Greatly reduce mapgen stress

This commit is contained in:
Wuzzy 2017-09-06 07:10:11 +02:00
parent 35fa425781
commit 9a67b90538

@ -1260,6 +1260,8 @@ local generate_nether_decorations = function(minp, maxp)
end
local GEN_MAX = mcl_vars.mg_lava_overworld_max or mcl_vars.mg_overworld_max
local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
local c_stone = minetest.get_content_id("mcl_core:stone")
local c_dirt = minetest.get_content_id("mcl_core:dirt")
@ -1287,8 +1289,8 @@ minetest.register_on_generated(function(minp, maxp)
-- Generate basic layer-based nodes: void, bedrock, realm barrier, lava seas, etc.
-- Also perform some basic node replacements.
do
for y = minp.y, maxp.y do
if maxp.y <= GEN_MAX then
for y = minp.y, math.min(maxp.y, GEN_MAX) do
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local p_pos = area:index(x, y, z)
@ -1367,50 +1369,20 @@ minetest.register_on_generated(function(minp, maxp)
elseif mcl_vars.mg_lava and data[p_pos] == c_air and y <= mcl_vars.mg_lava_nether_max and y >= mcl_vars.mg_nether_min then
data[p_pos] = c_nether_lava
lvm_used = true
-- Water in the Nether or End? No way!
elseif data[p_pos] == c_water then
if y <= mcl_vars.mg_nether_max and y >= mcl_vars.mg_nether_min then
data[p_pos] = c_nether_lava
lvm_used = true
elseif y <= mcl_vars.mg_end_min + 104 and y >= mcl_vars.mg_end_min + 40 then
data[p_pos] = c_end_stone
lvm_used = true
elseif y <= mcl_vars.mg_end_max and y >= mcl_vars.mg_end_min then
data[p_pos] = c_air
lvm_used = true
end
-- Clear snowy grass blocks to ensure consistency.
-- Snowy grass blocks are not allowed below anything except top snow or snow block.
elseif mg_name ~= "v6" and data[p_pos] == c_dirt_with_grass_snow then
local p_pos_above = area:index(x, y+1, z)
if p_pos_above and data[p_pos_above] ~= c_top_snow and data[p_pos_above] ~= c_snow_block then
data[p_pos] = c_dirt_with_grass
lvm_used = true
end
-- Nether and End support for v6 because v6 does not support the biomes API
elseif mg_name == "v6" then
if y <= mcl_vars.mg_nether_max and y >= mcl_vars.mg_nether_min then
if data[p_pos] == c_stone then
data[p_pos] = c_netherrack
lvm_used = true
elseif data[p_pos] == c_sand or data[p_pos] == c_dirt then
data[p_pos] = c_soul_sand
lvm_used = true
end
elseif y <= mcl_vars.mg_end_max and y >= mcl_vars.mg_end_min then
if data[p_pos] == c_stone or data[p_pos] == c_dirt or data[p_pos] == c_sand then
data[p_pos] = c_air
lvm_used = true
end
end
end
end
end
end
end
-- Put top snow on snowy grass blocks created by the v6 mapgen
-- This is because the snowy grass block must only be used when it is below snow or top snow
----- Interactive block fixing section -----
----- The section to perform basic block overrides of the core mapgen generated world. -----
-- Snow fixes. This code implements snow consistency.
-- A snowy grass block must be below a top snow or snow block at all times.
if minp.y <= mcl_vars.mg_overworld_max and maxp.y >= mcl_vars.mg_overworld_min then
-- v6 mapgen:
-- Put top snow on snowy grass blocks. The mapgen does not generate the top snow on its own.
if mg_name == "v6" then
local snowdirt = minetest.find_nodes_in_area_under_air(minp, maxp, "mcl_core:dirt_with_grass_snow")
for n = 1, #snowdirt do
@ -1423,11 +1395,79 @@ minetest.register_on_generated(function(minp, maxp)
if #snowdirt > 1 then
lvm_used = true
end
-- Non-v6 mapgens:
-- Clear snowy grass blocks without snow above to ensure consistency.
else
local nodes = minetest.find_nodes_in_area(minp, maxp, "mcl_core:dirt_with_grass_snow")
for n=1, #nodes do
local p_pos = area:index(nodes[n].x, nodes[n].y, nodes[n].z)
local p_pos_above = area:index(nodes[n].x, nodes[n].y+1, nodes[n].z)
if p_pos_above and data[p_pos_above] ~= c_top_snow and data[p_pos_above] ~= c_snow_block then
data[p_pos] = c_dirt_with_grass
lvm_used = true
end
end
end
-- Nether block fixes:
-- * Replace water with Nether lava.
-- * Replace stone, sand dirt in v6 so the Nether works in v6.
elseif minp.y <= mcl_vars.mg_nether_max and maxp.y >= mcl_vars.mg_nether_min then
local nodes
if mg_name == "v6" then
nodes = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:water_source", "mcl_core:stone", "mcl_core:sand", "mcl_core:dirt"})
else
nodes = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:water_source"})
end
for n=1, #nodes do
local p_pos = area:index(nodes[n].x, nodes[n].y, nodes[n].z)
if data[p_pos] == c_water then
data[p_pos] = c_nether_lava
lvm_used = true
elseif data[p_pos] == c_stone then
data[p_pos] = c_netherrack
lvm_used = true
elseif data[p_pos] == c_sand or data[p_pos] == c_dirt then
data[p_pos] = c_soul_sand
lvm_used = true
end
end
-- End block fixes:
-- * Replace water with end stone or air (depending on height).
-- * Remove stone, sand, dirt in v6 so our End map generator works in v6.
elseif minp.y <= mcl_vars.mg_end_max and maxp.y >= mcl_vars.mg_end_min then
if mg_name == "v6" then
nodes = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:water_source", "mcl_core:stone", "mcl_core:sand", "mcl_core:dirt"})
else
nodes = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:water_source"})
end
for n=1, #nodes do
local y = nodes[n].y
local p_pos = area:index(nodes[n].x, y, nodes[n].z)
if data[p_pos] == c_water then
if y <= mcl_vars.mg_end_min + 104 and y >= mcl_vars.mg_end_min + 40 then
data[p_pos] = c_end_stone
lvm_used = true
else
data[p_pos] = c_air
lvm_used = true
end
elseif data[p_pos] == c_stone or data[p_pos] == c_dirt or data[p_pos] == c_sand then
data[p_pos] = c_air
lvm_used = true
end
end
end
-- Final hackery: Set sun light level in the End.
-- -26912 is at a mapchunk border.
local shadow
-- Set sun light level in the End
-- -26912 is at a mapchunk border
if minp.y >= -26912 and maxp.y <= mcl_vars.mg_end_max then
vm:set_lighting({day=15, night=15})
lvm_used = true
@ -1436,6 +1476,8 @@ minetest.register_on_generated(function(minp, maxp)
shadow = false
lvm_used = true
end
-- Write stuff
if lvm_used then
vm:set_data(data)
vm:calc_lighting(nil, nil, shadow)
@ -1443,6 +1485,7 @@ minetest.register_on_generated(function(minp, maxp)
vm:write_to_map()
end
-- Generate special decorations
generate_underground_mushrooms(minp, maxp)
generate_jungle_tree_decorations(minp, maxp)
generate_nether_decorations(minp, maxp)