n+1] = {b, a}
n=n+2
end
@ -792,7 +660,7 @@ function nether.teleport_player(player)
end
minetest.sound_play("nether_teleporter", {pos=pos})
local meta = minetest.get_meta({x=pos.x, y=pos.y-1, z=pos.z})
if pos.y < nether_start then
if pos.y < nether.start then
set_portal(known_portals_d, pos.z,pos.x, pos.y)
local my = tonumber(meta:get_string("y"))

View File

@ -2,10 +2,9 @@ local default_settings = {
trap_players = true,
log_to_chat = false,
log_level = 2,
overworld_help = true,
}
nether.settings = {} -- FIXME: unused field. store settings in here?
nether.settings = {}
for name,dv in pairs(default_settings) do
local setting

View File

@ -17,7 +17,3 @@ nether.log_to_chat (Log messages to chat) bool false
# 2: Acceptable amount of information
# 3: Lots of text
nether.log_level (Log level) int 2 0 3
# If disabled, players cannot view the nether guide with /nether_help
# in the overworld.
nether.overworld_help (Overworld help) bool true