Fixed offset Y bug causing repetition of terrain below the Y

centerpoint. Fixed lighting bug, seems that the nolight flag is
absolutely essential in order for everything to work correctly.
This commit is contained in:
evrooije 2018-08-05 23:26:00 +02:00
parent 423c153e47
commit 160ce77c20
2 changed files with 32 additions and 42 deletions

View File

@ -70,9 +70,9 @@ end
-- Get the absolute y center centerpoint for a given layer
-- current_layer = the layer for which to calculate the centerpoint, or if nil the current layer that multi_map is processing
function multi_map.get_absolute_centerpoint(current_layer)
if current_layer then
return multi_map.map_min + multi_map.layers_start + (current_layer * multi_map.layer_height) + multi_map.half_layer_height
function multi_map.get_absolute_centerpoint(layer)
if layer then
return multi_map.map_min + multi_map.layers_start + (layer * multi_map.layer_height) + multi_map.half_layer_height
else
return multi_map.map_min + multi_map.layers_start + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
end
@ -80,10 +80,10 @@ 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, current_layer)
function multi_map.get_offset_y(y, layer)
local l
if current_layer then
l = current_layer
if layer then
l = layer
else
l = multi_map.current_layer
end
@ -99,7 +99,7 @@ function multi_map.get_offset_y(y, current_layer)
elseif center_point < 0 and y < 0 then
return math.abs(center_point) - math.abs(y)
elseif center_point > 0 and y < 0 then
return math.abs(y) - math.abs(center_point)
return y - center_point -- 100, -80 -> 80 -100
else
return center_point - y
end
@ -108,9 +108,9 @@ end
-- Get the absolute y position from a relative offset position
-- y = relative y value to be translated to absolute world y position
-- current_layer = the layer we are in or if nil the current layer multi_map is processing
function multi_map.get_absolute_y(y, current_layer)
if current_layer then
local center_point = multi_map.map_min + multi_map.layers_start + (current_layer * multi_map.layer_height) + multi_map.half_layer_height
function multi_map.get_absolute_y(y, layer)
if layer then
local center_point = multi_map.map_min + multi_map.layers_start + (layer * multi_map.layer_height) + multi_map.half_layer_height
return y - center_point
else
local center_point = multi_map.map_min + multi_map.layers_start + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
@ -370,7 +370,7 @@ multi_map.node = setmetatable({}, {
-- Simple init, does a sanity check of the settings and sets the mapgen to singlenode
minetest.register_on_mapgen_init(function(mapgen_params)
minetest.set_mapgen_params({mgname="singlenode"})
minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
minetest.after(0, function()
multi_map.layer_height = multi_map.layer_height_chunks * 80
multi_map.layers_start = multi_map.layers_start_chunk * 80
@ -404,13 +404,13 @@ minetest.register_on_generated(function(minp, maxp)
if multi_map.generate_bedrock then
if multi_map.layers[multi_map.current_layer] and
not multi_map.layers[multi_map.current_layer].generate_bedrock
multi_map.layers[multi_map.current_layer].generate_bedrock == false
then
generate_bedrock = false
end
else
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].generate_bedrock
multi_map.layers[multi_map.current_layer].generate_bedrock == true
then
generate_bedrock = true
end
@ -418,13 +418,13 @@ minetest.register_on_generated(function(minp, maxp)
if multi_map.generate_skyrock then
if multi_map.layers[multi_map.current_layer] and
not multi_map.layers[multi_map.current_layer].generate_skyrock
multi_map.layers[multi_map.current_layer].generate_skyrock == false
then
generate_skyrock = false
end
else
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].generate_skyrock
multi_map.layers[multi_map.current_layer].generate_skyrock == true
then
generate_skyrock = true
end
@ -485,7 +485,7 @@ minetest.register_on_generated(function(minp, maxp)
-- Add a temporary shadow caster layer above the chunk to ensure caves are dark
if (multi_map.generate_shadow_caster and multi_map.get_absolute_centerpoint() >= maxp.y) or
(multi_map.layers[multi_map.current_layer] and multi_map.layers[multi_map.current_layer].generate_shadow_caster)
(multi_map.layers[multi_map.current_layer] and multi_map.layers[multi_map.current_layer].generate_shadow_caster == true)
then
if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.node["ignore"] then
remove_shadow_caster = true
@ -510,17 +510,17 @@ minetest.register_on_generated(function(minp, maxp)
vm:set_data(vm_data)
vm:calc_lighting()
vm:write_to_map()
vm:update_liquids()
-- Remove the temporary stone shadow casting layer again, if needed
if remove_shadow_caster then
if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.node["multi_map_core:shadow_caster"] then
multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["ignore"])
vm:set_data(vm_data)
end
end
vm:write_to_map()
end
end
vm:update_liquids()
end

View File

@ -16,31 +16,21 @@ dofile(multi_map_generators_path.."/mmgen_testauri.lua")
multi_map.number_of_layers = 38
multi_map.layers_start_chunk = 0
multi_map.layer_height_chunks = 20
multi_map.wrap_layers = true
--multi_map.wrap_layers = true
multi_map.register_fallback_generator(mmgen_simple.generate)
multi_map.register_generator(0, mmgen_testauri.generate)
multi_map.register_generator(1, mmgen_testauri.generate)
--multi_map.register_generator(18, mmgen_testauri.generate)
--multi_map.register_generator(19, mmgen_testauri.generate)
--multi_map.register_generator(20, mmgen_testauri.generate)
multi_map.set_layer_params(0,
{ name = "Bottom World 1", generate_bedrock = false, generate_skyrock = false, generate_shadow_caster = true })
--multi_map.register_linked_layer(19, multi_map.world_edge.POSITIVE_X, 19, true)
--multi_map.register_linked_layer(19, multi_map.world_edge.POSITIVE_Z, 19, true)
multi_map.set_layer_params(1,
{ name = "Bottom World 2", generate_bedrock = false, generate_skyrock = true })
multi_map.register_generator(2, mmgen_levels.generate)
multi_map.register_generator(18, mmgen_testauri.generate)
multi_map.register_generator(19, mmgen_testauri.generate)
multi_map.register_generator(20, mmgen_testauri.generate)
multi_map.register_linked_layer(19, multi_map.world_edge.POSITIVE_Z, 20, true)
multi_map.register_linked_layer(19, multi_map.world_edge.NEGATIVE_Z, 18, true)
--multi_map.register_generator(9, mmgen_simple.generate, { nodetype = "default:sandstone", height = 0 })
--multi_map.register_generator(9, mmgen_simple.generate, { nodetype = "default:sandstone", height = 1 })
--multi_map.register_fallback_generator("Default Levels", mmgen_levels.generate)
--multi_map.register_generator(19, mmgen_levels.generate)
--multi_map.set_layer_name(19, "Central Layer")
--multi_map.set_layer_name(20, "Remote Levels Land")
multi_map.register_fallback_generator("Default Levels", mmgen_levels.generate)
multi_map.register_generator(18, mmgen_levels.generate)
multi_map.register_generator(19, mmgen_levels.generate)
multi_map.register_generator(20, mmgen_levels.generate)
multi_map.set_layer_params(19, { name = "Lowlands Layer" })
multi_map.set_layer_params(19, { name = "Central Layer" })
multi_map.set_layer_params(20, { name = "Remote Levels Land" })