Remove unused functions
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1d942e9946
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@ -163,7 +163,7 @@ mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
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mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
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mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
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mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
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mcl_vars.mg_end_exit_portal_pos = vector.new(-3, mcl_vars.mg_end_min + 72, -3)
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mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 72, 0)
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-- Realm barrier used to safely separate the End from the void below the Overworld
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mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
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@ -98,7 +98,6 @@ mcl_vars.mg_dungeons = mg_flags.dungeons and not superflat
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-- Disable builtin dungeons, we provide our own dungeons
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mg_flags.dungeons = false
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if superflat then
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-- Enforce superflat-like mapgen: no caves, decor, lakes and hills
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mg_flags.caves = false
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@ -162,18 +161,6 @@ local function minecraft_chunk_probability(x, minp, maxp)
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return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
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end
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-- Takes an index of a biomemap table (from minetest.get_mapgen_object),
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-- minp and maxp (from an on_generated callback) and returns the real world coordinates
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-- as X, Z.
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-- Inverse function of xz_to_biomemap
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--[[local function biomemap_to_xz(index, minp, maxp)
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local xwidth = maxp.x - minp.x + 1
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local zwidth = maxp.z - minp.z + 1
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local x = ((index-1) % xwidth) + minp.x
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local z = ((index-1) / zwidth) + minp.z
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return x, z
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end]]
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-- Takes x and z coordinates and minp and maxp of a generated chunk
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-- (in on_generated callback) and returns a biomemap index)
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-- Inverse function of biomemap_to_xz
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@ -185,277 +172,9 @@ local function xz_to_biomemap_index(x, z, minp, maxp)
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return (minix + miniz * zwidth) + 1
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end
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-- Perlin noise objects
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local perlin_structures
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
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local perlin_clay
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local function generate_clay(minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used)
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-- TODO: Make clay generation reproducible for same seed.
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if maxp.y < -5 or minp.y > 0 then
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return lvm_used
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end
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local pr = PseudoRandom(blockseed)
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perlin_clay = perlin_clay or minetest.get_perlin({
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offset = 0.5,
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scale = 0.2,
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spread = {x = 5, y = 5, z = 5},
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seed = -316,
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octaves = 1,
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persist = 0.0
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})
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for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
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-- Assume X and Z lengths are equal
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local divlen = 4
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0+1,divs-2 do
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for divz=0+1,divs-2 do
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-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
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local cx = minp.x + math.floor((divx+0.5)*divlen) + pr:next(-1,1)
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local cz = minp.z + math.floor((divz+0.5)*divlen) + pr:next(-1,1)
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local water_pos = voxelmanip_area:index(cx, y+1, cz)
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local waternode = voxelmanip_data[water_pos]
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local surface_pos = voxelmanip_area:index(cx, y, cz)
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local surfacenode = voxelmanip_data[surface_pos]
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local genrnd = pr:next(1, 20)
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if genrnd == 1 and perlin_clay:get_3d({x=cx,y=y,z=cz}) > 0 and waternode == c_water and
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(surfacenode == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(surfacenode), "sand") == 1) then
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local diamondsize = pr:next(1, 3)
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for x1 = -diamondsize, diamondsize do
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for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
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local ccpos = voxelmanip_area:index(cx+x1, y, cz+z1)
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local claycandidate = voxelmanip_data[ccpos]
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if voxelmanip_data[ccpos] == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(claycandidate), "sand") == 1 then
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voxelmanip_data[ccpos] = c_clay
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lvm_used = true
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end
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end
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end
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end
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end
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end
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end
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return lvm_used
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end
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-- Buffers for LuaVoxelManip
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-- local lvm_buffer = {}
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-- local lvm_buffer_param2 = {}
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-- Generate tree decorations in the bounding box. This adds:
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-- * Cocoa at jungle trees
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-- * Jungle tree vines
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-- * Oak vines in swamplands
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local function generate_tree_decorations(minp, maxp, seed, data, param2_data, area, biomemap, lvm_used, pr)
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if maxp.y < 0 then
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return lvm_used
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end
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local oaktree, oakleaves, jungletree, jungleleaves = {}, {}, {}, {}
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local swampland = minetest.get_biome_id("Swampland")
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local swampland_shore = minetest.get_biome_id("Swampland_shore")
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local jungle = minetest.get_biome_id("Jungle")
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local jungle_shore = minetest.get_biome_id("Jungle_shore")
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local jungle_m = minetest.get_biome_id("JungleM")
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local jungle_m_shore = minetest.get_biome_id("JungleM_shore")
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local jungle_edge = minetest.get_biome_id("JungleEdge")
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local jungle_edge_shore = minetest.get_biome_id("JungleEdge_shore")
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local jungle_edge_m = minetest.get_biome_id("JungleEdgeM")
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local jungle_edge_m_shore = minetest.get_biome_id("JungleEdgeM_shore")
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-- Modifier for Jungle M biome: More vines and cocoas
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local dense_vegetation = false
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if biomemap then
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-- Biome map available: Check if the required biome (jungle or swampland)
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-- is in this mapchunk. We are only interested in trees in the correct biome.
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-- The nodes are added if the correct biome is *anywhere* in the mapchunk.
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-- TODO: Strictly generate vines in the correct biomes only.
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local swamp_biome_found, jungle_biome_found = false, false
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for b=1, #biomemap do
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local id = biomemap[b]
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if not swamp_biome_found and (id == swampland or id == swampland_shore) then
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oaktree = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:tree"})
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oakleaves = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:leaves"})
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swamp_biome_found = true
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end
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if not jungle_biome_found and (id == jungle or id == jungle_shore or id == jungle_m or id == jungle_m_shore or id == jungle_edge or id == jungle_edge_shore or id == jungle_edge_m or id == jungle_edge_m_shore) then
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jungletree = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:jungletree"})
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jungleleaves = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:jungleleaves"})
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jungle_biome_found = true
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end
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if not dense_vegetation and (id == jungle_m or id == jungle_m_shore) then
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dense_vegetation = true
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end
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if swamp_biome_found and jungle_biome_found and dense_vegetation then
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break
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end
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end
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else
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-- If there is no biome map, we just count all jungle things we can find.
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-- Oak vines will not be generated.
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jungletree = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:jungletree"})
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jungleleaves = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:jungleleaves"})
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end
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local pos, treepos, dir
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local cocoachance = 40
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if dense_vegetation then
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cocoachance = 32
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end
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-- Pass 1: Generate cocoas at jungle trees
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for n = 1, #jungletree do
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pos = table.copy(jungletree[n])
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treepos = table.copy(pos)
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if minetest.find_node_near(pos, 1, {"mcl_core:jungleleaves"}) then
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dir = pr:next(1, cocoachance)
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if dir == 1 then
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pos.z = pos.z + 1
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elseif dir == 2 then
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pos.z = pos.z - 1
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elseif dir == 3 then
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pos.x = pos.x + 1
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elseif dir == 4 then
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pos.x = pos.x -1
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end
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local p_pos = area:index(pos.x, pos.y, pos.z)
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local l = minetest.get_node_light(pos)
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if dir < 5
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and data[p_pos] == c_air
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and l and l > 12 then
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local c = pr:next(1, 3)
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if c == 1 then
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data[p_pos] = c_cocoa_1
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elseif c == 2 then
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data[p_pos] = c_cocoa_2
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else
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data[p_pos] = c_cocoa_3
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end
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param2_data[p_pos] = minetest.dir_to_facedir(vector.subtract(treepos, pos))
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lvm_used = true
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end
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end
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end
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-- Pass 2: Generate vines at jungle wood, jungle leaves in jungle and oak wood, oak leaves in swampland
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perlin_vines = perlin_vines or minetest.get_perlin(555, 4, 0.6, 500)
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perlin_vines_fine = perlin_vines_fine or minetest.get_perlin(43000, 3, 0.6, 1)
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perlin_vines_length = perlin_vines_length or minetest.get_perlin(435, 4, 0.6, 75)
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perlin_vines_upwards = perlin_vines_upwards or minetest.get_perlin(436, 3, 0.6, 10)
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perlin_vines_density = perlin_vines_density or minetest.get_perlin(436, 3, 0.6, 500)
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-- Extra long vines in Jungle M
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local maxvinelength = 7
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if dense_vegetation then
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maxvinelength = 14
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end
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local treething
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for i=1, 4 do
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if i==1 then
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treething = jungletree
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elseif i == 2 then
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treething = jungleleaves
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elseif i == 3 then
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treething = oaktree
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elseif i == 4 then
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treething = oakleaves
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end
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for n = 1, #treething do
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pos = treething[n]
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treepos = table.copy(pos)
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local dirs = {
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{x=1,y=0,z=0},
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{x=-1,y=0,z=0},
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{x=0,y=0,z=1},
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{x=0,y=0,z=-1},
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}
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for d = 1, #dirs do
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local pos = vector.add(pos, dirs[d])
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local p_pos = area:index(pos.x, pos.y, pos.z)
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local vine_threshold = math.max(0.33333, perlin_vines_density:get_2d(pos))
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if dense_vegetation then
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vine_threshold = vine_threshold * (2/3)
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end
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if perlin_vines:get_2d(pos) > -1.0 and perlin_vines_fine:get_3d(pos) > vine_threshold and data[p_pos] == c_air then
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local rdir = {}
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rdir.x = -dirs[d].x
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rdir.y = dirs[d].y
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rdir.z = -dirs[d].z
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local param2 = minetest.dir_to_wallmounted(rdir)
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-- Determine growth direction
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local grow_upwards = false
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-- Only possible on the wood, not on the leaves
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if i == 1 then
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grow_upwards = perlin_vines_upwards:get_3d(pos) > 0.8
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end
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if grow_upwards then
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-- Grow vines up 1-4 nodes, even through jungleleaves.
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-- This may give climbing access all the way to the top of the tree :-)
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-- But this will be fairly rare.
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local length = math.ceil(math.abs(perlin_vines_length:get_3d(pos)) * 4)
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for l=0, length-1 do
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local t_pos = area:index(treepos.x, treepos.y, treepos.z)
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if (data[p_pos] == c_air or data[p_pos] == c_jungleleaves or data[p_pos] == c_leaves) and mcl_core.supports_vines(minetest.get_name_from_content_id(data[t_pos])) then
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data[p_pos] = c_vine
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param2_data[p_pos] = param2
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lvm_used = true
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else
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break
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end
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pos.y = pos.y + 1
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p_pos = area:index(pos.x, pos.y, pos.z)
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treepos.y = treepos.y + 1
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end
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else
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-- Grow vines down, length between 1 and maxvinelength
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local length = math.ceil(math.abs(perlin_vines_length:get_3d(pos)) * maxvinelength)
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for l=0, length-1 do
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if data[p_pos] == c_air then
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data[p_pos] = c_vine
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param2_data[p_pos] = param2
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lvm_used = true
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else
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break
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end
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pos.y = pos.y - 1
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p_pos = area:index(pos.x, pos.y, pos.z)
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end
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end
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end
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end
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end
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end
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return lvm_used
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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minetest.log("action", "[mcl_mapgen_core] Generating chunk " .. minetest.pos_to_string(minp) .. " ... " .. minetest.pos_to_string(maxp))
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local p1, p2 = {x=minp.x, y=minp.y, z=minp.z}, {x=maxp.x, y=maxp.y, z=maxp.z}
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