cavegame/mods/mapgen/init.lua

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if minetest.get_mapgen_params().mgname == "singlenode" then
local ground_level = tonumber(minetest.settings:get("water_level") or 1)
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local air = minetest.get_content_id("air")
local stone = minetest.get_content_id("minecraft:stone")
local grass = minetest.get_content_id("minecraft:grass")
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minetest.register_on_generated(function(minp, maxp, blockseed)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local va = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local nodes = vm:get_data()
for i, _ in pairs(nodes) do
local y = va:position(i).y
if y < ground_level then
nodes[i] = stone
elseif y == ground_level then
nodes[i] = grass
else
nodes[i] = air
end
end
vm:set_data(nodes)
vm:write_to_map()
end)
-- see https://github.com/minetest/minetest/issues/12782
if not minetest.settings:get("static_spawnpoint") then
local spawnpos = vector.new(0, ground_level+1, 0)
minetest.register_on_joinplayer(function(player, lastlogin)
if not lastlogin then
player:set_pos(spawnpos)
end
end)
minetest.register_on_respawnplayer(function(player)
player:set_pos(spawnpos)
return true
end)
end
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else
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-- FIXME: Why dosen't node_top work properly?
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minetest.register_biome({
name = "cavegame",
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node_dust = "minecraft:grass",
-- node_top = "minecraft:grass",
-- depth_top = 1,
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node_stone = "minecraft:stone",
heat_point = 50,
humidity_point = 50,
y_min = -3100, y_max = 3100,
})
end