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
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@ -1,5 +1,10 @@
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multi_map = {}
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-- Shorthand alias, can be used when no mods are installed called mm or creating global mm
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if not mm then
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mm = multi_map
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end
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multi_map.number_of_layers = 24 -- How may layers to generate
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multi_map.layers_start_chunk = 0 -- Y level where to start generatint layers, in chunks
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multi_map.layer_height_chunks = 32 -- Height of each layer, in chunks
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@ -100,7 +105,6 @@ function multi_map.register_generator(...)
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position = arg[1]
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generator = arg[2]
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arguments = arg[3]
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print(arguments)
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elseif arg[2] then
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if type(arg[1]) == "function" then
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generator = arg[1]
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@ -156,17 +160,17 @@ function multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, y, conte
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end
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end
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local firstrun = true
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-- Global helpers for mapgens
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multi_map.c_ignore = nil
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multi_map.c_stone = nil
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multi_map.c_sandstone = nil
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multi_map.c_air = nil
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multi_map.c_water = nil
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multi_map.c_lava = nil
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multi_map.c_bedrock = nil
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multi_map.c_skyrock = nil
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multi_map.c_shadow_caster = nil
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-- Inspired by duane's underworlds, to fetch the result of get_content_id once and cache it
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multi_map.node = setmetatable({}, {
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__index = function(t, k)
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if not (t and k and type(t) == 'table') then
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return
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end
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t[k] = minetest.get_content_id(k)
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return t[k]
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end
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})
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minetest.register_on_mapgen_init(function(mapgen_params)
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if multi_map.number_of_layers * multi_map.layer_height > multi_map.map_height then
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@ -176,19 +180,6 @@ minetest.register_on_mapgen_init(function(mapgen_params)
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end)
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minetest.register_on_generated(function(minp, maxp)
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if firstrun then
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multi_map.c_ignore = minetest.get_content_id("ignore")
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multi_map.c_stone = minetest.get_content_id("default:stone")
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multi_map.c_sandstone = minetest.get_content_id("default:sandstone")
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multi_map.c_air = minetest.get_content_id("air")
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multi_map.c_water = minetest.get_content_id("default:water_source")
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multi_map.c_lava = minetest.get_content_id("default:lava_source")
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multi_map.c_bedrock = minetest.get_content_id(multi_map.bedrock)
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multi_map.c_skyrock = minetest.get_content_id(multi_map.skyrock)
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multi_map.c_shadow_caster = minetest.get_content_id("multi_map_core:shadow_caster")
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firstrun = false
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end
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multi_map.set_current_layer(minp.y)
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local sidelen = maxp.x - minp.x + 1
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@ -206,7 +197,7 @@ minetest.register_on_generated(function(minp, maxp)
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.c_bedrock)
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multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node[multi_map.bedrock])
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vm:set_data(vm_data)
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vm:calc_lighting(false)
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@ -220,7 +211,7 @@ minetest.register_on_generated(function(minp, maxp)
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.c_skyrock)
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multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node[multi_map.skyrock])
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vm:set_lighting({day=15, night=0})
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vm:set_data(vm_data)
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@ -234,9 +225,9 @@ minetest.register_on_generated(function(minp, maxp)
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-- Add a temporary stone layer above the chunk to ensure caves are dark
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if multi_map.get_absolute_centerpoint() >= maxp.y then
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if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.c_ignore then
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if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.node["ignore"] then
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remove_shadow_caster = true
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multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.c_shadow_caster)
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multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["multi_map_core:shadow_caster"])
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end
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end
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@ -262,9 +253,9 @@ minetest.register_on_generated(function(minp, maxp)
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-- Remove the temporary stone shadow casting layer again, if needed
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if remove_shadow_caster then
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if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.c_shadow_caster then
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if vm_data[area:index(minp.x, maxp.y + 1, minp.z)] == multi_map.node["multi_map_core:shadow_caster"] then
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multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.c_ignore)
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multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["ignore"])
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vm:set_data(vm_data)
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vm:write_to_map()
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end
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@ -306,188 +297,3 @@ minetest.register_node("multi_map_core:bedrock", {
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diggable = false,
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climbable = false,
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})
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--[[
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function multi_map.calc_lighting(emin, emax, minp, maxp, propagate_shadow, ground_level)
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level)
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-- spread_light(pmin, pmax)
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end
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function multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level)
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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local light_data = vm:get_light_data()
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local block_is_underground
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if ground_level then
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block_is_underground = ground_level >= emax.y
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else
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block_is_underground = multi_map.get_absolute_centerpoint() >= emax.y
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end
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for z = emin.z, emax.z do
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for x = emin.x, emax.x do
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local vi = area:index(x, emax.y + 1, z)
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if vm_data[vi] == multi_map.c_ignore then
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if block_is_underground then
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goto continue
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end
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elseif light_data[vi] and BitAND(light_data[vi], 15) ~= 15 and propagate_shadow then
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goto continue
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end
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vi = vi - area.ystride
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for y = emax.y, emin.y, -1 do
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local nodename = minetest.get_name_from_content_id(vm_data[vi])
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if nodename ~= "ignore" then
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if not minetest.registered_nodes[nodename].sunlight_propagates then
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break
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end
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end
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light_data[vi] = 15
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vi = vi - area.ystride
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end
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::continue::
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end
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end
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vm:set_light_data(light_data)
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end
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function BitAND(a,b)--Bitwise and
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local p,c=1,0
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while a>0 and b>0 do
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local ra,rb=a%2,b%2
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if ra+rb>1 then c=c+p end
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a,b,p=(a-ra)/2,(b-rb)/2,p*2
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end
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return c
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end
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]]--
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--[[
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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const v3s16 &em = vm->m_area.getExtent();
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// NOTE: Direct access to the low 4 bits of param1 is okay here because,
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// by definition, sunlight will never be in the night lightbank.
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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// see if we can get a light value from the overtop
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u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (block_is_underground)
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continue;
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} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
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propagate_shadow) {
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continue;
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}
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VoxelArea::add_y(em, i, -1);
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for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
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MapNode &n = vm->m_data[i];
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if (!ndef->get(n).sunlight_propagates)
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break;
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n.param1 = LIGHT_SUN;
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VoxelArea::add_y(em, i, -1);
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}
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}
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}
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//printf("propagateSunlight: %dms\n", t.stop());
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}
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void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("spreadLight");
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VoxelArea a(nmin, nmax);
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
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MapNode &n = vm->m_data[i];
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if (n.getContent() == CONTENT_IGNORE)
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continue;
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const ContentFeatures &cf = ndef->get(n);
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if (!cf.light_propagates)
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continue;
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// TODO(hmmmmm): Abstract away direct param1 accesses with a
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// wrapper, but something lighter than MapNode::get/setLight
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u8 light_produced = cf.light_source;
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if (light_produced)
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n.param1 = light_produced | (light_produced << 4);
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u8 light = n.param1;
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x + 1, y, z ), light);
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lightSpread(a, v3s16(x, y, z - 1), light);
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lightSpread(a, v3s16(x, y - 1, z ), light);
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lightSpread(a, v3s16(x - 1, y, z ), light);
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}
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}
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}
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}
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//printf("spreadLight: %dms\n", t.stop());
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}
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function multi_map.light_spread(area, v3s16 p, u8 light)
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{
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if (light <= 1 || !a.contains(p))
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return;
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u32 vi = vm->m_area.index(p);
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MapNode &n = vm->m_data[vi];
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// Decay light in each of the banks separately
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u8 light_day = light & 0x0F;
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if (light_day > 0)
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light_day -= 0x01;
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u8 light_night = light & 0xF0;
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if (light_night > 0)
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light_night -= 0x10;
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// Bail out only if we have no more light from either bank to propogate, or
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// we hit a solid block that light cannot pass through.
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if ((light_day <= (n.param1 & 0x0F) &&
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light_night <= (n.param1 & 0xF0)) ||
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!ndef->get(n).light_propagates)
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return;
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// Since this recursive function only terminates when there is no light from
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// either bank left, we need to take the max of both banks into account for
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// the case where spreading has stopped for one light bank but not the other.
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light = MYMAX(light_day, n.param1 & 0x0F) |
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MYMAX(light_night, n.param1 & 0xF0);
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n.param1 = light;
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lightSpread(a, p + v3s16(0, 0, 1), light);
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lightSpread(a, p + v3s16(0, 1, 0), light);
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lightSpread(a, p + v3s16(1, 0, 0), light);
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lightSpread(a, p - v3s16(0, 0, 1), light);
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lightSpread(a, p - v3s16(0, 1, 0), light);
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lightSpread(a, p - v3s16(1, 0, 0), light);
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}
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]]--
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@ -152,9 +152,9 @@ function mmgen_testauri.generate(current_layer, vm, area, vm_data, minp, maxp, o
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end
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if oy <= height then
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vm_data[vi] = multi_map.c_stone
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vm_data[vi] = multi_map.node["default:stone"]
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elseif oy <= mmgen_testauri.water_height then
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vm_data[vi] = multi_map.c_water
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vm_data[vi] = multi_map.node["default:water_source"]
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end
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-- Increment noise index.
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