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Add junglegrass to mapgen

This commit is contained in:
PilzAdam 2012-11-26 21:06:54 +01:00 committed by PilzAdam
parent 9e23e9ecbf
commit c27afe7ee8

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@ -248,7 +248,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
end end
end end
end end
-- Generate dry shrubs -- Generate grass
local perlin1 = minetest.env:get_perlin(329, 3, 0.6, 100) local perlin1 = minetest.env:get_perlin(329, 3, 0.6, 100)
-- Assume X and Z lengths are equal -- Assume X and Z lengths are equal
local divlen = 16 local divlen = 16
@ -259,11 +259,11 @@ minetest.register_on_generated(function(minp, maxp, seed)
local z0 = minp.z + math.floor((divz+0)*divlen) local z0 = minp.z + math.floor((divz+0)*divlen)
local x1 = minp.x + math.floor((divx+1)*divlen) local x1 = minp.x + math.floor((divx+1)*divlen)
local z1 = minp.z + math.floor((divz+1)*divlen) local z1 = minp.z + math.floor((divz+1)*divlen)
-- Determine dry shrubs amount from perlin noise -- Determine grass amount from perlin noise
local shrub_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 5 + 0) local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 5 + 0)
-- Find random positions for dry shrubs based on this random -- Find random positions for grass based on this random
local pr = PseudoRandom(seed+1) local pr = PseudoRandom(seed+1)
for i=0,shrub_amount do for i=0,grass_amount do
local x = pr:next(x0, x1) local x = pr:next(x0, x1)
local z = pr:next(z0, z1) local z = pr:next(z0, z1)
-- Find ground level (0...15) -- Find ground level (0...15)
@ -274,15 +274,25 @@ minetest.register_on_generated(function(minp, maxp, seed)
break break
end end
end end
-- If desert sand, make dry shrub
if ground_y and minetest.env:get_node({x=x,y=ground_y,z=z}).name == "default:desert_sand" then if ground_y then
local p = {x=x,y=ground_y+1,z=z} local p = {x=x,y=ground_y+1,z=z}
local nn = minetest.env:get_node(p).name local nn = minetest.env:get_node(p).name
-- Check if the node can be replaced
if minetest.registered_nodes[nn] and if minetest.registered_nodes[nn] and
minetest.registered_nodes[nn].buildable_to then minetest.registered_nodes[nn].buildable_to then
minetest.env:set_node(p, {name="default:dry_shrub"}) nn = minetest.env:get_node({x=x,y=ground_y,z=z}).name
-- If desert sand, make dry shrub
if nn == "default:desert_sand" then
minetest.env:set_node(p,{name="default:dry_shrub"})
-- If grass, make junglegrass
elseif nn == "default:dirt_with_grass" then
minetest.env:set_node(p,{name="default:junglegrass"})
end
end end
end end
end end
end end
end end