forked from LizzyFleckenstein03/Memeclone
Rename mapgen variables
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19150ddddb
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2495676e54
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@ -8,21 +8,29 @@ mcl_vars.gui_bg_img = ""
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mcl_vars.inventory_header = mcl_vars.gui_slots .. mcl_vars.gui_bg
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mcl_vars.inventory_header = mcl_vars.gui_slots .. mcl_vars.gui_bg
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-- Mapgen variables
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local minecraft_height_limit = 256
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if mg_name ~= "flat" then
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if mg_name ~= "flat" then
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mcl_vars.mg_overworld_min = -62
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mcl_vars.mg_overworld_max = mcl_vars.mg_overworld_min + minecraft_height_limit
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-- 1 flat bedrock layer with 4 rough layers above
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-- 1 flat bedrock layer with 4 rough layers above
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mcl_vars.bedrock_overworld_min = -62
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mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
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mcl_vars.bedrock_overworld_max = mcl_vars.bedrock_overworld_min + 4
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mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min + 4
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mcl_vars.bedrock_is_rough = true
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mcl_vars.mg_bedrock_is_rough = true
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else
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else
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-- 1 perfectly flat bedrock layer
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local ground = minetest.get_mapgen_setting("mgflat_ground_level")
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local ground = minetest.get_mapgen_setting("mgflat_ground_level")
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if not ground then
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if not ground then
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ground = 8
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ground = 8
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end
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end
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mcl_vars.bedrock_overworld_min = ground - 3
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mcl_vars.mg_overworld_min = ground - 1
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mcl_vars.bedrock_overworld_max = mcl_vars.bedrock_overworld_min
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mcl_vars.mg_overworld_max = mcl_vars.mg_overworld_min + minecraft_height_limit
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mcl_vars.bedrock_is_rough = false
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-- 1 perfectly flat bedrock layer
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mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
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mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
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mcl_vars.mg_bedrock_is_rough = false
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end
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end
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-- Set default stack sizes
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-- Set default stack sizes
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@ -200,8 +200,8 @@ end
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-- 2nd return value: true if it is in the deadly part of the void
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-- 2nd return value: true if it is in the deadly part of the void
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function mcl_util.is_in_void(pos)
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function mcl_util.is_in_void(pos)
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local void, void_deadly
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local void, void_deadly
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void = pos.y < mcl_vars.bedrock_overworld_min
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void = pos.y < mcl_vars.mg_overworld_min
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void_deadly = pos.y < mcl_vars.bedrock_overworld_min - 65
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void_deadly = pos.y < mcl_vars.mg_overworld_min - 64
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return void, void_deadly
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return void, void_deadly
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end
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end
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@ -213,8 +213,8 @@ end
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-- If the Y coordinate is not located in any dimension, it will return:
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-- If the Y coordinate is not located in any dimension, it will return:
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-- nil, "void"
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-- nil, "void"
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function mcl_util.y_to_layer(y)
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function mcl_util.y_to_layer(y)
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if y >= mcl_vars.bedrock_overworld_min then
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if y >= mcl_vars.mg_overworld_min then
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return y - mcl_vars.bedrock_overworld_min, "overworld"
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return y - mcl_vars.mg_overworld_min, "overworld"
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else
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else
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return nil, "void"
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return nil, "void"
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end
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end
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@ -226,5 +226,5 @@ end
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-- minecraft_dimension parameter is ignored at the moment
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-- minecraft_dimension parameter is ignored at the moment
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-- TODO: Implement dimensions
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-- TODO: Implement dimensions
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function mcl_util.layer_to_y(layer, minecraft_dimension)
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function mcl_util.layer_to_y(layer, minecraft_dimension)
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return layer + mcl_vars.bedrock_overworld_min
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return layer + mcl_vars.mg_overworld_min
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end
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end
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@ -74,7 +74,7 @@ skycolor = {
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players = skycolor.utils.get_players(players)
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players = skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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for _, player in ipairs(players) do
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local pos = player:getpos()
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local pos = player:getpos()
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if pos.y >= mcl_vars.bedrock_overworld_max then
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if pos.y >= mcl_vars.mg_bedrock_overworld_max then
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player:set_sky(color, "plain", nil)
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player:set_sky(color, "plain", nil)
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end
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end
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end
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end
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@ -112,7 +112,7 @@ skycolor = {
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local players = skycolor.utils.get_players(nil)
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local players = skycolor.utils.get_players(nil)
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for _, player in ipairs(players) do
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for _, player in ipairs(players) do
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local pos = player:getpos()
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local pos = player:getpos()
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if pos.y >= mcl_vars.bedrock_overworld_max then
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if pos.y >= mcl_vars.mg_bedrock_overworld_max then
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player:set_sky(color, "plain", nil)
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player:set_sky(color, "plain", nil)
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end
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end
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end
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end
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@ -125,7 +125,7 @@ skycolor = {
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local players = skycolor.utils.get_players(players)
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local players = skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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for _, player in ipairs(players) do
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local pos = player:getpos()
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local pos = player:getpos()
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if pos.y >= mcl_vars.bedrock_overworld_max then
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if pos.y >= mcl_vars.mg_bedrock_overworld_max then
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player:set_sky(nil, "regular", nil)
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player:set_sky(nil, "regular", nil)
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end
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end
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end
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end
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@ -563,8 +563,8 @@ end)
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-- Generate bedrock layer or layers
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-- Generate bedrock layer or layers
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local BEDROCK_MIN = mcl_vars.bedrock_overworld_min
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local BEDROCK_MIN = mcl_vars.mg_bedrock_overworld_min
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local BEDROCK_MAX = mcl_vars.bedrock_overworld_max
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local BEDROCK_MAX = mcl_vars.mg_bedrock_overworld_max
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-- Below the bedrock, generate air/void
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-- Below the bedrock, generate air/void
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@ -581,7 +581,7 @@ minetest.register_on_generated(function(minp, maxp)
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for z = minp.z, maxp.z do
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for z = minp.z, maxp.z do
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local p_pos = area:index(x, y, z)
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local p_pos = area:index(x, y, z)
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local setdata = nil
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local setdata = nil
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if mcl_vars.bedrock_is_rough then
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if mcl_vars.mg_bedrock_is_rough then
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-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
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-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
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-- This code assumes a bedrock height of 5 layers.
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-- This code assumes a bedrock height of 5 layers.
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if y == BEDROCK_MAX then
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if y == BEDROCK_MAX then
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@ -122,7 +122,7 @@ minetest.register_globalstep(function(dtime)
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end
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end
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-- Apply black sky in the Void and deal Void damage
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-- Apply black sky in the Void and deal Void damage
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if pos.y < mcl_vars.bedrock_overworld_max then
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if pos.y < mcl_vars.mg_bedrock_overworld_max then
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-- Player reached the void, set black sky box
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-- Player reached the void, set black sky box
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player:set_sky("#000000", "plain")
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player:set_sky("#000000", "plain")
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-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
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-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
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