0
0
Fork 0

Proper bedrock generating code

This commit is contained in:
Wuzzy 2017-02-20 05:56:44 +01:00
parent cf2f8c12f3
commit 89c091dffc
1 changed files with 48 additions and 49 deletions

View File

@ -466,54 +466,53 @@ minetest.register_on_generated(function(minp, maxp, seed)
end end
end) end)
local function replace(old, new, min, max)
minetest.register_ore({
ore_type = "scatter",
ore = new,
wherein = old,
clust_scarcity = 1,
clust_num_ores = 1,
clust_size = 1,
y_min = min,
y_max = max,
})
end
replace("air", "mcl_core:bedrock", -90, -80)
replace("air", "mcl_core:lava_source", -80, -70)
replace("mcl_core:stone", "mcl_core:bedrock", -90, -80)
replace("mcl_core:gravel", "mcl_core:bedrock", -90, -80)
replace("mcl_core:dirt", "mcl_core:bedrock", -90, -80)
replace("mcl_core:sand", "mcl_core:bedrock", -90, -80)
replace("mcl_core:cobble", "mcl_core:bedrock", -90, -80)
replace("mcl_core:mossycobble", "mcl_core:bedrock", -90, -80)
replace("stairs:stair_cobble", "mcl_core:bedrock", -90, -80)
replace("mcl_core:lava_source", "mcl_core:bedrock", -90, -80)
replace("mcl_core:lava_flowing", "mcl_core:bedrock", -90, -80)
replace("mcl_core:water_source", "mcl_core:bedrock", -90, -80)
replace("mcl_core:water_flowing", "mcl_core:bedrock", -90, -80)
local function bedrock(old) -- Generate 5 layers of bedrock, with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
minetest.register_ore({ local BEDROCK_MIN = -66
ore_type = "scatter", local BEDROCK_MAX = -62
ore = "mcl_core:bedrock",
wherein = old,
clust_scarcity = 5,
clust_num_ores = 3,
clust_size = 2,
y_min = -64,
y_max = -60,
})
end
bedrock("air")
bedrock("mcl_core:stone")
bedrock("mcl_core:gravel")
bedrock("mcl_core:dirt")
bedrock("mcl_core:sand")
bedrock("mcl_core:cobble")
bedrock("mcl_core:mossycobble")
bedrock("stairs:stair_cobble")
bedrock("mcl_core:lava_source")
bedrock("mcl_core:lava_flowing")
bedrock("mcl_core:water_source")
bedrock("mcl_core:water_flowing")
minetest.register_on_generated(function(minp, maxp)
if maxp.y >= BEDROCK_MIN or minp.y <= BEDROCK_MAX then
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data()
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
for y = math.max(minp.y, BEDROCK_MIN), math.min(maxp.y, BEDROCK_MAX) do
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local p_pos = area:index(x, y, z)
local do_it = false
if y == BEDROCK_MAX then
-- 50% bedrock chance
if math.random(1,2) == 1 then do_it = true end
elseif y == BEDROCK_MAX -1 then
-- 66.666...%
if math.random(1,3) <= 2 then do_it = true end
elseif y == BEDROCK_MAX -2 then
-- 75%
if math.random(1,4) <= 3 then do_it = true end
elseif y == BEDROCK_MAX -3 then
-- 90%
if math.random(1,10) <= 9 then do_it = true end
elseif y == BEDROCK_MAX -4 then
-- 100%
do_it = true
end
if do_it then
data[p_pos] = c_bedrock
end
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end
end)
-- TODO: Generate the Void