Generate fossils in deserts
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1 changed files with 24 additions and 1 deletions
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@ -1006,7 +1006,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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-- Desert temples and desert wells
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if nn == "mcl_core:sand" or (nn == "mcl_core:sandstone") then
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if not chunk_has_desert_temple and not chunk_has_desert_well and ground_level > 3 then
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if not chunk_has_desert_temple and not chunk_has_desert_well and ground_y > 3 then
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-- Spawn desert temple
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-- TODO: Check surface
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if math.random(1,12000) == 1 then
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@ -1043,6 +1043,29 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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-- Fossil
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if nn == "mcl_core:sandstone" or nn == "mcl_core:sand" and not chunk_has_desert_temple and ground_y > 3 then
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-- Minecraft probability: 1/64 per Minecraft chunk (16×16).
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-- We adjust the probability to Minetest's MapBlock size.
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local fossil_prob = 64 * (((maxp.x-minp.x+1)*(maxp.z-minp.z+1)) / 256)
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if math.random(1, fossil_prob) == 1 then
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-- Spawn fossil below desert surface
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local p1 = {x=p.x, y=p.y-math.random(15, 24), z=p.z}
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-- Very rough check of the environment (we expect to have enough stonelike nodes).
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-- Fossils may still appear partially exposed in caves, but this is O.K.
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local p2 = vector.add(p1, 4)
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local nodes = minetest.find_nodes_in_area(p1, p2, {"mcl_core:sandstone", "mcl_core:stone", "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:dirt", "mcl_core:gravel"})
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if #nodes >= 100 then -- >= 80%
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mcl_structures.call_struct(p1, "fossil")
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end
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end
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end
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-- Ice spikes (v6 only)
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if mg_name == "v6" and not chunk_has_igloo and nn == "mcl_core:snowblock" then
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local spike = math.random(1, 3000)
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