// Use absolute value of height to determine ore placement
#define OREFLAG_ABSHEIGHT 0x01
-
-// Use 3d noise to get density of ore placement, instead of just the position
-#define OREFLAG_DENSITY 0x02 // not yet implemented
-
-// For claylike ore types, place ore if the number of surrounding
-// nodes isn't the specified node
-#define OREFLAG_NODEISNT 0x04 // not yet implemented
-
#define OREFLAG_USE_NOISE 0x08
#define ORE_RANGE_ACTUAL 1
ORE_TYPE_SCATTER,
ORE_TYPE_SHEET,
ORE_TYPE_BLOB,
+ ORE_TYPE_VEIN,
};
extern FlagDesc flagdesc_ore[];
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
+class OreVein : public Ore {
+public:
+ static const bool NEEDS_NOISE = true;
+
+ float random_factor;
+ Noise *noise2;
+
+ virtual ~OreVein();
+
+ virtual void generate(ManualMapVoxelManipulator *vm, int seed,
+ u32 blockseed, v3s16 nmin, v3s16 nmax);
+};
+
class OreManager : public GenElementManager {
public:
static const char *ELEMENT_TITLE;
return new OreSheet;
case ORE_TYPE_BLOB:
return new OreBlob;
+ case ORE_TYPE_VEIN:
+ return new OreVein;
default:
return NULL;
}