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MineClone2/mods/MAPGEN/mcl_structures/desert_well.lua

94 lines
3.3 KiB
Lua

local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local chance_per_chunk = 20
local noise_multiplier = 1
local random_offset = 999
local scanning_ratio = 0.0002
local struct_threshold = chance_per_chunk
local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"}
local schematic_file = modpath .. "/schematics/mcl_structures_desert_well.mts"
local well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
local well_schematic = loadstring(well_schematic_lua)()
local red_well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_core:sand", "mcl_core:redsand")
red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_stairs:slab_sandstone", "mcl_stairs:slab_redsandstone")
local red_well_schematic = loadstring(red_well_schematic_lua)()
local function place(pos, rotation, pr)
local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z}
local pos_well = {x = pos.x, y = pos.y - 2, z = pos.z}
local node_below = minetest.get_node(pos_below)
local nn = node_below.name
if string.find(nn, "red") then
mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = red_well_schematic, pr = pr})
else
mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = well_schematic, pr = pr})
end
end
local function get_place_rank(pos)
local x, y, z = pos.x, pos.y - 1, pos.z
local p1 = {x = x , y = y, z = z }
local p2 = {x = x + 5, y = y, z = z + 5}
local post_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, node_list, false)
local other_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
return post_pos_list_surface * 5 + other_pos_list_surface
end
mcl_structures.register_structure({
name = "desert_well",
decoration = {
deco_type = "simple",
place_on = node_list,
flags = "all_floors",
fill_ratio = scanning_ratio,
y_min = -5,
y_max = mcl_mapgen.overworld.max,
height = 1,
biomes = not mcl_mapgen.v6 and {
"ColdTaiga_beach",
"ColdTaiga_beach_water",
"Desert",
"Desert_ocean",
"ExtremeHills_beach",
"FlowerForest_beach",
"Forest_beach",
"MesaBryce_sandlevel",
"MesaPlateauF_sandlevel",
"MesaPlateauFM_sandlevel",
"Savanna",
"Savanna_beach",
"StoneBeach",
"StoneBeach_ocean",
"Taiga_beach",
},
},
on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
local pr = PseudoRandom(seed + random_offset)
local random_number = pr:next(1, chance_per_chunk)
local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier
if (random_number + noise) < struct_threshold then return end
local pos = pos_list[1]
if #pos_list > 1 then
local count = get_place_rank(pos)
for i = 2, #pos_list do
local pos_i = pos_list[i]
local count_i = get_place_rank(pos_i)
if count_i > count then
count = count_i
pos = pos_i
end
end
end
place(pos, nil, pr)
end,
place_function = place,
})