Add initial Lua biomedef support, fixed biome selection
parent
11afcbff69
commit
96898c1794
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@ -1586,6 +1586,82 @@ minetest.register_alias("mapgen_stone_with_coal", "default:stone_with_coal")
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minetest.register_alias("mapgen_stone_with_iron", "default:stone_with_iron")
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minetest.register_alias("mapgen_mese", "default:mese")
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minetest.register_biome_groups({
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0.35, 0.30, 0.20
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})
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--
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-- Register the biomes for the map generator
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--
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minetest.register_biome({
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group_id = 0,
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name = "Ocean",
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terrain_type = "liquid",
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node_top = "default:gravel",
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node_filler = "default:stone",
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num_top_nodes = 4,
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height_min = -3000,
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height_max = 3000,
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heat_min = -20.0,
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heat_max = 100.0,
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humidity_min = 0.0,
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humidity_max = 100.0,
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scale = 10.0,
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offset = -10.0,
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})
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minetest.register_biome({
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group_id = 1,
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name = "Beach",
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terrain_type = "normal",
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node_top = "default:sand",
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node_filler = "default:stone",
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num_top_nodes = 5,
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height_min = -3000,
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height_max = 3000,
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heat_min = 60.0,
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heat_max = 100.0,
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humidity_min = 0.0,
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humidity_max = 100.0,
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scale = 5.0,
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offset = 5.0,
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})
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minetest.register_biome({
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group_id = 2,
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name = "Land",
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terrain_type = "normal",
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node_top = "default:dirt_with_grass",
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node_filler = "default:stone",
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num_top_nodes = 5,
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height_min = -3000,
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height_max = 3000,
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heat_min = -50.0,
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heat_max = 100.0,
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humidity_min = 0.0,
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humidity_max = 100.0,
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scale = 12.0,
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offset = 10.0,
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})
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minetest.register_biome({
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group_id = 3,
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name = "Hills",
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terrain_type = "normal",
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node_top = "default:dirt",
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node_filler = "default:stone",
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num_top_nodes = 3,
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height_min = -3000,
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height_max = 3000,
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heat_min = -50.0,
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heat_max = 100.0,
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humidity_min = 0.0,
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humidity_max = 100.0,
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scale = 70.0,
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offset = 30.0,
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})
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-- Support old code
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function default.spawn_falling_node(p, nodename)
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spawn_falling_node(p, nodename)
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119
src/biome.cpp
119
src/biome.cpp
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@ -64,11 +64,14 @@ int bg4_biomes[] = {BT_HILLS, BT_EXTREMEHILLS, BT_MOUNTAINS, BT_DESERT, BT_DESE
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float bg5_temps[] = {5.0, 40.0};
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int bg5_biomes[] = {BT_LAKE, BT_PLAINS, BT_DESERT};*/
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NoiseParams np_default = {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6};
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BiomeDefManager::BiomeDefManager(IGameDef *gamedef) {
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this->m_gamedef = gamedef;
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this->ndef = gamedef->ndef();
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bgroups.push_back(new std::vector<Biome *>); //the initial biome group
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//addDefaultBiomes(); //can't do this in the ctor, too early
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}
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@ -79,19 +82,51 @@ BiomeDefManager::~BiomeDefManager() {
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}
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void BiomeDefManager::addBiome() {
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Biome *BiomeDefManager::createBiome(BiomeTerrainType btt) {
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switch (btt) {
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case BIOME_TERRAIN_NORMAL:
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return new Biome;
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case BIOME_TERRAIN_LIQUID:
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return new BiomeLiquid;
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case BIOME_TERRAIN_NETHER:
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return new BiomeHell;
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case BIOME_TERRAIN_AETHER:
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return new BiomeAether;
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case BIOME_TERRAIN_FLAT:
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return new BiomeSuperflat;
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}
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}
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NoiseParams npmtdef = {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6};
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void BiomeDefManager::addBiomeGroup(float freq) {
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int size = bgroup_freqs.size();
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float newfreq = freq;
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if (size)
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newfreq += bgroup_freqs[size - 1];
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bgroup_freqs.push_back(newfreq);
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bgroups.push_back(new std::vector<Biome *>);
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printf("added biome with freq %f\n", newfreq);
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}
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void BiomeDefManager::addBiome(int groupid, Biome *b) {
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std::vector<Biome *> *bgroup;
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if (groupid >= bgroups.size()) {
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printf("blahblahblah");
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return;
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}
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bgroup = bgroups[groupid];
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bgroup->push_back(b);
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}
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void BiomeDefManager::addDefaultBiomes() {
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std::vector<Biome *> *bgroup;
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Biome *b;
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//bgroup = new std::vector<Biome *>;
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b = new Biome;
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b->name = "Default";
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b->n_top = MapNode(ndef->getId("mapgen_stone"));
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@ -103,30 +138,25 @@ void BiomeDefManager::addDefaultBiomes() {
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b->heat_max = FLT_MAX;
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b->humidity_min = FLT_MIN;
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b->humidity_max = FLT_MAX;
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b->np = &npmtdef;
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b->np = &np_default;
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biome_default = b;
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//bgroup->push_back(b);
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//bgroups.push_back(bgroup);
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}
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Biome *BiomeDefManager::getBiome(float bgfreq, float heat, float humidity) {
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std::vector<Biome *> bgroup;
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std::vector<Biome *> *bgroup;
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Biome *b;
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int i;
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int ngroups = bgroup_freqs.size();
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if (!ngroups)
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return biome_default;
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for (i = 0; (i != ngroups - 1) && (bgfreq > bgroup_freqs[i]); i++);
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bgroup = *(bgroups[i]);
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for (i = 0; (i != ngroups) && (bgfreq > bgroup_freqs[i]); i++);
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bgroup = bgroups[i];
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int nbiomes = bgroup.size();
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if (!nbiomes)
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return biome_default;
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for (i = 0; i != nbiomes - 1; i++) {
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b = bgroup[i];
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int nbiomes = bgroup->size();
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for (i = 0; i != nbiomes; i++) {
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b = bgroup->operator[](i);///////////////////////////
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if (heat >= b->heat_min && heat <= b->heat_max &&
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humidity >= b->humidity_min && humidity <= b->humidity_max)
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return b;
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@ -145,13 +175,11 @@ int Biome::getSurfaceHeight(float noise_terrain) {
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void Biome::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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//printf("(%d, %d): %f\n", x, z, mg->map_terrain[z * mg->ystride + x]);
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//int surfaceh = 4;
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int surfaceh = np->offset + np->scale * mg->map_terrain[(z - mg->node_min.Z) * 80 /*THIS IS TEMPORARY mg->ystride*/ + (x - mg->node_min.X)];
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//printf("gen column %f\n", );
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int i = (z - mg->node_min.Z) * mg->csize.Z + (x - mg->node_min.X);
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int surfaceh = np->offset + np->scale * mg->map_terrain[i];
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int y = y1;
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int i = mg->vmanip->m_area.index(x, y, z); //z * mg->zstride + x + (y - mg->vmanip->m_area.MinEdge.Y) * mg->ystride;
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i = mg->vmanip->m_area.index(x, y, z);
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for (; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_filler;
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for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
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@ -166,16 +194,18 @@ void Biome::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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void BiomeOcean::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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int y, i = 0;
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void BiomeLiquid::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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int i = (z - mg->node_min.Z) * mg->csize.Z + (x - mg->node_min.X);
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int surfaceh = np->offset + np->scale * mg->map_terrain[i];
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int y = y1;
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int surfaceh = np->offset + np->scale * mg->map_terrain[z * mg->ystride + x];
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i = z * mg->zstride + x;
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for (y = y1; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
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i = mg->vmanip->m_area.index(x, y, z);
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for (; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_filler;
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for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_top;
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for (; y <= mg->water_level && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = mg->n_water;
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for (; y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = mg->n_air;
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}
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@ -190,22 +220,23 @@ int BiomeHell::getSurfaceHeight(float noise_terrain) {
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void BiomeHell::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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int y, i = 0;
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int surfaceh = np->offset + np->scale * mg->map_terrain[z * mg->ystride + x];
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i = z * mg->zstride + x;
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for (y = y1; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_filler;
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for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_top;
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for (; y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = mg->n_air;
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}
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///////////////////////////// [ Aether biome ] ////////////////////////////////
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int BiomeAether::getSurfaceHeight(float noise_terrain) {
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return np->offset + np->scale * noise_terrain;
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}
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void BiomeAether::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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}
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/////////////////////////// [ Superflat biome ] ///////////////////////////////
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@ -215,15 +246,5 @@ int BiomeSuperflat::getSurfaceHeight(float noise_terrain) {
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void BiomeSuperflat::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
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int y, i = 0;
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int surfaceh = ntopnodes;
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i = z * mg->zstride + x;
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for (y = y1; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_filler;
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for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = n_top;
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for (; y <= y2; y++, i += mg->ystride)
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mg->vmanip->m_data[i] = mg->n_air;
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}
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24
src/biome.h
24
src/biome.h
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@ -20,12 +20,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef BIOME_HEADER
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#define BIOME_HEADER
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#include <string>
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#include "nodedef.h"
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#include "gamedef.h"
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#include "mapnode.h"
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#include "noise.h"
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#include "mapgen.h"
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enum BiomeTerrainType
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{
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BIOME_TERRAIN_NORMAL,
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BIOME_TERRAIN_LIQUID,
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BIOME_TERRAIN_NETHER,
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BIOME_TERRAIN_AETHER,
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BIOME_TERRAIN_FLAT
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};
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class Biome {
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public:
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MapNode n_top;
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@ -38,14 +49,14 @@ public:
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float heat_max;
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float humidity_min;
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float humidity_max;
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const char *name;
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std::string name;
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NoiseParams *np;
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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};
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class BiomeOcean : public Biome {
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class BiomeLiquid : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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};
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@ -54,6 +65,11 @@ class BiomeHell : public Biome {
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virtual int getSurfaceHeight(float noise_terrain);
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};
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class BiomeAether : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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};
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class BiomeSuperflat : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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BiomeDefManager(IGameDef *gamedef);
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~BiomeDefManager();
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Biome *createBiome(BiomeTerrainType btt);
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Biome *getBiome(float bgfreq, float heat, float humidity);
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void addBiome();
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void addBiomeGroup(float freq);
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void addBiome(int groupid, Biome *b);
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void addDefaultBiomes();
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};
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@ -35,9 +35,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "treegen.h"
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NoiseParams nparams_mtdefault =
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{0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain
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{10.0, 12.0, v3f(350., 350., 350.), 82341, 5, 0.6}; //terrain
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NoiseParams nparams_def_bgroup =
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{0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1
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{0.5, 1/(2*1.6), v3f(350., 350., 350.), 5923, 2, 0.60}; //0 to 1
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NoiseParams nparams_def_heat =
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{25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
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NoiseParams nparams_def_humidity =
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@ -139,9 +139,13 @@ void Mapgen::makeChunk(BlockMakeData *data) {
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map_heat = noise_heat->perlinMap2D(x, z);
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map_humidity = noise_humidity->perlinMap2D(x, z);
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noise_bgroup->transformNoiseMap();
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noise_heat->transformNoiseMap();
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noise_humidity->transformNoiseMap();
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int i = 0;
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for (x = node_min.X; x <= node_max.X; x++) {
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for (z = node_min.Z; z <= node_max.Z; z++) {
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for (x = node_min.X; x <= node_max.X; x++) {
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Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
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biome->genColumn(this, x, z, y1, y2);
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i++;
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@ -153,7 +157,7 @@ void Mapgen::makeChunk(BlockMakeData *data) {
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//genDungeon();
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//add blobs of dirt and gravel underground
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//decorateChunk();
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//updateLiquid(full_node_min, full_node_max);
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updateLiquid(full_node_min, full_node_max);
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updateLighting(node_min, node_max);
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this->generating = false;
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@ -164,7 +168,6 @@ void Mapgen::makeChunk(BlockMakeData *data) {
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void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
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bool isliquid, wasliquid;
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u32 i;
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content_t c;
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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@ -287,7 +287,7 @@ Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
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this->seed = seed;
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this->sx = sx;
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this->sy = sy;
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this->sz = 0;
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this->sz = 1;
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this->noisebuf = new float[nlx * nly];
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this->buf = new float[sx * sy];
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this->result = new float[sx * sy];
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@ -538,3 +538,16 @@ float *Noise::perlinMap3D(float x, float y, float z) {
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return result;
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}
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void Noise::transformNoiseMap() {
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int i = 0;
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for (int z = 0; z != sz; z++) {
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for (int y = 0; y != sy; y++) {
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for (int x = 0; x != sx; x++) {
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result[i] = result[i] * np->scale + np->offset;
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i++;
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}
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}
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}
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}
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@ -95,6 +95,7 @@ public:
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int seed);
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float *perlinMap2D(float x, float y);
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float *perlinMap3D(float x, float y, float z);
|
||||
void transformNoiseMap();
|
||||
};
|
||||
|
||||
// Return value: -1 ... 1
|
||||
|
|
|
@ -37,6 +37,7 @@ extern "C" {
|
|||
#include "content_sao.h" // For LuaEntitySAO and PlayerSAO
|
||||
#include "itemdef.h"
|
||||
#include "nodedef.h"
|
||||
#include "biome.h"
|
||||
#include "craftdef.h"
|
||||
#include "main.h" // For g_settings
|
||||
#include "settings.h" // For accessing g_settings
|
||||
|
@ -436,6 +437,16 @@ struct EnumString es_TileAnimationType[] =
|
|||
{0, NULL},
|
||||
};
|
||||
|
||||
struct EnumString es_BiomeTerrainType[] =
|
||||
{
|
||||
{BIOME_TERRAIN_NORMAL, "normal"},
|
||||
{BIOME_TERRAIN_LIQUID, "liquid"},
|
||||
{BIOME_TERRAIN_NETHER, "nether"},
|
||||
{BIOME_TERRAIN_AETHER, "aether"},
|
||||
{BIOME_TERRAIN_FLAT, "flat"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
||||
/*
|
||||
C struct <-> Lua table converter functions
|
||||
*/
|
||||
|
@ -4147,6 +4158,8 @@ const luaL_reg EnvRef::methods[] = {
|
|||
method(EnvRef, find_node_near),
|
||||
method(EnvRef, find_nodes_in_area),
|
||||
method(EnvRef, get_perlin),
|
||||
//method{EnvRef, get_perlin_map_2d},
|
||||
//method{EnvRef, get_perlin_map_3d},
|
||||
method(EnvRef, clear_objects),
|
||||
method(EnvRef, spawn_tree),
|
||||
{0,0}
|
||||
|
@ -4442,6 +4455,77 @@ static int l_get_server_status(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
// register_biome_groups({frequencies})
|
||||
static int l_register_biome_groups(lua_State *L)
|
||||
{
|
||||
luaL_checktype(L, 1, LUA_TTABLE);
|
||||
int index = 1;
|
||||
if (!lua_istable(L, index)) {
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
BiomeDefManager *bmgr = get_server(L)->getEmergeManager()->biomedef;
|
||||
|
||||
lua_pushnil(L);
|
||||
for (int i = 1; lua_next(L, index) != 0; i++) {
|
||||
bmgr->addBiomeGroup(lua_tonumber(L, -1));
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// register_biome({lots of stuff})
|
||||
static int l_register_biome(lua_State *L)
|
||||
{
|
||||
luaL_checktype(L, 1, LUA_TTABLE);
|
||||
int index = 1, groupid;
|
||||
std::string nodename;
|
||||
|
||||
IWritableNodeDefManager *ndef = get_server(L)->getWritableNodeDefManager();
|
||||
BiomeDefManager *bmgr = get_server(L)->getEmergeManager()->biomedef;
|
||||
|
||||
groupid = getintfield_default(L, index, "group_id", 0);
|
||||
|
||||
enum BiomeTerrainType terrain = (BiomeTerrainType)getenumfield(L, index,
|
||||
"terrain_type", es_BiomeTerrainType, BIOME_TERRAIN_NORMAL);
|
||||
Biome *b = bmgr->createBiome(terrain);
|
||||
|
||||
b->name = getstringfield_default(L, index, "name", "");
|
||||
|
||||
if (getstringfield(L, index, "node_top", nodename))
|
||||
b->n_top = MapNode(ndef->getId(nodename));
|
||||
else
|
||||
b->n_top = MapNode(CONTENT_IGNORE);
|
||||
|
||||
if (getstringfield(L, index, "node_filler", nodename))
|
||||
b->n_filler = MapNode(ndef->getId(nodename));
|
||||
else
|
||||
b->n_filler = b->n_top;
|
||||
|
||||
b->ntopnodes = getintfield_default(L, index, "num_top_nodes", 0);
|
||||
|
||||
b->height_min = getintfield_default(L, index, "height_min", 0);
|
||||
b->height_max = getintfield_default(L, index, "height_max", 0);
|
||||
b->heat_min = getfloatfield_default(L, index, "heat_min", 0.);
|
||||
b->heat_max = getfloatfield_default(L, index, "heat_max", 0.);
|
||||
b->humidity_min = getfloatfield_default(L, index, "humidity_min", 0.);
|
||||
b->humidity_max = getfloatfield_default(L, index, "humidity_max", 0.);
|
||||
|
||||
//////hrm, what to do about the noiseparams...
|
||||
b->np = new NoiseParams; /////just a hacky solution
|
||||
getfloatfield(L, index, "scale", b->np->scale);
|
||||
getfloatfield(L, index, "offset", b->np->offset);
|
||||
//TODO: add configurable spread factor and octaves!?
|
||||
//I'd have to create a Noise for every Biome...
|
||||
bmgr->addBiome(groupid, b);
|
||||
printf(" - added biome '%s' - %d %d\n", b->name.c_str(), b->n_top.param0, b->n_filler.param0);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// register_item_raw({lots of stuff})
|
||||
static int l_register_item_raw(lua_State *L)
|
||||
{
|
||||
|
@ -5254,6 +5338,8 @@ static const struct luaL_Reg minetest_f [] = {
|
|||
{"register_item_raw", l_register_item_raw},
|
||||
{"register_alias_raw", l_register_alias_raw},
|
||||
{"register_craft", l_register_craft},
|
||||
{"register_biome", l_register_biome},
|
||||
{"register_biome_groups", l_register_biome_groups},
|
||||
{"setting_set", l_setting_set},
|
||||
{"setting_get", l_setting_get},
|
||||
{"setting_getbool", l_setting_getbool},
|
||||
|
|
|
@ -549,6 +549,10 @@ public:
|
|||
|
||||
// Envlock should be locked when using the rollback manager
|
||||
IRollbackManager *getRollbackManager(){ return m_rollback; }
|
||||
|
||||
//TODO: determine what should be locked when accessing the emerge manager
|
||||
EmergeManager *getEmergeManager(){ return m_emerge; }
|
||||
|
||||
// actions: time-reversed list
|
||||
// Return value: success/failure
|
||||
bool rollbackRevertActions(const std::list<RollbackAction> &actions,
|
||||
|
|
Loading…
Reference in New Issue