Fix coordinates being handled incorrectly in some places
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parent
826d1a9a8e
commit
c0e541a7e7
12
items.lua
12
items.lua
@ -116,7 +116,7 @@ local function show_map_formspec(map, player_x, player_z, player_name, height_mo
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height_mode = height_mode,
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height_mode = height_mode,
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};
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};
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player_x, player_z = map:to_coordinates(player_x, player_z)
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player_x, player_z = map:to_coordinates(player_x, player_z, true);
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local formspec, formspec_width, _ = map_formspec.from_map(map, player_x, player_z, height_mode);
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local formspec, formspec_width, _ = map_formspec.from_map(map, player_x, player_z, height_mode);
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local height_button_texture;
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local height_button_texture;
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if height_mode then
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if height_mode then
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@ -181,8 +181,8 @@ end
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-- Get the description text for a map ID and dimensions
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-- Get the description text for a map ID and dimensions
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--
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--
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-- id: The map ID
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-- id: The map ID
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-- from_x: The x coordinate of the top-left corner of the map, in world coordinates
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-- from_x: The x coordinate of the top-left corner of the map, in map coordinates
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-- from_z: The z coordinate of the top-left corner of the map, in world coordinates
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-- from_z: The z coordinate of the top-left corner of the map, in map coordinates
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-- w: The width, in world coordinates
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-- w: The width, in world coordinates
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-- h: The height, in world coordinates
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-- h: The height, in world coordinates
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--
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--
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@ -191,7 +191,7 @@ local function map_description(id, from_x, from_z, w, h)
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return string.format("Map #%d\n[%d,%d] - [%d,%d]",
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return string.format("Map #%d\n[%d,%d] - [%d,%d]",
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id,
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id,
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chunk.from(from_x), chunk.from(from_z),
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chunk.from(from_x), chunk.from(from_z),
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chunk.from(from_x + w), chunk.from(from_z + h));
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chunk.from(from_x + w + 1), chunk.from(from_z + h + 1));
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end
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end
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-- Create a map from metadata, and assign the ID to the metadata
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-- Create a map from metadata, and assign the ID to the metadata
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@ -208,8 +208,8 @@ local function map_from_meta(meta, player_x, player_z)
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local total_size = size * scale;
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local total_size = size * scale;
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local map_x = math.floor((player_x + 10)/total_size) * total_size - 10
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local map_x = math.floor(player_x / total_size) * total_size;
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local map_y = math.floor((player_z + 10)/total_size) * total_size - 10;
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local map_y = math.floor(player_z / total_size) * total_size;
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local id = maps.create(map_x, map_y, size, size, false, detail, scale);
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local id = maps.create(map_x, map_y, size, size, false, detail, scale);
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26
map_api.lua
26
map_api.lua
@ -31,9 +31,9 @@ end
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-- w: The width, in map coordinates
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-- w: The width, in map coordinates
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-- h: The height, in map coordinates
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-- h: The height, in map coordinates
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function Map.fill_area(self, x, z, w, h)
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function Map.fill_area(self, x, z, w, h)
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for i = math.max(x, self.x),math.min(x + w - 1, self.x + self.w),1 do
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for i = math.max(x, 0),math.min(x + w - 1, self.w),1 do
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for j = math.max(z, self.z),math.min(z + h - 1, self.z + self.h),1 do
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for j = math.max(z, 0),math.min(z + h - 1, self.h),1 do
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self.fill[(i - self.x) + ((j - self.z) * self.w)] = self.detail;
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self.fill[i + (j * self.w)] = self.detail;
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end
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end
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end
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end
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end
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end
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@ -77,10 +77,10 @@ end
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-- x: The x position, in world coordinates
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-- x: The x position, in world coordinates
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-- z: The z position, in world coordinates
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-- z: The z position, in world coordinates
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function Map.fill_local(self, x, z)
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function Map.fill_local(self, x, z)
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x, z = self:to_coordinates(x, z);
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x, z = self:to_coordinates(x, z, true);
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-- TODO: Adjust size to match map scale
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-- TODO: Adjust size to match map scale
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if x >= self.x - 2 and x <= self.x + self.w + 1 and z >= self.z - 2 and z <= self.z + self.h + 1 then
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if x >= -2 and x <= self.w + 1 and z >= -2 and z <= self.h + 1 then
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self:fill_area(x - 2, z - 2, 5, 5);
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self:fill_area(x - 2, z - 2, 5, 5);
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end
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end
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end
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end
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@ -89,14 +89,22 @@ end
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--
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--
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-- x: The x position, in world coordinates
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-- x: The x position, in world coordinates
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-- z: The z position, in world coordinates
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-- z: The z position, in world coordinates
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-- (Optional) relative: When true, the coordinates are relative to this map's
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-- position.
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--
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--
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-- Returns The converted x and z coordinates
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-- Returns The converted x and z coordinates
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function Map.to_coordinates(self, x, z)
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function Map.to_coordinates(self, x, z, relative)
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if self.scale == 0 then
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if self.scale == 0 then
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return chunk.to(x), chunk.to(z);
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return chunk.to(x), chunk.to(z);
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end
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end
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return math.floor(chunk.to(x) / self.scale + 0.5), math.floor(chunk.to(z) / self.scale + 0.5);
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if relative then
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return math.floor((chunk.to(x) - self.x) / self.scale + 0.5),
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math.floor((chunk.to(z) - self.z) / self.scale + 0.5);
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else
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return math.floor(chunk.to(x) / self.scale + 0.5),
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math.floor(chunk.to(z) / self.scale + 0.5);
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end
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end
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end
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-- Check if the given position on this map is filled
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-- Check if the given position on this map is filled
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@ -137,8 +145,8 @@ local maps = {
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setmetatable(map, Map);
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setmetatable(map, Map);
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map_data.maps[id] = map;
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map_data.maps[id] = map;
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if filled then
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if filled or true then
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map:fill(map, x, z, w, h);
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map:fill_area(0, 0, w, h);
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end
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end
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map_data.next_map_id = map_data.next_map_id + 1;
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map_data.next_map_id = map_data.next_map_id + 1;
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@ -45,8 +45,8 @@ end
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-- Generate formspec markup for a given map
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-- Generate formspec markup for a given map
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--
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--
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-- x: The X position of the map (in map coordinates)
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-- x: The X position of the map (in relative map coordinates)
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-- y: The Z position of the map (in map coordinates)
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-- y: The Z position of the map (in relative map coordinates)
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-- w: The width of the map (in map coordinates)
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-- w: The width of the map (in map coordinates)
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-- h: The height of the map (in map coordinates)
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-- h: The height of the map (in map coordinates)
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-- player_x: The X position of the player marker (in map coordinates)
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-- player_x: The X position of the player marker (in map coordinates)
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@ -64,12 +64,14 @@ local function generate_map(x, y, w, h, player_x, player_y, detail, map_scale, h
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local str = "";
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local str = "";
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local noise = PerlinNoiseMap(MAP_NOISE, { x=w + 1, y=h + 1, z=1}):get_2d_map({ x=x, y=y});
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local noise = PerlinNoiseMap(MAP_NOISE, { x=w + 1, y=h + 1, z=1}):get_2d_map({ x=x, y=y});
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for i = x,x + w,1 do
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for i = 0,w,1 do
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local fx = (i - x) * TILE_OFFSET;
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local world_i = x + (i * map_scale);
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local column = map_data.generated[i * map_scale];
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local fx = i * TILE_OFFSET;
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for j = y + h,y,-1 do
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local column = map_data.generated[world_i];
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local fy = (y + h - j) * TILE_OFFSET;
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for j = h,0,-1 do
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if column == nil or column[j * map_scale] == nil or (is_visible and not is_visible(..., i, j)) then
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local world_j = y + (j * map_scale);
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local fy = (h - j) * TILE_OFFSET;
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if column == nil or column[world_j] == nil or (is_visible and not is_visible(..., x + i, y + j)) then
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local unknown_tex = util.get_clamped(skin.unknown_biome_textures, detail);
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local unknown_tex = util.get_clamped(skin.unknown_biome_textures, detail);
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str = str .. gui.image {
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str = str .. gui.image {
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x = fx,
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x = fx,
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@ -77,11 +79,11 @@ local function generate_map(x, y, w, h, player_x, player_y, detail, map_scale, h
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w = TILE_SIZE,
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w = TILE_SIZE,
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h = TILE_SIZE,
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h = TILE_SIZE,
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image = get_variant(unknown_tex, i - x, j - y, noise),
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image = get_variant(unknown_tex, i, j, noise),
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};
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};
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else
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else
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local name = minetest.get_biome_name(column[j * map_scale].biome);
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local name = minetest.get_biome_name(column[world_j].biome);
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local height = column[j * map_scale].height;
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local height = column[world_j].height;
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local biome = biomes.get_texture(name, math.floor(height + 0.5), detail);
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local biome = biomes.get_texture(name, math.floor(height + 0.5), detail);
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if biome then
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if biome then
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@ -115,7 +117,7 @@ local function generate_map(x, y, w, h, player_x, player_y, detail, map_scale, h
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w = TILE_SIZE,
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w = TILE_SIZE,
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h = TILE_SIZE,
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h = TILE_SIZE,
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image = get_variant(biome, i - x, j - y, noise) .. mod,
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image = get_variant(biome, i, j, noise) .. mod,
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};
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};
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if get_marker then
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if get_marker then
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@ -151,7 +153,7 @@ local function generate_map(x, y, w, h, player_x, player_y, detail, map_scale, h
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w = TILE_SIZE,
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w = TILE_SIZE,
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h = TILE_SIZE,
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h = TILE_SIZE,
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image = get_variant(unknown_tex, i - x, j - y, noise),
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image = get_variant(unknown_tex, i, j, noise),
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};
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};
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end
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end
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end
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end
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@ -182,15 +184,15 @@ function map_formspec.from_coords(x, y, w, h, detail, scale, height_mode)
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w = formspec_width,
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w = formspec_width,
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h = formspec_height,
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h = formspec_height,
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generate_map(x - (w * 0.5), y - (h * 0.5), w, h, x, y, detail, scale, height_mode),
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generate_map(x - (w * 0.5), y - (h * 0.5), w, h, w * 0.5, h * 0.5, detail, scale, height_mode),
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}, formspec_width, formspec_height;
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}, formspec_width, formspec_height;
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end
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end
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-- Get the formspec for a given map table
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-- Get the formspec for a given map table
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--
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--
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-- map: The map to use
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-- map: The map to use
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-- x: The X position of the player marker, in map coordinates
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-- x: The X position of the player marker, in relative map coordinates
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-- y: The Y position of the player marker, in map coordinates
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-- y: The Y position of the player marker, in relative map coordinates
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-- height_mode: If true, displaces tiles by their height
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-- height_mode: If true, displaces tiles by their height
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--
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--
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-- Returns a formspec string, the width of the formspec, and the height of the
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-- Returns a formspec string, the width of the formspec, and the height of the
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