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.
* `get_gen_notify()`: returns a flagstring and a table with the deco_ids
* `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects")
+* `minetest.get_biome_id(biome_name)`
+ * Returns the biome id, as used in the biomemap Mapgen object, for a
+ given biome_name string.
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
`mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
* `minetest.set_mapgen_params(MapgenParams)`
///////////////////////////////////////////////////////////////////////////////
+// get_biome_id(biomename)
+// returns the biome id used in biomemap
+int ModApiMapgen::l_get_biome_id(lua_State *L)
+{
+ const char *biome_str = lua_tostring(L, 1);
+ if (!biome_str)
+ return 0;
+
+ BiomeManager *bmgr = getServer(L)->getEmergeManager()->biomemgr;
+
+ if (!bmgr)
+ return 0;
+
+ Biome *biome = (Biome *) bmgr->getByName(biome_str);
+
+ if (!biome || biome->index == OBJDEF_INVALID_INDEX)
+ return 0;
+
+ lua_pushinteger(L, biome->index);
+
+ return 1;
+}
+
+
// get_mapgen_object(objectname)
// returns the requested object used during map generation
int ModApiMapgen::l_get_mapgen_object(lua_State *L)
void ModApiMapgen::Initialize(lua_State *L, int top)
{
+ API_FCT(get_biome_id);
API_FCT(get_mapgen_object);
API_FCT(get_mapgen_params);
class ModApiMapgen : public ModApiBase {
private:
+ // get_biome_id(biomename)
+ // returns the biome id used in biomemap
+ static int l_get_biome_id(lua_State *L);
+
// get_mapgen_object(objectname)
// returns the requested object used during map generation
static int l_get_mapgen_object(lua_State *L);