let railcorridors be placed by new api
this makes it a lot faster
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@ -2168,18 +2168,18 @@ mcl_mapgen_core.register_generator("main", basic, basic_node, 1, true)
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mcl_mapgen_core.register_generator("structures",nil, function(minp, maxp, blockseed)
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local gennotify = minetest.get_mapgen_object("gennotify")
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local pr = PseudoRandom(blockseed + 42)
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local has_struct = {}
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local poshash = minetest.hash_node_position(minp)
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for _,struct in pairs(mcl_structures.registered_structures) do
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if struct.deco_id then
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local pr = PseudoRandom(blockseed + 42)
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local has = false
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if has_struct[struct.name] == nil then has_struct[struct.name] = {} end
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for _, pos in pairs(gennotify["decoration#"..struct.deco_id] or {}) do
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local realpos = vector.offset(pos,0,1,0)
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minetest.remove_node(realpos)
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if struct.chunk_probability == nil or (not has and pr:next(1,struct.chunk_probability) == 1 ) then
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mcl_structures.place_structure(realpos,struct,pr)
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mcl_structures.place_structure(realpos,struct,pr,blockseed)
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has=true
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end
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end
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@ -38,7 +38,7 @@ function mcl_structures.find_highest_y(pp)
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return y
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end
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function mcl_structures.place_structure(pos, def, pr)
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function mcl_structures.place_structure(pos, def, pr, blockseed)
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if not def then return end
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local logging = not def.terrain_feature
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local y_offset = 0
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@ -83,7 +83,7 @@ function mcl_structures.place_structure(pos, def, pr)
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end
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end
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end
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if def.on_place and not def.on_place(pos,def,pr) then
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if def.on_place and not def.on_place(pos,def,pr,blockseed) then
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if logging then
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minetest.log("warning","[mcl_structures] "..def.name.." at "..minetest.pos_to_string(pp).." not placed. Conditions not satisfied.")
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end
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@ -94,20 +94,20 @@ function mcl_structures.place_structure(pos, def, pr)
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local r = pr:next(1,#def.filenames)
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local file = def.filenames[r]
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if file then
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local ap = function(pos,def,pr) end
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local ap = function(pos,def,pr,blockseed) end
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if def.after_place then ap = def.after_place end
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mcl_structures.place_schematic(pp, file, "random", nil, true, "place_center_x,place_center_z",function(p)
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if def.loot then generate_loot(pos,def,pr) end
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return ap(pos,def,pr)
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if def.loot then generate_loot(pos,def,pr,blockseed) end
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return ap(pos,def,pr,blockseed)
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end,pr)
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if logging then
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minetest.log("action","[mcl_structures] "..def.name.." placed at "..minetest.pos_to_string(pp))
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end
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return true
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end
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elseif def.place_func and def.place_func(pos,def,pr) then
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if not def.after_place or ( def.after_place and def.after_place(pos,def,pr) ) then
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elseif def.place_func and def.place_func(pos,def,pr,blockseed) then
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if not def.after_place or ( def.after_place and def.after_place(pos,def,pr,blockseed) ) then
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if logging then
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minetest.log("action","[mcl_structures] "..def.name.." placed at "..minetest.pos_to_string(pp))
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end
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@ -336,7 +336,7 @@ minetest.register_chatcommand("spawnstruct", {
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else
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for n,d in pairs(mcl_structures.registered_structures) do
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if n == param then
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mcl_structures.place_structure(pos,d,pr)
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mcl_structures.place_structure(pos,d,pr,math.random())
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return true,message
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end
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end
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@ -1097,11 +1097,40 @@ local function create_corridor_system(main_cave_coords)
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-- At this point, all corridors were generated and all nodes were set.
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-- We spawn the carts now
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spawn_carts()
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--spawn_carts()
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return true
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end
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mcl_structures.register_structure("mineshaft",{
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place_on = {"group:sand","group:grass_block","mcl_core:water_source","group:dirt","mcl_core:dirt_with_grass","mcl_core:gravel","group:material_stone"},
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fill_ratio = 0.0001,
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flags = "place_center_x, place_center_z, liquid_surface, force_placement, all_floors",
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sidelen = 32,
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--chunk_probability = 300,
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y_max = 40,
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y_min = mcl_vars.mg_overworld_min,
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place_func = function(pos,def,pr,blockseed)
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local r = pr:next(-50,-10)
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local p = vector.offset(pos,0,r,0)
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if p.y < mcl_vars.mg_overworld_min + 5 then
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p.y = mcl_vars.mg_overworld_min + 5
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end
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if p.y > -10 then return end
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local p1 = vector.offset(p,-def.sidelen,-def.sidelen,-def.sidelen)
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local p2 = vector.offset(p,def.sidelen,def.sidelen,def.sidelen)
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minetest.emerge_area(p1, p2, function(blockpos, action, calls_remaining, param)
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if calls_remaining ~= 0 then return end
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--minetest.log("lol")
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InitRandomizer(blockseed)
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create_corridor_system(p, pr)
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end)
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return true
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end,
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})
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--[[ Old Generation code this is VERY slow
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-- The rail corridor algorithm starts here
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mcl_mapgen_core.register_generator("railcorridors", nil, function(minp, maxp, blockseed, _pr)
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-- We re-init the randomizer for every mapchunk as we start generating in the middle of each mapchunk.
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@ -1112,9 +1141,7 @@ mcl_mapgen_core.register_generator("railcorridors", nil, function(minp, maxp, bl
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local buffer = 5
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-- Do up to 10 tries to start a corridor system
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-- 5 Still seems to generate a lot of them and
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-- makes this noticeably faster.
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for t=1,5 do
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for t=1,10 do
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-- Get semi-random height in mapchunk
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local y = pr:next(minp.y + buffer, maxp.y - buffer)
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y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, y)))
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@ -1132,3 +1159,4 @@ mcl_mapgen_core.register_generator("railcorridors", nil, function(minp, maxp, bl
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end
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end
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end, 10)
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--]]
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@ -1,4 +1,4 @@
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name = tsm_railcorridors
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author = UgnilJoZ
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description = Adds simple underground mines with railways and occasional treasure chests.
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depends = mcl_init, mcl_worlds, mcl_core, mcl_mapgen_core, mcl_loot, mcl_tnt, mcl_farming, mcl_mobspawners, mcl_minecarts
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depends = mcl_init, mcl_worlds, mcl_core, mcl_mapgen_core, mcl_loot, mcl_tnt, mcl_farming, mcl_mobspawners, mcl_minecarts, mcl_structures
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