Removed lost debug print statement in core. Introduced content id

sort of cached table as per duane's underworlds mod. Introduced
shorthand alias mm for multi_map in case not other mods named mm
exist, so that it can be more easily used to reference the API, e.g.
to do vm_data[vi] = mm.node["default:cobble"] instead of having to
fully spell out multi_map
This commit is contained in:
evrooije 2018-07-22 18:28:23 +02:00
parent c62c518946
commit 3464b6ec5d
2 changed files with 24 additions and 218 deletions

View File

@ -1,5 +1,10 @@
multi_map = {}
-- Shorthand alias, can be used when no mods are installed called mm or creating global mm
if not mm then
mm = multi_map
end
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
@ -100,7 +105,6 @@ function multi_map.register_generator(...)
position = arg[1]
generator = arg[2]
arguments = arg[3]
print(arguments)
elseif arg[2] then
if type(arg[1]) == "function" then
generator = arg[1]
@ -156,17 +160,17 @@ function multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, y, conte
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
multi_map.c_shadow_caster = nil
-- Inspired by duane's underworlds, to fetch the result of get_content_id once and cache it
multi_map.node = setmetatable({}, {
__index = function(t, k)
if not (t and k and type(t) == 'table') then
return
end
t[k] = minetest.get_content_id(k)
return t[k]
end
})
minetest.register_on_mapgen_init(function(mapgen_params)
if multi_map.number_of_layers * multi_map.layer_height > multi_map.map_height then
@ -176,19 +180,6 @@ minetest.register_on_mapgen_init(function(mapgen_params)
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)
multi_map.c_shadow_caster = minetest.get_content_id("multi_map_core:shadow_caster")
firstrun = false
end
multi_map.set_current_layer(minp.y)
local sidelen = maxp.x - minp.x + 1
@ -206,7 +197,7 @@ minetest.register_on_generated(function(minp, maxp)
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)
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node[multi_map.bedrock])
vm:set_data(vm_data)
vm:calc_lighting(false)
@ -220,7 +211,7 @@ minetest.register_on_generated(function(minp, maxp)
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)
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node[multi_map.skyrock])
vm:set_lighting({day=15, night=0})
vm:set_data(vm_data)
@ -234,9 +225,9 @@ minetest.register_on_generated(function(minp, maxp)
-- Add a temporary stone layer above the chunk to ensure caves are dark
if multi_map.get_absolute_centerpoint() >= maxp.y then
if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.c_ignore then
if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.node["ignore"] then
remove_shadow_caster = true
multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.c_shadow_caster)
multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["multi_map_core:shadow_caster"])
end
end
@ -262,9 +253,9 @@ minetest.register_on_generated(function(minp, maxp)
-- 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.c_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.c_ignore)
multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["ignore"])
vm:set_data(vm_data)
vm:write_to_map()
end
@ -306,188 +297,3 @@ minetest.register_node("multi_map_core:bedrock", {
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);
}
]]--

View File

@ -152,9 +152,9 @@ function mmgen_testauri.generate(current_layer, vm, area, vm_data, minp, maxp, o
end
if oy <= height then
vm_data[vi] = multi_map.c_stone
vm_data[vi] = multi_map.node["default:stone"]
elseif oy <= mmgen_testauri.water_height then
vm_data[vi] = multi_map.c_water
vm_data[vi] = multi_map.node["default:water_source"]
end
-- Increment noise index.