Generate vines and cocoas in non-v6 mapgens

This commit is contained in:
Wuzzy 2017-08-15 20:08:41 +02:00
parent 266fde8ff2
commit a26aef7042
1 changed files with 119 additions and 110 deletions

View File

@ -1057,117 +1057,9 @@ local GEN_MAX = mcl_vars.mg_lava_overworld_max or BEDROCK_MAX
-- Buffer for LuaVoxelManip
local lvm_buffer = {}
-- Below the bedrock, generate air/void
minetest.register_on_generated(function(minp, maxp)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data(lvm_buffer)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local lvm_used = false
-- Generate bedrock and lava layers
if minp.y <= GEN_MAX then
local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
local c_void = minetest.get_content_id("mcl_core:void")
local c_lava = minetest.get_content_id("mcl_core:lava_source")
local c_air = minetest.get_content_id("air")
local max_y = math.min(maxp.y, GEN_MAX)
for y = minp.y, max_y do
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local p_pos = area:index(x, y, z)
local setdata = nil
if mcl_vars.mg_bedrock_is_rough then
-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
-- This code assumes a bedrock height of 5 layers.
if y == BEDROCK_MAX then
-- 50% bedrock chance
if math.random(1,2) == 1 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -1 then
-- 66.666...%
if math.random(1,3) <= 2 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -2 then
-- 75%
if math.random(1,4) <= 3 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -3 then
-- 90%
if math.random(1,10) <= 9 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -4 then
-- 100%
setdata = c_bedrock
elseif y < BEDROCK_MIN then
setdata = c_void
end
else
-- Perfectly flat bedrock layer(s)
if y >= BEDROCK_MIN and y <= BEDROCK_MAX then
setdata = c_bedrock
elseif y < BEDROCK_MIN then
setdata = c_void
end
end
if setdata then
data[p_pos] = setdata
lvm_used = true
elseif mcl_vars.mg_lava and y <= mcl_vars.mg_lava_overworld_max then
if data[p_pos] == c_air then
data[p_pos] = c_lava
end
lvm_used = true
end
end
end
end
end
-- Put top snow on grassy snow blocks created by the v6 mapgen
-- This is because the snowy grass block must only be used when it is below snow or top snow
if mg_name == "v6" then
local c_top_snow = minetest.get_content_id("mcl_core:snow")
local snowdirt = minetest.find_nodes_in_area_under_air(minp, maxp, "mcl_core:dirt_with_grass_snow")
for n = 1, #snowdirt do
-- CHECKME: What happens at chunk borders?
local p_pos = area:index(snowdirt[n].x, snowdirt[n].y + 1, snowdirt[n].z)
if p_pos then
data[p_pos] = c_top_snow
end
end
if #snowdirt > 1 then
lvm_used = true
end
end
if lvm_used then
vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end
-- Generate rare underground mushrooms
-- TODO: Make them appear in groups, use Perlin noise
if minp.y > 0 or maxp.y < -32 then
return
end
local bpos
local stone = minetest.find_nodes_in_area_under_air(minp, maxp, {"mcl_core:stone", "mcl_core:dirt", "mcl_core:mycelium", "mcl_core:podzol", "mcl_core:andesite", "mcl_core:diorite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:stone_with_iron", "mcl_core:stone_with_gold"})
for n = 1, #stone do
bpos = {x = stone[n].x, y = stone[n].y + 1, z = stone[n].z }
if math.random(1,1000) < 4 and minetest.get_node_light(bpos, 0.5) <= 12 then
if math.random(1,2) == 1 then
minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_brown"})
else
minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_red"})
end
end
end
-- Generate cocoas and vines at jungle trees (v6 only)
-- Generate cocoas and vines at jungle trees within the bounding box
local function generate_jungle_tree_decorations(minp, maxp)
if minetest.get_mapgen_setting("mg_name") == "v6" then
if maxp.y < 0 then
@ -1286,7 +1178,124 @@ minetest.register_on_generated(function(minp, maxp)
end
end
end
end
-- Generate mushrooms in caves
local generate_underground_mushrooms = function(minp, maxp)
-- Generate rare underground mushrooms
-- TODO: Make them appear in groups, use Perlin noise
if minp.y > 0 or maxp.y < -32 then
return
end
local bpos
local stone = minetest.find_nodes_in_area_under_air(minp, maxp, {"mcl_core:stone", "mcl_core:dirt", "mcl_core:mycelium", "mcl_core:podzol", "mcl_core:andesite", "mcl_core:diorite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:stone_with_iron", "mcl_core:stone_with_gold"})
for n = 1, #stone do
bpos = {x = stone[n].x, y = stone[n].y + 1, z = stone[n].z }
if math.random(1,1000) < 4 and minetest.get_node_light(bpos, 0.5) <= 12 then
if math.random(1,2) == 1 then
minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_brown"})
else
minetest.set_node(bpos, {name = "mcl_mushrooms:mushroom_red"})
end
end
end
end
-- Below the bedrock, generate air/void
minetest.register_on_generated(function(minp, maxp)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data(lvm_buffer)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local lvm_used = false
-- Generate bedrock and lava layers
if minp.y <= GEN_MAX then
local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
local c_void = minetest.get_content_id("mcl_core:void")
local c_lava = minetest.get_content_id("mcl_core:lava_source")
local c_air = minetest.get_content_id("air")
local max_y = math.min(maxp.y, GEN_MAX)
for y = minp.y, max_y do
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local p_pos = area:index(x, y, z)
local setdata = nil
if mcl_vars.mg_bedrock_is_rough then
-- Bedrock layers with increasing levels of roughness, until a perfecly flat bedrock later at the bottom layer
-- This code assumes a bedrock height of 5 layers.
if y == BEDROCK_MAX then
-- 50% bedrock chance
if math.random(1,2) == 1 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -1 then
-- 66.666...%
if math.random(1,3) <= 2 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -2 then
-- 75%
if math.random(1,4) <= 3 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -3 then
-- 90%
if math.random(1,10) <= 9 then setdata = c_bedrock end
elseif y == BEDROCK_MAX -4 then
-- 100%
setdata = c_bedrock
elseif y < BEDROCK_MIN then
setdata = c_void
end
else
-- Perfectly flat bedrock layer(s)
if y >= BEDROCK_MIN and y <= BEDROCK_MAX then
setdata = c_bedrock
elseif y < BEDROCK_MIN then
setdata = c_void
end
end
if setdata then
data[p_pos] = setdata
lvm_used = true
elseif mcl_vars.mg_lava and y <= mcl_vars.mg_lava_overworld_max then
if data[p_pos] == c_air then
data[p_pos] = c_lava
end
lvm_used = true
end
end
end
end
end
-- Put top snow on grassy snow blocks created by the v6 mapgen
-- This is because the snowy grass block must only be used when it is below snow or top snow
if mg_name == "v6" then
local c_top_snow = minetest.get_content_id("mcl_core:snow")
local snowdirt = minetest.find_nodes_in_area_under_air(minp, maxp, "mcl_core:dirt_with_grass_snow")
for n = 1, #snowdirt do
-- CHECKME: What happens at chunk borders?
local p_pos = area:index(snowdirt[n].x, snowdirt[n].y + 1, snowdirt[n].z)
if p_pos then
data[p_pos] = c_top_snow
end
end
if #snowdirt > 1 then
lvm_used = true
end
end
if lvm_used then
vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end
generate_underground_mushrooms(minp, maxp)
generate_jungle_tree_decorations(minp, maxp)
end)