multi_map = {} multi_map.number_of_layers = 24 -- How may layers to generate multi_map.layers_start_chunk = 0 -- Y level where to start generatint layers, in chunks multi_map.layer_height_chunks = 32 -- Height of each layer, in chunks -- Either engine defaults or derived from above values multi_map.layer_height = multi_map.layer_height_chunks * 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" multi_map.skyrock = "multi_map_core:skyrock" -- Whether to generate a bedrock layer under a layer/ skyrock above a layer multi_map.generate_bedrock = true multi_map.generate_skyrock = true -- Chain of generators 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 + (l * multi_map.layer_height) and y < multi_map.map_min + ((l + 1) * multi_map.layer_height) then multi_map.current_layer = l end end end function multi_map.get_absolute_centerpoint(current_layer) if current_layer then return multi_map.map_min + (current_layer * multi_map.layer_height) + multi_map.half_layer_height else return multi_map.map_min + (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.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) else return center_point - y end end -- Get the absolute y position from a relative offset position -- layer = the layer we are in -- y = relative y value to be translated to absolute world y position function multi_map.get_absolute_y(layer, y) local center_point = multi_map.map_min + (multi_map.current_layer * multi_map.layer_height) + multi_map.half_layer_height return y - center_point 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 -- 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] print(arguments) 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 chunk with a single type of node 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 local firstrun = true -- Global helpers for mapgens multi_map.c_ignore = nil multi_map.c_stone = nil multi_map.c_sandstone = nil multi_map.c_air = nil multi_map.c_water = nil multi_map.c_lava = nil multi_map.c_bedrock = nil multi_map.c_skyrock = nil minetest.register_on_mapgen_init(function(mapgen_params) if multi_map.number_of_layers * multi_map.layer_height > multi_map.map_height then minetest.log("error", "Number of layers for the given layer height exceeds map height!") end minetest.set_mapgen_params({mgname="singlenode", flags="nolight"}) end) minetest.register_on_generated(function(minp, maxp) if firstrun then multi_map.c_ignore = minetest.get_content_id("ignore") multi_map.c_stone = minetest.get_content_id("default:stone") multi_map.c_sandstone = minetest.get_content_id("default:sandstone") multi_map.c_air = minetest.get_content_id("air") multi_map.c_water = minetest.get_content_id("default:water_source") multi_map.c_lava = minetest.get_content_id("default:lava_source") multi_map.c_bedrock = minetest.get_content_id(multi_map.bedrock) multi_map.c_skyrock = minetest.get_content_id(multi_map.skyrock) 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.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.c_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.layer_height * (multi_map.current_layer + 1)) - 80 == minp.y or multi_map.map_min + (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.c_skyrock) vm:set_lighting({day=15, night=0}) vm:set_data(vm_data) vm:calc_lighting(false) vm:write_to_map(false) else 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, minp, maxp, offset_minp, offset_maxp, multi_map.fallback_generator.arguments) else minetest.log("error", "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, minp, maxp, offset_minp, offset_maxp, f.arguments) end end end end) 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", }) 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, }) function multi_map.calc_lighting(emin, emax, minp, maxp, propagate_shadow, ground_level) local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level) -- spread_light(pmin, pmax) end function multi_map.propagate_sunlight(vm, emin, emax, propagate_shadow, ground_level) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local vm_data = vm:get_data() local light_data = vm:get_light_data() local block_is_underground if ground_level then block_is_underground = ground_level >= emax.y else block_is_underground = multi_map.get_absolute_centerpoint() >= emax.y end for z = emin.z, emax.z do for x = emin.x, emax.x do local vi = area:index(x, emax.y + 1, z) if vm_data[vi] == multi_map.c_ignore then if block_is_underground then goto continue end elseif light_data[vi] and BitAND(light_data[vi], 15) ~= 15 and propagate_shadow then goto continue end vi = vi - area.ystride for y = emax.y, emin.y, -1 do local nodename = minetest.get_name_from_content_id(vm_data[vi]) if nodename ~= "ignore" then if not minetest.registered_nodes[nodename].sunlight_propagates then break end end light_data[vi] = 15 vi = vi - area.ystride end ::continue:: end end vm:set_light_data(light_data) end function BitAND(a,b)--Bitwise and local p,c=1,0 while a>0 and b>0 do local ra,rb=a%2,b%2 if ra+rb>1 then c=c+p end a,b,p=(a-ra)/2,(b-rb)/2,p*2 end return c end --[[ VoxelArea a(nmin, nmax); bool block_is_underground = (water_level >= nmax.Y); const v3s16 &em = vm->m_area.getExtent(); // NOTE: Direct access to the low 4 bits of param1 is okay here because, // by definition, sunlight will never be in the night lightbank. for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) { for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) { // see if we can get a light value from the overtop u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z); if (vm->m_data[i].getContent() == CONTENT_IGNORE) { if (block_is_underground) continue; } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN && propagate_shadow) { continue; } VoxelArea::add_y(em, i, -1); for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) { MapNode &n = vm->m_data[i]; if (!ndef->get(n).sunlight_propagates) break; n.param1 = LIGHT_SUN; VoxelArea::add_y(em, i, -1); } } } //printf("propagateSunlight: %dms\n", t.stop()); } void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax) { //TimeTaker t("spreadLight"); VoxelArea a(nmin, nmax); for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) { for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) { u32 i = vm->m_area.index(a.MinEdge.X, y, z); for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) { MapNode &n = vm->m_data[i]; if (n.getContent() == CONTENT_IGNORE) continue; const ContentFeatures &cf = ndef->get(n); if (!cf.light_propagates) continue; // TODO(hmmmmm): Abstract away direct param1 accesses with a // wrapper, but something lighter than MapNode::get/setLight u8 light_produced = cf.light_source; if (light_produced) n.param1 = light_produced | (light_produced << 4); u8 light = n.param1; if (light) { lightSpread(a, v3s16(x, y, z + 1), light); lightSpread(a, v3s16(x, y + 1, z ), light); lightSpread(a, v3s16(x + 1, y, z ), light); lightSpread(a, v3s16(x, y, z - 1), light); lightSpread(a, v3s16(x, y - 1, z ), light); lightSpread(a, v3s16(x - 1, y, z ), light); } } } } //printf("spreadLight: %dms\n", t.stop()); } function multi_map.light_spread(area, v3s16 p, u8 light) { if (light <= 1 || !a.contains(p)) return; u32 vi = vm->m_area.index(p); MapNode &n = vm->m_data[vi]; // Decay light in each of the banks separately u8 light_day = light & 0x0F; if (light_day > 0) light_day -= 0x01; u8 light_night = light & 0xF0; if (light_night > 0) light_night -= 0x10; // Bail out only if we have no more light from either bank to propogate, or // we hit a solid block that light cannot pass through. if ((light_day <= (n.param1 & 0x0F) && light_night <= (n.param1 & 0xF0)) || !ndef->get(n).light_propagates) return; // Since this recursive function only terminates when there is no light from // either bank left, we need to take the max of both banks into account for // the case where spreading has stopped for one light bank but not the other. light = MYMAX(light_day, n.param1 & 0x0F) | MYMAX(light_night, n.param1 & 0xF0); n.param1 = light; lightSpread(a, p + v3s16(0, 0, 1), light); lightSpread(a, p + v3s16(0, 1, 0), light); lightSpread(a, p + v3s16(1, 0, 0), light); lightSpread(a, p - v3s16(0, 0, 1), light); lightSpread(a, p - v3s16(0, 1, 0), light); lightSpread(a, p - v3s16(1, 0, 0), light); } ]]--