prioritize map decorations to make the generations more deterministic
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@ -169,3 +169,54 @@ function mcl_mapgen_core.unregister_generator(id)
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if rec.needs_param2 then param2 = param2 - 1 end
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--if rec.needs_level0 then level0 = level0 - 1 end
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end
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-- Try to make decorations more deterministic in order, by sorting by priority and name
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-- At least for low-priority this should make map seeds more comparable, but
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-- adding for example a new structure can still change everything that comes
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-- later, because currently decoration blockseeds are incremented sequentially
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-- c.f., https://github.com/minetest/minetest/issues/14919
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local minetest_register_decoration = minetest.register_decoration
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local pending_decorations = {}
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function mcl_mapgen_core.register_decoration(def, callback)
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if pending_decorations == nil then
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minetest.log("warning", "Decoration registered after mapgen: "..tostring(def.name))
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minetest_register_decoration(def)
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if callback ~= nil then callback() end
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return
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end
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def = table.copy(def) -- defensive deep copy, needed for water lily
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def.callback = callback
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table.insert(pending_decorations, def)
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end
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local function sort_decorations()
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local keys, map = {}, {}
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for i, def in pairs(pending_decorations) do
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local name = def.name
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-- we try to generate fallback names to make order more deterministic
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name = name or (def.decoration and string.format("%s:%04d", def.decoration, i))
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if not name and type(def.schematic) == "string" then
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local sc = string.split(def.schematic, "/")
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name = string.format("%s:%04d", sc[#sc], i)
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end
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if not name and type(def.schematic) == "table" and def.schematic.data then
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name = ""
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for _, v in ipairs(def.schematic.data) do
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if v.name then name = name .. v.name .. ":" end
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end
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name = name .. string.format("%04d", i)
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end
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name = name or string.format("%04d", i)
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local prio = (def.priority or 1000) + i/1000
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local key = string.format("%08.3f:%s", prio, name)
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table.insert(keys, key)
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map[key] = def
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end
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table.sort(keys)
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for _, key in ipairs(keys) do
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-- minetest.log("action", "Deco: "..key)
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minetest_register_decoration(map[key])
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if map[key].callback then map[key].callback() end
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end
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pending_decorations = nil -- as we will not run again
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end
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minetest.register_on_mods_loaded(sort_decorations)
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@ -45,6 +45,7 @@ local function register_mgv6_decorations()
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-- Doubletall grass
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minetest.register_decoration({
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priority = 1500,
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deco_type = "schematic",
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schematic = {
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size = { x=1, y=3, z=1 },
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@ -81,6 +82,7 @@ local function register_mgv6_decorations()
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},
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-- v6 hack: This makes sure large ferns only appear in jungles
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spawn_by = { "mcl_core:jungletree", "mcl_flowers:fern" },
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priority = 1510, -- larger than fern
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num_spawn_by = 1,
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place_on = {"group:grass_block_no_snow"},
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@ -192,6 +194,7 @@ local function register_mgv6_decorations()
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},
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-- Small trick to make sure melon spawn in jungles
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spawn_by = { "mcl_core:jungletree", "mcl_flowers:fern" },
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priority = 1510, -- larger than fern
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num_spawn_by = 1,
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y_min = 1,
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y_max = 40,
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@ -214,6 +217,7 @@ local function register_mgv6_decorations()
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y_min = 1,
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y_max = mcl_vars.overworld_max,
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decoration = "mcl_flowers:tallgrass",
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priority = 1500,
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})
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minetest.register_decoration({
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deco_type = "simple",
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@ -230,6 +234,7 @@ local function register_mgv6_decorations()
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y_min = 1,
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y_max = mcl_vars.overworld_max,
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decoration = "mcl_flowers:tallgrass",
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priority = 1500,
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})
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-- Seagrass and kelp
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@ -256,6 +261,7 @@ local function register_mgv6_decorations()
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y_min = mcl_vars.overworld_min,
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y_max = 0,
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decoration = "mcl_ocean:seagrass_"..mat,
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priority = 1500,
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})
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minetest.register_decoration({
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deco_type = "simple",
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@ -276,6 +282,7 @@ local function register_mgv6_decorations()
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y_min = mcl_vars.overworld_min,
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y_max = -5,
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decoration = "mcl_ocean:seagrass_"..mat,
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priority = 1500,
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})
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minetest.register_decoration({
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@ -356,6 +363,7 @@ local function register_mgv6_decorations()
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y_min = 1,
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y_max = mcl_vars.overworld_max,
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decoration = "mcl_flowers:tallgrass",
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priority = 1500,
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})
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local mushrooms = {"mcl_mushrooms:mushroom_red", "mcl_mushrooms:mushroom_brown"}
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@ -326,7 +326,6 @@ function mcl_structures.place_structure(pos, def, pr, blockseed, rot)
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end
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local EMPTY_SCHEMATIC = { size = {x = 0, y = 0, z = 0}, data = { } }
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function mcl_structures.register_structure(name,def,nospawn) --nospawn means it will not be placed by mapgen decoration mechanism
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if mcl_structures.is_disabled(name) then return end
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flags = def.flags or "place_center_x, place_center_z, force_placement"
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@ -335,6 +334,7 @@ function mcl_structures.register_structure(name,def,nospawn) --nospawn means it
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minetest.register_on_mods_loaded(function() --make sure all previous decorations and biomes have been registered
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def.deco = minetest.register_decoration({
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name = "mcl_structures:deco_"..name,
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priority = def.priority or (def.terrain_feature and 900) or 100, -- run before regular decorations
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deco_type = "schematic",
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schematic = EMPTY_SCHEMATIC,
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place_on = def.place_on,
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@ -134,6 +134,7 @@ local function get_fallen_tree_schematic(pos,pr)
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end
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mcl_structures.register_structure("fallen_tree",{
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priority = 1100, -- after regular trees
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place_on = {"group:grass_block"},
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terrain_feature = true,
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noise_params = {
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@ -151,12 +152,9 @@ mcl_structures.register_structure("fallen_tree",{
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y_min = minetest.get_mapgen_setting("water_level"),
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on_place = function(pos,def,pr)
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local air_p1 = vector.offset(pos,-def.sidelen/2,1,-def.sidelen/2)
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local air_p2 = vector.offset(pos,def.sidelen/2,1,def.sidelen/2)
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local air_p2 = vector.offset(air_p1,def.sidelen-1,0,def.sidelen-1)
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local air = minetest.find_nodes_in_area(air_p1,air_p2,{"air"})
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if #air < ( def.sidelen * def.sidelen ) / 2 then
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return false
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end
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return true
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return #air >= (def.sidelen * def.sidelen) / 2
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end,
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place_func = function(pos,def,pr)
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local schem=get_fallen_tree_schematic(pos,pr)
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