Generate clay more MC-like
* Diamond shape * Flat * Close to water surface
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@ -968,38 +968,46 @@ end
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-- Perlin noise objects
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-- Perlin noise objects
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local perlin_structures
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local perlin_structures
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length, perlin_vines_density
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local perlin_clay
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-- TODO: Try to use more efficient clay generating code
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local function generate_clay(minp, maxp, seed)
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local function generate_clay(minp, maxp, seed)
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if maxp.y >= 2 and minp.y <= 0 then
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-- TODO: Try to use more efficient clay generating code.
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-- Generate clay
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-- TODO: Make clay generation reproducible for same seed
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if maxp.y < -5 or minp.y > 0 then
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return
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end
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perlin_clay = perlin_clay or minetest.get_perlin({
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offset = 0.5,
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scale = 0.2,
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spread = {x = 5, y = 5, z = 5},
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seed = -316,
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octaves = 1,
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persist = 0.0
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})
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for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
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-- Assume X and Z lengths are equal
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-- Assume X and Z lengths are equal
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local divlen = 4
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local divlen = 4
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local divs = (maxp.x-minp.x)/divlen+1;
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0+1,divs-1-1 do
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for divx=0+1,divs-2 do
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for divz=0+1,divs-1-1 do
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for divz=0+1,divs-2 do
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local cx = minp.x + math.floor((divx+0.5)*divlen)
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-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
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local cz = minp.z + math.floor((divz+0.5)*divlen)
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local cx = minp.x + math.floor((divx+0.5)*divlen) + math.random(-1,1)
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if minetest.get_node({x=cx,y=1,z=cz}).name == "mcl_core:water_source" and
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local cz = minp.z + math.floor((divz+0.5)*divlen) + math.random(-1,1)
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minetest.get_item_group(minetest.get_node({x=cx,y=0,z=cz}).name, "sand") == 1 then
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local waternode = minetest.get_node({x=cx,y=y+1,z=cz}).name
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local is_shallow = true
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local surfacepos = {x=cx,y=y,z=cz}
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local num_water_around = 0
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local surfacenode = minetest.get_node(surfacepos).name
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if minetest.get_node({x=cx-divlen*2,y=1,z=cz+0}).name == "mcl_core:water_source" then
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local genrnd = math.random(1, 20)
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num_water_around = num_water_around + 1 end
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if genrnd == 1 and perlin_clay:get3d(surfacepos) > 0 and waternode == "mcl_core:water_source" and
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if minetest.get_node({x=cx+divlen*2,y=1,z=cz+0}).name == "mcl_core:water_source" then
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(surfacenode == "mcl_core:dirt" or minetest.get_item_group(surfacenode, "sand") == 1) then
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num_water_around = num_water_around + 1 end
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local diamondsize = math.random(1, 3)
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if minetest.get_node({x=cx+0,y=1,z=cz-divlen*2}).name == "mcl_core:water_source" then
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for x1 = -diamondsize, diamondsize do
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num_water_around = num_water_around + 1 end
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for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
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if minetest.get_node({x=cx+0,y=1,z=cz+divlen*2}).name == "mcl_core:water_source" then
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local ccpos = {x=cx+x1,y=y,z=cz+z1}
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num_water_around = num_water_around + 1 end
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local claycandidate = minetest.get_node(ccpos)
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if num_water_around >= 2 then
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if claycandidate.name == "mcl_core:dirt" or minetest.get_item_group(claycandidate.name, "sand") == 1 then
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is_shallow = false
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minetest.set_node(ccpos, {name="mcl_core:clay"})
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end
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if is_shallow then
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for x1=-divlen,divlen do
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for z1=-divlen,divlen do
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if minetest.get_item_group(minetest.get_node({x=cx+x1,y=0,z=cz+z1}).name, "sand") == 1 then
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minetest.set_node({x=cx+x1,y=0,z=cz+z1}, {name="mcl_core:clay"})
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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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@ -1009,8 +1017,6 @@ local function generate_clay(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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end
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-- TODO: Try to use more efficient structure generating code
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-- TODO: Try to use more efficient structure generating code
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local function generate_structures(minp, maxp, seed, biomemap)
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local function generate_structures(minp, maxp, seed, biomemap)
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local chunk_has_desert_well = false
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local chunk_has_desert_well = false
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