added mg_villages.inside_village_terrain_blend_area
parent
41a9e0fd05
commit
9cbffa6fca
13
mapgen.lua
13
mapgen.lua
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@ -15,6 +15,8 @@ function mg_villages.get_bseed2(minp)
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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:get2d({x = x, y = z}), village) <= 40
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end
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@ -23,6 +25,11 @@ mg_villages.inside_village_area = function(x, z, village, vnoise)
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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: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:get2d({x = x, y = z}), village)
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end -- PM ^
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@ -394,15 +401,15 @@ mg_villages.village_area_mark_inside_village_area = function( village_area, vill
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-- do nothing here; the village area will be specificly marked later on
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-- the village core; this is where the houses stand (but there's no house or road at this particular spot)
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elseif( vn <= 40 ) then
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elseif( vn <= 40 ) then -- see mg_villages.inside_village
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village_area[ x ][ z ] = { village_nr, 6};
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-- the flattened land around the village where wheat, cotton, trees or grass may be grown (depending on village type)
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elseif( vn <= 80 ) then
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elseif( vn <= 80 ) then -- see mg_villages.inside_village_area
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village_area[ x ][ z ] = { village_nr, 1};
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-- terrain blending for the flattened land
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elseif( vn <= 160 and mg_villages.ENABLE_TERRAIN_BLEND) then
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elseif( vn <= 160 and mg_villages.ENABLE_TERRAIN_BLEND) then -- see mg_villages.inside_village_terrain_blend_area
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if n_rawnoise > -0.5 then -- leave some cliffs unblended
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local blend = (( vn - 80) / 80) ^ 2 -- 0 at village edge, 1 at normal terrain
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-- assign a negative value to terrain that needs to be adjusted in height
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