multi_map = {} -- Shorthand alias, can be used when no mods are installed called mm or creating global mm if not mm then mm = multi_map end 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 engine defaults or derived from above values 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" 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 + 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 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 -- 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.layers_start + (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] 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 -- Helper to create a 1 node high plane on the specified y 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 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 }) 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", "Number of layers for the given layer height exceeds map height!") end minetest.set_mapgen_params({mgname="singlenode"}) end) minetest.register_on_generated(function(minp, maxp) 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", "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 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:shadow_caster", { description = "Multi Map Shadow Caster", drawtype = "airlike", is_ground_content = false, sunlight_propagates = false, walkable = false, pointable = false, diggable = false, climbable = false, }) 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, })