Replace get_2d call from mg_villages with get2d
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7e43fcc4ee
commit
34608e27c0
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@ -48,20 +48,20 @@ end
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-- if you change any of the 3 constants below, also change them in the function
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-- mg_villages.village_area_mark_inside_village_area
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mg_villages.inside_village = function(x, z, village, vnoise)
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return mg_villages.get_vn(x, z, vnoise:get_2d({x = x, y = z}), village) <= 40
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return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 40
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end
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mg_villages.inside_village_area = function(x, z, village, vnoise)
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return mg_villages.get_vn(x, z, vnoise:get_2d({x = x, y = z}), village) <= 80
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return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 80
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end
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mg_villages.inside_village_terrain_blend_area = function(x, z, village, vnoise)
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return mg_villages.get_vn(x, z, vnoise:get_2d({x = x, y = z}), village) <= 160
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return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 160
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end
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mg_villages.get_vnoise = function(x, z, village, vnoise) -- PM v
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return mg_villages.get_vn(x, z, vnoise:get_2d({x = x, y = z}), village)
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return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village)
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end -- PM ^
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mg_villages.get_vn = function(x, z, noise, village)
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@ -593,7 +593,7 @@ mg_villages.village_area_mark_inside_village_area = function( village_area, vill
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if( not( village_area[ x ][ z ] )) then
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village_area[ x ][ z ] = { 0, 0 };
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local n_rawnoise = village_noise:get_2d({x = x, y = z}) -- create new blended terrain
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local n_rawnoise = village_noise:get2d({x = x, y = z}) -- create new blended terrain
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for village_nr, village in ipairs(villages) do
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local vn = mg_villages.get_vn(x, z, n_rawnoise, village);
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if( village.is_single_house ) then
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@ -24,7 +24,7 @@ mg_villages.villages_at_point = function(minp, noise1)
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local s = pi:next(1, 400)
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local x = pi:next(mp.x, mp.x + 79)
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local z = pi:next(mp.z, mp.z + 79)
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if s <= mg_villages.VILLAGE_CHANCE and noise1:get_2d({x = x, y = z}) >= -0.3 then return {} end
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if s <= mg_villages.VILLAGE_CHANCE and noise1:get2d({x = x, y = z}) >= -0.3 then return {} end
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end
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end
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end
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@ -32,7 +32,7 @@ mg_villages.villages_at_point = function(minp, noise1)
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if pr:next(1, 400) > mg_villages.VILLAGE_CHANCE then return {} end -- No village here
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local x = pr:next(minp.x, minp.x + 79)
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local z = pr:next(minp.z, minp.z + 79)
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if noise1:get_2d({x = x, y = z}) < -0.3 then return {} end -- Deep in the ocean
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if noise1:get2d({x = x, y = z}) < -0.3 then return {} end -- Deep in the ocean
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-- fallback: type "nore" (that is what the mod originally came with)
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local village_type = 'nore';
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@ -604,7 +604,7 @@ end
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local function generate_walls(bpos, data, a, minp, maxp, vh, vx, vz, vs, vnoise)
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local xx = (vnoise:get_2d({x=x, y=z})-2)*20+(40/(vs*vs))*((x-vx)*(x-vx)+(z-vz)*(z-vz))
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local xx = (vnoise:get2d({x=x, y=z})-2)*20+(40/(vs*vs))*((x-vx)*(x-vx)+(z-vz)*(z-vz))
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if xx>=40 and xx <= 44 then
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bpos[#bpos+1] = {x=x, z=z, y=vh, btype="wall", bsizex=1, bsizez=1, brotate=0}
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end
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