forked from VoxeLibre/VoxeLibre
Fix mcl_worlds to work with mapgen api
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@ -5,25 +5,25 @@ local get_connected_players = minetest.get_connected_players
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-- For a given position, returns a 2-tuple:
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-- 1st return value: true if pos is in void
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-- 2nd return value: true if it is in the deadly part of the void
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local min1, min2, min3 = mcl_mapgen.overworld.min, mcl_mapgen.end_.min, mcl_mapgen.nether.min
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local max1, max2, max3 = mcl_mapgen.overworld.max, mcl_mapgen.end_.max, mcl_mapgen.nether.max+128
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function mcl_worlds.is_in_void(pos)
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local void =
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not ((pos.y < mcl_vars.mg_overworld_max and pos.y > mcl_vars.mg_overworld_min) or
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(pos.y < mcl_vars.mg_nether_max+128 and pos.y > mcl_vars.mg_nether_min) or
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(pos.y < mcl_vars.mg_end_max and pos.y > mcl_vars.mg_end_min))
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local y = pos.y
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local void = not ((y < max1 and y > min1) or (y < max2 and y > min2) or (y < max3 and y > min3))
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local void_deadly = false
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local deadly_tolerance = 64 -- the player must be this many nodes “deep” into the void to be damaged
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if void then
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-- Overworld → Void → End → Void → Nether → Void
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if pos.y < mcl_vars.mg_overworld_min and pos.y > mcl_vars.mg_end_max then
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void_deadly = pos.y < mcl_vars.mg_overworld_min - deadly_tolerance
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elseif pos.y < mcl_vars.mg_end_min and pos.y > mcl_vars.mg_nether_max+128 then
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if y < min1 and y > max2 then
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void_deadly = y < min1 - deadly_tolerance
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elseif y < min2 and y > max3 then
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-- The void between End and Nether. Like usual, but here, the void
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-- *above* the Nether also has a small tolerance area, so player
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-- can fly above the Nether without getting hurt instantly.
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void_deadly = (pos.y < mcl_vars.mg_end_min - deadly_tolerance) and (pos.y > mcl_vars.mg_nether_max+128 + deadly_tolerance)
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elseif pos.y < mcl_vars.mg_nether_min then
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void_deadly = pos.y < mcl_vars.mg_nether_min - deadly_tolerance
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void_deadly = (y < min2 - deadly_tolerance) and (y > max3 + deadly_tolerance)
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elseif y < min3 then
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void_deadly = y < min3 - deadly_tolerance
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end
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end
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return void, void_deadly
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@ -35,15 +35,15 @@ end
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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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function mcl_worlds.y_to_layer(y)
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if y >= mcl_vars.mg_overworld_min then
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return y - mcl_vars.mg_overworld_min, "overworld"
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elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max+128 then
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return y - mcl_vars.mg_nether_min, "nether"
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elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
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return y - mcl_vars.mg_end_min, "end"
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else
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return nil, "void"
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end
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if y >= min1 then
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return y - min1, "overworld"
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elseif y >= min3 and y <= max3 then
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return y - min3, "nether"
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elseif y >= min2 and y <= max2 then
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return y - min2, "end"
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else
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return nil, "void"
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end
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end
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local y_to_layer = mcl_worlds.y_to_layer
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@ -61,38 +61,38 @@ local pos_to_dimension = mcl_worlds.pos_to_dimension
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-- MineClone 2.
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-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
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function mcl_worlds.layer_to_y(layer, mc_dimension)
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if mc_dimension == "overworld" or mc_dimension == nil then
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return layer + mcl_vars.mg_overworld_min
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elseif mc_dimension == "nether" then
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return layer + mcl_vars.mg_nether_min
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elseif mc_dimension == "end" then
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return layer + mcl_vars.mg_end_min
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end
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if not mc_dimension or mc_dimension == "overworld" then
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return layer + min1
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elseif mc_dimension == "nether" then
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return layer + min3
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elseif mc_dimension == "end" then
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return layer + min2
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end
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end
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-- Takes a position and returns true if this position can have weather
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function mcl_worlds.has_weather(pos)
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-- Weather in the Overworld and the high part of the void below
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return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
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-- Weather in the Overworld and the high part of the void below
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return pos.y <= max1 and pos.y >= min1 - 64
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end
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-- Takes a position and returns true if this position can have Nether dust
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function mcl_worlds.has_dust(pos)
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-- Weather in the Overworld and the high part of the void below
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return pos.y <= mcl_vars.mg_nether_max + 138 and pos.y >= mcl_vars.mg_nether_min - 10
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-- Weather in the Overworld and the high part of the void below
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return pos.y <= max3 + 138 and pos.y >= min3 - 10
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end
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-- Takes a position (pos) and returns true if compasses are working here
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function mcl_worlds.compass_works(pos)
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-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if dim == "nether" or dim == "end" then
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return false
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elseif dim == "void" then
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return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
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else
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return true
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end
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-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if dim == "nether" or dim == "end" then
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return false
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elseif dim == "void" then
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return pos.y <= max1 and pos.y >= min1 - 64
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else
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return true
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end
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end
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-- Takes a position (pos) and returns true if clocks are working here
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@ -152,4 +152,3 @@ minetest.register_globalstep(function(dtime)
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dimtimer = 0
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end
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end)
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@ -29,7 +29,6 @@ local math_min = math.min
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local math_max = math.max
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local math_ceil = math.ceil
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--custom mcl_vars
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local get_node = mcl_mapgen.get_far_node
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@ -1,59 +1,3 @@
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--[[
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-------------------------------------------------------------------------------
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-- build schematic, replace material, rotation
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-------------------------------------------------------------------------------
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function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
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-- get building node material for better integration to surrounding
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local platform_material = mcl_vars.get_node(pos)
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if not platform_material or (platform_material.name == "air" or platform_material.name == "ignore") then
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return
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end
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platform_material = platform_material.name
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-- pick random material
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local material = wallmaterial[math.random(1,#wallmaterial)]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return schematic"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
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platform_material)
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-- Disable special junglewood for now.
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-- special material for spawning npcs
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-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
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-- "settlements:junglewood")
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--
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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-- build foundation for the building an make room above
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local width = schematic["size"]["x"]
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local depth = schematic["size"]["z"]
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local height = schematic["size"]["y"]
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local possible_rotations = {"0", "90", "180", "270"}
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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settlements.foundation(
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pos,
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width,
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depth,
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height,
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rotation)
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vm:set_data(data)
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-- place schematic
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minetest.place_schematic_on_vmanip(
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vm,
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pos,
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schematic,
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rotation,
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nil,
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true)
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vm:write_to_map(true)
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end]]
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-------------------------------------------------------------------------------
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-- initialize settlement_info
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-------------------------------------------------------------------------------
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@ -50,12 +50,6 @@ function settlements.terraform(settlement_info, pr)
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local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
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settlements.ground(p, pr)
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else
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-- write ground
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-- local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
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-- local node = mcl_vars.get_node(p)
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-- if node and node.name ~= "air" then
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-- minetest.swap_node(p,{name="air"})
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-- end
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minetest.swap_node({x=pos.x+xi, y=pos.y+yi, z=pos.z+zi},{name="air"})
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end
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end
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