mcl_multi_map/multi_map_core/init.lua

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multi_map = {}
multi_map.number_of_layers = 24 -- How may layers to generate
multi_map.layers_start_chunk = 0 -- Y level where to start generatint layers, in chunks
multi_map.layer_height_chunks = 32 -- Height of each layer, in chunks
-- Either engine defaults or derived from above values
multi_map.layer_height = multi_map.layer_height_chunks * 80
multi_map.map_height = 61840
multi_map.map_min = -30912
multi_map.map_max = 30927
multi_map.half_layer_height = multi_map.layer_height / 2
multi_map.current_layer = nil
-- Can be overridden with someone's own values
multi_map.bedrock = "multi_map_core:bedrock"
multi_map.skyrock = "multi_map_core:skyrock"
-- Whether to generate a bedrock layer under a layer/ skyrock above a layer
multi_map.generate_bedrock = true
multi_map.generate_skyrock = true
-- Chain of generators
multi_map.generators = {}
-- When no suitable generator is found, this generator is used as a fallback
multi_map.fallback_generator = nil
-- Set the current layer which the mapgen is generating
-- y = absolute y value to be translated to layer
function multi_map.set_current_layer(y)
for l = 0, multi_map.number_of_layers do
if y >= multi_map.map_min + (l * multi_map.layer_height)
and y < multi_map.map_min + ((l + 1) * multi_map.layer_height)
then
multi_map.current_layer = l
end
end
end
function multi_map.get_absolute_centerpoint(current_layer)
if current_layer then
return multi_map.map_min + (current_layer * multi_map.layer_height) + multi_map.half_layer_height
else
return multi_map.map_min + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
end
end
-- Get the offset y position, i.e. the y relative to the current layer's center point
-- y = absolute y value to be translated to y relative to layer center point
function multi_map.get_offset_y(y)
local center_point = multi_map.map_min + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
if center_point > 0 and y > 0 then
return math.abs(y) - math.abs(center_point)
elseif center_point < 0 and y < 0 then
return math.abs(center_point) - math.abs(y)
else
return center_point - y
end
end
-- Get the absolute y position from a relative offset position
-- layer = the layer we are in
-- y = relative y value to be translated to absolute world y position
function multi_map.get_absolute_y(layer, y)
local center_point = multi_map.map_min + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
return y - center_point
end
-- Register a fallback generator, which is called in case not suitable generators are found for a layer
-- generator = the function to call
-- arguments = optional value or table with values that will be passed to the generator when called
function multi_map.register_fallback_generator(...)
local arg = {...}
local generator
local arguments
if arg[2] then
generator = arg[1]
arguments = arg[2]
else
generator = arg[1]
end
multi_map.fallback_generator = { generator = generator, arguments = arguments }
end
-- Register a generator for all if position is left out or one layer if position is specified
-- position = the optional layer for which call this generator
-- generator = the function to call
-- arguments = optional value or table with values that will be passed to the generator when called
function multi_map.register_generator(...)
local arg = {...}
local position
local generator
local arguments
if arg[3] then
position = arg[1]
generator = arg[2]
arguments = arg[3]
print(arguments)
elseif arg[2] then
if type(arg[1]) == "function" then
generator = arg[1]
arguments = arg[2]
else
position = arg[1]
generator = arg[2]
end
else
generator = arg[1]
end
if not position then
for i = 0, multi_map.number_of_layers - 1 do
local t = multi_map.generators[i]
if not t then
t = {}
multi_map.generators[i] = t
end
table.insert(t, { generator = generator, arguments = arguments })
end
else
local t = multi_map.generators[position]
if not t then
t = {}
multi_map.generators[position] = t
end
table.insert(t, { generator = generator, arguments = arguments })
end
end
-- Helper to fill a chunk with a single type of node
function multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, content_id)
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
vm_data[vi] = content_id
vi = vi + 1
end
end
end
end
local firstrun = true
-- Global helpers for mapgens
multi_map.c_ignore = nil
multi_map.c_stone = nil
multi_map.c_sandstone = nil
multi_map.c_air = nil
multi_map.c_water = nil
multi_map.c_lava = nil
multi_map.c_bedrock = nil
multi_map.c_skyrock = nil
minetest.register_on_mapgen_init(function(mapgen_params)
if multi_map.number_of_layers * multi_map.layer_height > multi_map.map_height then
minetest.log("error", "Number of layers for the given layer height exceeds map height!")
end
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
end)
minetest.register_on_generated(function(minp, maxp)
if firstrun then
multi_map.c_ignore = minetest.get_content_id("ignore")
multi_map.c_stone = minetest.get_content_id("default:stone")
multi_map.c_sandstone = minetest.get_content_id("default:sandstone")
multi_map.c_air = minetest.get_content_id("air")
multi_map.c_water = minetest.get_content_id("default:water_source")
multi_map.c_lava = minetest.get_content_id("default:lava_source")
multi_map.c_bedrock = minetest.get_content_id(multi_map.bedrock)
multi_map.c_skyrock = minetest.get_content_id(multi_map.skyrock)
firstrun = false
end
multi_map.set_current_layer(minp.y)
local sidelen = maxp.x - minp.x + 1
if multi_map.current_layer >= multi_map.number_of_layers then
return
end
local offset_minp = { x = minp.x, y = multi_map.get_offset_y(minp.y), z = minp.z }
local offset_maxp = { x = maxp.x, y = multi_map.get_offset_y(maxp.y), z = maxp.z }
if multi_map.generate_bedrock and
multi_map.map_min + (multi_map.layer_height * multi_map.current_layer) == minp.y
then
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local vm_data = vm:get_data()
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.c_bedrock)
vm:set_data(vm_data)
vm:calc_lighting(false)
vm:write_to_map(false)
elseif multi_map.generate_skyrock
and (multi_map.map_min + (multi_map.layer_height * (multi_map.current_layer + 1)) - 80 == minp.y or
multi_map.map_min + (multi_map.layer_height * (multi_map.current_layer + 1)) - 160 == minp.y
)
then
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local vm_data = vm:get_data()
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.c_skyrock)
vm:set_lighting({day=15, night=0})
vm:set_data(vm_data)
vm:calc_lighting(false)
vm:write_to_map(false)
else
local t = multi_map.generators[multi_map.current_layer]
if not t then
if multi_map.fallback_generator then
multi_map.fallback_generator.generator(multi_map.current_layer, minp, maxp, offset_minp, offset_maxp, multi_map.fallback_generator.arguments)
else
minetest.log("error", "Generator for layer "..multi_map.current_layer.." missing and no fallback specified, exiting mapgen!")
return
end
else
for i,f in ipairs(t) do
f.generator(multi_map.current_layer, minp, maxp, offset_minp, offset_maxp, f.arguments)
end
end
end
end)
minetest.register_node("multi_map_core:skyrock", {
description = "Multi Map Impenetrable Skyblock",
drawtype = "airlike",
is_ground_content = false,
sunlight_propagates = true,
walkable = true,
pointable = false,
diggable = false,
climbable = false,
paramtype = "light",
})
minetest.register_node("multi_map_core:bedrock", {
description = "Multi Map Impenetrable Bedrock",
drawtype = "normal",
tiles ={"multi_map_bedrock.png"},
is_ground_content = false,
walkable = true,
pointable = false,
diggable = false,
climbable = false,
})
function multi_map.calc_lighting(emin, emax, minp, maxp, propagate_shadow, ground_level)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level)
-- spread_light(pmin, pmax)
end
function multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local vm_data = vm:get_data()
local light_data = vm:get_light_data()
local block_is_underground
if ground_level then
block_is_underground = ground_level >= emax.y
else
block_is_underground = multi_map.get_absolute_centerpoint() >= emax.y
end
for z = emin.z, emax.z do
for x = emin.x, emax.x do
local vi = area:index(x, emax.y + 1, z)
if vm_data[vi] == multi_map.c_ignore then
if block_is_underground then
goto continue
end
elseif light_data[vi] and BitAND(light_data[vi], 15) ~= 15 and propagate_shadow then
goto continue
end
vi = vi - area.ystride
for y = emax.y, emin.y, -1 do
local nodename = minetest.get_name_from_content_id(vm_data[vi])
if nodename ~= "ignore" then
if not minetest.registered_nodes[nodename].sunlight_propagates then
break
end
end
light_data[vi] = 15
vi = vi - area.ystride
end
::continue::
end
end
vm:set_light_data(light_data)
end
function BitAND(a,b)--Bitwise and
local p,c=1,0
while a>0 and b>0 do
local ra,rb=a%2,b%2
if ra+rb>1 then c=c+p end
a,b,p=(a-ra)/2,(b-rb)/2,p*2
end
return c
end
--[[
VoxelArea a(nmin, nmax);
bool block_is_underground = (water_level >= nmax.Y);
const v3s16 &em = vm->m_area.getExtent();
// NOTE: Direct access to the low 4 bits of param1 is okay here because,
// by definition, sunlight will never be in the night lightbank.
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
// see if we can get a light value from the overtop
u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (block_is_underground)
continue;
} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
propagate_shadow) {
continue;
}
VoxelArea::add_y(em, i, -1);
for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
MapNode &n = vm->m_data[i];
if (!ndef->get(n).sunlight_propagates)
break;
n.param1 = LIGHT_SUN;
VoxelArea::add_y(em, i, -1);
}
}
}
//printf("propagateSunlight: %dms\n", t.stop());
}
void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
{
//TimeTaker t("spreadLight");
VoxelArea a(nmin, nmax);
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
u32 i = vm->m_area.index(a.MinEdge.X, y, z);
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
MapNode &n = vm->m_data[i];
if (n.getContent() == CONTENT_IGNORE)
continue;
const ContentFeatures &cf = ndef->get(n);
if (!cf.light_propagates)
continue;
// TODO(hmmmmm): Abstract away direct param1 accesses with a
// wrapper, but something lighter than MapNode::get/setLight
u8 light_produced = cf.light_source;
if (light_produced)
n.param1 = light_produced | (light_produced << 4);
u8 light = n.param1;
if (light) {
lightSpread(a, v3s16(x, y, z + 1), light);
lightSpread(a, v3s16(x, y + 1, z ), light);
lightSpread(a, v3s16(x + 1, y, z ), light);
lightSpread(a, v3s16(x, y, z - 1), light);
lightSpread(a, v3s16(x, y - 1, z ), light);
lightSpread(a, v3s16(x - 1, y, z ), light);
}
}
}
}
//printf("spreadLight: %dms\n", t.stop());
}
function multi_map.light_spread(area, v3s16 p, u8 light)
{
if (light <= 1 || !a.contains(p))
return;
u32 vi = vm->m_area.index(p);
MapNode &n = vm->m_data[vi];
// Decay light in each of the banks separately
u8 light_day = light & 0x0F;
if (light_day > 0)
light_day -= 0x01;
u8 light_night = light & 0xF0;
if (light_night > 0)
light_night -= 0x10;
// Bail out only if we have no more light from either bank to propogate, or
// we hit a solid block that light cannot pass through.
if ((light_day <= (n.param1 & 0x0F) &&
light_night <= (n.param1 & 0xF0)) ||
!ndef->get(n).light_propagates)
return;
// Since this recursive function only terminates when there is no light from
// either bank left, we need to take the max of both banks into account for
// the case where spreading has stopped for one light bank but not the other.
light = MYMAX(light_day, n.param1 & 0x0F) |
MYMAX(light_night, n.param1 & 0xF0);
n.param1 = light;
lightSpread(a, p + v3s16(0, 0, 1), light);
lightSpread(a, p + v3s16(0, 1, 0), light);
lightSpread(a, p + v3s16(1, 0, 0), light);
lightSpread(a, p - v3s16(0, 0, 1), light);
lightSpread(a, p - v3s16(0, 1, 0), light);
lightSpread(a, p - v3s16(1, 0, 0), light);
}
]]--