Dedicate clay and structures from mapgen core

This commit is contained in:
kay27 2022-01-07 06:24:11 +04:00
parent 54adfe9e30
commit 726159e796
6 changed files with 400 additions and 384 deletions

View File

@ -5,14 +5,14 @@ It also queues your generators to run them in proper order:
### mcl_mapgen.register_on_generated(lvm_callback_function, order_number)
=========================================================================
Replacement of engine API function `minetest.register_on_generated(function(minp, maxp, blockseed))`
Replacement of engine API function `minetest.register_on_generated(function(vm_context))`
It is still unsafe. Cavegen part can and will overwrite outer 1-block layer of the chunk which is expected to be generated.
Nodes marked as `is_ground_content` could be overwritten. Air and water are usually 'ground content' too.
For Minetest 5.4 it doesn't recommended to place blocks within lvm callback function.
See https://git.minetest.land/MineClone2/MineClone2/issues/1395
`lvm_callback_function`: chunk callback LVM function definition:
`function(vm_context)`:
Function MUST RETURN `vm_context` back anyway! It will passed into next lvm callback function from the queue.
`vm_context` will pass into next lvm callback function from the queue!
`vm_context`: a table which already contains some LVM data as the fields, and some of them can be added in your lvm callback function:
`vm`: curent voxel manipulator object itself;
`blockseed`: seed of this mapchunk;
@ -50,7 +50,7 @@ See https://git.minetest.land/MineClone2/MineClone2/issues/1395
### mcl_mapgen.register_mapgen_block_lvm(lvm_callback_function, order_number)
=============================================================================
Registers lvm callback function to be called when current block (usually 16x16x16 nodes) generation is REALLY 100% finished.
`vm_context` passes into lvm callback function and should always be returned back.
`vm_context` passes into lvm callback function.
`lvm_callback_function`: the block callback LVM function definition - same as for chunks - see definition example above;
`order_number` (optional): the less, the earlier,
e.g. `mcl_mapgen.order.BUILDINGS` or `mcl_mapgen.order.LARGE_BUILDINGS`
@ -85,7 +85,7 @@ Set
Registers lvm callback function to be called when current chunk generation is REALLY 100% finished.
It's the most frustrating function from this mod. It can't provide you access to mapgen objects. They are probably gone long ago.
Don't use it for accessing mapgen objects please.
`vm_context` passes into lvm callback function and should always be returned back.
`vm_context` passes into lvm callback function.
`lvm_callback_function`: the block callback LVM function definition - same as above;
`order_number` (optional): the less, the earlier.

View File

@ -241,7 +241,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
vm_context.blockseed = blockseed
vm_context.minp, vm_context.maxp = {x=x, y=y, z=z}, {x=x+LAST_NODE, y=y+LAST_NODE, z=z+LAST_NODE}
for _, v in pairs(queue_blocks_lvm) do
vm_context = v.callback_function(vm_context)
v.callback_function(vm_context)
end
end
if nodes_block > 0 then
@ -264,7 +264,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
if #queue_unsafe_engine > 0 then
for _, v in pairs(queue_unsafe_engine) do
vm_context = v.f(vm_context)
v.f(vm_context)
end
if vm_context.write then
vm:set_data(data)
@ -304,7 +304,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
chunkseed = seed,
}
for _, v in pairs(queue_chunks_lvm) do
v.f(vm_context)
vm_context = v.f(vm_context)
end
for _, v in pairs(queue_chunks_nodes) do
v.f(minp, maxp, seed, vm_context)

View File

@ -110,7 +110,7 @@ local loottable =
}
-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
if mg_name == "v6" then
if mcl_mapgen.v6 then
table.insert(loottable, {
stacks_min = 1,
stacks_max = 3,
@ -137,36 +137,11 @@ local function spawn_dungeon(p1, p2, dim, pr, dontcheck)
local y_ceiling = y + dim.y + 1
if check then
local result1, result2 = true, true
local dim_x, dim_z = dim.x, dim.z
local size = dim_z*dim_x
local time1 = minetest.get_us_time()
for i=1,100 do
for tx = x+1, x+dim_x do
for tz = z+1, z+dim_z do
if not registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable
or not registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then
result1 = false
end
end
end
end
local time2 = minetest.get_us_time()
for i=1,100 do
if #minetest_find_nodes_in_area({x=x+1,y=y_floor,z=z+1}, {x=x+dim_z,y=y_floor,z=z+dim_z}, "group:walkabke") < size
or #minetest_find_nodes_in_area({x=x+1,y=y_floor,z=z+1}, {x=x+dim_z,y=y_floor,z=z+dim_z}, "group:walkabke") < size then
result2 = false
end
end
local time3 = minetest.get_us_time()
if result1 == result2 then
local d1, d2 = time2-time1, time3-time2
local m1 = m1 + d1
local m2 = m2 + d2
minetest.chat_send_all("m1 = " .. tostring(m1))
minetest.chat_send_all("m2 = " .. tostring(m2))
else
minetest.log("warning", "results mismatch")
if #minetest_find_nodes_in_area({x=x+1,y=y_floor,z=z+1}, {x=x+dim_z,y=y_floor,z=z+dim_z}, "group:walkabke") < size
or #minetest_find_nodes_in_area({x=x+1,y=y_floor,z=z+1}, {x=x+dim_z,y=y_floor,z=z+dim_z}, "group:walkabke") < size then
return
end
end

View File

@ -0,0 +1,58 @@
-- Generate Clay
mcl_mapgen.register_mapgen_lvm(function(c)
local minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used = c.minp, c.maxp, c.chunkseed, c.data, c.area, c.write or false
-- TODO: Make clay generation reproducible for same seed.
if maxp.y < -5 or minp.y > 0 then
return c
end
c.vm = c.vm or mcl_mapgen.get_voxel_manip(c)
minetest.log("warning", "CLAY!")
local pr = PseudoRandom(blockseed)
perlin_clay = perlin_clay or minetest.get_perlin({
offset = 0.5,
scale = 0.2,
spread = {x = 5, y = 5, z = 5},
seed = -316,
octaves = 1,
persist = 0.0
})
for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
-- Assume X and Z lengths are equal
local divlen = 4
local divs = (maxp.x-minp.x)/divlen+1;
for divx=0+1,divs-2 do
for divz=0+1,divs-2 do
-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
local cx = minp.x + math.floor((divx+0.5)*divlen) + pr:next(-1,1)
local cz = minp.z + math.floor((divz+0.5)*divlen) + pr:next(-1,1)
local water_pos = voxelmanip_area:index(cx, y+1, cz)
local waternode = voxelmanip_data[water_pos]
local surface_pos = voxelmanip_area:index(cx, y, cz)
local surfacenode = voxelmanip_data[surface_pos]
local genrnd = pr:next(1, 20)
if genrnd == 1 and perlin_clay:get_3d({x=cx,y=y,z=cz}) > 0 and waternode == c_water and
(surfacenode == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(surfacenode), "sand") == 1) then
local diamondsize = pr:next(1, 3)
for x1 = -diamondsize, diamondsize do
for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
local ccpos = voxelmanip_area:index(cx+x1, y, cz+z1)
local claycandidate = voxelmanip_data[ccpos]
if voxelmanip_data[ccpos] == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(claycandidate), "sand") == 1 then
voxelmanip_data[ccpos] = c_clay
lvm_used = true
end
end
end
end
end
end
end
c.write = lvm_used
return c
end)

View File

@ -45,13 +45,10 @@ minetest.register_alias("mapgen_stair_sandstonebrick", "mcl_stairs:stair_sandsto
minetest.register_alias("mapgen_stair_sandstone_block", "mcl_stairs:stair_sandstone")
minetest.register_alias("mapgen_stair_desert_stone", "mcl_stairs:stair_sandstone")
local mg_name = minetest.get_mapgen_setting("mg_name")
local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
local WITCH_HUT_HEIGHT = 3 -- Exact Y level to spawn witch huts at. This height refers to the height of the floor
-- End exit portal position
local END_EXIT_PORTAL_POS = vector.new(-3, -27003, -3)
local mg_name = mcl_mapgen.name
local superflat = mcl_mapgen.superflat
local v6 = mcl_mapgen.v6
local singlenode = mcl_mapgen.singlenode
-- Content IDs
local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
@ -451,7 +448,7 @@ if minetest.settings:get_bool("mcl_generate_ores", true) then
-- Emerald
--
if mg_name == "v6" then
if v6 then
-- Generate everywhere in v6, but rarely.
-- Common spawn
@ -1104,7 +1101,7 @@ mcl_vars.mg_dungeons = mcl_mapgen.dungeons
mg_flags.dungeons = false
-- Apply mapgen-specific mapgen code
if mg_name == "v6" then
if v6 then
register_mgv6_decorations()
elseif superflat then
-- Enforce superflat-like mapgen: no caves, decor, lakes and hills
@ -1125,20 +1122,6 @@ if string.len(mg_flags_str) > 0 then
end
minetest.set_mapgen_setting("mg_flags", mg_flags_str, true)
-- Helper function for converting a MC probability to MT, with
-- regards to MapBlocks.
-- Some MC generated structures are generated on per-chunk
-- probability.
-- The MC probability is 1/x per Minecraft chunk (16×16).
-- x: The MC probability is 1/x.
-- minp, maxp: MapBlock limits
-- returns: Probability (1/return_value) for a single MT mapblock
local function minecraft_chunk_probability(x, minp, maxp)
-- 256 is the MC chunk height
return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
end
-- Takes an index of a biomemap table (from minetest.get_mapgen_object),
-- minp and maxp (from an on_generated callback) and returns the real world coordinates
-- as X, Z.
@ -1151,82 +1134,11 @@ end
return x, z
end]]
-- Takes x and z coordinates and minp and maxp of a generated chunk
-- (in on_generated callback) and returns a biomemap index)
-- Inverse function of biomemap_to_xz
local function xz_to_biomemap_index(x, z, minp, maxp)
local xwidth = maxp.x - minp.x + 1
local zwidth = maxp.z - minp.z + 1
local minix = x % xwidth
local miniz = z % zwidth
return (minix + miniz * zwidth) + 1
end
-- Perlin noise objects
local perlin_structures
local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
local perlin_clay
-- Generate Clay
mcl_mapgen.register_mapgen_lvm(function(c)
local minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used = c.minp, c.maxp, c.chunkseed, c.data, c.area, c.write or false
-- TODO: Make clay generation reproducible for same seed.
if maxp.y < -5 or minp.y > 0 then
return c
end
c.vm = c.vm or mcl_mapgen.get_voxel_manip(c)
minetest.log("warning", "CLAY!")
local pr = PseudoRandom(blockseed)
perlin_clay = perlin_clay or minetest.get_perlin({
offset = 0.5,
scale = 0.2,
spread = {x = 5, y = 5, z = 5},
seed = -316,
octaves = 1,
persist = 0.0
})
for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
-- Assume X and Z lengths are equal
local divlen = 4
local divs = (maxp.x-minp.x)/divlen+1;
for divx=0+1,divs-2 do
for divz=0+1,divs-2 do
-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
local cx = minp.x + math.floor((divx+0.5)*divlen) + pr:next(-1,1)
local cz = minp.z + math.floor((divz+0.5)*divlen) + pr:next(-1,1)
local water_pos = voxelmanip_area:index(cx, y+1, cz)
local waternode = voxelmanip_data[water_pos]
local surface_pos = voxelmanip_area:index(cx, y, cz)
local surfacenode = voxelmanip_data[surface_pos]
local genrnd = pr:next(1, 20)
if genrnd == 1 and perlin_clay:get_3d({x=cx,y=y,z=cz}) > 0 and waternode == c_water and
(surfacenode == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(surfacenode), "sand") == 1) then
local diamondsize = pr:next(1, 3)
for x1 = -diamondsize, diamondsize do
for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
local ccpos = voxelmanip_area:index(cx+x1, y, cz+z1)
local claycandidate = voxelmanip_data[ccpos]
if voxelmanip_data[ccpos] == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(claycandidate), "sand") == 1 then
voxelmanip_data[ccpos] = c_clay
lvm_used = true
end
end
end
end
end
end
end
c.write = lvm_used
return c
end)
local dragon_spawn_pos = false
local dragon_spawned, portal_generated = false, false
@ -1252,7 +1164,7 @@ if portal_generated and not dragon_spawned then
minetest.after(10, try_to_spawn_ender_dragon)
end
local function generate_end_exit_portal(pos)
function mcl_mapgen_core.generate_end_exit_portal(pos)
if dragon_spawn_pos then return false end
dragon_spawn_pos = vector.add(pos, vector.new(3, 11, 3))
mcl_structures.call_struct(pos, "end_exit_portal", nil, nil, function()
@ -1266,252 +1178,6 @@ local function generate_end_exit_portal(pos)
portal_generated = true
end
-- TODO: Try to use more efficient structure generating code
local function generate_structures(minp, maxp, blockseed, biomemap)
local chunk_has_desert_well = false
local chunk_has_desert_temple = false
local chunk_has_igloo = false
local struct_min, struct_max = -3, 111 --64
if maxp.y >= struct_min and minp.y <= struct_max then
-- Generate structures
local pr = PcgRandom(blockseed)
perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100)
-- Assume X and Z lengths are equal
local divlen = 5
for x0 = minp.x, maxp.x, divlen do for z0 = minp.z, maxp.z, divlen do
-- Determine amount from perlin noise
local amount = math.floor(perlin_structures:get_2d({x=x0, y=z0}) * 9)
-- Find random positions based on this random
local p, ground_y
for i=0, amount do
p = {x = pr:next(x0, x0+divlen-1), y = 0, z = pr:next(z0, z0+divlen-1)}
-- Find ground level
ground_y = nil
local nn
for y = struct_max, struct_min, -1 do
p.y = y
local checknode = minetest.get_node(p)
if checknode then
nn = checknode.name
local def = minetest.registered_nodes[nn]
if def and def.walkable then
ground_y = y
break
end
end
end
if ground_y then
p.y = ground_y+1
local nn0 = minetest.get_node(p).name
-- Check if the node can be replaced
if minetest.registered_nodes[nn0] and minetest.registered_nodes[nn0].buildable_to then
-- Desert temples and desert wells
if nn == "mcl_core:sand" or (nn == "mcl_core:sandstone") then
if not chunk_has_desert_temple and not chunk_has_desert_well and ground_y > 3 then
-- Spawn desert temple
-- TODO: Check surface
if pr:next(1,12000) == 1 then
mcl_structures.call_struct(p, "desert_temple", nil, pr)
chunk_has_desert_temple = true
end
end
if not chunk_has_desert_temple and not chunk_has_desert_well and ground_y > 3 then
local desert_well_prob = minecraft_chunk_probability(1000, minp, maxp)
-- Spawn desert well
if pr:next(1, desert_well_prob) == 1 then
-- Check surface
local surface = minetest.find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, {x=p.x+5, y=p.y-1, z=p.z+5}, "mcl_core:sand")
if #surface >= 25 then
mcl_structures.call_struct(p, "desert_well", nil, pr)
chunk_has_desert_well = true
end
end
end
-- Igloos
elseif not chunk_has_igloo and (nn == "mcl_core:snowblock" or nn == "mcl_core:snow" or (minetest.get_item_group(nn, "grass_block_snow") == 1)) then
if pr:next(1, 4400) == 1 then
-- Check surface
local floor = {x=p.x+9, y=p.y-1, z=p.z+9}
local surface = minetest.find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, floor, "mcl_core:snowblock")
local surface2 = minetest.find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, floor, "mcl_core:dirt_with_grass_snow")
if #surface + #surface2 >= 63 then
mcl_structures.call_struct(p, "igloo", nil, pr)
chunk_has_igloo = true
end
end
end
-- Fossil
if nn == "mcl_core:sandstone" or nn == "mcl_core:sand" and not chunk_has_desert_temple and ground_y > 3 then
local fossil_prob = minecraft_chunk_probability(64, minp, maxp)
if pr:next(1, fossil_prob) == 1 then
-- Spawn fossil below desert surface between layers 40 and 49
local p1 = {x=p.x, y=pr:next(mcl_worlds.layer_to_y(40), mcl_worlds.layer_to_y(49)), z=p.z}
-- Very rough check of the environment (we expect to have enough stonelike nodes).
-- Fossils may still appear partially exposed in caves, but this is O.K.
local p2 = vector.add(p1, 4)
local nodes = minetest.find_nodes_in_area(p1, p2, {"mcl_core:sandstone", "mcl_core:stone", "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:dirt", "mcl_core:gravel"})
if #nodes >= 100 then -- >= 80%
mcl_structures.call_struct(p1, "fossil", nil, pr)
end
end
end
-- Witch hut
if ground_y <= 0 and nn == "mcl_core:dirt" then
local prob = minecraft_chunk_probability(48, minp, maxp)
if pr:next(1, prob) == 1 then
local swampland = minetest.get_biome_id("Swampland")
local swampland_shore = minetest.get_biome_id("Swampland_shore")
-- Where do witches live?
local here_be_witches = false
if mg_name == "v6" then
-- v6: In Normal biome
if biomeinfo.get_v6_biome(p) == "Normal" then
here_be_witches = true
end
else
-- Other mapgens: In swampland biome
local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
if biomemap[bi] == swampland or biomemap[bi] == swampland_shore then
here_be_witches = true
end
end
if here_be_witches then
local r = tostring(pr:next(0, 3) * 90) -- "0", "90", "180" or 270"
local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
local size
if r == "0" or r == "180" then
size = {x=10, y=4, z=8}
else
size = {x=8, y=4, z=10}
end
local p2 = vector.add(p1, size)
-- This checks free space at the “body” of the hut and a bit around.
-- ALL nodes must be free for the placement to succeed.
local free_nodes = minetest.find_nodes_in_area(p1, p2, {"air", "mcl_core:water_source", "mcl_flowers:waterlily"})
if #free_nodes >= ((size.x+1)*(size.y+1)*(size.z+1)) then
local place = {x=p.x, y=WITCH_HUT_HEIGHT-1, z=p.z}
-- FIXME: For some mysterious reason (black magic?) this
-- function does sometimes NOT spawn the witch hut. One can only see the
-- oak wood nodes in the water, but no hut. :-/
mcl_structures.call_struct(place, "witch_hut", r, pr)
-- TODO: Spawn witch in or around hut when the mob sucks less.
local function place_tree_if_free(pos, prev_result)
local nn = minetest.get_node(pos).name
if nn == "mcl_flowers:waterlily" or nn == "mcl_core:water_source" or nn == "mcl_core:water_flowing" or nn == "air" then
minetest.set_node(pos, {name="mcl_core:tree", param2=0})
return prev_result
else
return false
end
end
local offsets
if r == "0" then
offsets = {
{x=1, y=0, z=1},
{x=1, y=0, z=5},
{x=6, y=0, z=1},
{x=6, y=0, z=5},
}
elseif r == "180" then
offsets = {
{x=2, y=0, z=1},
{x=2, y=0, z=5},
{x=7, y=0, z=1},
{x=7, y=0, z=5},
}
elseif r == "270" then
offsets = {
{x=1, y=0, z=1},
{x=5, y=0, z=1},
{x=1, y=0, z=6},
{x=5, y=0, z=6},
}
elseif r == "90" then
offsets = {
{x=1, y=0, z=2},
{x=5, y=0, z=2},
{x=1, y=0, z=7},
{x=5, y=0, z=7},
}
end
for o=1, #offsets do
local ok = true
for y=place.y-1, place.y-64, -1 do
local tpos = vector.add(place, offsets[o])
tpos.y = y
ok = place_tree_if_free(tpos, ok)
if not ok then
break
end
end
end
end
end
end
end
-- Ice spikes in v6
-- In other mapgens, ice spikes are generated as decorations.
if mg_name == "v6" and not chunk_has_igloo and nn == "mcl_core:snowblock" then
local spike = pr:next(1,58000)
if spike < 3 then
-- Check surface
local floor = {x=p.x+4, y=p.y-1, z=p.z+4}
local surface = minetest.find_nodes_in_area({x=p.x+1,y=p.y-1,z=p.z+1}, floor, {"mcl_core:snowblock"})
-- Check for collision with spruce
local spruce_collisions = minetest.find_nodes_in_area({x=p.x+1,y=p.y+2,z=p.z+1}, {x=p.x+4, y=p.y+6, z=p.z+4}, {"mcl_core:sprucetree", "mcl_core:spruceleaves"})
if #surface >= 9 and #spruce_collisions == 0 then
mcl_structures.call_struct(p, "ice_spike_large", nil, pr)
end
elseif spike < 100 then
-- Check surface
local floor = {x=p.x+6, y=p.y-1, z=p.z+6}
local surface = minetest.find_nodes_in_area({x=p.x+1,y=p.y-1,z=p.z+1}, floor, {"mcl_core:snowblock", "mcl_core:dirt_with_grass_snow"})
-- Check for collision with spruce
local spruce_collisions = minetest.find_nodes_in_area({x=p.x+1,y=p.y+1,z=p.z+1}, {x=p.x+6, y=p.y+6, z=p.z+6}, {"mcl_core:sprucetree", "mcl_core:spruceleaves"})
if #surface >= 25 and #spruce_collisions == 0 then
mcl_structures.call_struct(p, "ice_spike_small", nil, pr)
end
end
end
end
end
end
end end
-- End exit portal
elseif minp.y <= END_EXIT_PORTAL_POS.y and maxp.y >= END_EXIT_PORTAL_POS.y and
minp.x <= END_EXIT_PORTAL_POS.x and maxp.x >= END_EXIT_PORTAL_POS.x and
minp.z <= END_EXIT_PORTAL_POS.z and maxp.z >= END_EXIT_PORTAL_POS.z then
for y=maxp.y, minp.y, -1 do
local p = {x=END_EXIT_PORTAL_POS.x, y=y, z=END_EXIT_PORTAL_POS.z}
if minetest.get_node(p).name == "mcl_end:end_stone" then
generate_end_exit_portal(p)
return
end
end
generate_end_exit_portal(END_EXIT_PORTAL_POS)
end
end
-- Buffers for LuaVoxelManip
-- local lvm_buffer = {}
@ -1754,7 +1420,7 @@ local function generate_underground_mushrooms(minp, maxp, seed)
end
local nether_wart_chance
if mg_name == "v6" then
if v6 then
nether_wart_chance = 85
else
nether_wart_chance = 170
@ -1930,7 +1596,7 @@ local function basic_safe(vm_context)
lvm_used = set_layers(data, area, c_void , nil, mcl_mapgen.realm_barrier_overworld_end_max+1, mcl_mapgen.overworld.min -1, minp, maxp, lvm_used, pr)
if mg_name ~= "singlenode" then
if not singlenode then
-- Bedrock
lvm_used = set_layers(data, area, c_bedrock, bedrock_check, mcl_mapgen.overworld.bedrock_min, mcl_mapgen.overworld.bedrock_max, minp, maxp, lvm_used, pr)
lvm_used = set_layers(data, area, c_bedrock, bedrock_check, mcl_mapgen.nether.bedrock_bottom_min, mcl_mapgen.nether.bedrock_bottom_max, minp, maxp, lvm_used, pr)
@ -1963,7 +1629,7 @@ local function basic_safe(vm_context)
-- A snowy grass block must be below a top snow or snow block at all times.
if minp.y <= mcl_mapgen.overworld.max and maxp.y >= mcl_mapgen.overworld.min then
-- v6 mapgen:
if mg_name == "v6" then
if v6 then
--[[ Remove broken double plants caused by v6 weirdness.
v6 might break the bottom part of double plants because of how it works.
@ -2028,7 +1694,7 @@ local function basic_safe(vm_context)
-- * Replace water with Nether lava.
-- * Replace stone, sand dirt in v6 so the Nether works in v6.
elseif emin.y <= mcl_mapgen.nether.max and emax.y >= mcl_mapgen.nether.min then
if mg_name == "v6" then
if v6 then
local nodes = minetest.find_nodes_in_area(emin, emax, {"mcl_core:water_source", "mcl_core:stone", "mcl_core:sand", "mcl_core:dirt"})
for n=1, #nodes do
local p_pos = area:index(nodes[n].x, nodes[n].y, nodes[n].z)
@ -2056,7 +1722,7 @@ local function basic_safe(vm_context)
-- * Generate spawn platform (End portal destination)
elseif minp.y <= mcl_mapgen.end_.max and maxp.y >= mcl_mapgen.end_.min then
local nodes
if mg_name == "v6" then
if v6 then
nodes = minetest.find_nodes_in_area(emin, emax, {"mcl_core:water_source", "mcl_core:stone", "mcl_core:sand", "mcl_core:dirt"})
else
nodes = minetest.find_nodes_in_area(emin, emax, {"mcl_core:water_source"})
@ -2105,14 +1771,17 @@ local function basic_safe(vm_context)
lvm_used = true
end
if mg_name ~= "singlenode" then
if not singlenode then
-- Generate special decorations
generate_underground_mushrooms(minp, maxp, blockseed)
generate_nether_decorations(minp, maxp, blockseed)
generate_structures(minp, maxp, blockseed, biomemap)
end
return vm_context --, lvm_used, shadow
end
mcl_mapgen.register_mapgen_block_lvm(basic_safe, 1)
local modpath = minetest.get_modpath(minetest.get_current_modname())
dofile(modpath .. "/clay.lua")
dofile(modpath .. "/structures.lua")

View File

@ -0,0 +1,314 @@
local END_EXIT_PORTAL_POS = vector.new(-3, -27003, -3) -- End exit portal position
local WITCH_HUT_HEIGHT = 3 -- Exact Y level to spawn witch huts at. This height refers to the height of the floor
local OVERWORLD_STRUCT_MIN, OVERWORLD_STRUCT_MAX = mcl_mapgen.overworld.min, mcl_mapgen.overworld.max
local END_STRUCT_MIN, END_STRUCT_MAX = mcl_mapgen.end_.min, mcl_mapgen.end_.max
local DIVLEN = 5
local V6 = mcl_mapgen.v6
local math_min, math_max = math.min, math.max
local math_floor = math.floor
local minetest_get_node = minetest.get_node
local minetest_get_mapgen_object = minetest.get_mapgen_object
local minetest_find_nodes_in_area = minetest.find_nodes_in_area
-- TODO: Try to use more efficient structure generating code
local function determine_ground_level(p, vm_context)
local emax = vm_context.emax
local emax_y = emax.y
local y = math_min(OVERWORLD_STRUCT_MAX, emax_y)
if y < emax_y then
y = y + 1
end
p.y = y
local checknode = minetest_get_node(p)
if checknode.name ~= "air" then
return
end
for y = y - 1, math_max(OVERWORLD_STRUCT_MIN, vm_context.emin.y), -1 do
p.y = y
local checknode = minetest_get_node(p)
if checknode then
local nn = checknode.name
local def = minetest.registered_nodes[nn]
if def and def.walkable then
return p, y, nn
end
end
end
end
-- Helper function for converting a MC probability to MT, with
-- regards to MapBlocks.
-- Some MC generated structures are generated on per-chunk
-- probability.
-- The MC probability is 1/x per Minecraft chunk (16×16).
-- x: The MC probability is 1/x.
-- minp, maxp: MapBlock limits
-- returns: Probability (1/return_value) for a single MT mapblock
local function minecraft_chunk_probability(x, minp, maxp)
-- 256 is the MC chunk height
return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
end
-- Takes x and z coordinates and minp and maxp of a generated chunk
-- (in on_generated callback) and returns a biomemap index)
-- Inverse function of biomemap_to_xz
local function xz_to_biomemap_index(x, z, minp, maxp)
local xwidth = maxp.x - minp.x + 1
local zwidth = maxp.z - minp.z + 1
local minix = x % xwidth
local miniz = z % zwidth
return (minix + miniz * zwidth) + 1
end
local chunk_has_desert_struct
local chunk_has_igloo
local function spawn_desert_temples_and_desert_wells(p, nn, pr, vm_context)
if chunk_has_desert_struct or p.y < 5 then return end
if nn ~= "mcl_core:sand" and nn ~= "mcl_core:sandstone" then return end
-- Spawn desert temple
if pr:next(1,12000) == 1 then
mcl_structures.call_struct(p, "desert_temple", nil, pr)
chunk_has_desert_struct = true
return true
end
-- Spawn desert well
local desert_well_prob = minecraft_chunk_probability(1000, vm_context.minp, vm_context.maxp)
if pr:next(1, desert_well_prob) ~= 1 then return end
-- Check surface
local surface = minetest_find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, {x=p.x+5, y=p.y-1, z=p.z+5}, "mcl_core:sand")
if #surface < 25 then return end
mcl_structures.call_struct(p, "desert_well", nil, pr)
chunk_has_desert_struct = true
return true
end
local function spawn_igloos(p, nn, pr)
if chunk_has_igloo then return end
if nn ~= "mcl_core:snowblock" and nn ~= "mcl_core:snow" and minetest.get_item_group(nn, "grass_block_snow") ~= 1 then return end
if pr:next(1, 4400) ~= 1 then return end
-- Check surface
local floor = {x=p.x+9, y=p.y-1, z=p.z+9}
local surface = minetest_find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, floor, "mcl_core:snowblock")
local surface2 = minetest_find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, floor, "mcl_core:dirt_with_grass_snow")
if #surface + #surface2 < 63 then return end
mcl_structures.call_struct(p, "igloo", nil, pr)
chunk_has_igloo = true
return true
end
local function spawn_fossil(p, nn, pr, vm_context)
if chunk_has_desert_struct or p.y > 4 then return end
if nn ~= "mcl_core:sandstone" and nn ~= "mcl_core:sand" then return end
local fossil_prob = minecraft_chunk_probability(64, vm_context.minp, vm_context.maxp)
if pr:next(1, fossil_prob) ~= 1 then return end
-- Spawn fossil below desert surface between layers 40 and 49
local p1 = {x=p.x, y=pr:next(mcl_worlds.layer_to_y(40), mcl_worlds.layer_to_y(49)), z=p.z}
-- Very rough check of the environment (we expect to have enough stonelike nodes).
-- Fossils may still appear partially exposed in caves, but this is O.K.
local p2 = vector.add(p1, 4)
local nodes = minetest_find_nodes_in_area(p1, p2, {"mcl_core:sandstone", "mcl_core:stone", "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:dirt", "mcl_core:gravel"})
if #nodes < 100 then return end
-- >= 80%
mcl_structures.call_struct(p1, "fossil", nil, pr)
end
local witch_hut_offsets = {
["0"] = {
{x=1, y=0, z=1}, {x=1, y=0, z=5}, {x=6, y=0, z=1}, {x=6, y=0, z=5},
},
["180"] = {
{x=2, y=0, z=1}, {x=2, y=0, z=5}, {x=7, y=0, z=1}, {x=7, y=0, z=5},
},
["270"] = {
{x=1, y=0, z=1}, {x=5, y=0, z=1}, {x=1, y=0, z=6}, {x=5, y=0, z=6},
},
["90"] = {
{x=1, y=0, z=2}, {x=5, y=0, z=2}, {x=1, y=0, z=7}, {x=5, y=0, z=7},
},
}
local function spawn_witch_hut(p, nn, pr, vm_context)
if p.y <= 1 or nn ~= "mcl_core:dirt" then return end
local minp, maxp = vm_context.minp, vm_context.maxp
local prob = minecraft_chunk_probability(48, minp, maxp)
if pr:next(1, prob) ~= 1 then return end
-- Where do witches live?
if V6 then
-- v6: In Normal biome
if biomeinfo.get_v6_biome(p) ~= "Normal" then return end
else
-- Other mapgens: In swampland biome
local biomemap = vm_context.biomemap
if not biomemap then
vm_context.biomemap = vm_context.biomemap or minetest_get_mapgen_object('biomemap')
biomemap = vm_context.biomemap
end
local swampland = minetest.get_biome_id("Swampland")
local swampland_shore = minetest.get_biome_id("Swampland_shore")
local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
if biomemap[bi] ~= swampland and biomemap[bi] ~= swampland_shore then return end
end
local r = tostring(pr:next(0, 3) * 90) -- "0", "90", "180" or 270"
local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
local size
if r == "0" or r == "180" then
size = {x=10, y=4, z=8}
else
size = {x=8, y=4, z=10}
end
local p2 = vector.add(p1, size)
-- This checks free space at the “body” of the hut and a bit around.
-- ALL nodes must be free for the placement to succeed.
local free_nodes = minetest_find_nodes_in_area(p1, p2, {"air", "mcl_core:water_source", "mcl_flowers:waterlily"})
if #free_nodes < ((size.x+1)*(size.y+1)*(size.z+1)) then return end
local place = {x=p.x, y=WITCH_HUT_HEIGHT-1, z=p.z}
-- FIXME: For some mysterious reason (black magic?) this
-- function does sometimes NOT spawn the witch hut. One can only see the
-- oak wood nodes in the water, but no hut. :-/
mcl_structures.call_struct(place, "witch_hut", r, pr)
-- TODO: Spawn witch in or around hut when the mob sucks less.
local function place_tree_if_free(pos, prev_result)
local nn = minetest.get_node(pos).name
if nn == "mcl_flowers:waterlily" or nn == "mcl_core:water_source" or nn == "mcl_core:water_flowing" or nn == "air" then
minetest.set_node(pos, {name="mcl_core:tree", param2=0})
return prev_result
else
return false
end
end
local offsets = witch_hut_offsets[r]
for o=1, #offsets do
local ok = true
for y=place.y-1, place.y-64, -1 do
local tpos = vector.add(place, offsets[o])
tpos.y = y
ok = place_tree_if_free(tpos, ok)
if not ok then
break
end
end
end
end
-- TODO: Check spikes sizes, it looks like we have to swap them:
local function spawn_ice_spike_large(p, pr)
-- Check surface
local floor = {x=p.x+4, y=p.y-1, z=p.z+4}
local surface = minetest_find_nodes_in_area({x=p.x+1,y=p.y-1,z=p.z+1}, floor, {"mcl_core:snowblock"})
if #surface < 9 then return end
-- Check for collision with spruce
local spruce_collisions = minetest_find_nodes_in_area({x=p.x+1,y=p.y+2,z=p.z+1}, {x=p.x+4, y=p.y+6, z=p.z+4}, {"mcl_core:sprucetree", "mcl_core:spruceleaves"})
if #spruce_collisions > 0 then return end
mcl_structures.call_struct(p, "ice_spike_large", nil, pr)
return true
end
local function spawn_ice_spike_small(p, pr)
-- Check surface
local floor = {x=p.x+6, y=p.y-1, z=p.z+6}
local surface = minetest_find_nodes_in_area({x=p.x+1,y=p.y-1,z=p.z+1}, floor, {"mcl_core:snowblock", "mcl_core:dirt_with_grass_snow"})
if #surface < 25 then return end
-- Check for collision with spruce
local spruce_collisions = minetest_find_nodes_in_area({x=p.x+1,y=p.y+1,z=p.z+1}, {x=p.x+6, y=p.y+6, z=p.z+6}, {"mcl_core:sprucetree", "mcl_core:spruceleaves"})
if #spruce_collisions > 0 then return end
mcl_structures.call_struct(p, "ice_spike_small", nil, pr)
return true
end
local function spawn_spikes_in_v6(p, nn, pr)
-- In other mapgens, ice spikes are generated as decorations.
if chunk_has_igloo or nn ~= "mcl_core:snowblock" then return end
local spike = pr:next(1,58000)
if spike < 3 then
return spawn_ice_spike_large(p, pr)
elseif spike < 100 then
return spawn_ice_spike_small(p, pr)
end
end
local function generate_structures(vm_context)
local pr = PcgRandom(vm_context.blockseed)
perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100)
chunk_has_desert_struct = false
chunk_has_igloo = false
local minp, maxp = vm_context.minp, vm_context.maxp
-- Assume X and Z lengths are equal
for x0 = minp.x, maxp.x, DIVLEN do for z0 = minp.z, maxp.z, DIVLEN do
-- Determine amount from perlin noise
local amount = math_floor(perlin_structures:get_2d({x=x0, y=z0}) * 9)
-- Find random positions based on this random
local p, ground_y
for i=0, amount do
p = {x = pr:next(x0, x0 + DIVLEN - 1), y = 0, z = pr:next(z0, z0 + DIVLEN - 1)}
p, ground_y, nn = determine_ground_level(p, vm_context)
if ground_y then
p.y = ground_y + 1
local nn0 = minetest.get_node(p).name
-- Check if the node can be replaced
if minetest.registered_nodes[nn0] and minetest.registered_nodes[nn0].buildable_to then
if not spawn_desert_temples_and_desert_wells(p, nn, pr, vm_context) then
spawn_igloos(p, nn, pr, vm_context)
end
spawn_fossil(p, nn, pr, vm_context)
spawn_witch_hut(p, nn, pr, vm_context)
if V6 then
spawn_spikes_in_v6(p, nn, pr, vm_context)
end
end
end
end
end end
return vm_context
end
local function generate_end_structures(vm_context)
local minp, maxp = vm_context.minp, vm_context.maxp
if minp.y <= END_EXIT_PORTAL_POS.y and maxp.y >= END_EXIT_PORTAL_POS.y
and minp.x <= END_EXIT_PORTAL_POS.x and maxp.x >= END_EXIT_PORTAL_POS.x
and minp.z <= END_EXIT_PORTAL_POS.z and maxp.z >= END_EXIT_PORTAL_POS.z
then
local p = {x=END_EXIT_PORTAL_POS.x, z=END_EXIT_PORTAL_POS.z}
for y = maxp.y, minp.y, -1 do
p.y = y
if minetest.get_node(p).name == "mcl_end:end_stone" then
mcl_mapgen_core.generate_end_exit_portal(p)
break
end
end
end
return vm_context
end
if not mcl_mapgen.singlenode then
mcl_mapgen.register_on_generated(function(vm_context)
local minp, maxp = vm_context.minp, vm_context.maxp
local minp_y, maxp_y = minp.y, maxp.y
if maxp_y >= OVERWORLD_STRUCT_MIN and minp_y <= OVERWORLD_STRUCT_MAX then
return generate_structures(vm_context)
-- End exit portal
elseif maxp_y >= END_STRUCT_MIN and minp_y <= END_STRUCT_MAX then
return generate_end_structures(vm_context)
end
return vm_context
end)
end