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Generate witch huts only in swamplands
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1 changed files with 51 additions and 4 deletions
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@ -941,6 +941,30 @@ local function minecraft_chunk_probability(x, minp, maxp)
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return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
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end
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-- Takes an index of a biomemap table (from minetest.get_mapgen_object),
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-- minp and maxp (from an on_generated callback) and returns the real world coordinates
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-- as X, Z.
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-- Inverse function of xz_to_biomemap
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local biomemap_to_xz = function(index, minp, maxp)
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local xwidth = maxp.x - minp.x + 1
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local zwidth = maxp.z - minp.z + 1
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local x = ((index-1) % xwidth) + minp.x
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local z = ((index-1) / zwidth) + minp.z
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return x, z
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end
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-- Takes x and z coordinates and minp and maxp of a generated chunk
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-- (in on_generated callback) and returns a biomemap index)
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-- Inverse function of biomemap_to_xz
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local xz_to_biomemap_index = function(x, z, minp, maxp)
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local xwidth = maxp.x - minp.x + 1
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local zwidth = maxp.z - minp.z + 1
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local minix = x % xwidth
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local miniz = z % zwidth
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return (minix + miniz * zwidth) + 1
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end
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-- Perlin noise objects
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local perlin_structures
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
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@ -988,7 +1012,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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end
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if maxp.y >= 3 and minp.y <= 64 then
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local struct_min, struct_max = -1, 64
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if maxp.y >= struct_min and minp.y <= struct_max then
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local biomemap = minetest.get_mapgen_object("biomemap")
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-- Generate structures
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perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100)
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@ -1010,7 +1036,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local z = pr:next(z0, z1)
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-- Find ground level
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local ground_y = nil
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for y=64,-1,-1 do
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for y = struct_max, struct_min, -1 do
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local checknode = minetest.get_node({x=x,y=y,z=z}).name
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if minetest.registered_nodes[checknode].walkable then
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ground_y = y
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@ -1085,9 +1111,28 @@ minetest.register_on_generated(function(minp, maxp, seed)
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-- Witch hut
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if ground_y <= 0 and nn == "mcl_core:dirt" then
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local prob = minecraft_chunk_probability(64, minp, maxp)
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local prob = minecraft_chunk_probability(48, minp, maxp)
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if math.random(1, prob) == 1 then
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local swampland = minetest.get_biome_id("jungle_edge")
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local swampland_shore = minetest.get_biome_id("jungle_edge_ocean")
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-- Where do witches live?
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local here_be_witches = false
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if mg_name == "v6" then
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-- In ye good ol' landes of v6, witches will settle at any
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-- shores of dirt.
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here_be_witches = true
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else
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-- The townsfolk told me that witches live in the swamplands!
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local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
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if biomemap[bi] == swampland or biomemap[bi] == swampland_shore then
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here_be_witches = true
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end
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end
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-- We still need a bit of luck!
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if here_be_witches and math.random(1, prob) == 1 then
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local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270"
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local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
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if r == "0" or r == "180" then
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@ -1096,6 +1141,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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size = {x=8, y=4, z=10}
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end
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local p2 = vector.add(p1, size)
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-- This checks free space at the “body” of the hut and a bit around.
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-- ALL nodes must be free for the placement to succeed.
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local free_nodes = minetest.find_nodes_in_area(p1, p2, {"air", "mcl_core:water_source", "mcl_flowers:waterlily"})
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@ -1227,6 +1273,7 @@ local function generate_tree_decorations(minp, maxp, biomemap)
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local swamp_biome_found, jungle_biome_found = false, false
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for b=1, #biomemap do
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local id = biomemap[b]
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if not swamp_biome_found and (id == swampland or id == swampland_shore) then
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oaktree = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:tree"})
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oakleaves = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:leaves"})
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