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Author SHA1 Message Date
Wuzzy c25d3e574a Make flat layers configurable 2017-03-21 21:21:07 +01:00
5 changed files with 91 additions and 16 deletions

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@ -24,13 +24,40 @@ else
if not ground then if not ground then
ground = 8 ground = 8
end end
mcl_vars.mg_overworld_min = ground - 1 local layer_setting = minetest.get_mapgen_setting("mcl_superflat_layers")
mcl_vars.mg_overworld_max = mcl_vars.mg_overworld_min + minecraft_height_limit local layers
if layer_setting then
layers = {}
local s_version, s_layers, _, _ = string.split(layer_setting, ";", true, 4)
if tonumber(s_version) == 3 then
local split_layers = string.split(s_layers, ",")
if split_layers then
for s=1, #split_layers do
local node, repetitions = string.match(split_layers[s], "([0-9a-zA-Z:]+)%*([0-9]+)")
if not node then
node = string.match(split_layers[s], "([0-9a-zA-Z:]+)")
repetitions = 1
end
for r=1, repetitions do
table.insert(layers, node)
end
end
end
end
end
if not layers then
layers = {
"mcl_core:bedrock",
"mcl_core:dirt",
"mcl_core:dirt",
"mcl_core:dirt_with_grass",
}
end
-- 1 perfectly flat bedrock layer mcl_vars.mg_flat_layers = layers
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min - 2
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min mcl_vars.mg_overworld_min = ground - #layers + 1
mcl_vars.mg_bedrock_is_rough = false mcl_vars.mg_overworld_max = mcl_vars.mg_overworld_min + minecraft_height_limit
end end
-- Set default stack sizes -- Set default stack sizes

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@ -74,7 +74,7 @@ skycolor = {
players = skycolor.utils.get_players(players) players = skycolor.utils.get_players(players)
for _, player in ipairs(players) do for _, player in ipairs(players) do
local pos = player:getpos() local pos = player:getpos()
if pos.y >= mcl_vars.mg_bedrock_overworld_max then if pos.y >= mcl_vars.mg_overworld_min then
player:set_sky(color, "plain", nil) player:set_sky(color, "plain", nil)
end end
end end
@ -112,7 +112,7 @@ skycolor = {
local players = skycolor.utils.get_players(nil) local players = skycolor.utils.get_players(nil)
for _, player in ipairs(players) do for _, player in ipairs(players) do
local pos = player:getpos() local pos = player:getpos()
if pos.y >= mcl_vars.mg_bedrock_overworld_max then if pos.y >= mcl_vars.mg_overworld_min then
player:set_sky(color, "plain", nil) player:set_sky(color, "plain", nil)
end end
end end
@ -125,7 +125,7 @@ skycolor = {
local players = skycolor.utils.get_players(players) local players = skycolor.utils.get_players(players)
for _, player in ipairs(players) do for _, player in ipairs(players) do
local pos = player:getpos() local pos = player:getpos()
if pos.y >= mcl_vars.mg_bedrock_overworld_max then if pos.y >= mcl_vars.mg_overworld_min then
player:set_sky(nil, "regular", nil) player:set_sky(nil, "regular", nil)
end end
end end

View File

@ -255,5 +255,5 @@ elseif mg_name == "flat" then
minetest.clear_registered_biomes() minetest.clear_registered_biomes()
minetest.clear_registered_decorations() minetest.clear_registered_decorations()
minetest.clear_registered_schematics() minetest.clear_registered_schematics()
register_classic_superflat_biome() -- register_classic_superflat_biome()
end end

View File

@ -888,14 +888,63 @@ minetest.register_on_generated(function(minp, maxp, seed)
end) end)
local mg_name = minetest.get_mapgen_setting("mg_name")
-- Generate bedrock layer or layers -- Generate bedrock layer or layers
local BEDROCK_MIN = mcl_vars.mg_bedrock_overworld_min local BEDROCK_MIN = mcl_vars.mg_bedrock_overworld_min
local BEDROCK_MAX = mcl_vars.mg_bedrock_overworld_max local BEDROCK_MAX = mcl_vars.mg_bedrock_overworld_max
-- Below the bedrock, generate air/void -- Below the bedrock, generate air/void
minetest.register_on_generated(function(minp, maxp) minetest.register_on_generated(function(minp, maxp)
if minp.y <= BEDROCK_MAX then if mg_name == "flat" then
if minp.y <= mcl_vars.mg_overworld_max then--and minp.y <= (mcl_vars.mg_overworld_min + mcl_vars.mg_flat_layer_count) then
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data()
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local c_void = minetest.get_content_id("mcl_core:void")
local node_ids = {}
local get_content_id = function(nodename)
if not node_ids[nodename] then
node_ids[nodename] = minetest.get_content_id(nodename)
end
return node_ids[nodename]
end
local layer_counter = 1
local repeat_counter = 1
local max = math.min(maxp.y, mcl_vars.mg_overworld_max)
max = math.min(max, mcl_vars.mg_overworld_min + #mcl_vars.mg_flat_layers)
for y = minp.y, max do
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local p_pos = area:index(x, y, z)
if y < mcl_vars.mg_overworld_min then
data[p_pos] = c_void
else
local layer = mcl_util.y_to_layer(y)
local nodename = mcl_vars.mg_flat_layers[layer+1]
if nodename then
data[p_pos] = get_content_id(nodename)
end
end
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end
elseif minp.y <= BEDROCK_MAX then
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data() local data = vm:get_data()
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax}) local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
@ -951,7 +1000,6 @@ minetest.register_on_generated(function(minp, maxp)
end) end)
-- Apply mapgen-specific mapgen code -- Apply mapgen-specific mapgen code
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then if mg_name == "v6" then
register_mgv6_decorations() register_mgv6_decorations()
end end

View File

@ -121,7 +121,7 @@ minetest.register_globalstep(function(dtime)
end end
-- Apply black sky in the Void and deal Void damage -- Apply black sky in the Void and deal Void damage
if pos.y < mcl_vars.mg_bedrock_overworld_max then if pos.y < mcl_vars.mg_overworld_min then
-- Player reached the void, set black sky box -- Player reached the void, set black sky box
player:set_sky("#000000", "plain") player:set_sky("#000000", "plain")
-- FIXME: Sky handling in MCL2 is held together with lots of duct tape. -- FIXME: Sky handling in MCL2 is held together with lots of duct tape.