Generate witch huts only in swamplands

This commit is contained in:
Wuzzy 2017-09-11 00:28:52 +02:00
parent ee5bbff70c
commit 0baa563072
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)
return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256) return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
end end
-- Takes an index of a biomemap table (from minetest.get_mapgen_object),
-- minp and maxp (from an on_generated callback) and returns the real world coordinates
-- as X, Z.
-- Inverse function of xz_to_biomemap
local biomemap_to_xz = function(index, minp, maxp)
local xwidth = maxp.x - minp.x + 1
local zwidth = maxp.z - minp.z + 1
local x = ((index-1) % xwidth) + minp.x
local z = ((index-1) / zwidth) + minp.z
return x, z
end
-- Takes x and z coordinates and minp and maxp of a generated chunk
-- (in on_generated callback) and returns a biomemap index)
-- Inverse function of biomemap_to_xz
local xz_to_biomemap_index = function(x, z, minp, maxp)
local xwidth = maxp.x - minp.x + 1
local zwidth = maxp.z - minp.z + 1
local minix = x % xwidth
local miniz = z % zwidth
return (minix + miniz * zwidth) + 1
end
-- Perlin noise objects -- Perlin noise objects
local perlin_structures local perlin_structures
local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
@ -988,7 +1012,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
end end
end end
end end
if maxp.y >= 3 and minp.y <= 64 then local struct_min, struct_max = -1, 64
if maxp.y >= struct_min and minp.y <= struct_max then
local biomemap = minetest.get_mapgen_object("biomemap")
-- Generate structures -- Generate structures
perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100) perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100)
@ -1010,7 +1036,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
local z = pr:next(z0, z1) local z = pr:next(z0, z1)
-- Find ground level -- Find ground level
local ground_y = nil local ground_y = nil
for y=64,-1,-1 do for y = struct_max, struct_min, -1 do
local checknode = minetest.get_node({x=x,y=y,z=z}).name local checknode = minetest.get_node({x=x,y=y,z=z}).name
if minetest.registered_nodes[checknode].walkable then if minetest.registered_nodes[checknode].walkable then
ground_y = y ground_y = y
@ -1085,9 +1111,28 @@ minetest.register_on_generated(function(minp, maxp, seed)
-- Witch hut -- Witch hut
if ground_y <= 0 and nn == "mcl_core:dirt" then if ground_y <= 0 and nn == "mcl_core:dirt" then
local prob = minecraft_chunk_probability(64, minp, maxp) local prob = minecraft_chunk_probability(48, minp, maxp)
if math.random(1, prob) == 1 then local swampland = minetest.get_biome_id("jungle_edge")
local swampland_shore = minetest.get_biome_id("jungle_edge_ocean")
-- Where do witches live?
local here_be_witches = false
if mg_name == "v6" then
-- In ye good ol' landes of v6, witches will settle at any
-- shores of dirt.
here_be_witches = true
else
-- The townsfolk told me that witches live in the swamplands!
local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
if biomemap[bi] == swampland or biomemap[bi] == swampland_shore then
here_be_witches = true
end
end
-- We still need a bit of luck!
if here_be_witches and math.random(1, prob) == 1 then
local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270" local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270"
local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1} local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
if r == "0" or r == "180" then if r == "0" or r == "180" then
@ -1096,6 +1141,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
size = {x=8, y=4, z=10} size = {x=8, y=4, z=10}
end end
local p2 = vector.add(p1, size) local p2 = vector.add(p1, size)
-- This checks free space at the “body” of the hut and a bit around. -- This checks free space at the “body” of the hut and a bit around.
-- ALL nodes must be free for the placement to succeed. -- ALL nodes must be free for the placement to succeed.
local free_nodes = minetest.find_nodes_in_area(p1, p2, {"air", "mcl_core:water_source", "mcl_flowers:waterlily"}) local free_nodes = minetest.find_nodes_in_area(p1, p2, {"air", "mcl_core:water_source", "mcl_flowers:waterlily"})
@ -1227,6 +1273,7 @@ local function generate_tree_decorations(minp, maxp, biomemap)
local swamp_biome_found, jungle_biome_found = false, false local swamp_biome_found, jungle_biome_found = false, false
for b=1, #biomemap do for b=1, #biomemap do
local id = biomemap[b] local id = biomemap[b]
if not swamp_biome_found and (id == swampland or id == swampland_shore) then if not swamp_biome_found and (id == swampland or id == swampland_shore) then
oaktree = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:tree"}) oaktree = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:tree"})
oakleaves = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:leaves"}) oakleaves = minetest.find_nodes_in_area(minp, maxp, {"mcl_core:leaves"})