minetest/mods/mapgen/init.lua
HeroOfTheWinds db0bedd06b Fix vacuum not appearing.
Causes vacuum to appear in caves as well as above sea level, as it
should.
2014-05-14 11:48:16 -10:00

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2 KiB
Lua

-- Mapgen
dofile(minetest.get_modpath("mapgen").."/ores.lua")
-- Set mapgen mode to v7
minetest.register_on_mapgen_init(function(params)
minetest.set_mapgen_params({
mgname = "v7",
seed = params.seed,
water_level = -10,
flags = "caves",
})
end)
-- Dust Biome
minetest.register_biome({
name = "plains",
node_top = "moontest:dust",
depth_top = 2,
node_bottom = "moontest:stone",
node_dust = "air",
height_min = 3,
height_max = 30,
})
-- Basalt Biome
minetest.register_biome({
name = "basalt",
node_top = "moontest:basalt",
depth_top = 2,
node_filler = "moontest:dust",
depth_filler = 1,
node_dust = "air",
height_min = -50,
height_max = 5,
})
-- Lunar Ice Cap Biome
minetest.register_biome({
name = "plains",
node_top = "moontest:waterice",
depth_top = 4,
node_filler = "moontest:dust",
depth_filler = 2,
node_dust = "air",
height_min = 25,
height_max = 100,
})
-- Aliases
minetest.register_alias("mapgen_lava_source", "moontest:hlsource")
minetest.register_alias("mapgen_water_source", "moontest:hlsource")
minetest.register_alias("mapgen_stone", "moontest:stone")
--Set everything to vacuum on generate
minetest.register_on_generated(function(minp, maxp, seed)
local x1 = maxp.x
local y1 = maxp.y
local z1 = maxp.z
local x0 = minp.x
local y0 = minp.y
local z0 = minp.z
--fire up the voxel manipulator
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
--get the content ID #'s of air and vacuum
local c_air = minetest.get_content_id("air")
local c_vac = minetest.get_content_id("moontest:vacuum")
--loop through every node of the chunk
for z = z0, z1 do
for x = x0, x1 do
for y = y0, y1 do
--grab the location of the node in question
local vi = area:index(x, y, z)
--if it's air, it won't be now!
if data[vi] == c_air then
data[vi] = c_vac
end
end
end
end
--write the voxel manipulator data back to world
vm:set_data(data)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map(data)
end)