mcl_multi_map/multi_map_core/core.lua

446 lines
16 KiB
Lua

-- External settings that can be set by mods using multi_map
multi_map.number_of_layers = 12 -- How may layers to generate
multi_map.layers_start_chunk = 500 -- Y level where to start generating layers, in chunks
multi_map.layer_height_chunks = 20 -- Height of each layer, in chunks
multi_map.wrap_layers = true
-- Either MT engine defaults or derived from above values, to be used for more readable calculations
multi_map.layer_height = nil
multi_map.half_layer_height = nil
multi_map.layers_start = nil
multi_map.current_layer = nil
multi_map.map_height = 61840
multi_map.map_min = -30912
multi_map.map_max = 30927
-- 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/ shadow caster
-- above undeground mapchunks
multi_map.generate_bedrock = true
multi_map.generate_skyrock = true
multi_map.generate_shadow_caster = true
-- Table with layer specific configuration
multi_map.layers = {}
-- 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
local use_biomegen = biomegen and minetest.settings:get_bool("multi_map_use_biomegen",true)
local vm_data = {} -- reuse the massive VoxelManip memory buffer instead of creating on every on_generate()
multi_map.layer_height = multi_map.layer_height_chunks * 80
multi_map.layers_start = multi_map.layers_start_chunk * 80
multi_map.half_layer_height = multi_map.layer_height / 2
-- 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 and multi_map.layers[l] and multi_map.layers[l].name then
return multi_map.layers[l].name
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(layer)
if layer then
return multi_map.map_min + multi_map.layers_start + (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, layer)
local l
if layer then
l = layer
else
l = multi_map.current_layer
end
if not l then
return y
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 y - center_point -- 100, -80 -> 80 -100
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, layer)
if layer then
local center_point = multi_map.map_min + multi_map.layers_start + (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
multi_map.last_used_layer = -1
-- 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
function multi_map.set_layer_params(layer, layer_params)
multi_map.layers[layer] = layer_params
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
-- 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.layers[layer] and multi_map.layers[layer].name then
return multi_map.layers[layer].name
elseif multi_map.fallback_generator 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)
--minetest.set_mapgen_params({mgname="singlenode", flags="nolight"})
minetest.after(0, function()
multi_map.layer_height = multi_map.layer_height_chunks * 80
multi_map.layers_start = multi_map.layers_start_chunk * 80
multi_map.half_layer_height = multi_map.layer_height / 2
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.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()
end)
end)
-- Here all the magic (or should I say mess...) happens!
minetest.register_on_generated(function(minp, maxp,seed)
multi_map.set_current_layer(minp.y)
local sidelen = maxp.x - minp.x + 1
if not multi_map.current_layer or 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 }
local generate_bedrock = multi_map.generate_bedrock
local generate_skyrock = multi_map.generate_skyrock
if multi_map.generate_bedrock then
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].generate_bedrock == false
then
generate_bedrock = false
end
else
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].generate_bedrock == true
then
generate_bedrock = true
end
end
if multi_map.generate_skyrock then
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].generate_skyrock == false
then
generate_skyrock = false
end
else
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].generate_skyrock == true
then
generate_skyrock = true
end
end
if 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})
vm:get_data(vm_data)
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].bedrock_generator
then
multi_map.layers[multi_map.current_layer].bedrock_generator(multi_map.current_layer, vm, area, vm_data, minp, maxp, offset_minp, offset_maxp)
else
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node[multi_map.bedrock])
end
vm:set_data(vm_data)
vm:calc_lighting(false)
vm:write_to_map(false)
elseif 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})
vm:get_data(vm_data)
if multi_map.layers[multi_map.current_layer] and
multi_map.layers[multi_map.current_layer].skyrock_generator
then
multi_map.layers[multi_map.current_layer].skyrock_generator(multi_map.current_layer, vm, area, vm_data, minp, maxp, offset_minp, offset_maxp)
else
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node[multi_map.skyrock])
end
vm:set_lighting({day=15, night=0})
vm:set_data(vm_data)
vm:calc_lighting(false)
vm:write_to_map(false)
elseif multi_map.wrap_layers and multi_map.in_skip_area({ x = minp.x, y = minp.z }) then
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
vm:get_data(vm_data)
multi_map.generate_singlenode_chunk(minp, maxp, area, vm_data, multi_map.node["multi_map_core:skyrock"])
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})
vm:get_data(vm_data)
local remove_shadow_caster = false
-- Add a temporary shadow caster layer above the chunk to ensure caves are dark
if (multi_map.generate_shadow_caster and multi_map.get_absolute_centerpoint() >= maxp.y) or
(multi_map.layers[multi_map.current_layer] and multi_map.layers[multi_map.current_layer].generate_shadow_caster == true)
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,seed)
if use_biomegen and f.arguments and f.arguments.biomegen then
biomegen.generate_all(vm_data, area, vm, minp, maxp, seed)
end
end
end
vm:set_data(vm_data)
vm:calc_lighting()
-- 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)
end
end
vm:write_to_map()
vm:update_liquids()
end
multi_map.last_used_layer = multi_map.current_layer
multi_map.map_cache = {}
end)
minetest.register_on_mods_loaded(function()
if use_biomegen then
for _,o in pairs(minetest.registered_ores) do
for i=0,#multi_map.generators - 1 do
local l = multi_map.generators[i][1]
if l.arguments and l.arguments.biomegen and o.y_min > -1000 and o.y_max < 30000 then --only overworld ores
local o2 = table.copy(o)
o2.y_min = multi_map.get_absolute_centerpoint(i) + o.y_min
o2.y_max = multi_map.get_absolute_centerpoint(i) + o.y_max
minetest.register_ore(o2)
minetest.log(dump(multi_map.get_absolute_centerpoint(i)))
--minetest.log(dump(i))
end
end
end
end
end)