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path: root/games/minimal/mods/default/mapgen.lua
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-- minetest/default/mapgen.lua

--
-- Aliases for map generator outputs
--

minetest.register_alias("mapgen_air", "air")
minetest.register_alias("mapgen_stone", "default:stone")
minetest.register_alias("mapgen_tree", "default:tree")
minetest.register_alias("mapgen_leaves", "default:leaves")
minetest.register_alias("mapgen_apple", "default:apple")
minetest.register_alias("mapgen_water_source", "default:water_source")
minetest.register_alias("mapgen_dirt", "default:dirt")
minetest.register_alias("mapgen_sand", "default:sand")
minetest.register_alias("mapgen_gravel", "default:gravel")
minetest.register_alias("mapgen_clay", "default:clay")
minetest.register_alias("mapgen_lava_source", "default:lava_source")
minetest.register_alias("mapgen_cobble", "default:cobble")
minetest.register_alias("mapgen_mossycobble", "default:mossycobble")
minetest.register_alias("mapgen_dirt_with_grass", "default:dirt_with_grass")
minetest.register_alias("mapgen_junglegrass", "default:junglegrass")
minetest.register_alias("mapgen_stone_with_coal", "default:stone_with_coal")
minetest.register_alias("mapgen_stone_with_iron", "default:stone_with_iron")
minetest.register_alias("mapgen_mese", "default:mese")
minetest.register_alias("mapgen_stair_cobble", "stairs:stair_cobble")

--
-- Ore generation
--

minetest.register_ore({
	ore_type       = "scatter",
	ore            = "default:stone_with_coal",
	wherein        = "default:stone",
	clust_scarcity = 8*8*8,
	clust_num_ores = 5,
	clust_size     = 3,
	height_min     = -31000,
	height_max     = 64,
})

minetest.register_ore({
	ore_type       = "scatter",
	ore            = "default:stone_with_iron",
	wherein        = "default:stone",
	clust_scarcity = 16*16*16,
	clust_num_ores = 5,
	clust_size     = 3,
	height_min     = -5,
	height_max     = 7,
})

minetest.register_ore({
	ore_type       = "scatter",
	ore            = "default:stone_with_iron",
	wherein        = "default:stone",
	clust_scarcity = 12*12*12,
	clust_num_ores = 5,
	clust_size     = 3,
	height_min     = -16,
	height_max     = -5,
})

minetest.register_ore({
	ore_type       = "scatter",
	ore            = "default:stone_with_iron",
	wherein        = "default:stone",
	clust_scarcity = 9*9*9,
	clust_num_ores = 5,
	clust_size     = 3,
	height_min     = -31000,
	height_max     = -17,
})

-- for float islands and far scaled
minetest.register_ore({
	ore_type       = "scatter",
	ore            = "default:stone_with_coal",
	wherein        = "default:stone",
	clust_scarcity = 8*8*8,
	clust_num_ores = 5,
	clust_size     = 3,
	height_min     = 200,
	height_max     = 31000,
})

minetest.register_ore({
	ore_type       = "scatter",
	ore            = "default:stone_with_iron",
	wherein        = "default:stone",
	clust_scarcity = 9*9*9,
	clust_num_ores = 5,
	clust_size     = 3,
	height_min     = 200,
	height_max     = 31000,
})

minetest.register_on_generated(function(minp, maxp, seed)
	-- Generate clay
	if maxp.y >= 2 and minp.y <= 0 then
		-- Assume X and Z lengths are equal
		local divlen = 4
		local divs = (maxp.x-minp.x)/divlen+1;
		for divx=0+1,divs-1-1 do
		for divz=0+1,divs-1-1 do
			local cx = minp.x + math.floor((divx+0.5)*divlen)
			local cz = minp.z + math.floor((divz+0.5)*divlen)
			if minetest.get_node({x=cx,y=1,z=cz}).name == "default:water_source" and
					minetest.get_node({x=cx,y=0,z=cz}).name == "default:sand" then
				local is_shallow = true
				local num_water_around = 0
				if minetest.get_node({x=cx-divlen*2,y=1,z=cz+0}).name == "default:water_source" then
					num_water_around = num_water_around + 1 end
				if minetest.get_node({x=cx+divlen*2,y=1,z=cz+0}).name == "default:water_source" then
					num_water_around = num_water_around + 1 end
				if minetest.get_node({x=cx+0,y=1,z=cz-divlen*2}).name == "default:water_source" then
					num_water_around = num_water_around + 1 end
				if minetest.get_node({x=cx+0,y=1,z=cz+divlen*2}).name == "default:water_source" then
					num_water_around = num_water_around + 1 end
				if num_water_around >= 2 then
					is_shallow = false
				end	
				if is_shallow then
					for x1=-divlen,divlen do
					for z1=-divlen,divlen do
						if minetest.get_node({x=cx+x1,y=0,z=cz+z1}).name == "default:sand" then
							minetest.set_node({x=cx+x1,y=0,z=cz+z1}, {name="default:clay"})
						end
					end
					end
				end
			end
		end
		end
	end
end)