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Rarely spawn desert wells in deserts
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52616d86c0
commit
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2 changed files with 32 additions and 9 deletions
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@ -889,6 +889,8 @@ local perlin
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-- Generate clay and structures
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-- TODO: Try to use more efficient structure generating code
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minetest.register_on_generated(function(minp, maxp, seed)
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local chunk_has_desert_well = false
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local chunk_has_desert_temple = false
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if maxp.y >= 2 and minp.y <= 0 then
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-- Generate clay
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-- Assume X and Z lengths are equal
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@ -961,10 +963,30 @@ minetest.register_on_generated(function(minp, maxp, seed)
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if minetest.registered_nodes[nn] and
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minetest.registered_nodes[nn].buildable_to then
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nn = minetest.get_node({x=x,y=ground_y,z=z}).name
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if nn == "mcl_core:sand" or nn == "mcl_core:sandstone" then
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if math.random(0,12000) == 1 then
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local struct = false
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-- Desert temples and desert wells
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if nn == "mcl_core:sand" or (nn == "mcl_core:sandstone") then
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if not chunk_has_desert_temple and not chunk_has_desert_well then
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-- Spawn desert temple
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mcl_structures.call_struct(p,2)
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-- TODO: Check surface
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if math.random(1,12000) == 1 then
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mcl_structures.call_struct(p, "desert_temple")
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chunk_has_desert_temple = true
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end
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end
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if not chunk_has_desert_temple and not chunk_has_desert_well then
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-- Minecraft probability: 1/1000 per Minecraft chunk (16×16).
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-- We adjust the probability to Minetest's MapBlock size.
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local desert_well_prob = 1000 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
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-- Spawn desert well
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if math.random(1, desert_well_prob) == 1 then
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-- Check surface
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local surface = minetest.find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, {x=p.x+5, y=p.y-1, z=p.z+5}, "mcl_core:sand")
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if #surface >= 25 then
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mcl_structures.call_struct(p, "desert_well")
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chunk_has_desert_well = true
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end
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end
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end
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end
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end
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@ -141,12 +141,13 @@ end
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-- The call of Struct
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mcl_structures.call_struct= function(pos, struct_style)
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-- 1: Village , 2: Desert temple
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if struct_style == 1 then
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mcl_structures.geerate_village(pos)
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elseif struct_style == 2 then
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mcl_structures.generate_desert_temple(pos)
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end
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if struct_style == "village" then
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mcl_structures.geerate_village(pos)
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elseif struct_style == "desert_temple" then
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mcl_structures.generate_desert_temple(pos)
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elseif struct_style == "desert_well" then
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mcl_structures.generate_desert_well(pos)
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end
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end
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mcl_structures.generate_village = function(pos)
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