Refactor Minecraft chunk probability code for structures

This commit is contained in:
Wuzzy 2017-09-10 20:35:57 +02:00
parent 98654b45b1
commit 98e5f2b0ba

@ -927,6 +927,20 @@ else
minetest.set_mapgen_setting("mg_flags", "caves,nodungeons,decorations,light", true)
end
-- Helper function for converting a MC probability to MT, with
-- regards to MapBlocks.
-- Some MC generated structures are generated on per-chunk
-- probability.
-- The MC probability is 1/x per Minecraft chunk (16×16).
-- x: The MC probability is 1/x.
-- minp, maxp: MapBlock limits
-- returns: Probability (1/return_value) for a single MT mapblock
local function minecraft_chunk_probability(x, minp, maxp)
-- 256 is the MC chunk height
return x * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
end
-- Perlin noise objects
local perlin_structures
local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
@ -1024,9 +1038,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
end
if not chunk_has_desert_temple and not chunk_has_desert_well and ground_y > 3 then
-- Minecraft probability: 1/1000 per Minecraft chunk (16×16).
-- We adjust the probability to Minetest's MapBlock size.
local desert_well_prob = 1000 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
local desert_well_prob = minecraft_chunk_probability(1000, minp, maxp)
-- Spawn desert well
if math.random(1, desert_well_prob) == 1 then
-- Check surface
@ -1054,9 +1067,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
-- Fossil
if nn == "mcl_core:sandstone" or nn == "mcl_core:sand" and not chunk_has_desert_temple and ground_y > 3 then
-- Minecraft probability: 1/64 per Minecraft chunk (16×16).
-- We adjust the probability to Minetest's MapBlock size.
local fossil_prob = 64 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
local fossil_prob = minecraft_chunk_probability(64, minp, maxp)
if math.random(1, fossil_prob) == 1 then
-- Spawn fossil below desert surface between layers 40 and 49
@ -1074,9 +1085,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
-- Witch hut
if ground_y <= 0 and (nn == "mcl_core:dirt" or n == "mcl_core:redsand") then
local prob = 64 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
local prob = minecraft_chunk_probability(64, minp, maxp)
if math.random(1, 20) == 1 then
if math.random(1, prob) == 1 then
local r = tostring(math.random(0, 3) * 90) -- "0", "90", "180" or 270"
local p1 = {x=p.x-1, y=WITCH_HUT_HEIGHT+2, z=p.z-1}
if r == "0" or r == "180" then
@ -1090,7 +1101,14 @@ minetest.register_on_generated(function(minp, maxp, seed)
local free_nodes = minetest.find_nodes_in_area(p1, p2, {"air", "mcl_core:water_source", "mcl_flowers:waterlily"})
if #free_nodes >= ((size.x+1)*(size.y+1)*(size.z+1)) then
local place = {x=p.x, y=WITCH_HUT_HEIGHT-1, z=p.z}
-- FIXME: For some mysterious reason (black magic?) this
-- function does sometimes NOT spawn the witch hut. One can only see the
-- oak wood nodes in the water, but no hut. :-/
mcl_structures.call_struct(place, "witch_hut", r)
-- TODO: Spawn witch in or around hut when the mob sucks less.
local place_tree_if_free = function(pos, prev_result)
local nn = minetest.get_node(pos).name
if nn == "mcl_flowers:waterlily" or nn == "mcl_core:water_source" or nn == "mcl_core:water_flowing" or nn == "air" then