94 lines
3.3 KiB
Lua
94 lines
3.3 KiB
Lua
local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local chance_per_chunk = 60
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local noise_multiplier = 1
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local random_offset = 999
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local scanning_ratio = 0.00001
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local struct_threshold = chance_per_chunk - 1
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local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
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local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"}
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local schematic_file = modpath .. "/schematics/mcl_structures_desert_well.mts"
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local well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
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local well_schematic = loadstring(well_schematic_lua)()
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local red_well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
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red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_core:sand", "mcl_core:redsand")
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red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_stairs:slab_sandstone", "mcl_stairs:slab_redsandstone")
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local red_well_schematic = loadstring(red_well_schematic_lua)()
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local function place(pos, rotation, pr)
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local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z}
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local pos_well = {x = pos.x, y = pos.y - 2, z = pos.z}
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local node_below = minetest.get_node(pos_below)
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local nn = node_below.name
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if string.find(nn, "red") then
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mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = red_well_schematic, pr = pr})
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else
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mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = well_schematic, pr = pr})
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end
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end
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local function get_place_rank(pos)
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local x, y, z = pos.x, pos.y - 1, pos.z
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local p1 = {x = x , y = y, z = z }
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local p2 = {x = x + 5, y = y, z = z + 5}
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local post_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, node_list, false)
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local other_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
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return post_pos_list_surface * 5 + other_pos_list_surface
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end
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mcl_structures.register_structure({
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name = "desert_well",
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decoration = {
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deco_type = "simple",
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place_on = node_list,
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flags = "all_floors",
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fill_ratio = scanning_ratio,
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y_min = -5,
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y_max = mcl_mapgen.overworld.max,
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height = 1,
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biomes = not mcl_mapgen.v6 and {
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"ColdTaiga_beach",
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"ColdTaiga_beach_water",
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"Desert",
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"Desert_ocean",
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"ExtremeHills_beach",
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"FlowerForest_beach",
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"Forest_beach",
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"MesaBryce_sandlevel",
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"MesaPlateauF_sandlevel",
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"MesaPlateauFM_sandlevel",
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"Savanna",
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"Savanna_beach",
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"StoneBeach",
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"StoneBeach_ocean",
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"Taiga_beach",
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},
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},
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on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
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local pr = PseudoRandom(seed + random_offset)
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local random_number = pr:next(1, chance_per_chunk)
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local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier
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if (random_number + noise) < struct_threshold then return end
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local pos = pos_list[1]
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if #pos_list > 1 then
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local count = get_place_rank(pos)
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for i = 2, #pos_list do
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local pos_i = pos_list[i]
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local count_i = get_place_rank(pos_i)
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if count_i > count then
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count = count_i
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pos = pos_i
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end
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end
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end
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place(pos, nil, pr)
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end,
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place_function = place,
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})
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