Fix some PseudRandom weirdness in mcl_structures

This commit is contained in:
Wuzzy 2019-03-07 22:03:34 +01:00
parent 1cb142ec5f
commit 1df3d0e42b

View file

@ -15,6 +15,10 @@ mcl_structures.get_struct = function(file)
return allnode return allnode
end end
local mapseed = tonumber(minetest.get_mapgen_setting("seed"))
-- Random number generator for all generated structures
local pr = PseudoRandom(mapseed)
-- Call on_construct on pos. -- Call on_construct on pos.
-- Useful to init chests from formspec. -- Useful to init chests from formspec.
local init_node_construct = function(pos) local init_node_construct = function(pos)
@ -171,8 +175,6 @@ mcl_structures.generate_igloo_basement = function(pos, orientation)
else else
return success return success
end end
-- FIXME: Use better seeding
local pr = PseudoRandom(math.random(0, 4294967295))
local size = {x=9,y=5,z=7} local size = {x=9,y=5,z=7}
local lootitems = mcl_loot.get_multi_loot({ local lootitems = mcl_loot.get_multi_loot({
{ {
@ -277,8 +279,6 @@ mcl_structures.generate_end_portal_shrine = function(pos)
-- Shuffle stone brick types -- Shuffle stone brick types
local bricks = minetest.find_nodes_in_area(area_start, area_end, "mcl_core:stonebrick") local bricks = minetest.find_nodes_in_area(area_start, area_end, "mcl_core:stonebrick")
-- FIXME: Use better seeding
local pr = PseudoRandom(math.random(0, 4294967295))
for b=1, #bricks do for b=1, #bricks do
local r_bricktype = pr:next(1, 100) local r_bricktype = pr:next(1, 100)
local r_infested = pr:next(1, 100) local r_infested = pr:next(1, 100)
@ -368,10 +368,7 @@ mcl_structures.generate_desert_temple = function(pos)
local chests = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest") local chests = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest")
-- Add desert temple loot into chests -- Add desert temple loot into chests
-- FIXME: Use better seeding
local pr = PseudoRandom(math.random(0, 4294967295))
for c=1, #chests do for c=1, #chests do
-- FIXME: Use better seeding
local lootitems = mcl_loot.get_multi_loot({ local lootitems = mcl_loot.get_multi_loot({
{ {
stacks_min = 2, stacks_min = 2,