Added some documentation to the core
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@ -5,11 +5,12 @@ if not mm then
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mm = multi_map
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end
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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 engine defaults or derived from above values
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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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@ -19,14 +20,14 @@ 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"
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multi_map.skyrock = "multi_map_core:skyrock"
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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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-- Chain of generators
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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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@ -43,6 +44,8 @@ function multi_map.set_current_layer(y)
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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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@ -68,11 +71,16 @@ function multi_map.get_offset_y(y)
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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.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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-- 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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-- Register a fallback generator, which is called in case not suitable generators are found for a layer
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@ -94,12 +102,21 @@ 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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math.randomseed(params.seed)
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multi_map.global_2d_params[name] = {}
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@ -118,6 +135,11 @@ function multi_map.register_global_2dmap(name, 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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@ -141,15 +163,26 @@ function multi_map.get_global_2dmap_flat(name, chulenxz, minposxz, current_layer
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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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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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@ -210,7 +243,12 @@ function multi_map.register_generator(...)
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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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-- 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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@ -224,6 +262,12 @@ function multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, content_
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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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@ -234,7 +278,8 @@ function multi_map.generate_singlenode_plane(minp, maxp, area, vm_data, y, conte
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end
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end
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-- Inspired by duane's underworlds, to fetch the result of get_content_id once and cache it
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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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@ -246,6 +291,7 @@ multi_map.node = setmetatable({}, {
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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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@ -253,6 +299,8 @@ minetest.register_on_mapgen_init(function(mapgen_params)
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minetest.set_mapgen_params({mgname="singlenode"})
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end)
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-- Dump the current state of the multiple map layer generator, i.e. settings, registered generators,
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-- registered noises
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function multi_map.log_state()
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minetest.log("action", "[multi_map] Multiple map layer generator global settings")
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minetest.log("action", "[multi_map] - Number of layers: "..multi_map.number_of_layers)
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@ -284,6 +332,7 @@ 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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@ -378,6 +427,11 @@ minetest.register_on_generated(function(minp, maxp)
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map_cache = {}
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end)
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-- Skyrock is an invisible/ airlike node that is fully lit and
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-- blocks shadow propagation by allowing sunlight to propagate
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-- to below layers. Though airlike, it blocks player movement
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-- so that the underside of a layer (e.g. bedrock or any other
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-- mechanism) is not seen when approaching a layer's y limit
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minetest.register_node("multi_map_core:skyrock", {
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description = "Multi Map Impenetrable Skyblock",
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drawtype = "airlike",
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@ -390,6 +444,13 @@ minetest.register_node("multi_map_core:skyrock", {
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paramtype = "light",
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})
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-- The shadow caster is used underground to create dark caves
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-- since multi_map requires water_level to be set to -31000.
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-- This water level allows every layer's overworld to be lit
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-- and shaded properly using the engine's light calculation
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-- but causes caves to be lit as well. By placing this layer
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-- above the chunk being generated and then removing it after,
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-- the map chunk is darkened properly as if it was underground
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minetest.register_node("multi_map_core:shadow_caster", {
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description = "Multi Map Shadow Caster",
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drawtype = "airlike",
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@ -401,6 +462,9 @@ minetest.register_node("multi_map_core:shadow_caster", {
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climbable = false,
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})
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-- Bedrock layer that can be used as the bottom of the layer
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-- to avoid players moving from one layer to another outside
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-- of other means such as teleporters
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minetest.register_node("multi_map_core:bedrock", {
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description = "Multi Map Impenetrable Bedrock",
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drawtype = "normal",
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