mapgen_mantle.lua localise math

localise math functions
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tenplus1 2024-12-13 08:09:20 +00:00 committed by GitHub
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@ -61,14 +61,15 @@ local c_lava_crust = minetest.get_content_id("nether:lava_crust")
local c_basalt = minetest.get_content_id("nether:basalt")
-- Math funcs
local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor -- avoid needing table lookups each time a common math function is invoked
-- Math funcs (avoid needing table lookups each time a common math function is invoked)
local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor
local math_random, math_randomseed = math.random, math.randomseed
function random_unit_vector()
return vector.normalize({
x = math.random() - 0.5,
y = math.random() - 0.5,
z = math.random() - 0.5
x = math_random() - 0.5,
y = math_random() - 0.5,
z = math_random() - 0.5
})
end
@ -88,7 +89,7 @@ mapgen.find_nearest_lava_sealevel = function(y)
-- todo: put oceans near the bottom of chunks to improve ability to generate tunnels to the center
-- todo: constrain y to be not near the bounds of the nether
-- todo: add some random adj at each level, seeded only by the level height
local sealevel = math.floor((y + 100) / 200) * 200
local sealevel = math_floor((y + 100) / 200) * 200
--local sealevel = math.floor((y + 80) / 160) * 160
--local sealevel = math.floor((y + 120) / 240) * 240
@ -105,8 +106,6 @@ mapgen.find_nearest_lava_sealevel = function(y)
end
mapgen.add_basalt_columns = function(data, area, minp, maxp)
-- Basalt columns are structures found in lava oceans, and the only way to obtain
-- nether basalt.
@ -230,7 +229,7 @@ function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
local ystride = area.ystride
local zstride = area.zstride
math.randomseed(nether_pos.x + 10 * nether_pos.y + 100 * nether_pos.z) -- so each tunnel generates deterministically (this doesn't have to be a quality seed)
math_randomseed(nether_pos.x + 10 * nether_pos.y + 100 * nether_pos.z) -- so each tunnel generates deterministically (this doesn't have to be a quality seed)
local dist = math_floor(vector.distance(nether_pos, center_pos))
local waypoints = generate_waypoints(nether_pos, center_pos, minp, maxp)