local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local chance_per_chunk = 40 local noise_multiplier = 1 local random_offset = 999 local scanning_ratio = 0.00001 local struct_threshold = chance_per_chunk local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"} local schematic_file = modpath .. "/schematics/mcl_structures_desert_well.mts" local well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic" local well_schematic = loadstring(well_schematic_lua)() local red_well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic" red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_core:sand", "mcl_core:redsand") red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_stairs:slab_sandstone", "mcl_stairs:slab_redsandstone") local red_well_schematic = loadstring(red_well_schematic_lua)() local function place(pos, rotation, pr) local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z} local pos_well = {x = pos.x, y = pos.y - 2, z = pos.z} local node_below = minetest.get_node(pos_below) local nn = node_below.name if string.find(nn, "red") then mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = red_well_schematic, pr = pr}) else mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = well_schematic, pr = pr}) end end local function get_place_rank(pos) local x, y, z = pos.x, pos.y - 1, pos.z local p1 = {x = x , y = y, z = z } local p2 = {x = x + 5, y = y, z = z + 5} local post_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, node_list, false) local other_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, "group:opaque", false) return post_pos_list_surface * 5 + other_pos_list_surface end mcl_structures.register_structure({ name = "desert_well", decoration = { deco_type = "simple", place_on = node_list, flags = "all_floors", fill_ratio = scanning_ratio, y_min = -5, y_max = mcl_mapgen.overworld.max, height = 1, biomes = not mcl_mapgen.v6 and { "ColdTaiga_beach", "ColdTaiga_beach_water", "Desert", "Desert_ocean", "ExtremeHills_beach", "FlowerForest_beach", "Forest_beach", "MesaBryce_sandlevel", "MesaPlateauF_sandlevel", "MesaPlateauFM_sandlevel", "Savanna", "Savanna_beach", "StoneBeach", "StoneBeach_ocean", "Taiga_beach", }, }, on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list) local pr = PseudoRandom(seed + random_offset) local random_number = pr:next(1, chance_per_chunk) local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier if (random_number + noise) < struct_threshold then return end local pos = pos_list[1] if #pos_list > 1 then local count = get_place_rank(pos) for i = 2, #pos_list do local pos_i = pos_list[i] local count_i = get_place_rank(pos_i) if count_i > count then count = count_i pos = pos_i end end end place(pos, nil, pr) end, place_function = place, })