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MGV6: Generate witch huts only in Normal biome

This commit is contained in:
Wuzzy 2019-09-11 16:06:41 +02:00
parent a8a875a7b4
commit 76ed6ff826
2 changed files with 10 additions and 7 deletions

View File

@ -1,5 +1,6 @@
mcl_init
mcl_core
biomeinfo
mclx_core?
mcl_worlds
mcl_cocoas

View File

@ -1170,7 +1170,8 @@ local function generate_structures(minp, maxp, seed, biomemap)
-- Witch hut
if ground_y <= 0 and nn == "mcl_core:dirt" then
local prob = minecraft_chunk_probability(48, minp, maxp)
local prob = minecraft_chunk_probability(48, minp, maxp)
if math.random(1, prob) == 1 then
local swampland = minetest.get_biome_id("Swampland")
local swampland_shore = minetest.get_biome_id("Swampland_shore")
@ -1179,19 +1180,19 @@ local function generate_structures(minp, maxp, seed, biomemap)
local here_be_witches = false
if mg_name == "v6" then
-- In ye good ol' landes of v6, witches will settle at any
-- shores of dirt.
here_be_witches = true
-- v6: In Normal biome
if biomeinfo.get_v6_biome(p) == "Normal" then
here_be_witches = true
end
else
-- The townsfolk told me that witches live in the swamplands!
-- Other mapgens: In swampland biome
local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
if biomemap[bi] == swampland or biomemap[bi] == swampland_shore then
here_be_witches = true
end
end
-- We still need a bit of luck!
if here_be_witches and math.random(1, prob) == 1 then
if here_be_witches then
local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270"
local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
local size
@ -1268,6 +1269,7 @@ local function generate_structures(minp, maxp, seed, biomemap)
end
end
end
end
-- Ice spikes in v6
-- In other mapgens, ice spikes are generated as decorations.