[mapgen] [mcl_ocean_monument] Generate prismarine legs up to the bottom
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@ -1,41 +1,97 @@
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-- Check it: `/tp 14958,8,11370` @ world seed `1`
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-- Check it:
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-- seed 1, v7 mapgen
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-- /teleport 14958,8,11370
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local mcl_mapgen_get_far_node = mcl_mapgen.get_far_node
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local minetest_log = minetest.log
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local minetest_place_schematic = minetest.place_schematic
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local minetest_pos_to_string = minetest.pos_to_string
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local minetest_swap_node = minetest.swap_node
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local path = minetest.get_modpath("mcl_ocean_monument") .. "/schematics/ocean_monument.mts"
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local water, air, ice = "mcl_core:water_source", "air", "mcl_core:ice"
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local water = "mcl_core:water_source"
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local air = "air"
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local ice = "mcl_core:ice"
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local leg_materials = {
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"mcl_ocean:prismarine_brick",
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"mcl_ocean:prismarine",
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}
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local what_we_can_replace_by_legs = {
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water,
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air,
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"mcl_core:water_flow",
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"mcl_core:stone",
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}
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local leg_search_quick_index = {}
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for _, v in pairs(leg_materials) do
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leg_search_quick_index[v] = true
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end
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local leg_replace_quick_index = {}
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for _, v in pairs(what_we_can_replace_by_legs) do
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leg_replace_quick_index[v] = true
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end
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local y_wanted = mcl_mapgen.OFFSET_NODES -- supposed to be -32
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local y_bottom = mcl_mapgen.overworld.min -- -62
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mcl_mapgen.register_chunk_generator(function(minp, maxp, seed)
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local minp = minp
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local y = minp.y
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if y ~= -32 then return end
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if y ~= y_wanted then return end
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local x, z = minp.x, minp.z
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local pr = PseudoRandom(seed)
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for i = 1, pr:next(10,100) do
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local pos = {x=pr:next(15,64)+x, y=pr:next(0,25)-25, z=pr:next(15,64)+z}
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-- scan the ocean - it should be the ocean:
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for i = 1, pr:next(10, 100) do
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local pos = {x = pr:next(15, 64) + x, y = pr:next(0, 25) - 25, z = pr:next(15, 64) + z}
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local node_name = mcl_mapgen_get_far_node(pos).name
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if node_name ~= water then return end
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end
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for i = 1, pr:next(10,100) do
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local pos = {x=pr:next(0,79)+x, y=2, z=pr:next(0,79)+z}
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-- scan nodes above water level - there should be the air:
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for i = 1, pr:next(10, 100) do
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local pos = {x = pr:next(0, 79) + x, y = 2, z = pr:next(0,79) + z}
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local node_name = mcl_mapgen_get_far_node(pos).name
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if node_name ~= air then return end
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end
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-- scan ocean surface - allow only water and ice:
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for i = 1, pr:next(10,100) do
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local pos = {x=pr:next(0,79)+x, y=1, z=pr:next(0,79)+z}
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local pos = {x=pr:next(0, 79)+x, y=1, z=pr:next(0,79)+z}
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local node_name = mcl_mapgen_get_far_node(pos).name
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if node_name ~= water and node_name ~= ice then return end
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end
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minetest_place_schematic(minp, path, tostring(pr:next(0,3)*90), nil, true)
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-- random rotation:
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local rotation = pr:next(0, 3)
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local rotation_str = tostring(rotation * 90)
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minetest_place_schematic(minp, path, rotation_str, nil, true)
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minetest_log("action", "[mcl_ocean_monument] Placed at " .. minetest_pos_to_string(minp))
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-- search prismarine legs at base level and continue them up to the bottom:
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for x = x, maxp.x do
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for z = z, maxp.z do
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local pos = {x = x, y = y, z = z}
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local node_name = mcl_mapgen_get_far_node(pos).name
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if leg_search_quick_index[node_name] then
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local node_leg = {name = node_name}
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for y = y - 1, y_bottom, -1 do
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pos.y = y
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local next_name = mcl_mapgen_get_far_node(pos).name
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if not leg_replace_quick_index[next_name] then
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break
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end
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minetest_swap_node(pos, node_leg)
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end
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end
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end
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end
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---- TODO: SET UP SOME NODES?
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minetest_log("action", "[mcl_ocean_monument] Placed at " .. minetest_pos_to_string(minp) .. ", " .. rotation_str .. " deg.")
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end, mcl_mapgen.priorities.OCEAN_MONUMENT)
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