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Speedup placing villages 2/2 (update mcl_villages through Gitea, as direct push doesn't work)
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3b196da12f
commit
1d792a650f
5 changed files with 13 additions and 30 deletions
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@ -4,7 +4,7 @@
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-------------------------------------------------------------------------------
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function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
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-- get building node material for better integration to surrounding
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local platform_material = minetest.get_node_or_nil(pos)
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local platform_material = mcl_util.get_far_node(pos, true)
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if not platform_material then
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return
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end
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@ -1,3 +1,4 @@
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mcl_util
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mcl_core
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mcl_loot
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mcl_farming?
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@ -52,8 +52,7 @@ function settlements.terraform(settlement_info, pr)
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else
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-- write ground
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local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
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minetest.forceload_block(p)
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local node = minetest.get_node_or_nil(p)
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local node = mcl_util.get_far_node(p, true)
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if node and node.name ~= "air" then
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minetest.swap_node(p,{name="air"})
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end
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@ -82,6 +82,7 @@ end
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name ~= "singlenode" then
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minetest.register_on_generated(function(minp, maxp, blockseed)
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minetest.log("warning","[mcl_villages] on_generated("..minetest.pos_to_string(minp)..", "..minetest.pos_to_string(maxp)..", "..tostring(blockseed)..")")
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-- needed for manual and automated settlement building
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local heightmap = minetest.get_mapgen_object("heightmap")
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@ -94,11 +95,8 @@ if mg_name ~= "singlenode" then
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-- don't build settlements on (too) uneven terrain
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local height_difference = settlements.evaluate_heightmap(minp, maxp)
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if height_difference > max_height_difference then return end
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-- new way - slow :(((((
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minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
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-- old way - wait 3 seconds:
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-- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
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-- we need 'minetest.after' here to exit from emerging thread we probably currently in:
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minetest.after(0.1, build_a_settlement_no_delay, vector.new(minp), vector.new(maxp), blockseed)
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end)
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end
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-- manually place villages
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@ -51,7 +51,7 @@ function settlements.find_surface(pos)
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local itter -- count up or down
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local cnt_max = 200
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-- check, in which direction to look for surface
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local surface_node = minetest.get_node_or_nil(p6)
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local surface_node = mcl_util.get_far_node(p6, true)
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if surface_node and string.find(surface_node.name,"air") then
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itter = -1
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else
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@ -61,31 +61,16 @@ function settlements.find_surface(pos)
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while cnt < cnt_max do
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cnt = cnt+1
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minetest.forceload_block(p6)
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surface_node = minetest.get_node_or_nil(p6)
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if not surface_node then
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-- Load the map at pos and try again
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minetest.get_voxel_manip():read_from_map(p6, p6)
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surface_node = minetest.get_node(p6)
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surface_node = mcl_util.get_far_node(p6, true)
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if surface_node.name == "ignore" then
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settlements.debug("find_surface1: nil or ignore")
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return nil
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end
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end
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-- if surface_node == nil or surface_node.name == "ignore" then
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-- --return nil
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-- local fl = minetest.forceload_block(p6)
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-- if not fl then
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--
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-- return nil
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-- end
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-- end
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--
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-- Check Surface_node and Node above
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--
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if settlements.surface_mat[surface_node.name] then
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local surface_node_plus_1 = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z})
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local surface_node_plus_1 = mcl_util.get_far_node({ x=p6.x, y=p6.y+1, z=p6.z}, true)
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if surface_node_plus_1 and surface_node and
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(string.find(surface_node_plus_1.name,"air") or
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string.find(surface_node_plus_1.name,"snow") or
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@ -257,7 +242,7 @@ function settlements.initialize_nodes(settlement_info, pr)
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for xi = 0,width do
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for zi = 0,depth do
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local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
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local node = minetest.get_node(ptemp)
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local node = mcl_util.get_far_node(ptemp, true)
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if node.name == "mcl_furnaces:furnace" or
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node.name == "mcl_chests:chest" or
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node.name == "mcl_anvils:anvil" then
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