nether/mapgen_nobiomes.lua

242 lines
7.5 KiB
Lua

--[[
Nether mod for minetest
"mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
in older versions of Minetest or in v6 worlds.
"mapgen.lua" is the modern biomes-based Nether mapgen, which
requires Minetest v5.1 or greater
Copyright (C) 2013 PilzAdam
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
-- Parameters
local NETHER_CEILING = nether.DEPTH_CEILING
local NETHER_FLOOR = nether.DEPTH_FLOOR
local TCAVE = 0.6
local BLEND = 128
-- 3D noise
local np_cave = {
offset = 0,
scale = 1,
spread = {x = 384, y = 128, z = 384}, -- squashed 3:1
seed = 59033,
octaves = 5,
persist = 0.7,
lacunarity = 2.0,
--flags = ""
}
-- Stuff
local yblmin = NETHER_FLOOR + BLEND * 2
local yblmax = NETHER_CEILING - BLEND * 2
-- Mapgen
dofile(nether.path .. "/mapgen_decorations.lua")
-- Initialize noise object, localise noise and data buffers
local nobj_cave = nil
local nbuf_cave = {}
local dbuf = {}
-- Content ids
local c_air = minetest.get_content_id("air")
--local c_stone_with_coal = minetest.get_content_id("default:stone_with_coal")
--local c_stone_with_iron = minetest.get_content_id("default:stone_with_iron")
local c_stone_with_mese = minetest.get_content_id("default:stone_with_mese")
local c_stone_with_diamond = minetest.get_content_id("default:stone_with_diamond")
local c_stone_with_gold = minetest.get_content_id("default:stone_with_gold")
--local c_stone_with_copper = minetest.get_content_id("default:stone_with_copper")
local c_mese = minetest.get_content_id("default:mese")
local c_gravel = minetest.get_content_id("default:gravel")
local c_dirt = minetest.get_content_id("default:dirt")
local c_sand = minetest.get_content_id("default:sand")
local c_cobble = minetest.get_content_id("default:cobble")
local c_mossycobble = minetest.get_content_id("default:mossycobble")
local c_stair_cobble = minetest.get_content_id("stairs:stair_cobble")
local c_lava_source = minetest.get_content_id("default:lava_source")
local c_lava_flowing = minetest.get_content_id("default:lava_flowing")
local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing")
local c_glowstone = minetest.get_content_id("nether:glowstone")
local c_nethersand = minetest.get_content_id("nether:sand")
local c_netherbrick = minetest.get_content_id("nether:brick")
local c_netherrack = minetest.get_content_id("nether:rack")
-- On-generated function
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > NETHER_CEILING or maxp.y < NETHER_FLOOR then
return
end
local x1 = maxp.x
local y1 = math.min(maxp.y, NETHER_CEILING)
local z1 = maxp.z
local x0 = minp.x
local y0 = math.max(minp.y, NETHER_FLOOR)
local z0 = minp.z
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data(dbuf)
local x11 = emax.x -- Limits of mapchunk plus mapblock shell
local y11 = emax.y
local z11 = emax.z
local x00 = emin.x
local y00 = emin.y
local z00 = emin.z
local ystride = x1 - x0 + 1
local zstride = ystride * ystride
local chulens = {x = ystride, y = ystride, z = ystride}
local minposxyz = {x = x0, y = y0, z = z0}
nobj_cave = nobj_cave or minetest.get_perlin_map(np_cave, chulens)
local nvals_cave = nobj_cave:get_3d_map_flat(minposxyz, nbuf_cave)
for y = y00, y11 do -- Y loop first to minimise tcave calculations
local tcave
local in_chunk_y = false
if y >= y0 and y <= y1 then
tcave = TCAVE
if y > yblmax then tcave = TCAVE + ((y - yblmax) / BLEND) ^ 2 end
if y < yblmin then tcave = TCAVE + ((yblmin - y) / BLEND) ^ 2 end
in_chunk_y = true
end
for z = z00, z11 do
local vi = area:index(x00, y, z) -- Initial voxelmanip index
local ni
local in_chunk_yz = in_chunk_y and z >= z0 and z <= z1
for x = x00, x11 do
if in_chunk_yz and x == x0 then
-- Initial noisemap index
ni = (z - z0) * zstride + (y - y0) * ystride + 1
end
local in_chunk_yzx = in_chunk_yz and x >= x0 and x <= x1 -- In mapchunk
local id = data[vi] -- Existing node
-- Cave air, cave liquids and dungeons are overgenerated,
-- convert these throughout mapchunk plus shell
if id == c_air or -- Air and liquids to air
id == c_lava_source or
id == c_lava_flowing or
id == c_water_source or
id == c_water_flowing then
data[vi] = c_air
-- Dungeons are preserved so we don't need
-- to check for cavern in the shell
elseif id == c_cobble or -- Dungeons (preserved) to netherbrick
id == c_mossycobble or
id == c_stair_cobble then
data[vi] = c_netherbrick
end
if in_chunk_yzx then -- In mapchunk
if nvals_cave[ni] > tcave then -- Only excavate cavern in mapchunk
data[vi] = c_air
elseif id == c_mese then -- Mese block to lava
data[vi] = c_lava_source
elseif id == c_stone_with_gold or -- Precious ores to glowstone
id == c_stone_with_mese or
id == c_stone_with_diamond then
data[vi] = c_glowstone
elseif id == c_gravel or -- Blob ore to nethersand
id == c_dirt or
id == c_sand then
data[vi] = c_nethersand
else -- All else to netherstone
data[vi] = c_netherrack
end
ni = ni + 1 -- Only increment noise index in mapchunk
end
vi = vi + 1
end
end
end
vm:set_data(data)
minetest.generate_decorations(vm)
vm:set_lighting({day = 0, night = 0}, minp, maxp)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end)
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local nobj_cave_point = minetest.get_perlin(np_cave)
local air = 0 -- Consecutive air nodes found
local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
local minp = {x = minp_schem.x, y = 0, z = minp_schem.z}
local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
local nval_cave = nobj_cave_point:get_3d({x = target_x, y = y, z = target_z})
if nval_cave > TCAVE then -- Cavern
air = air + 1
else -- Not cavern, check if 4 nodes of space above
if air >= 4 then
local portal_y = y + 1
-- Check volume for non-natural nodes
minp.y = minp_schem.y + portal_y
maxp.y = maxp_schem.y + portal_y
if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
return portal_y
else -- Restart search a little lower
nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
end
else -- Not enough space, reset air to zero
air = 0
end
end
end
return math.max(start_y, NETHER_FLOOR + BLEND) -- Fallback
end