forked from minetest-mods/nether
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
bd2e065ad9
@ -2,10 +2,12 @@ unused_args = false
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allow_defined_top = true
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globals = {
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"bucket",
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"nether"
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}
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read_globals = {
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"climate_api",
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"core",
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"default",
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"DIR_DELIM",
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|
@ -6,3 +6,4 @@ fire?
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loot?
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mesecons?
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moreblocks?
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climate_api?
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92
init.lua
92
init.lua
@ -42,12 +42,18 @@ end
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-- Global Nether namespace
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nether = {}
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nether.mapgen = {} -- Shared Nether mapgen namespace, for mapgen files to expose functions and constants
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nether.modname = minetest.get_current_modname()
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nether.path = minetest.get_modpath(nether.modname)
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nether.get_translator = S
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-- nether.useBiomes allows other mods to know whether they can register ores etc. in the Nether.
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-- See mapgen.lua for an explanation of why minetest.read_schematic is being checked
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nether.useBiomes = minetest.get_mapgen_setting("mg_name") ~= "v6" and minetest.read_schematic ~= nil
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nether.fogColor = { -- only used if climate_api is installed
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netherCaverns = "#1D0504", -- Distance-fog colour for classic nether
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mantle = "#070916", -- Distance-fog colour for the Mantle region
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geodes = "#300530" -- Distance-fog colour for secondary region
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}
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-- Settings
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@ -227,7 +233,91 @@ The expedition parties have found no diamonds or gold, and after an experienced
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end
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})
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end
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-- Set appropriate nether distance-fog if climate_api is available
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--
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-- Delegating to a mod like climate_api means nether won't unexpectedly stomp on the sky of
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-- any other mod.
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-- Skylayer is another mod which can perform this role, and skylayer support could be added
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-- here as well. However skylayer doesn't provide a position-based method of specifying sky
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-- colours out-of-the-box, so the nether mod will have to monitor when players enter and
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-- leave the nether.
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if minetest.get_modpath("climate_api") and minetest.global_exists("climate_api") and climate_api.register_weather ~= nil then
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climate_api.register_influence(
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"nether_biome",
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function(pos)
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local result = "surface"
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if pos.y <= nether.DEPTH_CEILING and pos.y >= nether.DEPTH_FLOOR then
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result = "nether"
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-- since mapgen_nobiomes.lua has no regions it doesn't implement getRegion(),
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-- so only use getRegion() if it exists
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if nether.mapgen.getRegion ~= nil then
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-- the biomes-based mapgen supports 2 extra regions
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local regions = nether.mapgen.RegionEnum
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local region = nether.mapgen.getRegion(pos)
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if region == regions.CENTER or region == regions.CENTERSHELL then
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result = "mantle"
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elseif region == regions.NEGATIVE or region == regions.NEGATIVESHELL then
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result = "geode"
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end
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end
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end
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return result
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end
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)
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-- using sky type "plain" unfortunately means we don't get smooth fading transitions when
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-- the color of the sky changes, but it seems to be the only way to obtain a sky colour
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-- which doesn't brighten during the daytime.
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local undergroundSky = {
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sky_data = {
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base_color = nil,
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type = "plain",
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textures = nil,
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clouds = false,
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},
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sun_data = {
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visible = false,
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sunrise_visible = false
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},
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moon_data = {
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visible = false
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},
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star_data = {
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visible = false
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}
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}
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local netherSky, mantleSky, geodeSky = table.copy(undergroundSky), table.copy(undergroundSky), table.copy(undergroundSky)
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netherSky.sky_data.base_color = nether.fogColor.netherCaverns
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mantleSky.sky_data.base_color = nether.fogColor.mantle
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geodeSky.sky_data.base_color = nether.fogColor.geodes
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climate_api.register_weather(
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"nether:nether",
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{ nether_biome = "nether" },
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{ ["climate_api:skybox"] = netherSky }
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)
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climate_api.register_weather(
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"nether:mantle",
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{ nether_biome = "mantle" },
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{ ["climate_api:skybox"] = mantleSky }
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)
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climate_api.register_weather(
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"nether:geode",
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{ nether_biome = "geode" },
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{ ["climate_api:skybox"] = geodeSky }
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)
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end
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end -- end of "if nether.NETHER_REALM_ENABLED..."
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-- Play bubbling lava sounds if player killed by lava
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@ -13,9 +13,25 @@ Construction requires 14 blocks of obsidian, which we found deep underground whe
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Nether Portal=Portail du Nether
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### mapgen_mantle.lua ###
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, @1m above lava-sea level=
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, @1m below lava-sea level=
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, approaching y boundary of Nether=
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@1@2@3@4=
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Center/Mantle, but outside the caverns=
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Center/Mantle, inside cavern=
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Describes which region of the nether the player is in=
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Negative nether=
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Positive nether=
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Shell between negative nether and center region=
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Shell between positive nether and center region=
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The Overworld=
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Unknown player position=
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[Perlin @1] =
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### nodes.lua ###
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=
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A finely finished block of solid Nether Basalt.=
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A rough cut solid block of Nether Basalt.=
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A thin crust of cooled lava with liquid lava beneath=
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@ -12,9 +12,25 @@ Construction requires 14 blocks of obsidian, which we found deep underground whe
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Nether Portal=
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### mapgen_mantle.lua ###
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, @1m above lava-sea level=
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, @1m below lava-sea level=
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, approaching y boundary of Nether=
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@1@2@3@4=
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Center/Mantle, but outside the caverns=
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Center/Mantle, inside cavern=
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Describes which region of the nether the player is in=
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Negative nether=
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Positive nether=
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Shell between negative nether and center region=
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Shell between positive nether and center region=
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The Overworld=
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Unknown player position=
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[Perlin @1] =
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### nodes.lua ###
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=
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A finely finished block of solid Nether Basalt.=
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A rough cut solid block of Nether Basalt.=
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A thin crust of cooled lava with liquid lava beneath=
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239
mapgen.lua
239
mapgen.lua
@ -45,7 +45,6 @@ local BASALT_COLUMN_LOWER_LIMIT = CENTER_CAVERN_LIMIT * 0.25 -- This value
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-- Shared Nether mapgen namespace
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-- For mapgen files to share functions and constants
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nether.mapgen = {}
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local mapgen = nether.mapgen
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mapgen.TCAVE = TCAVE -- const needed in mapgen_mantle.lua
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@ -69,7 +68,8 @@ if minetest.read_schematic == nil then
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error("This " .. nether.modname .. " mapgen requires Minetest v5.1 or greater, use mapgen_nobiomes.lua instead.", 0)
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end
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-- Load helper functions for generating the mantle / center region
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-- Load specialty helper functions
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dofile(nether.path .. "/mapgen_dungeons.lua")
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dofile(nether.path .. "/mapgen_mantle.lua")
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@ -257,6 +257,19 @@ mapgen.np_cave = {
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--flags = ""
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}
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local cavePointPerlin = nil
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mapgen.getCavePointPerlin = function()
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cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
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return cavePointPerlin
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end
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mapgen.getCavePerlinAt = function(pos)
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cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
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return cavePointPerlin:get3d(pos)
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end
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-- Buffers and objects we shouldn't recreate every on_generate
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local nobj_cave = nil
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@ -269,206 +282,11 @@ local dbuf = {}
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local c_air = minetest.get_content_id("air")
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
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local c_dungeonbrick = minetest.get_content_id("nether:brick")
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local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
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local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
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local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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local c_lava_source = minetest.get_content_id("default:lava_source")
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local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
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local c_lava_crust = minetest.get_content_id("nether:lava_crust")
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local c_native_mapgen = minetest.get_content_id("nether:native_mapgen")
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-- Dungeon excavation functions
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function is_dungeon_brick(node_id)
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return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
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end
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function build_dungeon_room_list(data, area)
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local result = {}
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-- Unfortunately gennotify only returns dungeon rooms, not corridors.
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-- We don't need to check for temples because only dungeons are generated in biomes
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-- that define their own dungeon nodes.
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local gennotify = minetest.get_mapgen_object("gennotify")
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local roomLocations = gennotify["dungeon"] or {}
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-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
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-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
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local maxRoomSize = 18
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local maxRoomRadius = math.ceil(maxRoomSize / 2)
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local xStride, yStride, zStride = 1, area.ystride, area.zstride
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local minEdge, maxEdge = area.MinEdge, area.MaxEdge
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for _, roomPos in ipairs(roomLocations) do
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if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
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local room_vi = area:indexp(roomPos)
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--data[room_vi] = minetest.get_content_id("default:torch") -- debug
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local startPos = vector.new(roomPos)
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if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
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-- The roomPos coords given by gennotify are at floor level, but whenever possible we
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-- want to be performing searches a node higher than floor level to avoids dungeon chests.
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startPos.y = startPos.y + 1
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room_vi = area:indexp(startPos)
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end
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local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
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local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
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local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
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local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
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local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
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local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
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local room_min = vector.new(startPos)
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local room_max = vector.new(startPos)
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local vi = room_vi
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while room_max.y < bound_max_y and data[vi + yStride] == c_air do
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room_max.y = room_max.y + 1
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vi = vi + yStride
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end
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vi = room_vi
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while room_min.y > bound_min_y and data[vi - yStride] == c_air do
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room_min.y = room_min.y - 1
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vi = vi - yStride
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end
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vi = room_vi
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while room_max.z < bound_max_z and data[vi + zStride] == c_air do
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room_max.z = room_max.z + 1
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vi = vi + zStride
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end
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vi = room_vi
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while room_min.z > bound_min_z and data[vi - zStride] == c_air do
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room_min.z = room_min.z - 1
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vi = vi - zStride
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end
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vi = room_vi
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while room_max.x < bound_max_x and data[vi + xStride] == c_air do
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room_max.x = room_max.x + 1
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vi = vi + xStride
|
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end
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vi = room_vi
|
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while room_min.x > bound_min_x and data[vi - xStride] == c_air do
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room_min.x = room_min.x - 1
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vi = vi - xStride
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end
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local roomInfo = vector.new(roomPos)
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roomInfo.minp = room_min
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roomInfo.maxp = room_max
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result[#result + 1] = roomInfo
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end
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||||
end
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||||
return result;
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||||
end
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||||
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||||
-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
|
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-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
|
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function excavate_dungeons(data, area, rooms)
|
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local vi, node_id
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|
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-- any air from the native mapgen has been replaced by netherrack, but
|
||||
-- we don't want this inside dungeons, so fill dungeon rooms with air
|
||||
for _, roomInfo in ipairs(rooms) do
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local room_min = roomInfo.minp
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local room_max = roomInfo.maxp
|
||||
|
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for z = room_min.z, room_max.z do
|
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for y = room_min.y, room_max.y do
|
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vi = area:index(room_min.x, y, z)
|
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for x = room_min.x, room_max.x do
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node_id = data[vi]
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if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Since we already know where all the rooms and their walls are, and have all the nodes stored
|
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-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
|
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function decorate_dungeons(data, area, rooms)
|
||||
|
||||
local xStride, yStride, zStride = 1, area.ystride, area.zstride
|
||||
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
|
||||
|
||||
for _, roomInfo in ipairs(rooms) do
|
||||
|
||||
local room_min, room_max = roomInfo.minp, roomInfo.maxp
|
||||
local room_size = vector.distance(room_min, room_max)
|
||||
|
||||
if room_size > 10 then
|
||||
local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
|
||||
local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
|
||||
|
||||
if room_seed % 3 == 0 and room_max.y < maxEdge.y then
|
||||
-- Glowstone chandelier (feel free to replace with a fancy schematic)
|
||||
local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
|
||||
if is_dungeon_brick(data[vi]) then data[vi] = c_glowstone end
|
||||
|
||||
elseif room_seed % 4 == 0 and room_min.y > minEdge.y
|
||||
and room_min.x > minEdge.x and room_max.x < maxEdge.x
|
||||
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
|
||||
-- lava well (feel free to replace with a fancy schematic)
|
||||
local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
|
||||
if is_dungeon_brick(data[vi - yStride]) then
|
||||
data[vi - yStride] = c_lava_source
|
||||
if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
|
||||
if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
|
||||
if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
|
||||
if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
|
||||
end
|
||||
end
|
||||
|
||||
-- Barred windows
|
||||
if room_seed % 7 < 5 and room_max.x - room_min.x >= 4 and room_max.z - room_min.z >= 4
|
||||
and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
|
||||
and room_min.x > minEdge.x and room_max.x < maxEdge.x
|
||||
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
|
||||
--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
|
||||
|
||||
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
|
||||
-- than material depending on room_seed)
|
||||
local window_node = c_netherfence
|
||||
|
||||
local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
|
||||
local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
|
||||
local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
|
||||
for _, offset in ipairs(locations) do
|
||||
if is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
|
||||
if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
|
||||
end
|
||||
vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
|
||||
vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
|
||||
locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
|
||||
for _, offset in ipairs(locations) do
|
||||
if is_dungeon_brick(data[vi_min + offset]) then data[vi_min + offset] = window_node end
|
||||
if is_dungeon_brick(data[vi_max + offset]) then data[vi_max + offset] = window_node end
|
||||
end
|
||||
end
|
||||
|
||||
-- Weeds on the floor once Nether weeds are added
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local yblmin = NETHER_FLOOR + BLEND * 2
|
||||
local yblmax = NETHER_CEILING - BLEND * 2
|
||||
@ -527,27 +345,29 @@ local function on_generated(minp, maxp, seed)
|
||||
nobj_cave = nobj_cave or minetest.get_perlin_map(mapgen.np_cave, chulens)
|
||||
local nvals_cave = nobj_cave:get_3d_map_flat(minp, nbuf_cave)
|
||||
|
||||
local dungeonRooms = build_dungeon_room_list(data, area)
|
||||
local dungeonRooms = mapgen.build_dungeon_room_list(data, area) -- function from mapgen_dungeons.lua
|
||||
local abs_cave_noise, abs_cave_noise_adjusted
|
||||
|
||||
local contains_nether = false
|
||||
local contains_shell = false
|
||||
local contains_mantle = false
|
||||
local contains_ocean = false
|
||||
local contains_ocean = false
|
||||
|
||||
|
||||
for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
|
||||
|
||||
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function provided by mapgen_mantle.lua
|
||||
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(y) -- function from mapgen_mantle.lua
|
||||
local above_lavasea = y > sea_level
|
||||
local below_lavasea = y < sea_level
|
||||
|
||||
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(y)
|
||||
local tcave = TCAVE + tcave_adj
|
||||
local tmantle = CENTER_REGION_LIMIT + centerRegionLimit_adj -- cavern_noise_adj already contains central_region_limit_adj, so tmantle is only for comparisons when cavern_noise_adj hasn't been added to the noise value
|
||||
|
||||
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
|
||||
-- is compared against, so subtract centerRegionLimit_adj instead of adding
|
||||
local cavern_noise_adj =
|
||||
CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
|
||||
centerRegionLimit_adj -- cavern_noise_adj gets added to noise value instead of added to the limit np_noise is compared against, so subtract centerRegionLimit_adj instead of adding
|
||||
centerRegionLimit_adj
|
||||
|
||||
for z = z0, z1 do
|
||||
local vi = area:index(x0, y, z) -- Initial voxelmanip index
|
||||
@ -594,7 +414,6 @@ local function on_generated(minp, maxp, seed)
|
||||
else
|
||||
-- the shell seperating the mantle from the rest of the nether...
|
||||
data[vi] = c_netherrack -- excavate_dungeons() will mostly reverse this inside dungeons
|
||||
contains_shell = true
|
||||
end
|
||||
end
|
||||
|
||||
@ -618,12 +437,12 @@ local function on_generated(minp, maxp, seed)
|
||||
end
|
||||
|
||||
if contains_mantle or contains_ocean then
|
||||
mapgen.add_basalt_columns(data, area, minp, maxp) -- function provided by mapgen_mantle.lua
|
||||
mapgen.add_basalt_columns(data, area, minp, maxp) -- function from mapgen_mantle.lua
|
||||
end
|
||||
|
||||
if contains_nether and contains_mantle then
|
||||
tunnelCandidate_count = tunnelCandidate_count + 1
|
||||
local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function provided by mapgen_mantle.lua
|
||||
local success = mapgen.excavate_tunnel_to_center_of_the_nether(data, area, nvals_cave, minp, maxp) -- function from mapgen_mantle.lua
|
||||
if success then tunnel_count = tunnel_count + 1 end
|
||||
end
|
||||
total_chunk_count = total_chunk_count + 1
|
||||
@ -640,8 +459,8 @@ local function on_generated(minp, maxp, seed)
|
||||
|
||||
-- any air from the native mapgen has been replaced by netherrack, but we
|
||||
-- don't want netherrack inside dungeons, so fill known dungeon rooms with air.
|
||||
excavate_dungeons(data, area, dungeonRooms)
|
||||
decorate_dungeons(data, area, dungeonRooms)
|
||||
mapgen.excavate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
|
||||
mapgen.decorate_dungeons(data, area, dungeonRooms) -- function from mapgen_dungeons.lua
|
||||
|
||||
vm:set_data(data)
|
||||
|
||||
@ -658,7 +477,7 @@ end
|
||||
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
|
||||
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
|
||||
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
|
||||
local nobj_cave_point = minetest.get_perlin(mapgen.np_cave)
|
||||
local nobj_cave_point = mapgen.getCavePointPerlin()
|
||||
local air = 0 -- Consecutive air nodes found
|
||||
|
||||
local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
|
||||
@ -690,8 +509,4 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
|
||||
return math_max(start_y, NETHER_FLOOR + BLEND) -- Fallback
|
||||
end
|
||||
|
||||
-- We don't need to be gen-notified of temples because only dungeons will be generated
|
||||
-- if a biome defines the dungeon nodes
|
||||
minetest.set_gen_notify({dungeon = true})
|
||||
|
||||
minetest.register_on_generated(on_generated)
|
||||
|
333
mapgen_dungeons.lua
Normal file
333
mapgen_dungeons.lua
Normal file
@ -0,0 +1,333 @@
|
||||
--[[
|
||||
|
||||
Nether mod for minetest
|
||||
|
||||
All the Dungeon related functions used by the biomes-based mapgen are here.
|
||||
|
||||
|
||||
Copyright (C) 2021 Treer
|
||||
|
||||
Permission to use, copy, modify, and/or distribute this software for
|
||||
any purpose with or without fee is hereby granted, provided that the
|
||||
above copyright notice and this permission notice appear in all copies.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
|
||||
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
|
||||
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
|
||||
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
|
||||
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
|
||||
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
|
||||
SOFTWARE.
|
||||
|
||||
]]--
|
||||
|
||||
|
||||
-- We don't need to be gen-notified of temples because only dungeons will be generated
|
||||
-- if a biome defines the dungeon nodes
|
||||
minetest.set_gen_notify({dungeon = true})
|
||||
|
||||
|
||||
-- Content ids
|
||||
|
||||
local c_air = minetest.get_content_id("air")
|
||||
local c_netherrack = minetest.get_content_id("nether:rack")
|
||||
local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
|
||||
local c_dungeonbrick = minetest.get_content_id("nether:brick")
|
||||
local c_dungeonbrick_alt = minetest.get_content_id("nether:brick_cracked")
|
||||
local c_netherbrick_slab = minetest.get_content_id("stairs:slab_nether_brick")
|
||||
local c_netherfence = minetest.get_content_id("nether:fence_nether_brick")
|
||||
local c_glowstone = minetest.get_content_id("nether:glowstone")
|
||||
local c_glowstone_deep = minetest.get_content_id("nether:glowstone_deep")
|
||||
local c_lava_source = minetest.get_content_id("default:lava_source")
|
||||
|
||||
|
||||
-- Misc math functions
|
||||
|
||||
-- avoid needing table lookups each time a common math function is invoked
|
||||
local math_max, math_min = math.max, math.min
|
||||
|
||||
|
||||
-- Dungeon excavation functions
|
||||
|
||||
function is_dungeon_brick(node_id)
|
||||
return node_id == c_dungeonbrick or node_id == c_dungeonbrick_alt
|
||||
end
|
||||
|
||||
|
||||
|
||||
nether.mapgen.build_dungeon_room_list = function(data, area)
|
||||
|
||||
local result = {}
|
||||
|
||||
-- Unfortunately gennotify only returns dungeon rooms, not corridors.
|
||||
-- We don't need to check for temples because only dungeons are generated in biomes
|
||||
-- that define their own dungeon nodes.
|
||||
local gennotify = minetest.get_mapgen_object("gennotify")
|
||||
local roomLocations = gennotify["dungeon"] or {}
|
||||
|
||||
-- Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
|
||||
-- See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
|
||||
local maxRoomSize = 18
|
||||
local maxRoomRadius = math.ceil(maxRoomSize / 2)
|
||||
|
||||
local xStride, yStride, zStride = 1, area.ystride, area.zstride
|
||||
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
|
||||
|
||||
for _, roomPos in ipairs(roomLocations) do
|
||||
|
||||
if area:containsp(roomPos) then -- this safety check does not appear to be necessary, but lets make it explicit
|
||||
|
||||
local room_vi = area:indexp(roomPos)
|
||||
--data[room_vi] = minetest.get_content_id("default:torch") -- debug
|
||||
|
||||
local startPos = vector.new(roomPos)
|
||||
if roomPos.y + 1 <= maxEdge.y and data[room_vi + yStride] == c_air then
|
||||
-- The roomPos coords given by gennotify are at floor level, but whenever possible we
|
||||
-- want to be performing searches a node higher than floor level to avoids dungeon chests.
|
||||
startPos.y = startPos.y + 1
|
||||
room_vi = area:indexp(startPos)
|
||||
end
|
||||
|
||||
local bound_min_x = math_max(minEdge.x, roomPos.x - maxRoomRadius)
|
||||
local bound_min_y = math_max(minEdge.y, roomPos.y - 1) -- room coords given by gennotify are on the floor
|
||||
local bound_min_z = math_max(minEdge.z, roomPos.z - maxRoomRadius)
|
||||
|
||||
local bound_max_x = math_min(maxEdge.x, roomPos.x + maxRoomRadius)
|
||||
local bound_max_y = math_min(maxEdge.y, roomPos.y + maxRoomSize) -- room coords given by gennotify are on the floor
|
||||
local bound_max_z = math_min(maxEdge.z, roomPos.z + maxRoomRadius)
|
||||
|
||||
local room_min = vector.new(startPos)
|
||||
local room_max = vector.new(startPos)
|
||||
|
||||
local vi = room_vi
|
||||
while room_max.y < bound_max_y and data[vi + yStride] == c_air do
|
||||
room_max.y = room_max.y + 1
|
||||
vi = vi + yStride
|
||||
end
|
||||
|
||||
vi = room_vi
|
||||
while room_min.y > bound_min_y and data[vi - yStride] == c_air do
|
||||
room_min.y = room_min.y - 1
|
||||
vi = vi - yStride
|
||||
end
|
||||
|
||||
vi = room_vi
|
||||
while room_max.z < bound_max_z and data[vi + zStride] == c_air do
|
||||
room_max.z = room_max.z + 1
|
||||
vi = vi + zStride
|
||||
end
|
||||
|
||||
vi = room_vi
|
||||
while room_min.z > bound_min_z and data[vi - zStride] == c_air do
|
||||
room_min.z = room_min.z - 1
|
||||
vi = vi - zStride
|
||||
end
|
||||
|
||||
vi = room_vi
|
||||
while room_max.x < bound_max_x and data[vi + xStride] == c_air do
|
||||
room_max.x = room_max.x + 1
|
||||
vi = vi + xStride
|
||||
end
|
||||
|
||||
vi = room_vi
|
||||
while room_min.x > bound_min_x and data[vi - xStride] == c_air do
|
||||
room_min.x = room_min.x - 1
|
||||
vi = vi - xStride
|
||||
end
|
||||
|
||||
local roomInfo = vector.new(roomPos)
|
||||
roomInfo.minp = room_min
|
||||
roomInfo.maxp = room_max
|
||||
result[#result + 1] = roomInfo
|
||||
end
|
||||
end
|
||||
|
||||
return result;
|
||||
end
|
||||
|
||||
-- Only partially excavates dungeons, the rest is left as an exercise for the player ;)
|
||||
-- (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
|
||||
nether.mapgen.excavate_dungeons = function(data, area, rooms)
|
||||
|
||||
local vi, node_id
|
||||
|
||||
-- any air from the native mapgen has been replaced by netherrack, but
|
||||
-- we don't want this inside dungeons, so fill dungeon rooms with air
|
||||
for _, roomInfo in ipairs(rooms) do
|
||||
|
||||
local room_min = roomInfo.minp
|
||||
local room_max = roomInfo.maxp
|
||||
|
||||
for z = room_min.z, room_max.z do
|
||||
for y = room_min.y, room_max.y do
|
||||
vi = area:index(room_min.x, y, z)
|
||||
for x = room_min.x, room_max.x do
|
||||
node_id = data[vi]
|
||||
if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- clear netherrack from dungeon stairways
|
||||
if #rooms > 0 then
|
||||
local stairPositions = minetest.find_nodes_in_area(area.MinEdge, area.MaxEdge, minetest.registered_biomes["nether_caverns"].node_dungeon_stair)
|
||||
for _, stairPos in ipairs(stairPositions) do
|
||||
vi = area:indexp(stairPos)
|
||||
for i = 1, 4 do
|
||||
if stairPos.y + i > area.MaxEdge.y then break end
|
||||
vi = vi + area.ystride
|
||||
node_id = data[vi]
|
||||
-- searching forward of the stairs could also be done
|
||||
if node_id == c_netherrack or node_id == c_netherrack_deep then data[vi] = c_air end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Since we already know where all the rooms and their walls are, and have all the nodes stored
|
||||
-- in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
|
||||
nether.mapgen.decorate_dungeons = function(data, area, rooms)
|
||||
|
||||
local xStride, yStride, zStride = 1, area.ystride, area.zstride
|
||||
local minEdge, maxEdge = area.MinEdge, area.MaxEdge
|
||||
|
||||
for _, roomInfo in ipairs(rooms) do
|
||||
|
||||
local room_min, room_max = roomInfo.minp, roomInfo.maxp
|
||||
local room_size = vector.distance(room_min, room_max)
|
||||
|
||||
if room_size > 10 then
|
||||
local room_seed = roomInfo.x + 3 * roomInfo.z + 13 * roomInfo.y
|
||||
local window_y = roomInfo.y + math_min(2, room_max.y - roomInfo.y - 1)
|
||||
local roomWidth = room_max.x - room_min.x + 1
|
||||
local roomLength = room_max.z - room_min.z + 1
|
||||
|
||||
if room_seed % 3 == 0 and room_max.y < maxEdge.y then
|
||||
-- Glowstone chandelier (feel free to replace with a fancy schematic)
|
||||
local vi = area:index(roomInfo.x, room_max.y + 1, roomInfo.z)
|
||||
if is_dungeon_brick(data[vi]) then data[vi] = c_glowstone end
|
||||
|
||||
elseif room_seed % 4 == 0 and room_min.y > minEdge.y
|
||||
and room_min.x > minEdge.x and room_max.x < maxEdge.x
|
||||
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
|
||||
-- lava well (feel free to replace with a fancy schematic)
|
||||
local vi = area:index(roomInfo.x, room_min.y, roomInfo.z)
|
||||
if is_dungeon_brick(data[vi - yStride]) then
|
||||
data[vi - yStride] = c_lava_source
|
||||
if data[vi - zStride] == c_air then data[vi - zStride] = c_netherbrick_slab end
|
||||
if data[vi + zStride] == c_air then data[vi + zStride] = c_netherbrick_slab end
|
||||
if data[vi - xStride] == c_air then data[vi - xStride] = c_netherbrick_slab end
|
||||
if data[vi + xStride] == c_air then data[vi + xStride] = c_netherbrick_slab end
|
||||
end
|
||||
end
|
||||
|
||||
-- Barred windows
|
||||
if room_seed % 7 < 5 and roomWidth >= 5 and roomLength >= 5
|
||||
and window_y >= minEdge.y and window_y + 1 <= maxEdge.y
|
||||
and room_min.x > minEdge.x and room_max.x < maxEdge.x
|
||||
and room_min.z > minEdge.z and room_max.z < maxEdge.z then
|
||||
--data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
|
||||
|
||||
-- Can't use glass panes because they need the param data set.
|
||||
-- Until whisper glass is added, every window will be made of netherbrick fence (rather
|
||||
-- than material depending on room_seed)
|
||||
local window_node = c_netherfence
|
||||
--if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_crystallight end
|
||||
|
||||
local function placeWindow(vi, viOutsideOffset, windowNo)
|
||||
if is_dungeon_brick(data[vi]) and is_dungeon_brick(data[vi + yStride]) then
|
||||
data[vi] = window_node
|
||||
|
||||
if room_seed % 19 == windowNo then
|
||||
-- place a glowstone light behind the window
|
||||
local node_id = data[vi + viOutsideOffset]
|
||||
if node_id == c_netherrack then
|
||||
data[vi + viOutsideOffset] = c_glowstone
|
||||
elseif node_id == c_netherrack_deep then
|
||||
data[vi + viOutsideOffset] = c_glowstone_deep
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local vi_min = area:index(room_min.x - 1, window_y, roomInfo.z)
|
||||
local vi_max = area:index(room_max.x + 1, window_y, roomInfo.z)
|
||||
local locations = {-zStride, zStride, -zStride + yStride, zStride + yStride}
|
||||
for i, offset in ipairs(locations) do
|
||||
placeWindow(vi_min + offset, -1, i)
|
||||
placeWindow(vi_max + offset, 1, i + #locations)
|
||||
end
|
||||
vi_min = area:index(roomInfo.x, window_y, room_min.z - 1)
|
||||
vi_max = area:index(roomInfo.x, window_y, room_max.z + 1)
|
||||
locations = {-xStride, xStride, -xStride + yStride, xStride + yStride}
|
||||
for i, offset in ipairs(locations) do
|
||||
placeWindow(vi_min + offset, -zStride, i + #locations * 2)
|
||||
placeWindow(vi_max + offset, zStride, i + #locations * 3)
|
||||
end
|
||||
end
|
||||
|
||||
-- pillars or mezzanine floor
|
||||
if room_seed % 43 > 10 and roomWidth >= 6 and roomLength >= 6 then
|
||||
|
||||
local pillar_vi = {}
|
||||
local pillarHeight = 0
|
||||
local wallDist = 1 + math.floor((roomWidth + roomLength) / 14)
|
||||
|
||||
local roomHeight = room_max.y - room_min.y
|
||||
if roomHeight >= 7 then
|
||||
-- mezzanine floor
|
||||
local mezzMax = {
|
||||
x = room_min.x + math.floor(roomWidth / 7 * 4),
|
||||
y = room_min.y + math.floor(roomHeight / 5 * 3),
|
||||
z = room_max.z
|
||||
}
|
||||
|
||||
pillarHeight = mezzMax.y - room_min.y - 1
|
||||
pillar_vi = {
|
||||
area:index(mezzMax.x, room_min.y, room_min.z + wallDist),
|
||||
area:index(mezzMax.x, room_min.y, room_max.z - wallDist),
|
||||
}
|
||||
|
||||
if is_dungeon_brick(data[pillar_vi[1] - yStride]) and is_dungeon_brick(data[pillar_vi[2] - yStride]) then
|
||||
-- The floor of the dungeon looks like it exists (i.e. not erased by nether
|
||||
-- cavern), so add the mezzanine floor
|
||||
for z = 0, roomLength - 1 do
|
||||
local vi = area:index(room_min.x, mezzMax.y, room_min.z + z)
|
||||
for x = room_min.x, mezzMax.x do
|
||||
if data[vi] == c_air then data[vi] = c_dungeonbrick end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif roomHeight >= 4 then
|
||||
-- 4 pillars
|
||||
pillarHeight = roomHeight
|
||||
pillar_vi = {
|
||||
area:index(room_min.x + wallDist, room_min.y, room_min.z + wallDist),
|
||||
area:index(room_min.x + wallDist, room_min.y, room_max.z - wallDist),
|
||||
area:index(room_max.x - wallDist, room_min.y, room_min.z + wallDist),
|
||||
area:index(room_max.x - wallDist, room_min.y, room_max.z - wallDist)
|
||||
}
|
||||
end
|
||||
|
||||
for i = #pillar_vi, 1, -1 do
|
||||
if not is_dungeon_brick(data[pillar_vi[i] - yStride]) then
|
||||
-- there's no dungeon floor under this pillar so skip it, it's probably been cut away by nether cavern.
|
||||
table.remove(pillar_vi, i)
|
||||
end
|
||||
end
|
||||
for y = 0, pillarHeight do
|
||||
for _, vi in ipairs(pillar_vi) do
|
||||
if data[vi + y * yStride] == c_air then data[vi + y * yStride] = c_dungeonbrick end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Weeds on the floor once Nether weeds are added
|
||||
end
|
||||
end
|
||||
end
|
@ -27,6 +27,7 @@
|
||||
|
||||
local debugf = nether.debug
|
||||
local mapgen = nether.mapgen
|
||||
local S = nether.get_translator
|
||||
|
||||
local BASALT_COLUMN_UPPER_LIMIT = mapgen.BASALT_COLUMN_UPPER_LIMIT
|
||||
local BASALT_COLUMN_LOWER_LIMIT = mapgen.BASALT_COLUMN_LOWER_LIMIT
|
||||
@ -49,7 +50,6 @@ local np_basalt = {
|
||||
|
||||
local nobj_basalt = nil
|
||||
local nbuf_basalt = {}
|
||||
local cavePerlin = nil
|
||||
|
||||
-- Content ids
|
||||
|
||||
@ -119,7 +119,7 @@ mapgen.add_basalt_columns = function(data, area, minp, maxp)
|
||||
local yStride = area.ystride
|
||||
local yCaveStride = x1 - x0 + 1
|
||||
|
||||
cavePerlin = cavePerlin or minetest.get_perlin(mapgen.np_cave)
|
||||
local cavePerlin = mapgen.getCavePointPerlin()
|
||||
nobj_basalt = nobj_basalt or minetest.get_perlin_map(np_basalt, {x = yCaveStride, y = yCaveStride})
|
||||
local nvals_basalt = nobj_basalt:get_2d_map_flat({x=minp.x, y=minp.z}, {x=yCaveStride, y=yCaveStride}, nbuf_basalt)
|
||||
|
||||
@ -399,11 +399,14 @@ mapgen.excavate_tunnel_to_center_of_the_nether = function(data, area, nvals_cave
|
||||
if lowest < mapgen.CENTER_CAVERN_LIMIT and highest > mapgen.TCAVE + 0.03 then
|
||||
|
||||
local mantle_y = area:position(lowest_vi).y
|
||||
local sealevel, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(mantle_y)
|
||||
local _, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(mantle_y)
|
||||
local _, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(mantle_y)
|
||||
|
||||
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
|
||||
-- is compared against, so subtract centerRegionLimit_adj instead of adding
|
||||
local cavern_noise_adj =
|
||||
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
|
||||
centerRegionLimit_adj -- cavern_noise_adj gets added to noise value instead of added to the limit np_noise is compared against, so subtract centerRegionLimit_adj instead of adding
|
||||
centerRegionLimit_adj
|
||||
|
||||
if lowest + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
|
||||
excavate_pathway(data, area, area:position(highest_vi), area:position(lowest_vi), minp, maxp)
|
||||
@ -414,63 +417,96 @@ mapgen.excavate_tunnel_to_center_of_the_nether = function(data, area, nvals_cave
|
||||
end
|
||||
|
||||
|
||||
-- an enumerated list of the different regions in the nether
|
||||
mapgen.RegionEnum = {
|
||||
OVERWORLD = {name = "overworld", desc = S("The Overworld") }, -- Outside the Nether / none of the regions in the Nether
|
||||
POSITIVE = {name = "positive", desc = S("Positive nether") }, -- The classic nether caverns are here - where cavePerlin > 0.6
|
||||
POSITIVESHELL = {name = "positive shell", desc = S("Shell between positive nether and center region") }, -- the nether side of the wall/buffer area separating classic nether from the mantle
|
||||
CENTER = {name = "center", desc = S("Center/Mantle, inside cavern") },
|
||||
CENTERSHELL = {name = "center shell", desc = S("Center/Mantle, but outside the caverns") }, -- the mantle side of the wall/buffer area separating the positive and negative regions from the center region
|
||||
NEGATIVE = {name = "negative", desc = S("Negative nether") }, -- Secondary/spare region - where cavePerlin < -0.6
|
||||
NEGATIVESHELL = {name = "negative shell", desc = S("Shell between negative nether and center region") } -- the spare region side of the wall/buffer area separating the negative region from the mantle
|
||||
}
|
||||
|
||||
|
||||
-- Returns (region, noise) where region is a value from mapgen.RegionEnum
|
||||
-- and noise is the unadjusted cave perlin value
|
||||
mapgen.getRegion = function(pos)
|
||||
|
||||
if pos.y > nether.DEPTH_CEILING or pos.y < nether.DEPTH_FLOOR then
|
||||
return mapgen.RegionEnum.OVERWORLD, nil
|
||||
end
|
||||
|
||||
local caveNoise = mapgen.getCavePerlinAt(pos)
|
||||
local sealevel, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(pos.y)
|
||||
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(pos.y)
|
||||
local tcave = mapgen.TCAVE + tcave_adj
|
||||
local tmantle = mapgen.CENTER_REGION_LIMIT + centerRegionLimit_adj
|
||||
|
||||
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
|
||||
-- is compared against, so subtract centerRegionLimit_adj instead of adding
|
||||
local cavern_noise_adj =
|
||||
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
|
||||
centerRegionLimit_adj
|
||||
|
||||
local region
|
||||
if caveNoise > tcave then
|
||||
region = mapgen.RegionEnum.POSITIVE
|
||||
elseif -caveNoise > tcave then
|
||||
region = mapgen.RegionEnum.NEGATIVE
|
||||
elseif math_abs(caveNoise) < tmantle then
|
||||
|
||||
if math_abs(caveNoise) + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
|
||||
region = mapgen.RegionEnum.CENTER
|
||||
else
|
||||
region = mapgen.RegionEnum.CENTERSHELL
|
||||
end
|
||||
|
||||
elseif caveNoise > 0 then
|
||||
region = mapgen.RegionEnum.POSITIVESHELL
|
||||
else
|
||||
region = mapgen.RegionEnum.NEGATIVESHELL
|
||||
end
|
||||
|
||||
return region, caveNoise
|
||||
end
|
||||
|
||||
|
||||
minetest.register_chatcommand("nether_whereami",
|
||||
{
|
||||
description = "Describes which region of the nether the player is in",
|
||||
{
|
||||
description = S("Describes which region of the nether the player is in"),
|
||||
privs = {debug = true},
|
||||
func = function(name, param)
|
||||
|
||||
local player = minetest.get_player_by_name(name)
|
||||
if player == nil then return false, "Unknown player position" end
|
||||
if player == nil then return false, S("Unknown player position") end
|
||||
local playerPos = vector.round(player:get_pos())
|
||||
|
||||
local pos = vector.round(player:get_pos())
|
||||
if pos.y > nether.DEPTH_CEILING or pos.y < nether.DEPTH_FLOOR then
|
||||
return true, "The Overworld"
|
||||
end
|
||||
local region, caveNoise = mapgen.getRegion(playerPos)
|
||||
local seaLevel, cavernLimitDistance = mapgen.find_nearest_lava_sealevel(playerPos.y)
|
||||
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(playerPos.y)
|
||||
|
||||
cavePerlin = cavePerlin or minetest.get_perlin(mapgen.np_cave)
|
||||
local densityNoise = cavePerlin:get_3d(pos)
|
||||
local sea_level, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(pos.y)
|
||||
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(pos.y)
|
||||
local tcave = mapgen.TCAVE + tcave_adj
|
||||
local tmantle = mapgen.CENTER_REGION_LIMIT + centerRegionLimit_adj
|
||||
local cavern_noise_adj =
|
||||
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
|
||||
centerRegionLimit_adj -- cavern_noise_adj gets added to noise value instead of added to the limit np_noise is compared against, so subtract centerRegionLimit_adj so subtract centerRegionLimit_adj instead of adding
|
||||
local seaDesc = ""
|
||||
local boundaryDesc = ""
|
||||
local perlinDesc = ""
|
||||
|
||||
local desc
|
||||
if region ~= mapgen.RegionEnum.OVERWORLD then
|
||||
|
||||
if densityNoise > tcave then
|
||||
desc = "Positive nether"
|
||||
elseif -densityNoise > tcave then
|
||||
desc = "Negative nether"
|
||||
elseif math_abs(densityNoise) < tmantle then
|
||||
desc = "Mantle"
|
||||
|
||||
if math_abs(densityNoise) + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
|
||||
desc = desc .. " inside cavern"
|
||||
local seaPos = playerPos.y - seaLevel
|
||||
if seaPos > 0 then
|
||||
seaDesc = S(", @1m above lava-sea level", seaPos)
|
||||
else
|
||||
desc = desc .. " but outside cavern"
|
||||
seaDesc = S(", @1m below lava-sea level", seaPos)
|
||||
end
|
||||
|
||||
elseif densityNoise > 0 then
|
||||
desc = "Shell between positive nether and center region"
|
||||
else
|
||||
desc = "Shell between negative nether and center region"
|
||||
if tcave_adj > 0 then
|
||||
boundaryDesc = S(", approaching y boundary of Nether")
|
||||
end
|
||||
|
||||
perlinDesc = S("[Perlin @1] ", (math_floor(caveNoise * 1000) / 1000))
|
||||
end
|
||||
|
||||
local sea_pos = pos.y - sea_level
|
||||
if sea_pos > 0 then
|
||||
desc = desc .. ", " .. sea_pos .. "m above lava-sea level"
|
||||
else
|
||||
desc = desc .. ", " .. sea_pos .. "m below lava-sea level"
|
||||
end
|
||||
|
||||
if tcave_adj > 0 then
|
||||
desc = desc .. ", approaching y boundary of Nether"
|
||||
end
|
||||
|
||||
return true, "[Perlin " .. (math_floor(densityNoise * 1000) / 1000) .. "] " .. desc
|
||||
return true, S("@1@2@3@4", perlinDesc, region.desc, seaDesc, boundaryDesc)
|
||||
end
|
||||
}
|
||||
)
|
||||
|
2
mod.conf
2
mod.conf
@ -1,4 +1,4 @@
|
||||
name = nether
|
||||
description = Adds a deep underground realm with different mapgen that you can reach with obsidian portals.
|
||||
depends = stairs, default
|
||||
optional_depends = moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire
|
||||
optional_depends = moreblocks, mesecons, loot, dungeon_loot, doc_basics, fire, climate_api
|
||||
|
Loading…
Reference in New Issue
Block a user