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@ -183,6 +183,9 @@ handle_schematics.find_flat_land_for_building_with_border = function( heightmap,
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-- translate index back into coordinates
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local p = {x=minp.x+(i%chunksize)-1, y=heightmap[ i ], z=minp.z+math.floor(i/chunksize)};
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-- the index in the heightmap
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p.i = i;
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-- p.plot_start and p.plot_end mark the total area of the entire plot,
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-- including building and borders; perhaps this will be of intrest
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-- later on (i.e. for clearing the place in margin_front from trees
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@ -252,7 +255,7 @@ end
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-- * yoffset some schematics may have basements
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-- * initial_rotation some schematics need to be rotated first so that their
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-- front shows up at the front. Allowed values: 0,1,2 or 3
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-- TODO: add a return value (where, rotation, what, replacements)
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-- Returns information about where and how the building was placed.
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-- TODO: pass yoffset on to the search-for-place-function as well?
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-- TODO: read a larger voxelmanip area for tree modifications?
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handle_schematics.place_schematic_on_flat_land = function( heightmap, minp, maxp,
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@ -363,6 +366,7 @@ handle_schematics.place_schematic_on_flat_land = function( heightmap, minp, maxp
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start_pos.bsizex = math.abs(p.build_end.x - start_pos.x)+1;
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start_pos.bsizez = math.abs(p.build_end.z - start_pos.z)+1;
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p.start_pos = start_pos;
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-- last parameter false -> place dirt nodes instead of trying to keep the ground nodes
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local missing_nodes = handle_schematics.generate_building(start_pos, minp2, maxp2, data, param2_data, a, extranodes, replacements_table, cid, extra_calls, start_pos.building_nr, start_pos.village_id, binfo, cid.c_gravel, keep_ground, scaffolding_only);
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@ -377,6 +381,8 @@ handle_schematics.place_schematic_on_flat_land = function( heightmap, minp, maxp
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handle_schematics.call_on_construct( extra_calls.on_constr );
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-- set up doors properly (to whatever minetest_game currently demands)
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handle_schematics.call_door_setup( extra_calls.door_b );
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return p;
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end
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