forked from Mirrorlandia_minetest/minetest
Mapgen: Various fixes and improvements
Lua_api.txt: Document 'minetest.registered_biomes' Minimal: Remove 'mapgen_air' alias Cavegen: Add fallback node for 'mapgen_ice' Dungeongen: Add fallback node for 'mapgen_river_water_source' Mgv5: Remove unnecessary '#include util/directiontables.h' Add missing 'this->'s in makeChunk() Mgv6: Edit empty line formatting Remove leading spaces in makeChunk() Add missing spaces after 'for' and 'if' Mgv7: Edit empty line formatting
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@ -2461,6 +2461,8 @@ These functions return the leftover itemstack.
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* Map of Lua entities, indexed by active object id
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* `minetest.registered_ores`
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* List of registered ore definitions.
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* `minetest.registered_biomes`
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* List of registered biome definitions.
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* `minetest.registered_decorations`
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* List of registered decoration definitions.
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@ -3,7 +3,6 @@
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--
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minetest.register_alias("mapgen_air", "air")
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minetest.register_alias("mapgen_stone", "default:stone")
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minetest.register_alias("mapgen_dirt", "default:dirt")
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minetest.register_alias("mapgen_dirt_with_grass", "default:dirt_with_grass")
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@ -44,6 +44,9 @@ CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
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this->np_caveliquids = &nparams_caveliquids;
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this->ystride = mg->csize.X;
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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@ -68,6 +68,8 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
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// For mapgens using river water
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dp.c_river_water = mg->ndef->getId("mapgen_river_water_source");
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if (dp.c_river_water == CONTENT_IGNORE)
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dp.c_river_water = mg->ndef->getId("mapgen_water_source");
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}
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@ -38,7 +38,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_v5.h"
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#include "util/directiontables.h"
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FlagDesc flagdesc_mapgen_v5[] = {
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@ -216,9 +215,9 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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generating = true;
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vm = data->vmanip;
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ndef = data->nodedef;
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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@ -17,6 +17,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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@ -37,6 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mg_decoration.h"
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#include "mapgen_v6.h"
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FlagDesc flagdesc_mapgen_v6[] = {
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{"jungles", MGV6_JUNGLES},
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{"biomeblend", MGV6_BIOMEBLEND},
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@ -47,7 +49,8 @@ FlagDesc flagdesc_mapgen_v6[] = {
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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@ -197,7 +200,6 @@ void MapgenV6Params::writeParams(Settings *settings) const
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//////////////////////// Some helper functions for the map generator
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// Returns Y one under area minimum if not found
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s16 MapgenV6::find_stone_level(v2s16 p2d)
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{
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@ -808,7 +810,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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continue;
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// Drop mud on side
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for(u32 di = 0; di < 4; di++) {
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for (u32 di = 0; di < 4; di++) {
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v3s16 dirp = dirs4[di];
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u32 i2 = i;
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// Move to side
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@ -833,7 +835,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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vm->m_area.add_y(em, i2, -1);
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n2 = &vm->m_data[i2];
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// if out of known area
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if(vm->m_area.contains(i2) == false ||
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if (vm->m_area.contains(i2) == false ||
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n2->getContent() == CONTENT_IGNORE) {
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dropped_to_unknown = true;
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break;
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@ -848,7 +850,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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if (!dropped_to_unknown) {
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*n2 = *n;
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// Set old place to be air (or water)
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if(old_is_water)
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if (old_is_water)
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*n = MapNode(c_water_source);
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else
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*n = MapNode(CONTENT_AIR);
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@ -46,6 +46,7 @@ FlagDesc flagdesc_mapgen_v7[] = {
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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