[mapgen] [mcl_ocean_monument] Generate prismarine legs up to the bottom

This commit is contained in:
kay27 2021-05-06 02:42:06 +04:00
parent 135c8ece41
commit ce6f5b0ee1
1 changed files with 67 additions and 11 deletions

View File

@ -1,41 +1,97 @@
-- Check it: `/tp 14958,8,11370` @ world seed `1`
-- Check it:
-- seed 1, v7 mapgen
-- /teleport 14958,8,11370
local mcl_mapgen_get_far_node = mcl_mapgen.get_far_node
local minetest_log = minetest.log
local minetest_place_schematic = minetest.place_schematic
local minetest_pos_to_string = minetest.pos_to_string
local minetest_swap_node = minetest.swap_node
local path = minetest.get_modpath("mcl_ocean_monument") .. "/schematics/ocean_monument.mts"
local water, air, ice = "mcl_core:water_source", "air", "mcl_core:ice"
local water = "mcl_core:water_source"
local air = "air"
local ice = "mcl_core:ice"
local leg_materials = {
"mcl_ocean:prismarine_brick",
"mcl_ocean:prismarine",
}
local what_we_can_replace_by_legs = {
water,
air,
"mcl_core:water_flow",
"mcl_core:stone",
}
local leg_search_quick_index = {}
for _, v in pairs(leg_materials) do
leg_search_quick_index[v] = true
end
local leg_replace_quick_index = {}
for _, v in pairs(what_we_can_replace_by_legs) do
leg_replace_quick_index[v] = true
end
local y_wanted = mcl_mapgen.OFFSET_NODES -- supposed to be -32
local y_bottom = mcl_mapgen.overworld.min -- -62
mcl_mapgen.register_chunk_generator(function(minp, maxp, seed)
local minp = minp
local y = minp.y
if y ~= -32 then return end
if y ~= y_wanted then return end
local x, z = minp.x, minp.z
local pr = PseudoRandom(seed)
for i = 1, pr:next(10,100) do
local pos = {x=pr:next(15,64)+x, y=pr:next(0,25)-25, z=pr:next(15,64)+z}
-- scan the ocean - it should be the ocean:
for i = 1, pr:next(10, 100) do
local pos = {x = pr:next(15, 64) + x, y = pr:next(0, 25) - 25, z = pr:next(15, 64) + z}
local node_name = mcl_mapgen_get_far_node(pos).name
if node_name ~= water then return end
end
for i = 1, pr:next(10,100) do
local pos = {x=pr:next(0,79)+x, y=2, z=pr:next(0,79)+z}
-- scan nodes above water level - there should be the air:
for i = 1, pr:next(10, 100) do
local pos = {x = pr:next(0, 79) + x, y = 2, z = pr:next(0,79) + z}
local node_name = mcl_mapgen_get_far_node(pos).name
if node_name ~= air then return end
end
-- scan ocean surface - allow only water and ice:
for i = 1, pr:next(10,100) do
local pos = {x=pr:next(0,79)+x, y=1, z=pr:next(0,79)+z}
local pos = {x=pr:next(0, 79)+x, y=1, z=pr:next(0,79)+z}
local node_name = mcl_mapgen_get_far_node(pos).name
if node_name ~= water and node_name ~= ice then return end
end
minetest_place_schematic(minp, path, tostring(pr:next(0,3)*90), nil, true)
-- random rotation:
local rotation = pr:next(0, 3)
local rotation_str = tostring(rotation * 90)
minetest_place_schematic(minp, path, rotation_str, nil, true)
minetest_log("action", "[mcl_ocean_monument] Placed at " .. minetest_pos_to_string(minp))
-- search prismarine legs at base level and continue them up to the bottom:
for x = x, maxp.x do
for z = z, maxp.z do
local pos = {x = x, y = y, z = z}
local node_name = mcl_mapgen_get_far_node(pos).name
if leg_search_quick_index[node_name] then
local node_leg = {name = node_name}
for y = y - 1, y_bottom, -1 do
pos.y = y
local next_name = mcl_mapgen_get_far_node(pos).name
if not leg_replace_quick_index[next_name] then
break
end
minetest_swap_node(pos, node_leg)
end
end
end
end
---- TODO: SET UP SOME NODES?
minetest_log("action", "[mcl_ocean_monument] Placed at " .. minetest_pos_to_string(minp) .. ", " .. rotation_str .. " deg.")
end, mcl_mapgen.priorities.OCEAN_MONUMENT)