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path: root/src/script/lua_api/CMakeLists.txt
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* Revert "Revert CSM particles commit to fix particle spawner bug for 5.0.0 (#8...Loïc Blot2019-02-26
* Revert CSM particles commit to fix particle spawner bug for 5.0.0 (#8288)Paramat2019-02-26
* Replace auth.txt with SQLite auth database (#7279)Ben Deutsch2018-08-05
* Add player:get_meta(), deprecate player attributes (#7202)rubenwardy2018-04-06
* [CSM] Add functions to create particles and particlespawners. (#6072)red-0012018-01-20
* Implement mod communication channels (#6351)Loïc Blot2017-09-26
* [CSM] Add camera API (#5609)bigfoot5472017-05-05
* LocalPlayer api luaVincent Glize2017-04-08
* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
* [CSM] storage + fixesLoic Blot2017-03-13
* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
* [CSM] Client side moddingLoic Blot2017-03-13
* Add ModMetadata API (#5131)Loïc Blot2017-02-08
* Add ItemStack key-value meta storagerubenwardy2017-02-04
* Derive NodeMetaRef from MetaDataRefrubenwardy2017-02-04
* Add Lua interface to HTTPFetchRequestJeija2016-02-22
* Add AreaStore data structureest312015-07-27
* Clean up and tweak build systemShadowNinja2015-03-27
* Remove dependency on marshal and many other async changesShadowNinja2014-04-27
* Fix modstore/favourites hang by adding asynchronous lua job supportsapier2013-11-29
* Add Settings interface for LuaPilzAdam2013-09-10
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Add LuaVoxelManipkwolekr2013-06-27
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
////////// Mapgen V6 flags #define MGV6_JUNGLES 0x01 #define MGV6_BIOMEBLEND 0x02 #define MGV6_MUDFLOW 0x04 #define MGV6_SNOWBIOMES 0x08 #define MGV6_FLAT 0x10 #define MGV6_TREES 0x20 extern FlagDesc flagdesc_mapgen_v6[]; enum BiomeV6Type { BT_NORMAL, BT_DESERT, BT_JUNGLE, BT_TUNDRA, BT_TAIGA, }; struct MapgenV6Params : public MapgenParams { float freq_desert = 0.45f; float freq_beach = 0.15f; s16 dungeon_ymin = -31000; s16 dungeon_ymax = 31000; NoiseParams np_terrain_base; NoiseParams np_terrain_higher; NoiseParams np_steepness; NoiseParams np_height_select; NoiseParams np_mud; NoiseParams np_beach; NoiseParams np_biome; NoiseParams np_cave; NoiseParams np_humidity; NoiseParams np_trees; NoiseParams np_apple_trees; MapgenV6Params(); ~MapgenV6Params() = default; void readParams(const Settings *settings); void writeParams(Settings *settings) const; void setDefaultSettings(Settings *settings); }; class MapgenV6 : public Mapgen { public: EmergeParams *m_emerge; int ystride; u32 spflags; v3s16 node_min; v3s16 node_max; v3s16 full_node_min; v3s16 full_node_max; v3s16 central_area_size; Noise *noise_terrain_base; Noise *noise_terrain_higher; Noise *noise_steepness; Noise *noise_height_select; Noise *noise_mud; Noise *noise_beach; Noise *noise_biome; Noise *noise_humidity; NoiseParams *np_cave; NoiseParams *np_humidity; NoiseParams *np_trees; NoiseParams *np_apple_trees; NoiseParams np_dungeons; float freq_desert; float freq_beach; s16 dungeon_ymin; s16 dungeon_ymax; content_t c_stone; content_t c_dirt; content_t c_dirt_with_grass; content_t c_sand; content_t c_water_source; content_t c_lava_source; content_t c_gravel; content_t c_desert_stone; content_t c_desert_sand; content_t c_dirt_with_snow; content_t c_snow; content_t c_snowblock; content_t c_ice; content_t c_cobble; content_t c_mossycobble; content_t c_stair_cobble; content_t c_stair_desert_stone; MapgenV6(MapgenV6Params *params, EmergeParams *emerge); ~MapgenV6(); virtual MapgenType getType() const { return MAPGEN_V6; } void makeChunk(BlockMakeData *data); int getGroundLevelAtPoint(v2s16 p); int getSpawnLevelAtPoint(v2s16 p); float baseTerrainLevel(float terrain_base, float terrain_higher, float steepness, float height_select); virtual float baseTerrainLevelFromNoise(v2s16 p); virtual float baseTerrainLevelFromMap(v2s16 p); virtual float baseTerrainLevelFromMap(int index); s16 find_stone_level(v2s16 p2d); bool block_is_underground(u64 seed, v3s16 blockpos); s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision); float getHumidity(v2s16 p); float getTreeAmount(v2s16 p); bool getHaveAppleTree(v2s16 p); float getMudAmount(v2s16 p); virtual float getMudAmount(int index); bool getHaveBeach(v2s16 p); bool getHaveBeach(int index); BiomeV6Type getBiome(v2s16 p); BiomeV6Type getBiome(int index, v2s16 p); u32 get_blockseed(u64 seed, v3s16 p); virtual void calculateNoise(); int generateGround(); void addMud(); void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos); void moveMud(u32 remove_index, u32 place_index, u32 above_remove_index, v2s16 pos, v3s16 em); void growGrass(); void placeTreesAndJungleGrass(); virtual void generateCaves(int max_stone_y); };