Put register_generator api in a separate file
parent
de84694a51
commit
ce9862d55e
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@ -0,0 +1,104 @@
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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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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, deco_used = 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 ipairs(registered_generators) do
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if rec.vf then
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local lvm_used0, shadow0, deco = 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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if deco then
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deco_used = 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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if deco_used then
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minetest.generate_decorations(vm)
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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 ipairs(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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function minetest.register_on_generated(node_function)
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mcl_mapgen_core.register_generator("mod_"..minetest.get_current_modname().."_"..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 node_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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id = id,
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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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table.insert(registered_generators, new_record)
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table.sort(registered_generators, function(a, b)
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return (a.i < b.i) or ((a.i == b.i) and a.vf 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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local index
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for i, gen in ipairs(registered_generators) do
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if gen.id == id then
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index = i
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break
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end
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end
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if not index then return end
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local rec = registered_generators[index]
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table.remove(registered_generators, index)
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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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@ -52,12 +52,12 @@ minetest.register_alias("mapgen_stair_sandstonebrick", "mcl_stairs:stair_sandsto
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minetest.register_alias("mapgen_stair_sandstone_block", "mcl_stairs:stair_sandstone")
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minetest.register_alias("mapgen_stair_desert_stone", "mcl_stairs:stair_sandstone")
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dofile(modpath.."/api.lua")
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dofile(modpath.."/ores.lua")
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
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-- End exit portal position
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local END_EXIT_PORTAL_POS = vector.new(-3, -27003, -3)
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-- Content IDs
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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local c_obsidian = minetest.get_content_id("mcl_core:obsidian")
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@ -88,8 +88,6 @@ local c_cocoa_3 = minetest.get_content_id("mcl_cocoas:cocoa_3")
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local c_vine = minetest.get_content_id("mcl_core:vine")
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local c_air = minetest.CONTENT_AIR
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dofile(modpath.."/ores.lua")
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local mg_flags = minetest.settings:get_flags("mg_flags")
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-- Inform other mods of dungeon setting for MCL2-style dungeons
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@ -120,6 +118,7 @@ minetest.set_mapgen_setting("mg_flags", mg_flags_str, true)
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local function between(x, y, z) -- x is between y and z (inclusive)
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return y <= x and x <= z
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end
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local function in_cube(tpos,wpos1,wpos2)
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local xmax=wpos2.x
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local xmin=wpos1.x
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@ -172,108 +171,7 @@ local function xz_to_biomemap_index(x, z, minp, maxp)
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return (minix + miniz * zwidth) + 1
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end
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-- Buffers for LuaVoxelManip
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-- local lvm_buffer = {}
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-- local lvm_buffer_param2 = {}
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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, deco_used = 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 ipairs(registered_generators) do
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if rec.vf then
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local lvm_used0, shadow0, deco = 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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if deco then
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deco_used = 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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if deco_used then
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minetest.generate_decorations(vm)
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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 ipairs(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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function minetest.register_on_generated(node_function)
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mcl_mapgen_core.register_generator("mod_"..minetest.get_current_modname().."_"..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 node_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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id = id,
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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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table.insert(registered_generators, new_record)
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table.sort(registered_generators, function(a, b)
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return (a.i < b.i) or ((a.i == b.i) and a.vf 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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local index
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for i, gen in ipairs(registered_generators) do
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if gen.id == id then
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index = i
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break
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end
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end
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if not index then return end
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local rec = registered_generators[index]
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table.remove(registered_generators, index)
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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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@ -371,7 +269,7 @@ local function set_palette(minp,maxp,data2,area,biomemap,nodes)
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end
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-- Below the bedrock, generate air/void
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local function basic(vm, data, data2, emin, emax, area, minp, maxp, blockseed)
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local function world_structure(vm, data, data2, emin, emax, area, minp, maxp, blockseed)
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local biomemap --ymin, ymax
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local lvm_used = false
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local pr = PseudoRandom(blockseed)
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@ -461,13 +359,18 @@ local function end_basic(vm, data, data2, emin, emax, area, minp, maxp, blocksee
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end
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mcl_mapgen_core.register_generator("main", basic, nil, 1, true)
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mcl_mapgen_core.register_generator("world_structure", world_structure, nil, 1, true)
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mcl_mapgen_core.register_generator("end_fixes", end_basic, nil, 20, true)
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if mg_name ~= "v6" then
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mcl_mapgen_core.register_generator("block_fixes", block_fixes, nil, 5, true)
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end
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if mg_name == "v6" then
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dofile(modpath.."/v6.lua")
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end
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-- This should be moved to mcl_structures eventually if the dependencies can be sorted out.
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mcl_mapgen_core.register_generator("structures",nil, function(minp, maxp, blockseed)
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local gennotify = minetest.get_mapgen_object("gennotify")
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local has_struct = {}
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@ -493,7 +396,3 @@ mcl_mapgen_core.register_generator("structures",nil, function(minp, maxp, blocks
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end
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end
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end, 100, true)
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if mg_name == "v6" then
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dofile(modpath.."/v6.lua")
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end
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@ -52,7 +52,7 @@ end
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function make_cage(pos,width)
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local nodes = {}
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local nodes2 = {}
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local r = math.floor(width/2) -1
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local r = math.min(1,math.floor(width/2) - 2)
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for x=-r,r do for y = 0,width do for z = -r,r do
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if x == r or x == -r or z==r or z == -r then
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table.insert(nodes,vector.add(pos,vector.new(x,y,z)))
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