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Fix surface pools with deep holes (#4571)
Sometimes, pools would spawn deep underground and then produce deep holes. I noticed that such pools would be at +48, at the block boundary. IMHO this may be an error in minetest surface detection. Nevertheless, here is a workaround: require air above pool spawns. Also clean up the pool code Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4571 Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com> Co-authored-by: kno10 <erich.schubert@gmail.com> Co-committed-by: kno10 <erich.schubert@gmail.com>
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1 changed files with 17 additions and 29 deletions
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@ -30,26 +30,21 @@ local function airtower(pos,tbl,h)
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end
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local function makelake(pos,size,liquid,placein,border,pr,noair)
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local node_under = minetest.get_node(vector.offset(pos,0,-1,0))
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local p1 = vector.offset(pos,-size,-1,-size)
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local p2 = vector.offset(pos,size,-1,size)
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minetest.emerge_area(p1, p2, function(blockpos, action, calls_remaining, param)
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local p1, p2 = vector.offset(pos,-size,-1,-size), vector.offset(pos,size,-1,size)
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local e1, e2 = vector.offset(pos,-size,-2,-size), vector.offset(pos,size,15,size)
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minetest.emerge_area(e1, e2, function(blockpos, action, calls_remaining, param)
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if calls_remaining ~= 0 then return end
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local nn = minetest.find_nodes_in_area(p1,p2,placein)
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table.sort(nn,function(a, b)
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return vector.distance(vector.new(pos.x,0,pos.z), a) < vector.distance(vector.new(pos.x,0,pos.z), b)
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end)
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if not nn[1] then return end
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local y = pos.y - pr:next(1,2)
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local lq = {}
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local air = {}
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table.sort(nn,function(a, b)
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return vector.distance(pos, a) < vector.distance(pos, b)
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end)
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local y = pos.y - 1
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local lq, air = {}, {}
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local r = pr:next(1,#nn)
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if r > #nn then return end
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for i=1,r do
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if nn[i].y == y then
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airtower(nn[i],air,55)
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table.insert(lq,nn[i])
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end
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airtower(nn[i],air,20)
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table.insert(lq,nn[i])
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end
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minetest.bulk_set_node(lq,{name=liquid})
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minetest.bulk_set_node(air,{name="air"})
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@ -59,7 +54,6 @@ local function makelake(pos,size,liquid,placein,border,pr,noair)
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for kk,vv in pairs(adjacents) do
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local pp = vector.add(v,vv)
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local an = minetest.get_node(pp)
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local un = minetest.get_node(vector.offset(pp,0,1,0))
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if not border then
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if minetest.get_item_group(an.name,"solid") > 0 then
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border = an.name
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@ -72,9 +66,11 @@ local function makelake(pos,size,liquid,placein,border,pr,noair)
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end
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if not noair and an.name ~= liquid then
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table.insert(br,pp)
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--[[ no need to have air above border:
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local un = minetest.get_node(vector.offset(pp,0,1,0))
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if un.name ~= liquid then
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airtower(pp,air,55)
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end
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airtower(pp,air,20)
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end]]--
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end
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end
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end
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@ -181,7 +177,7 @@ mcl_structures.register_structure("lavapool",{
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persist = 0.001,
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flags = "absvalue",
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},
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flags = "place_center_x, place_center_z, force_placement",
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flags = "place_center_x, place_center_z, all_floors",
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y_max = mcl_vars.mg_overworld_max,
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y_min = minetest.get_mapgen_setting("water_level"),
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place_func = function(pos,def,pr)
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@ -201,7 +197,7 @@ mcl_structures.register_structure("water_lake",{
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persist = 0.001,
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flags = "absvalue",
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},
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flags = "place_center_x, place_center_z, force_placement",
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flags = "place_center_x, place_center_z, all_floors",
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y_max = mcl_vars.mg_overworld_max,
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y_min = minetest.get_mapgen_setting("water_level"),
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place_func = function(pos,def,pr)
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@ -222,7 +218,7 @@ mcl_structures.register_structure("water_lake_mangrove_swamp",{
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persist = 0.001,
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flags = "absvalue",
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},
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flags = "place_center_x, place_center_z, force_placement",
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flags = "place_center_x, place_center_z, all_floors",
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y_max = mcl_vars.mg_overworld_max,
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y_min = minetest.get_mapgen_setting("water_level"),
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place_func = function(pos,def,pr)
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@ -230,14 +226,6 @@ mcl_structures.register_structure("water_lake_mangrove_swamp",{
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end
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})
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local pool_adjacents = {
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vector.new(1,0,0),
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vector.new(-1,0,0),
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vector.new(0,-1,0),
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vector.new(0,0,1),
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vector.new(0,0,-1),
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}
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mcl_structures.register_structure("basalt_column",{
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place_on = {"mcl_blackstone:blackstone","mcl_blackstone:basalt"},
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terrain_feature = true,
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