Add minetest.clear_registered_biomes() api
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@ -419,22 +419,17 @@ GenElement *GenElementManager::get(u32 id)
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}
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GenElement *GenElementManager::getByName(const char *name)
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GenElement *GenElementManager::getByName(const std::string &name)
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{
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for (size_t i = 0; i != m_elements.size(); i++) {
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GenElement *elem = m_elements[i];
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if (elem && !strcmp(elem->name.c_str(), name))
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if (elem && name == elem->name)
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return elem;
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}
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return NULL;
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}
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GenElement *GenElementManager::getByName(std::string &name)
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{
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return getByName(name.c_str());
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}
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GenElement *GenElementManager::update(u32 id, GenElement *elem)
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{
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@ -451,3 +446,9 @@ GenElement *GenElementManager::remove(u32 id)
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{
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return update(id, NULL);
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}
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void GenElementManager::clear()
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{
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m_elements.clear();
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}
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@ -181,9 +181,9 @@ public:
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virtual GenElement *get(u32 id);
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virtual GenElement *update(u32 id, GenElement *elem);
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virtual GenElement *remove(u32 id);
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virtual void clear();
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virtual GenElement *getByName(const char *name);
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virtual GenElement *getByName(std::string &name);
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virtual GenElement *getByName(const std::string &name);
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protected:
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std::vector<GenElement *> m_elements;
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@ -35,11 +35,9 @@ NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3,
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///////////////////////////////////////////////////////////////////////////////
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BiomeManager::BiomeManager(IGameDef *gamedef)
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{
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NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
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m_resolver = gamedef->getNodeDefManager()->getResolver();
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np_heat = &nparams_biome_def_heat;
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np_humidity = &nparams_biome_def_humidity;
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@ -56,12 +54,12 @@ BiomeManager::BiomeManager(IGameDef *gamedef)
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b->heat_point = 0.0;
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b->humidity_point = 0.0;
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resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
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resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
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resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
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resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
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resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
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resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
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m_resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
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m_resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
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m_resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
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m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
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m_resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
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m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
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add(b);
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}
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@ -110,7 +108,24 @@ Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
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biome_closest = b;
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}
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}
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return biome_closest ? biome_closest : (Biome *)m_elements[0];
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}
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void BiomeManager::clear()
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{
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for (size_t i = 1; i < m_elements.size(); i++) {
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Biome *b = (Biome *)m_elements[i];
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if (!b)
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continue;
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m_resolver->cancelNode(&b->c_top);
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m_resolver->cancelNode(&b->c_filler);
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m_resolver->cancelNode(&b->c_stone);
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m_resolver->cancelNode(&b->c_water);
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m_resolver->cancelNode(&b->c_dust);
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m_resolver->cancelNode(&b->c_dust_water);
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}
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m_elements.resize(1);
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}
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@ -72,9 +72,14 @@ public:
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return new Biome;
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}
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void clear();
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void calcBiomes(s16 sx, s16 sy, float *heat_map, float *humidity_map,
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s16 *height_map, u8 *biomeid_map);
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Biome *getBiome(float heat, float humidity, s16 y);
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private:
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NodeResolver *m_resolver;
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};
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#endif
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@ -360,6 +360,13 @@ int ModApiMapgen::l_register_biome(lua_State *L)
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return 1;
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}
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int ModApiMapgen::l_clear_registered_biomes(lua_State *L)
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{
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BiomeManager *bmgr = getServer(L)->getEmergeManager()->biomemgr;
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bmgr->clear();
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return 0;
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}
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// register_decoration({lots of stuff})
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int ModApiMapgen::l_register_decoration(lua_State *L)
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{
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@ -678,6 +685,7 @@ void ModApiMapgen::Initialize(lua_State *L, int top)
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API_FCT(register_biome);
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API_FCT(register_decoration);
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API_FCT(register_ore);
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API_FCT(clear_registered_biomes);
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API_FCT(create_schematic);
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API_FCT(place_schematic);
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@ -52,6 +52,9 @@ private:
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// register_ore({lots of stuff})
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static int l_register_ore(lua_State *L);
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// clear_registered_biomes()
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static int l_clear_registered_biomes(lua_State *L);
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// create_schematic(p1, p2, probability_list, filename)
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static int l_create_schematic(lua_State *L);
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