Generate clay more MC-like
* Diamond shape * Flat * Close to water surface
This commit is contained in:
parent
33e8d1dd99
commit
e7db6f3c89
|
@ -968,38 +968,46 @@ end
|
|||
-- Perlin noise objects
|
||||
local perlin_structures
|
||||
local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
|
||||
local perlin_clay
|
||||
|
||||
-- TODO: Try to use more efficient clay generating code
|
||||
local function generate_clay(minp, maxp, seed)
|
||||
if maxp.y >= 2 and minp.y <= 0 then
|
||||
-- Generate clay
|
||||
-- TODO: Try to use more efficient clay generating code.
|
||||
-- TODO: Make clay generation reproducible for same seed
|
||||
if maxp.y < -5 or minp.y > 0 then
|
||||
return
|
||||
end
|
||||
|
||||
perlin_clay = perlin_clay or minetest.get_perlin({
|
||||
offset = 0.5,
|
||||
scale = 0.2,
|
||||
spread = {x = 5, y = 5, z = 5},
|
||||
seed = -316,
|
||||
octaves = 1,
|
||||
persist = 0.0
|
||||
})
|
||||
|
||||
for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
|
||||
-- Assume X and Z lengths are equal
|
||||
local divlen = 4
|
||||
local divs = (maxp.x-minp.x)/divlen+1;
|
||||
for divx=0+1,divs-1-1 do
|
||||
for divz=0+1,divs-1-1 do
|
||||
local cx = minp.x + math.floor((divx+0.5)*divlen)
|
||||
local cz = minp.z + math.floor((divz+0.5)*divlen)
|
||||
if minetest.get_node({x=cx,y=1,z=cz}).name == "mcl_core:water_source" and
|
||||
minetest.get_item_group(minetest.get_node({x=cx,y=0,z=cz}).name, "sand") == 1 then
|
||||
local is_shallow = true
|
||||
local num_water_around = 0
|
||||
if minetest.get_node({x=cx-divlen*2,y=1,z=cz+0}).name == "mcl_core:water_source" then
|
||||
num_water_around = num_water_around + 1 end
|
||||
if minetest.get_node({x=cx+divlen*2,y=1,z=cz+0}).name == "mcl_core:water_source" then
|
||||
num_water_around = num_water_around + 1 end
|
||||
if minetest.get_node({x=cx+0,y=1,z=cz-divlen*2}).name == "mcl_core:water_source" then
|
||||
num_water_around = num_water_around + 1 end
|
||||
if minetest.get_node({x=cx+0,y=1,z=cz+divlen*2}).name == "mcl_core:water_source" then
|
||||
num_water_around = num_water_around + 1 end
|
||||
if num_water_around >= 2 then
|
||||
is_shallow = false
|
||||
end
|
||||
if is_shallow then
|
||||
for x1=-divlen,divlen do
|
||||
for z1=-divlen,divlen do
|
||||
if minetest.get_item_group(minetest.get_node({x=cx+x1,y=0,z=cz+z1}).name, "sand") == 1 then
|
||||
minetest.set_node({x=cx+x1,y=0,z=cz+z1}, {name="mcl_core:clay"})
|
||||
for divx=0+1,divs-2 do
|
||||
for divz=0+1,divs-2 do
|
||||
-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
|
||||
local cx = minp.x + math.floor((divx+0.5)*divlen) + math.random(-1,1)
|
||||
local cz = minp.z + math.floor((divz+0.5)*divlen) + math.random(-1,1)
|
||||
local waternode = minetest.get_node({x=cx,y=y+1,z=cz}).name
|
||||
local surfacepos = {x=cx,y=y,z=cz}
|
||||
local surfacenode = minetest.get_node(surfacepos).name
|
||||
local genrnd = math.random(1, 20)
|
||||
if genrnd == 1 and perlin_clay:get3d(surfacepos) > 0 and waternode == "mcl_core:water_source" and
|
||||
(surfacenode == "mcl_core:dirt" or minetest.get_item_group(surfacenode, "sand") == 1) then
|
||||
local diamondsize = math.random(1, 3)
|
||||
for x1 = -diamondsize, diamondsize do
|
||||
for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
|
||||
local ccpos = {x=cx+x1,y=y,z=cz+z1}
|
||||
local claycandidate = minetest.get_node(ccpos)
|
||||
if claycandidate.name == "mcl_core:dirt" or minetest.get_item_group(claycandidate.name, "sand") == 1 then
|
||||
minetest.set_node(ccpos, {name="mcl_core:clay"})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -1009,8 +1017,6 @@ local function generate_clay(minp, maxp, seed)
|
|||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- TODO: Try to use more efficient structure generating code
|
||||
local function generate_structures(minp, maxp, seed, biomemap)
|
||||
local chunk_has_desert_well = false
|
||||
|
|
Loading…
Reference in New Issue