Bug fixes
parent
25a72b62a4
commit
cae90a06c4
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@ -0,0 +1 @@
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.vscode
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58
script.lua
58
script.lua
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@ -209,7 +209,11 @@ end
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-- Get connectivity noise params
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function internal.connectivity_noise_params()
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local factor = math.max(1, math.abs(#ns_cavegen.registered_shapes) ^ 0.5)
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local shapes = 0
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for _, _ in pairs(ns_cavegen.registered_shapes) do
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shapes = shapes + 1
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end
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local factor = math.max(1, math.abs(shapes) ^ 0.5)
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return {
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offset = 50,
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@ -277,8 +281,11 @@ function internal.find_biome_allocations(heat, humidity, va)
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if def_d < d then
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local pos = va:position(i)
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local contains_x = def.min_pos.x <= pos.x and pos.x <= def.max_pos.x
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local contains_y = def.min_pos.y <= pos.y and pos.y <= def.max_pos.y
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local contains_z = def.min_pos.z <= pos.z and pos.z <= def.max_pos.z
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if VoxelArea:new(def.min_pos, def.max_pos):contains(pos.x, pos.y, pos.z) then
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if contains_x and contains_y and contains_z then
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d = def_d
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biome_name = name
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end
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@ -313,9 +320,9 @@ function internal.find_shape_allocations(connectivity, verticality, va)
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)
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if def_d < d then
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local pos = va:position(i)
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local y = va:position(i).y
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if VoxelArea:new(def.min_pos, def.max_pos):contains(pos.x, pos.y, pos.z) then
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if def.y_min <= y and y <= def.y_max then
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d = def_d
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shape_name = name
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end
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@ -394,24 +401,18 @@ function internal.generate_perlin_noise(noiseparams, minp, maxp)
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end
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function internal.generate_shape(def, minp, maxp, va)
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-- local noise_flat = {}
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-- Get random noise if noise_params are given
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if def.noise_params then
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return internal.generate_perlin_noise(def.noise_params, minp, maxp)
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else
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return {}
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-- for i in va:iterp(minp, maxp) do
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-- noise_flat[i] = 0
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-- end
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local noise_flat = {}
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for i in va:iterp(minp, maxp) do
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noise_flat[i] = 0
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end
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return noise_flat
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end
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-- -- Update noise with custom defined function
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-- for i in va:iterp(minp, maxp) do
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-- noise_flat[i] = def.func(va:position(i), noise_flat[i])
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-- end
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-- return noise_flat
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end
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-- Generate verticality noise within given boundaries
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@ -449,6 +450,15 @@ function internal.humidity_noise_params()
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}
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end
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function internal.log_classified_nodes(classified_nodes)
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minetest.debug("Found " .. #classified_nodes.ceiling_decos .. " ceiling decorations")
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minetest.debug("Found " .. #classified_nodes.ceilings .. " ceiling nodes")
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minetest.debug("Found " .. #classified_nodes.contents .. " content nodes")
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minetest.debug("Found " .. #classified_nodes.floors .. " floor nodes")
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minetest.debug("Found " .. #classified_nodes.floor_decos .. " floor decorations")
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minetest.debug("Found " .. #classified_nodes.walls .. " wall nodes")
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end
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-- Take all necessary steps to execute the mapgen
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function internal.mapgen(vm, minp, maxp, blockseed)
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-- Create bordered VoxelArea.
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@ -480,6 +490,7 @@ function internal.mapgen(vm, minp, maxp, blockseed)
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-- Classify various nodes as walls, floors, ceilings
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local classified_nodes = internal.classify_nodes(used_shapes, bminp, bmaxp)
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-- internal.log_classified_nodes(classified_nodes)
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-- Draw cave biomes
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local used_biomes = internal.find_biome_allocations(heat, humidity, sva)
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@ -582,7 +593,11 @@ end
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-- Get verticality noise params
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function internal.verticality_noise_params()
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local factor = math.max(1, math.abs(#ns_cavegen.registered_shapes) ^ 0.5)
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local shapes = 0
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for _, _ in pairs(ns_cavegen.registered_shapes) do
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shapes = shapes + 1
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end
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local factor = math.max(1, math.abs(shapes) ^ 0.5)
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return {
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offset = 50,
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@ -628,7 +643,7 @@ function internal.write_classified_node(vm_data, va, used_biomes, classified_nod
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local content_id = biome_to_id[biome]
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if content_id ~= "" then
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if type(content_id) == "number" then
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local vi = va:index(pos.x, pos.y, pos.z)
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local vm_node = vm_data[vi]
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@ -640,6 +655,11 @@ function internal.write_classified_node(vm_data, va, used_biomes, classified_nod
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if ground_content_nodes[vm_node] then
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vm_data[vi] = content_id
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end
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elseif content_id == "air" then
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minetest.debug("Biome " .. biome .. "||| BREAAAK")
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break
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elseif content_id ~= "" and content_id ~= nil and content_id ~= "air" then
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minetest.debug("Encountered content ID " .. content_id)
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end
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end
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end
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