Split code into different source files for better maintainability.
Added layer names and HUD system to display offset coordinates and the layer number and/ or layer name
This commit is contained in:
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-- External settings that can be set by mods using multi_map
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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 generating layers, in chunks
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multi_map.layer_height_chunks = 32 -- Height of each layer, in chunks
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-- Either MT engine defaults or derived from above values, to be used for more readable calculations
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multi_map.layer_height = multi_map.layer_height_chunks * 80
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multi_map.layers_start = multi_map.layers_start_chunk * 80
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multi_map.map_height = 61840
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multi_map.map_min = -30912
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multi_map.map_max = 30927
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multi_map.half_layer_height = multi_map.layer_height / 2
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multi_map.current_layer = nil
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-- Can be overridden with someone's own values
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multi_map.bedrock = "multi_map_core:bedrock" -- Node to use to fill the bottom of a layer
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multi_map.skyrock = "multi_map_core:skyrock" -- Node to use to fill the top of a layer
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-- Whether to generate a bedrock layer under a layer/ skyrock above a layer
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multi_map.generate_bedrock = true
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multi_map.generate_skyrock = true
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-- Table with generator chains
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multi_map.generators = {}
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-- When no suitable generator is found, this generator is used as a fallback
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multi_map.fallback_generator = nil
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multi_map.layer_names = {}
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-- Set the current layer which the mapgen is generating
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-- y = absolute y value to be translated to layer
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function multi_map.set_current_layer(y)
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for l = 0, multi_map.number_of_layers do
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if y >= multi_map.map_min + multi_map.layers_start + (l * multi_map.layer_height)
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and y < multi_map.map_min + multi_map.layers_start + ((l + 1) * multi_map.layer_height)
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then
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multi_map.current_layer = l
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end
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end
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end
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-- Get a layer number for a given y, but do not set the current layer of the mapgen.
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-- This can be used, for example, to get the layer number for a players coordinates
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-- y = absolute y value to be translated to layer
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function multi_map.get_layer(y)
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for l = 0, multi_map.number_of_layers do
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if y >= multi_map.map_min + multi_map.layers_start + (l * multi_map.layer_height)
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and y < multi_map.map_min + multi_map.layers_start + ((l + 1) * multi_map.layer_height)
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then
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return l
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end
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end
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end
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-- Get a layer name for a given y, but do not set the current layer of the mapgen.
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-- This can be used, for example, to get the layer number for a players coordinates
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-- y = absolute y value to be translated to layer
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function multi_map.get_layer_name_y(y)
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local l = multi_map.get_layer(y)
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if l then
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return multi_map.layer_names[l]
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else
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return tostring(l)
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end
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end
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-- Get the absolute y center centerpoint for a given layer
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-- current_layer = the layer for which to calculate the centerpoint, or if nil the current layer that multi_map is processing
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function multi_map.get_absolute_centerpoint(current_layer)
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if current_layer then
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return multi_map.map_min + multi_map.layers_start + (current_layer * multi_map.layer_height) + multi_map.half_layer_height
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else
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return multi_map.map_min + multi_map.layers_start + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
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end
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end
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-- Get the offset y position, i.e. the y relative to the current layer's center point
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-- y = absolute y value to be translated to y relative to layer center point
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function multi_map.get_offset_y(y, current_layer)
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local l
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if current_layer then
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l = current_layer
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else
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l = multi_map.current_layer
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end
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local center_point = multi_map.map_min + multi_map.layers_start + (l * multi_map.layer_height) + multi_map.half_layer_height
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if center_point > 0 and y > 0 then
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return math.abs(y) - math.abs(center_point)
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elseif center_point < 0 and y < 0 then
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return math.abs(center_point) - math.abs(y)
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elseif center_point > 0 and y < 0 then
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return math.abs(y) - math.abs(center_point)
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else
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return center_point - y
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end
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end
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-- Get the absolute y position from a relative offset position
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-- y = relative y value to be translated to absolute world y position
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-- current_layer = the layer we are in or if nil the current layer multi_map is processing
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function multi_map.get_absolute_y(y, current_layer)
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if current_layer then
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local center_point = multi_map.map_min + multi_map.layers_start + (current_layer * multi_map.layer_height) + multi_map.half_layer_height
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return y - center_point
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else
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local center_point = multi_map.map_min + multi_map.layers_start + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
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return y - center_point
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end
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end
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local last_used_layer = -1
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-- Mmmmh, might make these local ...
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multi_map.global_2d_maps = {}
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multi_map.global_2d_params = {}
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multi_map.global_2d_map_arrays = {}
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local map_cache = {}
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-- Register a named map for use as 2D map. A 3D map could potentially be
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-- registered using this as well, but since this is specialized for
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-- multiple different seeds per layer, multi_map provides this mechanism.
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-- Note: The seed provided in the params is used to seed math.random
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-- and each layer gets a randomized seed after that. As such, the noise
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-- is still predictable/ reproducible
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-- name = the name of the map
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-- params = the noise parameters as per minetest standard
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function multi_map.register_global_2dmap(name, params)
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if multi_map.global_3d_params[name] or multi_map.global_2d_params[name] then
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minetest.log("error", "[multi_map] Trying to register map "..name..", but it already exists. Aborting registration.")
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return
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end
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math.randomseed(params.seed)
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multi_map.global_2d_params[name] = {}
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multi_map.global_2d_map_arrays[name] = {}
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for i = 0, multi_map.number_of_layers -1 do
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local new_params = {
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offset = params.offset,
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scale = params.scale,
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spread = {x=params.spread.x, y=params.spread.y, z=params.spread.z},
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seed = math.random(-1000000000000, 1000000000000),
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octaves = params.octaves,
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persist = params.persist
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}
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multi_map.global_2d_params[name][i] = new_params
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end
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end
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-- Get the named 2D map as flat array
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-- name = name of the noise map
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-- chulenxz = chunk length in 2 dimensions (xz)
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-- minposxz = minimum 2D position (xz)
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-- current layer = the layer for which to retrieve the map or nil to use multi_map's current layer
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function multi_map.get_global_2dmap_flat(name, chulenxz, minposxz, current_layer)
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if not multi_map.global_2d_map_arrays[name] then
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minetest.log("error", "[multi_map] Trying to get an unregistered global 2D map")
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end
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if not map_cache[name] then
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if not current_layer then
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if multi_map.current_layer ~= last_used_layer then
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multi_map.global_2d_maps[name] = minetest.get_perlin_map(multi_map.global_2d_params[name][multi_map.current_layer], chulenxz)
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end
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map_cache[name] = multi_map.global_2d_maps[name]:get2dMap_flat(minposxz, multi_map.global_2d_map_arrays[name][multi_map.current_layer])
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return map_cache[name]
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else
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if current_layer ~= last_used_layer then
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multi_map.global_2d_maps[name] = minetest.get_perlin_map(multi_map.global_2d_params[name][current_layer], chulenxz)
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end
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map_cache[name] = multi_map.global_2d_maps[name]:get2dMap_flat(minposxz, multi_map.global_2d_map_arrays[name][current_layer])
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end
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end
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return map_cache[name]
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end
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-- Mmmmh, might make these local ...
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multi_map.global_3d_maps = {}
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multi_map.global_3d_params = {}
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multi_map.global_3d_map_arrays = {}
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-- Register a named map for use as 3D map. It is separated from the 2D case as that one
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-- retruires a layer to be specified in order to get differently seeded noise maps per
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-- layer. For 3D this is not an issue as the abslute y can be used to retrieve different
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-- values from layer to layer. Hence the 3D case is separate
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-- name = the name of the map
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-- params = the noise parameters as per minetest standard
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function multi_map.register_global_3dmap(name, params)
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if multi_map.global_3d_params[name] or multi_map.global_2d_params[name] then
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minetest.log("error", "[multi_map] Trying to register map "..name..", but it already exists. Aborting registration.")
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return
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end
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multi_map.global_3d_params[name] = params
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multi_map.global_3d_map_arrays[name] = {}
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end
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-- Get the named 2D map as flat array
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-- name = name of the noise map
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-- chulenxyz = chunk length in 3 dimensions (xyz)
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-- minposxyz = minimum 3D position (xyz)
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function multi_map.get_global_3dmap_flat(name, chulenxyz, minposxyz)
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if not multi_map.global_3d_map_arrays[name] then
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minetest.log("error", "[multi_map] Trying to get an unregistered global 3D map")
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end
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if not map_cache[name] then
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if not multi_map.global_3d_maps[name] then
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multi_map.global_3d_maps[name] = minetest.get_perlin_map(multi_map.global_3d_params[name], chulenxyz)
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end
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map_cache[name] = multi_map.global_3d_maps[name]:get3dMap_flat(minposxyz, multi_map.global_3d_map_arrays[name])
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end
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return map_cache[name]
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end
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-- Register a fallback generator, which is called in case not suitable generators are found for a layer
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-- name = the optional name for this generator, e.g. to be used for display on the HUD
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-- generator = the function to call
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-- arguments = optional value or table with values that will be passed to the generator when called
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function multi_map.register_fallback_generator(...)
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local arg = {...}
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local name
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local generator
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local arguments
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if arg[3] then
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name = arg[1]
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generator = arg[2]
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arguments = arg[3]
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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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arguments = arg[2]
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else
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name = arg[1]
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generator = arg[2]
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end
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else
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generator = arg[1]
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end
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multi_map.fallback_generator = { name = name, generator = generator, arguments = arguments }
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end
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-- Register a generator for all if position is left out or one layer if position is specified
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-- position = the optional layer for which call this generator
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-- generator = the function to call
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-- arguments = optional value or table with values that will be passed to the generator when called
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function multi_map.register_generator(...)
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local arg = {...}
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local position
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local generator
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local arguments
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if arg[3] then
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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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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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arguments = arg[2]
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else
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position = arg[1]
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generator = arg[2]
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end
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else
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generator = arg[1]
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end
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if not position then
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for i = 0, multi_map.number_of_layers - 1 do
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local t = multi_map.generators[i]
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if not t then
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t = {}
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multi_map.generators[i] = t
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end
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table.insert(t, { generator = generator, arguments = arguments })
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end
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else
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local t = multi_map.generators[position]
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if not t then
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t = {}
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multi_map.generators[position] = t
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end
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table.insert(t, { generator = generator, arguments = arguments })
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end
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end
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-- Set a nice name for this layer, e.g. to use for display on the HUD
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-- layer = the layer number
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-- name = the name to give to this layer
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function multi_map.set_layer_name(layer, name)
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multi_map.layer_names[layer] = name
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end
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-- Get the layer name, e.g. to use for display on the HUD
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-- layer = the layer number
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function multi_map.get_layer_name(layer)
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if multi_map.layer_names[layer] then
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return multi_map.layer_names[layer]
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elseif not multi_map.generators[layer] then
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return multi_map.fallback_generator.name
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end
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end
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-- Helper to fill a map chunk with a single type of node
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-- minp = minimum position vector, where to start filling
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-- maxp = maximum position vector, where to end filling
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-- area = voxel area
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-- vm_data = the array with data for the voxel manipulator to fill
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-- content_id = the content id of the node to use for filling the chunk
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function multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, content_id)
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for z = minp.z, maxp.z do
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x, y, z)
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for x = minp.x, maxp.x do
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vm_data[vi] = content_id
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vi = vi + 1
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end
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end
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end
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end
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-- Helper to create a 1 node high plane on the specified y
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-- minp = minimum position vector, where to start filling
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-- maxp = maximum position vector, where to end filling
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-- area = voxel area
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-- vm_data = the array with data for the voxel manipulator to fill
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-- y = (absolute) y level to place the plane at
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-- content_id = the content id of the node to use for filling the chunk
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function multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, y, content_id)
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for z = minp.z, maxp.z do
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local vi = area:index(minp.x, y, z)
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for x = minp.x, maxp.x do
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vm_data[vi] = content_id
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vi = vi + 1
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end
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end
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end
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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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-- Use: local c_air node["air"] -- get the content id for air
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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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-- Simple init, does a sanity check of the settings and sets the mapgen to singlenode
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minetest.register_on_mapgen_init(function(mapgen_params)
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if multi_map.layers_start + (multi_map.number_of_layers * multi_map.layer_height) > multi_map.map_height then
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minetest.log("error", "[multi_map] Number of layers for the given layer height exceeds map height!")
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end
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minetest.set_mapgen_params({mgname="singlenode"})
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end)
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local firstrun = true
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-- Here all the magic (or should I say mess...) happens!
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minetest.register_on_generated(function(minp, maxp)
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if firstrun then
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minetest.log("action", "[multi_map]")
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minetest.log("action", "[multi_map] First on_generated call started, module state:")
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minetest.log("action", "[multi_map]")
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multi_map.log_state()
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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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if multi_map.current_layer >= multi_map.number_of_layers then
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return
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end
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local offset_minp = { x = minp.x, y = multi_map.get_offset_y(minp.y), z = minp.z }
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local offset_maxp = { x = maxp.x, y = multi_map.get_offset_y(maxp.y), z = maxp.z }
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if multi_map.generate_bedrock and
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multi_map.map_min + multi_map.layers_start + (multi_map.layer_height * multi_map.current_layer) == minp.y
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then
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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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.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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vm:write_to_map(false)
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elseif multi_map.generate_skyrock
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and (multi_map.map_min + multi_map.layers_start + (multi_map.layer_height * (multi_map.current_layer + 1)) - 80 == minp.y or
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multi_map.map_min + multi_map.layers_start + (multi_map.layer_height * (multi_map.current_layer + 1)) - 160 == minp.y
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)
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then
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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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.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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vm:calc_lighting(false)
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vm:write_to_map(false)
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else
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
|
||||
local vm_data = vm:get_data()
|
||||
local remove_shadow_caster = false
|
||||
|
||||
-- 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.node["ignore"] then
|
||||
remove_shadow_caster = true
|
||||
multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["multi_map_core:shadow_caster"])
|
||||
end
|
||||
end
|
||||
|
||||
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, vm, area, vm_data, minp, maxp, offset_minp, offset_maxp, multi_map.fallback_generator.arguments)
|
||||
else
|
||||
minetest.log("error", "[multi_map] 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, vm, area, vm_data, minp, maxp, offset_minp, offset_maxp, f.arguments)
|
||||
end
|
||||
end
|
||||
|
||||
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)
|
||||
vm:write_to_map()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
map_cache = {}
|
||||
end)
|
|
@ -0,0 +1,42 @@
|
|||
-- Dump the current state of the multiple map layer generator, i.e. settings, registered generators,
|
||||
-- registered noises
|
||||
function multi_map.log_state()
|
||||
minetest.log("action", "[multi_map] Multiple map layer generator global settings")
|
||||
minetest.log("action", "[multi_map] - Number of layers: "..multi_map.number_of_layers)
|
||||
minetest.log("action", "[multi_map] - Layers start at: "..(multi_map.map_min + multi_map.layers_start))
|
||||
minetest.log("action", "[multi_map] - Layer height: "..multi_map.layer_height)
|
||||
|
||||
minetest.log("action", "[multi_map]")
|
||||
minetest.log("action", "[multi_map] Registered generators")
|
||||
if multi_map.fallback_generator then
|
||||
local name = multi_map.fallback_generator.name
|
||||
if name then
|
||||
name = "\""..name.."\","
|
||||
else
|
||||
name = ""
|
||||
end
|
||||
minetest.log("action", "[multi_map] - "..name.." "..debug.getinfo(multi_map.fallback_generator.generator).short_src:match("^.+/(.+)$").." (fallback)")
|
||||
end
|
||||
for k,v in pairs(multi_map.generators) do
|
||||
local name = multi_map.layer_names[k]
|
||||
if name then
|
||||
name = "\""..name.."\","
|
||||
else
|
||||
name = ""
|
||||
end
|
||||
for l,b in pairs(multi_map.generators[k]) do
|
||||
minetest.log("action", "[multi_map] - "..name.." "..debug.getinfo(b.generator).short_src:match("^.+/(.+)$").." (layer "..k..")")
|
||||
end
|
||||
end
|
||||
|
||||
minetest.log("action", "[multi_map]")
|
||||
minetest.log("action", "[multi_map] Registered global maps")
|
||||
for k,v in pairs(multi_map.global_2d_params) do
|
||||
minetest.log("action", "[multi_map] - "..k.." (2D)")
|
||||
end
|
||||
for k,v in pairs(multi_map.global_3d_params) do
|
||||
minetest.log("action", "[multi_map] - "..k.." (3D)")
|
||||
end
|
||||
|
||||
minetest.log("action", "[multi_map]")
|
||||
end
|
|
@ -0,0 +1,90 @@
|
|||
local saved_huds = {}
|
||||
|
||||
multi_map.hud = {}
|
||||
|
||||
multi_map.hud.enabled = true
|
||||
multi_map.hud.update_time = 0.25
|
||||
|
||||
multi_map.hud.alignment = { x = -1, y = -1 }
|
||||
multi_map.hud.position = {x = 0.98, y = 0.98}
|
||||
multi_map.hud.color = 0xFFFFFF
|
||||
|
||||
multi_map.hud.display_coordinates = true
|
||||
multi_map.hud.display_layer = true
|
||||
multi_map.hud.display_layer_name = true
|
||||
multi_map.hud.layer_label = "Zone"
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
if multi_map.hud.enabled then
|
||||
multi_map.update_hud(player)
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
if multi_map.hud.enabled and player_huds[player:get_player_name()] then
|
||||
player_huds[player:get_player_name()] = nil
|
||||
end
|
||||
end)
|
||||
|
||||
function multi_map.update_hud(player)
|
||||
if not multi_map.hud.enabled then
|
||||
return
|
||||
end
|
||||
|
||||
local player_name = player:get_player_name()
|
||||
|
||||
local layer = multi_map.get_layer(player:get_pos().y)
|
||||
local offset_y = multi_map.get_offset_y(player:get_pos().y, layer)
|
||||
|
||||
local hud_text = ""
|
||||
|
||||
if multi_map.hud.display_layer or multi_map.hud.display_layer_name then
|
||||
hud_text = hud_text..multi_map.hud.layer_label
|
||||
|
||||
if multi_map.hud.display_layer then
|
||||
hud_text = hud_text.." "..layer
|
||||
end
|
||||
|
||||
local layer_name = multi_map.get_layer_name(layer)
|
||||
if multi_map.hud.display_layer_name and layer_name then
|
||||
hud_text = hud_text..": "..layer_name
|
||||
end
|
||||
|
||||
hud_text = hud_text.."; "
|
||||
end
|
||||
|
||||
if multi_map.hud.display_coordinates then
|
||||
hud_text = hud_text..string.format("%i, %i, %i", math.floor(player:get_pos().x),
|
||||
math.floor(offset_y), math.floor(player:get_pos().z))
|
||||
end
|
||||
|
||||
local ids = saved_huds[player_name]
|
||||
if ids then
|
||||
player:hud_change(ids["multi_map_hud"], "text", hud_text)
|
||||
else
|
||||
ids = {}
|
||||
saved_huds[player_name] = ids
|
||||
|
||||
ids["multi_map_hud"] = player:hud_add({
|
||||
hud_elem_type = "text",
|
||||
text = hud_text,
|
||||
position = multi_map.hud.position,
|
||||
alignment = multi_map.hud.alignment,
|
||||
number = multi_map.hud.color,
|
||||
})
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
local timer = 0
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if multi_map.hud.enabled then
|
||||
timer = timer + dtime;
|
||||
if timer >= multi_map.hud.update_time then
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
multi_map.update_hud(player)
|
||||
end
|
||||
timer = 0
|
||||
end
|
||||
end
|
||||
end)
|
|
@ -5,473 +5,11 @@ if not mm then
|
|||
mm = multi_map
|
||||
end
|
||||
|
||||
-- External settings that can be set by mods using multi_map
|
||||
multi_map.number_of_layers = 24 -- How may layers to generate
|
||||
multi_map.layers_start_chunk = 0 -- Y level where to start generating layers, in chunks
|
||||
multi_map.layer_height_chunks = 32 -- Height of each layer, in chunks
|
||||
local multi_map_core_path = minetest.get_modpath("multi_map_core")
|
||||
|
||||
-- Either MT engine defaults or derived from above values, to be used for more readable calculations
|
||||
multi_map.layer_height = multi_map.layer_height_chunks * 80
|
||||
multi_map.layers_start = multi_map.layers_start_chunk * 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" -- Node to use to fill the bottom of a layer
|
||||
multi_map.skyrock = "multi_map_core:skyrock" -- Node to use to fill the top of a layer
|
||||
|
||||
-- Whether to generate a bedrock layer under a layer/ skyrock above a layer
|
||||
multi_map.generate_bedrock = true
|
||||
multi_map.generate_skyrock = true
|
||||
|
||||
-- Table with generator chains
|
||||
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 + multi_map.layers_start + (l * multi_map.layer_height)
|
||||
and y < multi_map.map_min + multi_map.layers_start + ((l + 1) * multi_map.layer_height)
|
||||
then
|
||||
multi_map.current_layer = l
|
||||
end
|
||||
end
|
||||
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
|
||||
else
|
||||
return multi_map.map_min + multi_map.layers_start + (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.layers_start + (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)
|
||||
elseif center_point > 0 and y < 0 then
|
||||
return math.abs(y) - math.abs(center_point)
|
||||
else
|
||||
return center_point - y
|
||||
end
|
||||
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
|
||||
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
|
||||
return y - center_point
|
||||
end
|
||||
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
|
||||
|
||||
local last_used_layer = -1
|
||||
|
||||
-- Mmmmh, might make these local ...
|
||||
multi_map.global_2d_maps = {}
|
||||
multi_map.global_2d_params = {}
|
||||
multi_map.global_2d_map_arrays = {}
|
||||
|
||||
local map_cache = {}
|
||||
|
||||
-- Register a named map for use as 2D map. A 3D map could potentially be
|
||||
-- registered using this as well, but since this is specialized for
|
||||
-- multiple different seeds per layer, multi_map provides this mechanism.
|
||||
-- Note: The seed provided in the params is used to seed math.random
|
||||
-- and each layer gets a randomized seed after that. As such, the noise
|
||||
-- is still predictable/ reproducible
|
||||
-- name = the name of the map
|
||||
-- params = the noise parameters as per minetest standard
|
||||
function multi_map.register_global_2dmap(name, params)
|
||||
math.randomseed(params.seed)
|
||||
multi_map.global_2d_params[name] = {}
|
||||
multi_map.global_2d_map_arrays[name] = {}
|
||||
|
||||
for i = 0, multi_map.number_of_layers -1 do
|
||||
local new_params = {
|
||||
offset = params.offset,
|
||||
scale = params.scale,
|
||||
spread = {x=params.spread.x, y=params.spread.y, z=params.spread.z},
|
||||
seed = math.random(-1000000000000, 1000000000000),
|
||||
octaves = params.octaves,
|
||||
persist = params.persist
|
||||
}
|
||||
multi_map.global_2d_params[name][i] = new_params
|
||||
end
|
||||
end
|
||||
|
||||
-- Get the named 2D map as flat array
|
||||
-- name = name of the noise map
|
||||
-- chulenxz = chunk length in 2 dimensions (xz)
|
||||
-- minposxz = minimum 2D position (xz)
|
||||
-- current layer = the layer for which to retrieve the map or nil to use multi_map's current layer
|
||||
function multi_map.get_global_2dmap_flat(name, chulenxz, minposxz, current_layer)
|
||||
if not multi_map.global_2d_map_arrays[name] then
|
||||
minetest.log("error", "[multi_map] Trying to get an unregistered global 2D map")
|
||||
end
|
||||
|
||||
if not map_cache[name] then
|
||||
if not current_layer then
|
||||
if multi_map.current_layer ~= last_used_layer then
|
||||
multi_map.global_2d_maps[name] = minetest.get_perlin_map(multi_map.global_2d_params[name][multi_map.current_layer], chulenxz)
|
||||
end
|
||||
map_cache[name] = multi_map.global_2d_maps[name]:get2dMap_flat(minposxz, multi_map.global_2d_map_arrays[name][multi_map.current_layer])
|
||||
return map_cache[name]
|
||||
else
|
||||
if current_layer ~= last_used_layer then
|
||||
multi_map.global_2d_maps[name] = minetest.get_perlin_map(multi_map.global_2d_params[name][current_layer], chulenxz)
|
||||
end
|
||||
map_cache[name] = multi_map.global_2d_maps[name]:get2dMap_flat(minposxz, multi_map.global_2d_map_arrays[name][current_layer])
|
||||
end
|
||||
end
|
||||
|
||||
return map_cache[name]
|
||||
end
|
||||
|
||||
-- Mmmmh, might make these local ...
|
||||
multi_map.global_3d_maps = {}
|
||||
multi_map.global_3d_params = {}
|
||||
multi_map.global_3d_map_arrays = {}
|
||||
|
||||
-- Register a named map for use as 3D map. It is separated from the 2D case as that one
|
||||
-- retruires a layer to be specified in order to get differently seeded noise maps per
|
||||
-- layer. For 3D this is not an issue as the abslute y can be used to retrieve different
|
||||
-- values from layer to layer. Hence the 3D case is separate
|
||||
-- name = the name of the map
|
||||
-- params = the noise parameters as per minetest standard
|
||||
function multi_map.register_global_3dmap(name, params)
|
||||
multi_map.global_3d_params[name] = params
|
||||
multi_map.global_3d_map_arrays[name] = {}
|
||||
end
|
||||
|
||||
-- Get the named 2D map as flat array
|
||||
-- name = name of the noise map
|
||||
-- chulenxyz = chunk length in 3 dimensions (xyz)
|
||||
-- minposxyz = minimum 3D position (xyz)
|
||||
function multi_map.get_global_3dmap_flat(name, chulenxyz, minposxyz)
|
||||
if not multi_map.global_3d_map_arrays[name] then
|
||||
minetest.log("error", "[multi_map] Trying to get an unregistered global 3D map")
|
||||
end
|
||||
|
||||
if not map_cache[name] then
|
||||
if not multi_map.global_3d_maps[name] then
|
||||
multi_map.global_3d_maps[name] = minetest.get_perlin_map(multi_map.global_3d_params[name], chulenxyz)
|
||||
end
|
||||
map_cache[name] = multi_map.global_3d_maps[name]:get3dMap_flat(minposxyz, multi_map.global_3d_map_arrays[name])
|
||||
end
|
||||
|
||||
return map_cache[name]
|
||||
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]
|
||||
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 map chunk with a single type of node
|
||||
-- minp = minimum position vector, where to start filling
|
||||
-- maxp = maximum position vector, where to end filling
|
||||
-- area = voxel area
|
||||
-- vm_data = the array with data for the voxel manipulator to fill
|
||||
-- content_id = the content id of the node to use for filling the chunk
|
||||
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
|
||||
|
||||
-- Helper to create a 1 node high plane on the specified y
|
||||
-- minp = minimum position vector, where to start filling
|
||||
-- maxp = maximum position vector, where to end filling
|
||||
-- area = voxel area
|
||||
-- vm_data = the array with data for the voxel manipulator to fill
|
||||
-- y = (absolute) y level to place the plane at
|
||||
-- content_id = the content id of the node to use for filling the chunk
|
||||
function multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, y, content_id)
|
||||
for z = minp.z, maxp.z 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
|
||||
|
||||
-- Inspired by duane's underworlds, to fetch the result of get_content_id once and cache it.
|
||||
-- Use: local c_air node["air"] -- get the content id for air
|
||||
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
|
||||
})
|
||||
|
||||
-- Simple init, does a sanity check of the settings and sets the mapgen to singlenode
|
||||
minetest.register_on_mapgen_init(function(mapgen_params)
|
||||
if multi_map.layers_start + (multi_map.number_of_layers * multi_map.layer_height) > multi_map.map_height then
|
||||
minetest.log("error", "[multi_map] Number of layers for the given layer height exceeds map height!")
|
||||
end
|
||||
minetest.set_mapgen_params({mgname="singlenode"})
|
||||
end)
|
||||
|
||||
-- Dump the current state of the multiple map layer generator, i.e. settings, registered generators,
|
||||
-- registered noises
|
||||
function multi_map.log_state()
|
||||
minetest.log("action", "[multi_map] Multiple map layer generator global settings")
|
||||
minetest.log("action", "[multi_map] - Number of layers: "..multi_map.number_of_layers)
|
||||
minetest.log("action", "[multi_map] - Layers start at: "..(multi_map.map_min + multi_map.layers_start))
|
||||
minetest.log("action", "[multi_map] - Layer height: "..multi_map.layer_height)
|
||||
|
||||
minetest.log("action", "[multi_map]")
|
||||
minetest.log("action", "[multi_map] Registered generators")
|
||||
if multi_map.fallback_generator then
|
||||
minetest.log("action", "[multi_map] - "..debug.getinfo(multi_map.fallback_generator.generator).short_src:match("^.+/(.+)$").." (fallback)")
|
||||
end
|
||||
for k,v in pairs(multi_map.generators) do
|
||||
for l,b in pairs(multi_map.generators[k]) do
|
||||
minetest.log("action", "[multi_map] - "..debug.getinfo(b.generator).short_src:match("^.+/(.+)$").." (layer "..k..")")
|
||||
end
|
||||
end
|
||||
|
||||
minetest.log("action", "[multi_map]")
|
||||
minetest.log("action", "[multi_map] Registered global maps")
|
||||
for k,v in pairs(multi_map.global_2d_params) do
|
||||
minetest.log("action", "[multi_map] - "..k.." (2D)")
|
||||
end
|
||||
for k,v in pairs(multi_map.global_3d_params) do
|
||||
minetest.log("action", "[multi_map] - "..k.." (3D)")
|
||||
end
|
||||
|
||||
minetest.log("action", "[multi_map]")
|
||||
end
|
||||
|
||||
local firstrun = true
|
||||
|
||||
-- Here all the magic (or should I say mess..) happens!
|
||||
minetest.register_on_generated(function(minp, maxp)
|
||||
if firstrun then
|
||||
minetest.log("action", "[multi_map]")
|
||||
minetest.log("action", "[multi_map] First on_generated call started, module state:")
|
||||
minetest.log("action", "[multi_map]")
|
||||
multi_map.log_state()
|
||||
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.layers_start + (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.node[multi_map.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.layers_start + (multi_map.layer_height * (multi_map.current_layer + 1)) - 80 == minp.y or
|
||||
multi_map.map_min + multi_map.layers_start + (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.node[multi_map.skyrock])
|
||||
|
||||
vm:set_lighting({day=15, night=0})
|
||||
vm:set_data(vm_data)
|
||||
vm:calc_lighting(false)
|
||||
vm:write_to_map(false)
|
||||
else
|
||||
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
|
||||
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
|
||||
local vm_data = vm:get_data()
|
||||
local remove_shadow_caster = false
|
||||
|
||||
-- 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.node["ignore"] then
|
||||
remove_shadow_caster = true
|
||||
multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, maxp.y + 1, multi_map.node["multi_map_core:shadow_caster"])
|
||||
end
|
||||
end
|
||||
|
||||
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, vm, area, vm_data, minp, maxp, offset_minp, offset_maxp, multi_map.fallback_generator.arguments)
|
||||
else
|
||||
minetest.log("error", "[multi_map] 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, vm, area, vm_data, minp, maxp, offset_minp, offset_maxp, f.arguments)
|
||||
end
|
||||
end
|
||||
|
||||
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)
|
||||
vm:write_to_map()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
map_cache = {}
|
||||
end)
|
||||
|
||||
-- Skyrock is an invisible/ airlike node that is fully lit and
|
||||
-- blocks shadow propagation by allowing sunlight to propagate
|
||||
-- to below layers. Though airlike, it blocks player movement
|
||||
-- so that the underside of a layer (e.g. bedrock or any other
|
||||
-- mechanism) is not seen when approaching a layer's y limit
|
||||
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",
|
||||
})
|
||||
|
||||
-- The shadow caster is used underground to create dark caves
|
||||
-- since multi_map requires water_level to be set to -31000.
|
||||
-- This water level allows every layer's overworld to be lit
|
||||
-- and shaded properly using the engine's light calculation
|
||||
-- but causes caves to be lit as well. By placing this layer
|
||||
-- above the chunk being generated and then removing it after,
|
||||
-- the map chunk is darkened properly as if it was underground
|
||||
minetest.register_node("multi_map_core:shadow_caster", {
|
||||
description = "Multi Map Shadow Caster",
|
||||
drawtype = "airlike",
|
||||
is_ground_content = false,
|
||||
sunlight_propagates = false,
|
||||
walkable = false,
|
||||
pointable = false,
|
||||
diggable = false,
|
||||
climbable = false,
|
||||
})
|
||||
|
||||
-- Bedrock layer that can be used as the bottom of the layer
|
||||
-- to avoid players moving from one layer to another outside
|
||||
-- of other means such as teleporters
|
||||
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,
|
||||
})
|
||||
-- The various sourced files contain the remainder of the API, the
|
||||
-- settings, node definitions and other core/ helper functionality
|
||||
dofile(multi_map_core_path.."/core.lua")
|
||||
dofile(multi_map_core_path.."/debug.lua")
|
||||
dofile(multi_map_core_path.."/nodes.lua")
|
||||
dofile(multi_map_core_path.."/hud.lua")
|
||||
|
|
|
@ -0,0 +1,48 @@
|
|||
-- Skyrock is an invisible/ airlike node that is fully lit and
|
||||
-- blocks shadow propagation by allowing sunlight to propagate
|
||||
-- to below layers. Though airlike, it blocks player movement
|
||||
-- so that the underside of a layer (e.g. bedrock or any other
|
||||
-- mechanism) is not seen when approaching a layer's y limit
|
||||
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",
|
||||
})
|
||||
|
||||
-- The shadow caster is used underground to create dark caves
|
||||
-- since multi_map requires water_level to be set to -31000.
|
||||
-- This water level allows every layer's overworld to be lit
|
||||
-- and shaded properly using the engine's light calculation
|
||||
-- but causes caves to be lit as well. By placing this layer
|
||||
-- above the chunk being generated and then removing it after,
|
||||
-- the map chunk is darkened properly as if it was underground
|
||||
minetest.register_node("multi_map_core:shadow_caster", {
|
||||
description = "Multi Map Shadow Caster",
|
||||
drawtype = "airlike",
|
||||
is_ground_content = false,
|
||||
sunlight_propagates = false,
|
||||
walkable = false,
|
||||
pointable = false,
|
||||
diggable = false,
|
||||
climbable = false,
|
||||
})
|
||||
|
||||
-- Bedrock layer that can be used as the bottom of the layer
|
||||
-- to avoid players moving from one layer to another outside
|
||||
-- of other means such as teleporters
|
||||
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,
|
||||
})
|
|
@ -5,8 +5,9 @@ dofile(multi_map_generators_path.."/mmgen_levels.lua")
|
|||
dofile(multi_map_generators_path.."/mmgen_simple.lua")
|
||||
dofile(multi_map_generators_path.."/mmgen_testauri.lua")
|
||||
|
||||
multi_map.register_fallback_generator(mmgen_simple.generate)
|
||||
multi_map.register_fallback_generator("Default Simple", mmgen_simple.generate)
|
||||
multi_map.register_generator(9, mmgen_simple.generate, "default:sandstone")
|
||||
multi_map.set_layer_name(9, "Desert")
|
||||
multi_map.register_generator(10, mmgen_levels.generate)
|
||||
multi_map.register_generator(11, mmgen_testauri.generate)
|
||||
multi_map.register_generator(12, mmgen_testauri.generate)
|
||||
|
|
Loading…
Reference in New Issue