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:
evrooije 2018-07-24 19:26:28 +02:00
parent e41af0dc81
commit 66508f1615
6 changed files with 649 additions and 470 deletions

460
multi_map_core/core.lua Normal file
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-- 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
-- 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
multi_map.layer_names = {}
-- 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 a layer number for a given y, but do not set the current layer of the mapgen.
-- This can be used, for example, to get the layer number for a players coordinates
-- y = absolute y value to be translated to layer
function multi_map.get_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
return l
end
end
end
-- Get a layer name for a given y, but do not set the current layer of the mapgen.
-- This can be used, for example, to get the layer number for a players coordinates
-- y = absolute y value to be translated to layer
function multi_map.get_layer_name_y(y)
local l = multi_map.get_layer(y)
if l then
return multi_map.layer_names[l]
else
return tostring(l)
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, current_layer)
local l
if current_layer then
l = current_layer
else
l = multi_map.current_layer
end
local center_point = multi_map.map_min + multi_map.layers_start + (l * 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
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)
if multi_map.global_3d_params[name] or multi_map.global_2d_params[name] then
minetest.log("error", "[multi_map] Trying to register map "..name..", but it already exists. Aborting registration.")
return
end
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)
if multi_map.global_3d_params[name] or multi_map.global_2d_params[name] then
minetest.log("error", "[multi_map] Trying to register map "..name..", but it already exists. Aborting registration.")
return
end
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 fallback generator, which is called in case not suitable generators are found for a layer
-- name = the optional name for this generator, e.g. to be used for display on the HUD
-- 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 name
local generator
local arguments
if arg[3] then
name = 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
name = arg[1]
generator = arg[2]
end
else
generator = arg[1]
end
multi_map.fallback_generator = { name = name, generator = generator, arguments = arguments }
end
-- Register a generator for all if position is left out or one layer if position is specified
-- position = the optional layer for which call this generator
-- generator = the function to call
-- arguments = optional value or table with values that will be passed to the generator when called
function multi_map.register_generator(...)
local arg = {...}
local position
local generator
local arguments
if arg[3] then
position = arg[1]
generator = arg[2]
arguments = arg[3]
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
-- Set a nice name for this layer, e.g. to use for display on the HUD
-- layer = the layer number
-- name = the name to give to this layer
function multi_map.set_layer_name(layer, name)
multi_map.layer_names[layer] = name
end
-- Get the layer name, e.g. to use for display on the HUD
-- layer = the layer number
function multi_map.get_layer_name(layer)
if multi_map.layer_names[layer] then
return multi_map.layer_names[layer]
elseif not multi_map.generators[layer] then
return multi_map.fallback_generator.name
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)
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)

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multi_map_core/debug.lua Normal file
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-- 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

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multi_map_core/hud.lua Normal file
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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)

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@ -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")

48
multi_map_core/nodes.lua Normal file
View File

@ -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,
})

View File

@ -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)