Put snow on v6 snowy grass blocks

This code is much more efficient than previous attempts
Wuzzy 2017-04-01 18:14:17 +02:00
parent 9ba92ae363
commit 1527a77735

@ -909,10 +909,10 @@ minetest.register_on_generated(function(minp, maxp)
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data()
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local lvm_used = false
-- Generate bedrock layers
if minp.y <= BEDROCK_MAX then
lvm = true
local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
local c_void = minetest.get_content_id("mcl_core:void")
@ -955,10 +955,31 @@ minetest.register_on_generated(function(minp, maxp)
if setdata then
data[p_pos] = setdata
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()