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Mapgen: Add propagate_shadow bool to calcLighting
To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
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7 changed files with 34 additions and 44 deletions
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@ -38,6 +38,9 @@ MapgenSinglenode::MapgenSinglenode(int mapgenid,
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c_node = ndef->getId("mapgen_singlenode");
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if (c_node == CONTENT_IGNORE)
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c_node = CONTENT_AIR;
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MapNode n_node(c_node);
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set_light = (ndef->get(n_node).sunlight_propagates) ? LIGHT_SUN : 0x00;
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}
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@ -45,6 +48,7 @@ MapgenSinglenode::~MapgenSinglenode()
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{
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}
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//////////////////////// Map generator
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void MapgenSinglenode::makeChunk(BlockMakeData *data)
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@ -53,11 +57,11 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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@ -67,8 +71,8 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
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v3s16 blockpos_max = data->blockpos_max;
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// Area of central chunk
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v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
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v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
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v3s16 node_min = blockpos_min * MAP_BLOCKSIZE;
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v3s16 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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blockseed = getBlockSeed2(node_min, data->seed);
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@ -87,15 +91,15 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, node_min, node_max);
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min, node_max);
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// Set lighting
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if ((flags & MG_LIGHT) && set_light == LIGHT_SUN)
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setLighting(LIGHT_SUN, node_min, node_max);
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this->generating = false;
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}
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int MapgenSinglenode::getGroundLevelAtPoint(v2s16 p)
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{
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return 0;
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}
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