mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-22 18:41:09 +01:00
Gen. desert temples higher (not at beaches)
This commit is contained in:
parent
ae3721cbc8
commit
9ba92ae363
1 changed files with 12 additions and 41 deletions
|
@ -847,36 +847,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Generate reeds
|
|
||||||
local perlin1 = minetest.get_perlin(354, 3, 0.7, 100)
|
|
||||||
-- Assume X and Z lengths are equal
|
|
||||||
local divlen = 8
|
|
||||||
local divs = (maxp.x-minp.x)/divlen+1;
|
|
||||||
for divx=0,divs-1 do
|
|
||||||
for divz=0,divs-1 do
|
|
||||||
local x0 = minp.x + math.floor((divx+0)*divlen)
|
|
||||||
local z0 = minp.z + math.floor((divz+0)*divlen)
|
|
||||||
local x1 = minp.x + math.floor((divx+1)*divlen)
|
|
||||||
local z1 = minp.z + math.floor((divz+1)*divlen)
|
|
||||||
-- Determine reeds amount from perlin noise
|
|
||||||
local reeds_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 45 - 20)
|
|
||||||
-- Find random positions for reeds based on this random
|
|
||||||
local pr = PseudoRandom(seed+1)
|
|
||||||
for i=0,reeds_amount do
|
|
||||||
local x = pr:next(x0, x1)
|
|
||||||
local z = pr:next(z0, z1)
|
|
||||||
local p = {x=x,y=1,z=z}
|
|
||||||
if minetest.get_node(p).name == "mcl_core:sand" then
|
|
||||||
if math.random(0,1000) == 1 then -- 0,12000
|
|
||||||
-- Spawn sand temple
|
|
||||||
random_struct.call_struct(p,2)
|
|
||||||
end
|
end
|
||||||
end
|
if maxp.y >= 3 and minp.y <= 64 then
|
||||||
|
-- Generate desert temples
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- Generate grass
|
|
||||||
local perlin1 = minetest.get_perlin(329, 3, 0.6, 100)
|
local perlin1 = minetest.get_perlin(329, 3, 0.6, 100)
|
||||||
-- Assume X and Z lengths are equal
|
-- Assume X and Z lengths are equal
|
||||||
local divlen = 5
|
local divlen = 5
|
||||||
|
@ -887,16 +860,16 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||||
local z0 = minp.z + math.floor((divz+0)*divlen)
|
local z0 = minp.z + math.floor((divz+0)*divlen)
|
||||||
local x1 = minp.x + math.floor((divx+1)*divlen)
|
local x1 = minp.x + math.floor((divx+1)*divlen)
|
||||||
local z1 = minp.z + math.floor((divz+1)*divlen)
|
local z1 = minp.z + math.floor((divz+1)*divlen)
|
||||||
-- Determine grass amount from perlin noise
|
-- Determine amount from perlin noise
|
||||||
local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 9)
|
local amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 9)
|
||||||
-- Find random positions for grass based on this random
|
-- Find random positions based on this random
|
||||||
local pr = PseudoRandom(seed+1)
|
local pr = PseudoRandom(seed+1)
|
||||||
for i=0,grass_amount do
|
for i=0, amount do
|
||||||
local x = pr:next(x0, x1)
|
local x = pr:next(x0, x1)
|
||||||
local z = pr:next(z0, z1)
|
local z = pr:next(z0, z1)
|
||||||
-- Find ground level (0...15)
|
-- Find ground level
|
||||||
local ground_y = nil
|
local ground_y = nil
|
||||||
for y=30,0,-1 do
|
for y=64,3,-1 do
|
||||||
if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
|
if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
|
||||||
ground_y = y
|
ground_y = y
|
||||||
break
|
break
|
||||||
|
@ -910,12 +883,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||||
if minetest.registered_nodes[nn] and
|
if minetest.registered_nodes[nn] and
|
||||||
minetest.registered_nodes[nn].buildable_to then
|
minetest.registered_nodes[nn].buildable_to then
|
||||||
nn = minetest.get_node({x=x,y=ground_y,z=z}).name
|
nn = minetest.get_node({x=x,y=ground_y,z=z}).name
|
||||||
if nn == "mcl_core:dirt_with_grass" then
|
if nn == "mcl_core:sand" or nn == "mcl_core:sandstone" then
|
||||||
if math.random(0,12000) == 1 then
|
if math.random(0,12000) == 1 then
|
||||||
-- Spawn town
|
-- Spawn desert temple
|
||||||
-- TODO: Re-enable random_struct
|
random_struct.call_struct(p,2)
|
||||||
-- Towns often float around in air which doesn't look nice
|
|
||||||
--random_struct.call_struct(p,1)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
Loading…
Reference in a new issue