Rarely generate witch huts (experimental)
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@ -994,8 +994,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local z = pr:next(z0, z1)
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local z = pr:next(z0, z1)
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-- Find ground level
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-- Find ground level
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local ground_y = nil
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local ground_y = nil
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for y=64,3,-1 do
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for y=64,-1,-1 do
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if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
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local checknode = minetest.get_node({x=x,y=y,z=z}).name
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if minetest.registered_nodes[checknode].walkable then
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ground_y = y
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ground_y = y
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break
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break
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end
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end
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@ -1020,7 +1021,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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chunk_has_desert_temple = true
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chunk_has_desert_temple = true
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end
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end
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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 then
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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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-- 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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-- 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 = 1000 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
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@ -1069,10 +1070,49 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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end
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end
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-- Witch hut
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if ground_y <= 0 and nn == "mcl_core:dirt" then
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local prob = 1024 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
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if math.random(1, prob) == 1 then
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local p1 = {x=p.x-1, y=p.y+4, z=p.z-1}
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local p2 = vector.add(p1, {x=9, y=5, z=8})
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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 >= 10*6*9 then
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local place = {x=p.x, y=p.y+2, z=p.z}
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mcl_structures.call_struct(place, "witch_hut")
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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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minetest.set_node(pos, {name="mcl_core:tree", param2=0})
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return prev_result
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else
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return false
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end
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end
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local offsets = {
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{x=1, y=0, z=1},
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{x=1, y=0, z=5},
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{x=6, y=0, z=1},
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{x=6, y=0, z=5},
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}
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for o=1, #offsets do
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local ok = true
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for y=place.y-1, place.y-64, -1 do
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local tpos = vector.add(place, offsets[o])
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tpos.y = y
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ok = place_tree_if_free(tpos, ok)
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if not ok then
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break
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end
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end
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end
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end
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end
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end
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-- Ice spikes in v6
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-- Ice spikes (v6 only)
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-- In other mapgens, ice spikes are generated as decorations.
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if mg_name == "v6" and not chunk_has_igloo and nn == "mcl_core:snowblock" then
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if mg_name == "v6" and not chunk_has_igloo and nn == "mcl_core:snowblock" then
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local spike = math.random(1, 3000)
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local spike = math.random(1, 3000)
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if spike < 3 then
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if spike < 3 then
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@ -206,7 +206,7 @@ end
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mcl_structures.generate_witch_hut = function(pos)
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mcl_structures.generate_witch_hut = function(pos)
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
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minetest.place_schematic(pos, path, "random", nil, true)
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minetest.place_schematic(pos, path, "0", nil, true)
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end
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end
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mcl_structures.generate_ice_spike_small = function(pos)
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mcl_structures.generate_ice_spike_small = function(pos)
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