forked from VoxeLibre/VoxeLibre
[mapgen] Fix old-style API calls, make the code runnable
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@ -66,8 +66,10 @@ local init_strongholds = function()
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strongholds_inited = true
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end
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init_strongholds()
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-- Stronghold generation for register_on_generated.
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local generate_strongholds = function(minp, maxp, blockseed)
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mcl_mapgen.register_chunk_generator(function(minp, maxp, blockseed)
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local pr = PseudoRandom(blockseed)
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for s=1, #strongholds do
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if not strongholds[s].generated then
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@ -99,8 +101,4 @@ local generate_strongholds = function(minp, maxp, blockseed)
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end
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end
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end
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end
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init_strongholds()
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mcl_mapgen_core.register_generator("strongholds", nil, generate_strongholds, 999999)
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end, 999999)
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@ -78,7 +78,7 @@ end
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-- Disable natural generation in singlenode.
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name ~= "singlenode" then
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mcl_mapgen_core.register_generator("villages", nil, function(minp, maxp, blockseed)
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mcl_mapgen.register_chunk_generator(function(minp, maxp, blockseed)
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-- don't build settlement underground
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if maxp.y < 0 then return end
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-- randomly try to build settlements
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@ -1089,7 +1089,7 @@ local function create_corridor_system(main_cave_coords)
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end
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-- The rail corridor algorithm starts here
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mcl_mapgen_core.register_generator("railcorridors", nil, function(minp, maxp, blockseed, _pr)
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mcl_mapgen.register_chunk_generator(function(minp, maxp, blockseed, _pr)
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-- We re-init the randomizer for every mapchunk as we start generating in the middle of each mapchunk.
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-- We can't use the mapgen seed as this would make the algorithm depending on the order the mapchunk generate.
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InitRandomizer(blockseed)
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