diff --git a/mods/MAPGEN/mcl_villages/buildings.lua b/mods/MAPGEN/mcl_villages/buildings.lua index 6dfa807bfc..0d58739edb 100644 --- a/mods/MAPGEN/mcl_villages/buildings.lua +++ b/mods/MAPGEN/mcl_villages/buildings.lua @@ -4,7 +4,7 @@ ------------------------------------------------------------------------------- function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name) -- get building node material for better integration to surrounding - local platform_material = minetest.get_node_or_nil(pos) + local platform_material = mcl_util.get_far_node(pos, true) if not platform_material then return end diff --git a/mods/MAPGEN/mcl_villages/depends.txt b/mods/MAPGEN/mcl_villages/depends.txt index 9ba29f3ee3..e9d14ad9b6 100644 --- a/mods/MAPGEN/mcl_villages/depends.txt +++ b/mods/MAPGEN/mcl_villages/depends.txt @@ -1,3 +1,4 @@ +mcl_util mcl_core mcl_loot mcl_farming? diff --git a/mods/MAPGEN/mcl_villages/foundation.lua b/mods/MAPGEN/mcl_villages/foundation.lua index 15936ef4c0..98726966cc 100644 --- a/mods/MAPGEN/mcl_villages/foundation.lua +++ b/mods/MAPGEN/mcl_villages/foundation.lua @@ -52,8 +52,7 @@ function settlements.terraform(settlement_info, pr) else -- write ground local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi} - minetest.forceload_block(p) - local node = minetest.get_node_or_nil(p) + local node = mcl_util.get_far_node(p, true) if node and node.name ~= "air" then minetest.swap_node(p,{name="air"}) end diff --git a/mods/MAPGEN/mcl_villages/init.lua b/mods/MAPGEN/mcl_villages/init.lua index 6413174db5..33a2177832 100644 --- a/mods/MAPGEN/mcl_villages/init.lua +++ b/mods/MAPGEN/mcl_villages/init.lua @@ -82,6 +82,7 @@ end local mg_name = minetest.get_mapgen_setting("mg_name") if mg_name ~= "singlenode" then minetest.register_on_generated(function(minp, maxp, blockseed) + minetest.log("warning","[mcl_villages] on_generated("..minetest.pos_to_string(minp)..", "..minetest.pos_to_string(maxp)..", "..tostring(blockseed)..")") -- needed for manual and automated settlement building local heightmap = minetest.get_mapgen_object("heightmap") @@ -94,11 +95,8 @@ if mg_name ~= "singlenode" then -- don't build settlements on (too) uneven terrain local height_difference = settlements.evaluate_heightmap(minp, maxp) if height_difference > max_height_difference then return end - - -- new way - slow :((((( - minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed}) - -- old way - wait 3 seconds: - -- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed}) + -- we need 'minetest.after' here to exit from emerging thread we probably currently in: + minetest.after(0.1, build_a_settlement_no_delay, vector.new(minp), vector.new(maxp), blockseed) end) end -- manually place villages diff --git a/mods/MAPGEN/mcl_villages/utils.lua b/mods/MAPGEN/mcl_villages/utils.lua index 96d540b57f..b02d50c62a 100644 --- a/mods/MAPGEN/mcl_villages/utils.lua +++ b/mods/MAPGEN/mcl_villages/utils.lua @@ -51,7 +51,7 @@ function settlements.find_surface(pos) local itter -- count up or down local cnt_max = 200 -- check, in which direction to look for surface - local surface_node = minetest.get_node_or_nil(p6) + local surface_node = mcl_util.get_far_node(p6, true) if surface_node and string.find(surface_node.name,"air") then itter = -1 else @@ -61,31 +61,16 @@ function settlements.find_surface(pos) while cnt < cnt_max do cnt = cnt+1 minetest.forceload_block(p6) - surface_node = minetest.get_node_or_nil(p6) - - if not surface_node then - -- Load the map at pos and try again - minetest.get_voxel_manip():read_from_map(p6, p6) - surface_node = minetest.get_node(p6) - if surface_node.name == "ignore" then - settlements.debug("find_surface1: nil or ignore") - return nil - end + surface_node = mcl_util.get_far_node(p6, true) + if surface_node.name == "ignore" then + settlements.debug("find_surface1: nil or ignore") + return nil end - -- if surface_node == nil or surface_node.name == "ignore" then - -- --return nil - -- local fl = minetest.forceload_block(p6) - -- if not fl then - -- - -- return nil - -- end - -- end - -- -- Check Surface_node and Node above -- if settlements.surface_mat[surface_node.name] then - local surface_node_plus_1 = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z}) + local surface_node_plus_1 = mcl_util.get_far_node({ x=p6.x, y=p6.y+1, z=p6.z}, true) if surface_node_plus_1 and surface_node and (string.find(surface_node_plus_1.name,"air") or string.find(surface_node_plus_1.name,"snow") or @@ -257,7 +242,7 @@ function settlements.initialize_nodes(settlement_info, pr) for xi = 0,width do for zi = 0,depth do local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi} - local node = minetest.get_node(ptemp) + local node = mcl_util.get_far_node(ptemp, true) if node.name == "mcl_furnaces:furnace" or node.name == "mcl_chests:chest" or node.name == "mcl_anvils:anvil" then