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mirror of https://github.com/Splizard/minetest-mod-snow.git synced 2024-12-28 23:40:17 +01:00

fix ground_y searching bug

fixes #18

M  readme.txt
M  src/mapgen_v6.lua
This commit is contained in:
HybridDog 2016-07-16 21:54:31 +02:00
parent 990ace49d8
commit 850e5d9d33
2 changed files with 33 additions and 22 deletions

View File

@ -1,19 +1,19 @@
_____ __ __ _
_____ __ __ _
/ ____| | \/ | | |
| (___ _ __ _____ __ | \ / | ___ __| |
\___ \| '_ \ / _ \ \ /\ / / | |\/| |/ _ \ / _` |
____) | | | | (_) \ V V / | | | | (_) | (_| |
|_____/|_| |_|\___/ \_/\_/ |_| |_|\___/ \__,_|
Version 3.2
By Splizard and LazyJ.
Minetest version: 0.4.9
Depends: default
License: GPL v2
Complimentary Mods:
Complimentary Mods:
---------------------
* "Snowdrift" by paramat
* "More Blocks" by Calinou (2014_05_11 or newer)
@ -62,7 +62,7 @@ There are nine biome types:
* Alpine
* Snowy
* Plain
Snow can be picked up and thrown as snowballs or stacked into snow blocks.
Snow and ice melts when near warm blocks such as torches or igniters such as lava.
Snow blocks freeze water source blocks around them.
@ -101,3 +101,9 @@ As admin you can use the /snow command in-game to make various changes.
UNINSTALL:
------------
Simply delete the folder snow from the mods folder.
TODO:
— use the settingtypes.txt
— test if the fixed ground_y search works correctly at chunkcorners at ground level

View File

@ -41,9 +41,9 @@ local function do_ws_func(a, x)
local n = math.pi * x / 16000
local y = 0
for k = 1,1000 do
y = y + 1000*math.sin(k^a * n)/(k^a)
y = y + math.sin(k^a * n)/(k^a)
end
return y/math.pi
return 1000*y/math.pi
end
@ -184,19 +184,19 @@ minetest.register_on_generated(function(minp, maxp, seed)
define_contents()
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local vm, emin, emax = minetest.get_mapgen_object"voxelmanip"
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local param2s = vm:get_param2_data()
local heightmap = minetest.get_mapgen_object("heightmap")
local heightmap = minetest.get_mapgen_object"heightmap"
local snow_tab,num = {},1
local pines_tab,pnum = {},1
local sidelen = x1 - x0 + 1
local chulens = {x=sidelen, y=sidelen, z=sidelen}
local nvals_default = minetest.get_perlin_map(np_default, chulens):get2dMap_flat({x=x0+150, y=z0+50})
local nvals_default = minetest.get_perlin_map(np_default, chulens):get2dMap_flat{x=x0+150, y=z0+50}
local nvals_cold, nvals_ice
-- Choose biomes
@ -224,7 +224,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
local test
if nvals_default[ni] < 0.35 then
if not nvals_cold then
nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0})
nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat{x=x0, y=z0}
end
test = math.min(nvals_cold[ni], 1)
if smooth then
@ -246,10 +246,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
and test > smooth_rarity_min then
-- remove trees near alpine
local ground_y
for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
if data[area:index(x, y, z)] ~= c.air then
ground_y = y
break
if data[area:index(x, maxp.y, z)] == c.air then
for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
if data[area:index(x, y, z)] ~= c.air then
ground_y = y
break
end
end
end
@ -279,7 +281,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
nodes_added = true
write_to_map = true
if not nvals_ice then
nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0})
nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat{x=x0, y=z0}
end
local icetype = nvals_ice[ni]
local cool = icetype > 0 -- only spawns ice on edge of water
@ -290,11 +292,14 @@ minetest.register_on_generated(function(minp, maxp, seed)
local ground_y
for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
local nodid = data[area:index(x, y, z)]
if nodid ~= c.air then
ground_y = y
break
-- avoid generating underground
if data[area:index(x, maxp.y, z)] == c.air then
-- search for non air node from 20 m above ground down to 5 m below ground (confined by minp and maxp)
for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
if data[area:index(x, y, z)] ~= c.air then
ground_y = y
break
end
end
end