Fixed the relative/ offset y calculation. Copied engine's lighting
calculation in a block comment and started translating the code to Lua
This commit is contained in:
parent
33b611feec
commit
e26e2a3994
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@ -1,7 +1,10 @@
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multi_map = {}
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multi_map = {}
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multi_map.number_of_layers = 24
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multi_map.number_of_layers = 24 -- How may layers to generate
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multi_map.layer_height_chunks = 32
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multi_map.layers_start_chunk = 0 -- Y level where to start generatint layers, in chunks
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multi_map.layer_height_chunks = 32 -- Height of each layer, in chunks
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-- Either engine defaults or derived from above values
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multi_map.layer_height = multi_map.layer_height_chunks * 80
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multi_map.layer_height = multi_map.layer_height_chunks * 80
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multi_map.map_height = 61840
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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_min = -30912
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@ -9,15 +12,21 @@ 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.half_layer_height = multi_map.layer_height / 2
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multi_map.current_layer = nil
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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"
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multi_map.bedrock = "multi_map_core:bedrock"
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multi_map.skyrock = "multi_map_core:skyrock"
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multi_map.skyrock = "multi_map_core:skyrock"
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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_bedrock = true
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multi_map.generate_skyrock = true
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multi_map.generate_skyrock = true
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-- Chain of generators
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multi_map.generators = {}
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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.fallback_generator = nil
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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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function multi_map.set_current_layer(y)
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for l = 0, multi_map.number_of_layers do
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for l = 0, multi_map.number_of_layers do
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if y >= multi_map.map_min + (l * multi_map.layer_height)
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if y >= multi_map.map_min + (l * multi_map.layer_height)
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@ -28,11 +37,31 @@ function multi_map.set_current_layer(y)
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end
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end
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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)
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function multi_map.get_offset_y(y)
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local center_point = multi_map.map_min + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height
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local center_point = multi_map.map_min + (multi_map.current_layer * 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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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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-- layer = the layer we are in
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-- y = relative y value to be translated to absolute world y position
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function multi_map.get_absolute_y(layer, y)
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local center_point = multi_map.map_min + (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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return y - center_point
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end
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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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-- 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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function multi_map.register_fallback_generator(...)
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local arg = {...}
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local arg = {...}
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local generator
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local generator
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@ -47,6 +76,10 @@ function multi_map.register_fallback_generator(...)
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multi_map.fallback_generator = { generator = generator, arguments = arguments }
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multi_map.fallback_generator = { generator = generator, arguments = arguments }
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end
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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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function multi_map.register_generator(...)
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local arg = {...}
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local arg = {...}
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local position
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local position
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@ -89,6 +122,7 @@ function multi_map.register_generator(...)
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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 fill a chunk with a single type of node
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function multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, content_id)
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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 z = minp.z, maxp.z do
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for y = minp.y, maxp.y do
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for y = minp.y, maxp.y do
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@ -103,6 +137,7 @@ end
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local firstrun = true
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local firstrun = true
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-- Global helpers for mapgens
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-- Global helpers for mapgens
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multi_map.c_ignore = nil
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multi_map.c_stone = nil
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multi_map.c_stone = nil
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multi_map.c_sandstone = nil
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multi_map.c_sandstone = nil
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multi_map.c_air = nil
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multi_map.c_air = nil
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@ -115,10 +150,12 @@ minetest.register_on_mapgen_init(function(mapgen_params)
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if multi_map.number_of_layers * multi_map.layer_height > multi_map.map_height then
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if multi_map.number_of_layers * multi_map.layer_height > multi_map.map_height then
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minetest.log("error", "Number of layers for the given layer height exceeds map height!")
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minetest.log("error", "Number of layers for the given layer height exceeds map height!")
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end
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end
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minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
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end)
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end)
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minetest.register_on_generated(function(minp, maxp)
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minetest.register_on_generated(function(minp, maxp)
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if firstrun then
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if firstrun then
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multi_map.c_ignore = minetest.get_content_id("ignore")
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multi_map.c_stone = minetest.get_content_id("default:stone")
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multi_map.c_stone = minetest.get_content_id("default:stone")
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multi_map.c_sandstone = minetest.get_content_id("default:sandstone")
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multi_map.c_sandstone = minetest.get_content_id("default:sandstone")
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multi_map.c_air = minetest.get_content_id("air")
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multi_map.c_air = minetest.get_content_id("air")
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@ -166,6 +203,7 @@ minetest.register_on_generated(function(minp, maxp)
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vm:write_to_map(false)
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vm:write_to_map(false)
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else
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else
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local t = multi_map.generators[multi_map.current_layer]
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local t = multi_map.generators[multi_map.current_layer]
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if not t then
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if not t then
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if multi_map.fallback_generator then
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if multi_map.fallback_generator then
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multi_map.fallback_generator.generator(multi_map.current_layer, minp, maxp, offset_minp, offset_maxp, multi_map.fallback_generator.arguments)
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multi_map.fallback_generator.generator(multi_map.current_layer, minp, maxp, offset_minp, offset_maxp, multi_map.fallback_generator.arguments)
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@ -203,3 +241,159 @@ minetest.register_node("multi_map_core:bedrock", {
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diggable = false,
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diggable = false,
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climbable = false,
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climbable = false,
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})
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})
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--[[
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function multi_map.calc_lighting(emin, emax, pmin, pmax, propagate_shadow, ground_level)
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level)
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spread_light(pmin, pmax)
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}
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function multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level)
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local vm_data = vm:get_data()
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local light_data = vm:get_light_data()
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-- const v3s16 &em = vm->m_area.getExtent();
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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local vi = area:index(x, emax.y + 1, z)
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if vm_data[vi] == multi_map.c_ignore then
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if block_is_underground then
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goto continue
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end
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elseif (light_data[vi] & 15) ~= 15 and propagate_shadow then
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goto continue
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end
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vi = vi + 1
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::continue::
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end
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end
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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const v3s16 &em = vm->m_area.getExtent();
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// NOTE: Direct access to the low 4 bits of param1 is okay here because,
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// by definition, sunlight will never be in the night lightbank.
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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// see if we can get a light value from the overtop
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u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (block_is_underground)
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continue;
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} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
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propagate_shadow) {
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continue;
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}
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VoxelArea::add_y(em, i, -1);
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for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
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MapNode &n = vm->m_data[i];
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if (!ndef->get(n).sunlight_propagates)
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break;
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n.param1 = LIGHT_SUN;
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VoxelArea::add_y(em, i, -1);
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}
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}
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}
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//printf("propagateSunlight: %dms\n", t.stop());
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}
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void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("spreadLight");
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VoxelArea a(nmin, nmax);
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
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MapNode &n = vm->m_data[i];
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if (n.getContent() == CONTENT_IGNORE)
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continue;
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const ContentFeatures &cf = ndef->get(n);
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if (!cf.light_propagates)
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continue;
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// TODO(hmmmmm): Abstract away direct param1 accesses with a
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// wrapper, but something lighter than MapNode::get/setLight
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u8 light_produced = cf.light_source;
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if (light_produced)
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n.param1 = light_produced | (light_produced << 4);
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u8 light = n.param1;
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x + 1, y, z ), light);
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lightSpread(a, v3s16(x, y, z - 1), light);
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lightSpread(a, v3s16(x, y - 1, z ), light);
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lightSpread(a, v3s16(x - 1, y, z ), light);
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}
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}
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}
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}
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//printf("spreadLight: %dms\n", t.stop());
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}
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function multi_map.light_spread(area, v3s16 p, u8 light)
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{
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if (light <= 1 || !a.contains(p))
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return;
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u32 vi = vm->m_area.index(p);
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MapNode &n = vm->m_data[vi];
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// Decay light in each of the banks separately
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u8 light_day = light & 0x0F;
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if (light_day > 0)
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light_day -= 0x01;
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u8 light_night = light & 0xF0;
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if (light_night > 0)
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light_night -= 0x10;
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// Bail out only if we have no more light from either bank to propogate, or
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// we hit a solid block that light cannot pass through.
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if ((light_day <= (n.param1 & 0x0F) &&
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light_night <= (n.param1 & 0xF0)) ||
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!ndef->get(n).light_propagates)
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return;
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// Since this recursive function only terminates when there is no light from
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// either bank left, we need to take the max of both banks into account for
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// the case where spreading has stopped for one light bank but not the other.
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light = MYMAX(light_day, n.param1 & 0x0F) |
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MYMAX(light_night, n.param1 & 0xF0);
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n.param1 = light;
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lightSpread(a, p + v3s16(0, 0, 1), light);
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lightSpread(a, p + v3s16(0, 1, 0), light);
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lightSpread(a, p + v3s16(1, 0, 0), light);
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lightSpread(a, p - v3s16(0, 0, 1), light);
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lightSpread(a, p - v3s16(0, 1, 0), light);
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lightSpread(a, p - v3s16(1, 0, 0), light);
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}
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]]--
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@ -112,6 +112,7 @@ function mmgen_levels.generate(current_layer, minp, maxp, offset_minp, offset_ma
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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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 area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local data = vm:get_data()
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local light_data = vm:get_light_data()
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local c_stone = minetest.get_content_id("default:stone")
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local c_stone = minetest.get_content_id("default:stone")
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local c_sand = minetest.get_content_id("default:sand")
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local c_sand = minetest.get_content_id("default:sand")
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@ -232,6 +233,14 @@ function mmgen_levels.generate(current_layer, minp, maxp, offset_minp, offset_ma
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end
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end
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end
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end
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-- if relative_y < 0 then
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-- if relative_y > -15 then
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-- light_data[vi] = 15 + relative_y
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-- else
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-- light_data[vi] = 0
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-- end
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-- end
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ni3d = ni3d + 1
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ni3d = ni3d + 1
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ni2d = ni2d + 1
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ni2d = ni2d + 1
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vi = vi + 1
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vi = vi + 1
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@ -243,13 +252,12 @@ function mmgen_levels.generate(current_layer, minp, maxp, offset_minp, offset_ma
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end
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end
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vm:set_data(data)
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vm:set_data(data)
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if oy0 < 0 then
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-- vm:set_light_data(light_data)
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vm:set_lighting({day=0, night=0})
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-- if oy0 < 0 then
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else
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-- vm:set_lighting({day=0, night=0})
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vm:set_lighting({day=15, night=0})
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-- end
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end
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vm:calc_lighting()
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vm:calc_lighting()
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vm:write_to_map(data)
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vm:write_to_map()
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vm:update_liquids()
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vm:update_liquids()
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end
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end
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