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Add get_biome_id(biome_name) callback
It returns the index used in mg->biomemap for a given biome name. The biomemap is useless without this unless you re-register all existing biomes, which could cause problems for anyone else trying to use biomemap. With this, you can quickly create a lookup table of ids and names.
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3 changed files with 32 additions and 0 deletions
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@ -450,6 +450,30 @@ size_t get_biome_list(lua_State *L, int index,
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///////////////////////////////////////////////////////////////////////////////
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// get_biome_id(biomename)
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// returns the biome id used in biomemap
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int ModApiMapgen::l_get_biome_id(lua_State *L)
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{
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const char *biome_str = lua_tostring(L, 1);
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if (!biome_str)
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return 0;
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BiomeManager *bmgr = getServer(L)->getEmergeManager()->biomemgr;
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if (!bmgr)
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return 0;
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Biome *biome = (Biome *) bmgr->getByName(biome_str);
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if (!biome || biome->index == OBJDEF_INVALID_INDEX)
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return 0;
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lua_pushinteger(L, biome->index);
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return 1;
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}
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// get_mapgen_object(objectname)
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// returns the requested object used during map generation
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int ModApiMapgen::l_get_mapgen_object(lua_State *L)
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@ -1257,6 +1281,7 @@ int ModApiMapgen::l_serialize_schematic(lua_State *L)
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void ModApiMapgen::Initialize(lua_State *L, int top)
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{
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API_FCT(get_biome_id);
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API_FCT(get_mapgen_object);
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API_FCT(get_mapgen_params);
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@ -24,6 +24,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ModApiMapgen : public ModApiBase {
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private:
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// get_biome_id(biomename)
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// returns the biome id used in biomemap
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static int l_get_biome_id(lua_State *L);
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// get_mapgen_object(objectname)
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// returns the requested object used during map generation
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static int l_get_mapgen_object(lua_State *L);
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