Engine/Mapgen
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Boilerplate Mapgen Code
Here is the bare minimum for a (playable) map generator, given the new infrastructure:
class MapgenTest : public Mapgen {
ManualMapVoxelManipulator *vmanip;
INodeDefManager *ndef;
void makeChunk(BlockMakeData *data) {
vmanip = data->vmanip;
ndef = data->nodedef;
v3s16 node_min = data->blockpos_min * MAP_BLOCKSIZE;
v3s16 node_max = (data->blockpos_max + v3s16(1,1,1)) * MAP_BLOCKSIZE - v3s16(1,1,1);
MapNode n_air(ndef->getId("mapgen_air"));
MapNode n_grass(ndef->getId("mapgen_dirt_with_grass"));
for (int z = node_min.Z; z <= node_max.Z; z++) {
for (int y = node_min.Y; y <= node_max.Y; y++) {
for (int x = node_min.X; x <= node_max.X; x++) {
int i = vmanip->m_area.index(x, y, z);
if (y == -4)
vmanip->m_data[i] = n_grass;
else
vmanip->m_data[i] = n_air;
}
}
}
updateLighting(node_min, node_max);
}
int getGroundLevelAtPoint(v2s16 p) {
return 0;
}
void updateLighting(v3s16 nmin, v3s16 nmax) {
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
bool block_is_underground = false;
bool sunlight = !block_is_underground;
for (int i = 0; i < 2; i++) {
enum LightBank bank = banks[i];
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef, light_sources, unlight_from);
voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
vmanip->spreadLight(bank, light_sources, ndef);
}
}
};
class MapgenTestParams : public MapgenParams {
bool readParams(Settings *settings) {
return true;
}
void writeParams(Settings *settings) {
}
};
class MapgenTestFactory : public MapgenFactory {
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) {
return new MapgenTest();
}
MapgenParams *createMapgenParams() {
return new MapgenTestParams();
}
};
Then, simply add
registerMapgen("test", new MapgenTestFactory());
to EmergeManager::EmergeManager().