forked from VoxeLibre/VoxeLibre
New lava generator: Spawn in air in layers 1-10
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@ -18,6 +18,8 @@ if mg_name ~= "flat" then
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-- 1 flat bedrock layer with 4 rough layers above
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mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
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mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min + 4
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mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min + 10
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mcl_vars.mg_lava = true
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mcl_vars.mg_bedrock_is_rough = true
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else
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local ground = minetest.get_mapgen_setting("mgflat_ground_level")
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@ -30,6 +32,7 @@ else
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-- 1 perfectly flat bedrock layer
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mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min - 2
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mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
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mcl_vars.mg_lava = false
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mcl_vars.mg_bedrock_is_rough = false
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end
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@ -21,7 +21,7 @@ minetest.register_alias("mapgen_dirt_with_snow", "mcl_core:dirt_with_grass_snow"
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minetest.register_alias("mapgen_sand", "mcl_core:sand")
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minetest.register_alias("mapgen_gravel", "mcl_core:gravel")
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minetest.register_alias("mapgen_clay", "mcl_core:clay")
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minetest.register_alias("mapgen_lava_source", "mcl_core:lava_source")
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minetest.register_alias("mapgen_lava_source", "air") -- Built-in lava generator is too unpredictable, we generate lava on our own
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minetest.register_alias("mapgen_cobble", "mcl_core:cobble")
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minetest.register_alias("mapgen_mossycobble", "mcl_core:mossycobble")
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minetest.register_alias("mapgen_junglegrass", "mcl_flowers:fern")
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@ -521,7 +521,7 @@ minetest.register_ore({
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ore_type = "scatter",
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ore = "mcl_core:lava_source",
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wherein = stonelike,
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clust_scarcity = 4000,
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clust_scarcity = 2000,
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clust_num_ores = 1,
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clust_size = 1,
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y_min = mcl_util.layer_to_y(1),
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@ -980,6 +980,7 @@ end)
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-- Generate bedrock layer or layers
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local BEDROCK_MIN = mcl_vars.mg_bedrock_overworld_min
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local BEDROCK_MAX = mcl_vars.mg_bedrock_overworld_max
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local GEN_MAX = mcl_vars.mg_lava_overworld_max or BEDROCK_MAX
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-- Buffer for LuaVoxelManip
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local lvm_buffer = {}
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@ -991,12 +992,14 @@ minetest.register_on_generated(function(minp, maxp)
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local lvm_used = false
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-- Generate bedrock layers
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if minp.y <= BEDROCK_MAX then
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-- Generate bedrock and lava layers
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if minp.y <= GEN_MAX then
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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local c_void = minetest.get_content_id("mcl_core:void")
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local c_lava = minetest.get_content_id("mcl_core:lava_source")
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local c_air = minetest.get_content_id("air")
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local max_y = math.min(maxp.y, BEDROCK_MAX)
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local max_y = math.min(maxp.y, GEN_MAX)
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for y = minp.y, max_y do
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for x = minp.x, maxp.x do
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@ -1036,6 +1039,11 @@ minetest.register_on_generated(function(minp, maxp)
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if setdata then
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data[p_pos] = setdata
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lvm_used = true
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elseif mcl_vars.mg_lava and y <= mcl_vars.mg_lava_overworld_max then
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if data[p_pos] == c_air then
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data[p_pos] = c_lava
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end
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lvm_used = true
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end
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end
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end
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@ -73,7 +73,12 @@ if setting then
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end
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-- Max. and min. heights between rail corridors are generated
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local height_min = mcl_vars.mg_bedrock_overworld_max + 5 -- FIXME: Above lava layers
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local height_min
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if mcl_vars.mg_lava then
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height_min = mcl_vars.mg_lava_overworld_max + 2
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else
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height_min = mcl_vars.mg_bedrock_overworld_max + 2
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end
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local height_max = mcl_util.layer_to_y(60)
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-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
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@ -567,9 +572,9 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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if minp.y < height_max and maxp.y > height_min and pr:next() < probability_railcaves_in_chunk then
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-- Get semi-random height in chunk
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local buffer = 5
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local y = pr:next(minp.y + buffer, maxp.y - buffer)
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y = math.floor(math.max(height_min, math.min(height_max, y)))
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local buffer = 4
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local y = pr:next(minp.y, maxp.y)
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y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, y)))
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local p = {x=minp.x+(maxp.x-minp.x)/2, y=y, z=minp.z+(maxp.z-minp.z)/2}
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-- Haupthöhle und alle weiteren
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-- Corridors; starting with main cave out of dirt
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