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[mapgen] To be continued... (this version won't run)
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@ -1,7 +1,7 @@
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mcl_mapgen = {}
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local lvm_block_queue, lvm_chunk_queue, node_block_queue, node_chunk_queue = {}, {}, {}, {} -- Generators' queues
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local lvm, block, lvm_block, lvm_chunk, param2, nodes_block, nodes_chunk = 0, 0, 0, 0, 0, 0 -- Requirements: 0 means none; greater than 0 means 'required'
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local lvm, block, lvm_block, lvm_chunk, param2, nodes_block, nodes_chunk = 0, 0, 0, 0, 0, 0, 0 -- Requirements: 0 means none; greater than 0 means 'required'
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local lvm_buffer, lvm_param2_buffer = {}, {} -- Static buffer pointers
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local BS, CS = mcl_vars.MAP_BLOCKSIZE, mcl_vars.chunksize -- Mapblock size (in nodes), Mapchunk size (in blocks)
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local LAST_BLOCK, LAST_NODE = CS - 1, BS - 1 -- First mapblock in chunk (node in mapblock) has number 0, last has THIS number. It's for runtime optimization
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@ -35,7 +35,7 @@ function mcl_mapgen.register_block_generator_lvm(callback_function, priority)
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table.sort(lvm_block_queue, function(a, b) return (a.i <= b.i) end)
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end
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local storage = minetest.get_mod_storage()
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local blocks = minetest.deserialize( storage:get_string("mapgen_blocks") or "return {}") or {}
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minetest.register_on_shutdown(function() storage:set_string("mapgen_blocks", minetest.serialize(blocks)) end)
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@ -1,8 +1,4 @@
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mcl_mapgen_core = {}
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local registered_generators = {}
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local lvm, nodes, param2 = 0, 0, 0
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local lvm_buffer = {}
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--
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-- Aliases for map generator outputs
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@ -1194,11 +1190,14 @@ local perlin_structures
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
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local perlin_clay
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local function generate_clay(minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used)
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-- Generate Clay
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mcl_mapgen.register_chunk_generator_lvm(function(c)
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local minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used = c.minp, c.maxp, c.blockseed, c.data, c.area, c.write or false
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-- TODO: Make clay generation reproducible for same seed.
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if maxp.y < -5 or minp.y > 0 then
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return lvm_used
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return c
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end
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minetest.log("warning", "CLAY!")
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local pr = PseudoRandom(blockseed)
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@ -1244,8 +1243,9 @@ local function generate_clay(minp, maxp, blockseed, voxelmanip_data, voxelmanip_
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end
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end
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end
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return lvm_used
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end
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c.write = lvm_used
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return c
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end)
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local function generate_end_exit_portal(pos)
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local dragon_entity = minetest.add_entity(vector.add(pos, vector.new(3, 11, 3)), "mobs_mc:enderdragon"):get_luaentity()
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@ -1814,94 +1814,6 @@ local generate_nether_decorations = function(minp, maxp, seed)
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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minetest.log("action", "[mcl_mapgen_core] Generating chunk " .. minetest.pos_to_string(minp) .. " ... " .. minetest.pos_to_string(maxp))
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local p1, p2 = {x=minp.x, y=minp.y, z=minp.z}, {x=maxp.x, y=maxp.y, z=maxp.z}
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if lvm > 0 then
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local lvm_used, shadow = false, false
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local lb2 = {} -- param2
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local e1, e2 = {x=emin.x, y=emin.y, z=emin.z}, {x=emax.x, y=emax.y, z=emax.z}
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local data2
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local data = vm:get_data(lvm_buffer)
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if param2 > 0 then
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data2 = vm:get_param2_data(lb2)
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end
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local area = VoxelArea:new({MinEdge=e1, MaxEdge=e2})
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for _, rec in pairs(registered_generators) do
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if rec.vf then
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local lvm_used0, shadow0 = rec.vf(vm, data, data2, e1, e2, area, p1, p2, blockseed)
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if lvm_used0 then
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lvm_used = true
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end
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if shadow0 then
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shadow = true
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end
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end
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end
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if lvm_used then
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-- Write stuff
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vm:set_data(data)
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if param2 > 0 then
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vm:set_param2_data(data2)
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end
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vm:calc_lighting(p1, p2, shadow)
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vm:write_to_map()
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vm:update_liquids()
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end
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end
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if nodes > 0 then
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for _, rec in pairs(registered_generators) do
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if rec.nf then
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rec.nf(p1, p2, blockseed)
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end
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end
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end
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mcl_vars.add_chunk(minp)
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end)
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minetest.register_on_generated=function(node_function)
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mcl_mapgen_core.register_generator("mod_"..tostring(#registered_generators+1), nil, node_function)
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end
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function mcl_mapgen_core.register_generator(id, lvm_function, node_function, priority, needs_param2)
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if not id then return end
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local priority = priority or 5000
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if lvm_function then lvm = lvm + 1 end
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if lvm_function then nodes = nodes + 1 end
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if needs_param2 then param2 = param2 + 1 end
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local new_record = {
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i = priority,
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vf = lvm_function,
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nf = node_function,
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needs_param2 = needs_param2,
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}
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registered_generators[id] = new_record
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table.sort(
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registered_generators,
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function(a, b)
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return (a.i < b.i) or ((a.i == b.i) and (a.vf ~= nil) and (b.vf == nil))
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end)
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end
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function mcl_mapgen_core.unregister_generator(id)
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if not registered_generators[id] then return end
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local rec = registered_generators[id]
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registered_generators[id] = nil
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if rec.vf then lvm = lvm - 1 end
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if rec.nf then nodes = nodes - 1 end
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if rec.needs_param2 then param2 = param2 - 1 end
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if rec.needs_level0 then level0 = level0 - 1 end
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end
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-- Generate basic layer-based nodes: void, bedrock, realm barrier, lava seas, etc.
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-- Also perform some basic node replacements.
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@ -1,5 +1,5 @@
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name = mcl_mapgen_core
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author = Wuzzy
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description = The core of the MCL2 mapgen
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depends = mcl_init, mcl_core, biomeinfo, mcl_worlds, mcl_cocoas, mcl_sponges, mcl_ocean, mcl_stairs, mcl_monster_eggs, mcl_structures
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depends = mcl_mapgen, mcl_core, biomeinfo, mcl_worlds, mcl_cocoas, mcl_sponges, mcl_ocean, mcl_stairs, mcl_monster_eggs, mcl_structures
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optional_depends = mclx_core
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