forked from minetest-mods/nether
Merge branch 'github'
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commit
3292146e3c
@ -266,7 +266,7 @@ end
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mapgen.getCavePerlinAt = function(pos)
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mapgen.getCavePerlinAt = function(pos)
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cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
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cavePointPerlin = cavePointPerlin or minetest.get_perlin(mapgen.np_cave)
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return cavePointPerlin:get3d(pos)
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return cavePointPerlin:get_3d(pos)
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end
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end
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@ -485,7 +485,7 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
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local nval_cave = nobj_cave_point:get_3d({x = target_x, y = y, z = target_z})
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if nval_cave > TCAVE then -- Cavern
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if nval_cave > TCAVE then -- Cavern
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air = air + 1
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air = air + 1
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@ -136,7 +136,7 @@ mapgen.add_basalt_columns = function(data, area, minp, maxp)
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if basaltNoise > 0 then
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if basaltNoise > 0 then
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-- a basalt column is here
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-- a basalt column is here
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local abs_sealevel_cave_noise = math_abs(cavePerlin:get3d({x = x, y = nearest_sea_level, z = z}))
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local abs_sealevel_cave_noise = math_abs(cavePerlin:get_3d({x = x, y = nearest_sea_level, z = z}))
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-- Add Some quick deterministic noise to the column heights
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-- Add Some quick deterministic noise to the column heights
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-- This is probably not good noise, but it doesn't have to be.
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-- This is probably not good noise, but it doesn't have to be.
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@ -216,7 +216,7 @@ function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
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local nval_cave = nobj_cave_point:get_3d({x = target_x, y = y, z = target_z})
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if nval_cave > TCAVE then -- Cavern
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if nval_cave > TCAVE then -- Cavern
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air = air + 1
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air = air + 1
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