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