Added rarity_fertility which means rarity can be affected by fertility level.
Rarity can now be a fraction. A rarity of 100 (with rarity_fertility of 0) means the object will never appear, and a rarity of 0 means it will always appear.
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6
API.txt
6
API.txt
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@ -250,7 +250,11 @@ biome = {
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-- skipped. Avoid using excessively large radii.
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rarity = num, -- How rare should this object be in its biome? Larger
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-- values make objects more rare, via:
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-- math.random(1,100) > this
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-- math.random() * 100 > this
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rarity_fertility -- The amount that the rarity is reduced by fertility.
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= num, -- This makes the rarity field the upper bound for
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-- rarity, and (rarity - rarity_fertility) the lower
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-- bound. Defaults to 0.
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max_count = num, -- The absolute maximum number of your object that
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-- should be allowed to spawn in a 5x5x5 mapblock area
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-- (80x80x80 nodes). Defaults to 5, but be sure you
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9
api.lua
9
api.lua
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@ -73,6 +73,7 @@ function biome_lib.set_defaults(biome)
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biome.near_nodes_size = biome.near_nodes_size or 0
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biome.near_nodes_count = biome.near_nodes_count or 1
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biome.rarity = biome.rarity or 50
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biome.rarity_fertility = biome.rarity_fertility or 0
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biome.max_count = biome.max_count or 125
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biome.tries = biome.tries or 2
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if biome.check_air ~= false then biome.check_air = true end
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@ -183,14 +184,18 @@ end
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local function populate_single_surface(biome, pos, perlin_fertile_area, checkair)
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local p_top = { x = pos.x, y = pos.y + 1, z = pos.z }
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if math.random(1, 100) <= biome.rarity then
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if biome.rarity - biome.rarity_fertility == 100 then
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return
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end
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local fertility, temperature, humidity = get_biome_data(pos, perlin_fertile_area)
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if math.random() * 100 <= (biome.rarity - ((fertility + 1) / 2 * biome.rarity_fertility)) then
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return
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end
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local pos_biome_ok = pos.y >= biome.min_elevation and pos.y <= biome.max_elevation
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and fertility > biome.plantlife_limit
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and fertility >= biome.plantlife_limit
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and temperature <= biome.temp_min and temperature >= biome.temp_max
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and humidity <= biome.humidity_min and humidity >= biome.humidity_max
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