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Rarely spawn desert wells in deserts

This commit is contained in:
Wuzzy 2017-05-20 06:47:42 +02:00
parent 52616d86c0
commit b433107f67
2 changed files with 32 additions and 9 deletions

View File

@ -889,6 +889,8 @@ local perlin
-- Generate clay and structures
-- TODO: Try to use more efficient structure generating code
minetest.register_on_generated(function(minp, maxp, seed)
local chunk_has_desert_well = false
local chunk_has_desert_temple = false
if maxp.y >= 2 and minp.y <= 0 then
-- Generate clay
-- Assume X and Z lengths are equal
@ -961,10 +963,30 @@ minetest.register_on_generated(function(minp, maxp, seed)
if minetest.registered_nodes[nn] and
minetest.registered_nodes[nn].buildable_to then
nn = minetest.get_node({x=x,y=ground_y,z=z}).name
if nn == "mcl_core:sand" or nn == "mcl_core:sandstone" then
if math.random(0,12000) == 1 then
local struct = false
-- Desert temples and desert wells
if nn == "mcl_core:sand" or (nn == "mcl_core:sandstone") then
if not chunk_has_desert_temple and not chunk_has_desert_well then
-- Spawn desert temple
mcl_structures.call_struct(p,2)
-- TODO: Check surface
if math.random(1,12000) == 1 then
mcl_structures.call_struct(p, "desert_temple")
chunk_has_desert_temple = true
end
end
if not chunk_has_desert_temple and not chunk_has_desert_well then
-- Minecraft probability: 1/1000 per Minecraft chunk (16×16).
-- We adjust the probability to Minetest's MapBlock size.
local desert_well_prob = 1000 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
-- Spawn desert well
if math.random(1, desert_well_prob) == 1 then
-- Check surface
local surface = minetest.find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, {x=p.x+5, y=p.y-1, z=p.z+5}, "mcl_core:sand")
if #surface >= 25 then
mcl_structures.call_struct(p, "desert_well")
chunk_has_desert_well = true
end
end
end
end
end

View File

@ -141,11 +141,12 @@ end
-- The call of Struct
mcl_structures.call_struct= function(pos, struct_style)
-- 1: Village , 2: Desert temple
if struct_style == 1 then
if struct_style == "village" then
mcl_structures.geerate_village(pos)
elseif struct_style == 2 then
elseif struct_style == "desert_temple" then
mcl_structures.generate_desert_temple(pos)
elseif struct_style == "desert_well" then
mcl_structures.generate_desert_well(pos)
end
end