Gen. desert temples higher (not at beaches)

This commit is contained in:
Wuzzy 2017-04-01 17:50:28 +02:00
parent ae3721cbc8
commit 9ba92ae363

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@ -847,36 +847,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
end end
end end
end end
-- Generate reeds end
local perlin1 = minetest.get_perlin(354, 3, 0.7, 100) if maxp.y >= 3 and minp.y <= 64 then
-- Assume X and Z lengths are equal -- Generate desert temples
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
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