forked from Mineclonia/Mineclonia
MGV6: Generate witch huts only in Normal biome
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@ -1,5 +1,6 @@
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mcl_init
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mcl_init
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mcl_core
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mcl_core
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biomeinfo
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mclx_core?
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mclx_core?
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mcl_worlds
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mcl_worlds
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mcl_cocoas
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mcl_cocoas
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@ -1170,7 +1170,8 @@ local function generate_structures(minp, maxp, seed, biomemap)
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-- Witch hut
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-- Witch hut
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if ground_y <= 0 and nn == "mcl_core:dirt" then
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if ground_y <= 0 and nn == "mcl_core:dirt" then
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local prob = minecraft_chunk_probability(48, minp, maxp)
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local prob = minecraft_chunk_probability(48, minp, maxp)
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if math.random(1, prob) == 1 then
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local swampland = minetest.get_biome_id("Swampland")
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local swampland = minetest.get_biome_id("Swampland")
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local swampland_shore = minetest.get_biome_id("Swampland_shore")
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local swampland_shore = minetest.get_biome_id("Swampland_shore")
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@ -1179,19 +1180,19 @@ local function generate_structures(minp, maxp, seed, biomemap)
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local here_be_witches = false
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local here_be_witches = false
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if mg_name == "v6" then
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if mg_name == "v6" then
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-- In ye good ol' landes of v6, witches will settle at any
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-- v6: In Normal biome
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-- shores of dirt.
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if biomeinfo.get_v6_biome(p) == "Normal" then
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here_be_witches = true
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here_be_witches = true
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end
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else
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else
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-- The townsfolk told me that witches live in the swamplands!
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-- Other mapgens: In swampland biome
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local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
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local bi = xz_to_biomemap_index(p.x, p.z, minp, maxp)
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if biomemap[bi] == swampland or biomemap[bi] == swampland_shore then
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if biomemap[bi] == swampland or biomemap[bi] == swampland_shore then
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here_be_witches = true
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here_be_witches = true
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end
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end
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end
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end
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-- We still need a bit of luck!
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if here_be_witches then
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if here_be_witches and math.random(1, prob) == 1 then
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local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270"
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local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270"
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local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
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local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
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local size
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local size
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@ -1268,6 +1269,7 @@ local function generate_structures(minp, maxp, seed, biomemap)
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end
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end
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end
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end
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end
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end
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end
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-- Ice spikes in v6
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-- Ice spikes in v6
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-- In other mapgens, ice spikes are generated as decorations.
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-- In other mapgens, ice spikes are generated as decorations.
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