Add another depth check.

master
Duane Robertson 2017-07-13 01:07:43 -05:00
parent 4dc9334927
commit a6b847bb75
1 changed files with 286 additions and 280 deletions

View File

@ -53,22 +53,22 @@ loud_walking.bevel = bevel
local function connection(x, y, z)
local min_x = math_floor((x + 32) / csize.x)
local min_y = math_floor((y + 32) / csize.y)
local min_z = math_floor((z + 32) / csize.z)
local min_x = math_floor((x + 32) / csize.x)
local min_y = math_floor((y + 32) / csize.y)
local min_z = math_floor((z + 32) / csize.z)
--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
--persist = 0.4, lacunarity = 2})
--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
--persist = 0.4, lacunarity = 2})
--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
local ct = min_x % 2 + min_y % 2 + min_z % 2
local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
if ct == 1 then
return r
end
local ct = min_x % 2 + min_y % 2 + min_z % 2
local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
if ct == 1 then
return r
end
return nil
return nil
end
@ -91,10 +91,10 @@ end
local cave_stones = {
'default:stone',
--"loud_walking:stone_with_moss",
--"loud_walking:stone_with_lichen",
--"loud_walking:stone_with_algae",
--"loud_walking:stone_with_salt",
--"loud_walking:stone_with_moss",
--"loud_walking:stone_with_lichen",
--"loud_walking:stone_with_algae",
--"loud_walking:stone_with_salt",
}
local mushroom_stones = {
@ -102,51 +102,51 @@ local mushroom_stones = {
local function get_biome(x, y, z)
local px = math_floor(x / fcsize.x)
local pz = math_floor(z / fcsize.z)
local px = math_floor(x / fcsize.x)
local pz = math_floor(z / fcsize.z)
if px % 10 == 6 and pz % 10 == 6 then
return "control"
else
local hash = px * 1000 + pz
if not biome_look[hash] then
-- use the same seed (based on perlin noise).
local seed_noise = minetest.get_perlin({offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2})
math.randomseed(seed_noise:get2d({x=px, y=pz}))
if px % 10 == 6 and pz % 10 == 6 then
return "control"
else
local hash = px * 1000 + pz
if not biome_look[hash] then
-- use the same seed (based on perlin noise).
local seed_noise = minetest.get_perlin({offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2})
math.randomseed(seed_noise:get2d({x=px, y=pz}))
local rarity = "common"
if math.random(5) == 1 then
rarity = "uncommon"
end
biome_look[hash] = biome_names[rarity][math.random(#loud_walking.biome_names[rarity])]
local rarity = "common"
if math.random(5) == 1 then
rarity = "uncommon"
end
biome_look[hash] = biome_names[rarity][math.random(#loud_walking.biome_names[rarity])]
local cave_lining
if math.random(3) ~= 1 then
cave_lining = cave_stones[math.random(#cave_stones)]
end
cave_look[hash] = cave_lining
local cave_lining
if math.random(3) ~= 1 then
cave_lining = cave_stones[math.random(#cave_stones)]
end
cave_look[hash] = cave_lining
local sr = math.random(100)
if sr == 1 then
ore_look[hash] = 'default:stone_with_mese'
elseif sr <= 3 then
ore_look[hash] = 'default:stone_with_diamond'
elseif sr <= 7 then
ore_look[hash] = 'default:stone_with_gold'
elseif sr <= 15 then
ore_look[hash] = 'default:stone_with_copper'
elseif sr <= 31 then
ore_look[hash] = 'default:stone_with_iron'
elseif sr <= 63 then
ore_look[hash] = 'default:stone_with_coal'
else
ore_look[hash] = 'default:stone'
end
end
local sr = math.random(100)
if sr == 1 then
ore_look[hash] = 'default:stone_with_mese'
elseif sr <= 3 then
ore_look[hash] = 'default:stone_with_diamond'
elseif sr <= 7 then
ore_look[hash] = 'default:stone_with_gold'
elseif sr <= 15 then
ore_look[hash] = 'default:stone_with_copper'
elseif sr <= 31 then
ore_look[hash] = 'default:stone_with_iron'
elseif sr <= 63 then
ore_look[hash] = 'default:stone_with_coal'
else
ore_look[hash] = 'default:stone'
end
end
--return 'deciduous_forest', cave_look[hash], ore_look[hash]
return biome_look[hash], cave_look[hash], ore_look[hash]
end
--return 'deciduous_forest', cave_look[hash], ore_look[hash]
return biome_look[hash], cave_look[hash], ore_look[hash]
end
end
loud_walking.get_biome = get_biome
@ -181,27 +181,27 @@ end
local function get_height(fdx, fdz, index, terrain_scale, ocean)
local terr = math_floor(terrain_map[index] * (terrain_scale or 1) + 0.5)
local terr = math_floor(terrain_map[index] * (terrain_scale or 1) + 0.5)
if ocean and terr > 0 then
terr = math_floor(terr * (terrain_scale + 1.5) / 4 + 0.5)
end
local d = - math_abs(math_abs(fdx - (half_pod.x - 0.5)) - math_abs(fdz - (half_pod.z - 0.5)))
if math_abs(fdx - half_pod.x) > math_abs(fdz - half_pod.z) then
d = d + half_pod.x - 2
else
d = d + half_pod.z - 2
end
local d = - math_abs(math_abs(fdx - (half_pod.x - 0.5)) - math_abs(fdz - (half_pod.z - 0.5)))
if math_abs(fdx - half_pod.x) > math_abs(fdz - half_pod.z) then
d = d + half_pod.x - 2
else
d = d + half_pod.z - 2
end
if math_abs(terr) > d then
if terr > 0 then
terr = math_floor(d + 0.5)
elseif not ocean then
terr = math_floor(0.5 - d)
end
end
if math_abs(terr) > d then
if terr > 0 then
terr = math_floor(d + 0.5)
elseif not ocean then
terr = math_floor(0.5 - d)
end
end
return terr
return terr
end
@ -210,6 +210,12 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
return
end
local extent_bottom = loud_walking.extent_bottom
local extent_top = loud_walking.extent_top
if maxp.y < baseline + extent_bottom or minp.y > baseline + extent_top then
return
end
if not loud_walking.csize then
loud_walking.csize = vector.add(vector.subtract(maxp, minp), 1)
@ -238,33 +244,33 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
end
end
local ground = half_pod.y
local ground = half_pod.y
local t1 = os.clock()
local t1 = os.clock()
local index = 0
local index3d = 0
local last_biome, last_px, last_py, last_pz, node_top, node_filler, node_water_top, node_water, depth_top, depth_water_top, depth_filler, node_stone, ocean, swamp, beach, dunes, height
local biome_name, cave_lining, room_type, room_type_below, ore_type, land_biome
local index = 0
local index3d = 0
local last_biome, last_px, last_py, last_pz, node_top, node_filler, node_water_top, node_water, depth_top, depth_water_top, depth_filler, node_stone, ocean, swamp, beach, dunes, height
local biome_name, cave_lining, room_type, room_type_below, ore_type, land_biome
terrain_map = terrain_noise:get2dMap_flat({x=minp.x, y=minp.z}, terrain_map)
cave_map = cave_noise:get3dMap_flat(minp, cave_map)
cloud_map = cloud_noise:get2dMap_flat({x=minp.x, y=minp.z}, cloud_map)
for z = minp.z, maxp.z do
local dz = z - minp.z
local fdz = z % fcsize.z
local pz = math_floor(z / fcsize.z)
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
local fdx = x % fcsize.x
local px = math_floor(x / fcsize.x)
local in_cave = false
index3d = dz * csize.y * csize.x + dx + 1
local ivm = area:index(x, minp.y, z)
local cave_height = 0
last_py = nil
for z = minp.z, maxp.z do
local dz = z - minp.z
local fdz = z % fcsize.z
local pz = math_floor(z / fcsize.z)
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
local fdx = x % fcsize.x
local px = math_floor(x / fcsize.x)
local in_cave = false
index3d = dz * csize.y * csize.x + dx + 1
local ivm = area:index(x, minp.y, z)
local cave_height = 0
last_py = nil
if px ~= last_px or pz ~= last_pz then
biome_name, cave_lining, ore_type = get_biome(x, 0, z)
@ -302,9 +308,9 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
end
end
for y = minp.y, maxp.y do
local dy = y - minp.y
local fdy = y - baseline + half_pod.y
for y = minp.y, maxp.y do
local dy = y - minp.y
local fdy = y - baseline + half_pod.y
local eff_biome = (y < half_pod.y) and biome_name or land_biome
if biome_name == 'control' then
@ -318,96 +324,96 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
end
end
if not (data[ivm] == node['air'] or data[ivm] == node['ignore']) then
-- nop
elseif biome_name == "control" and math_abs(fdx - half_pod.x) < 3 and math_abs(fdz - half_pod.z) < 3 then
data[ivm] = node["loud_walking:air_ladder"]
elseif fdz >= pod_size.z or fdx >= pod_size.x or fdy >= pod_size.y then
if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then
data[ivm] = node['loud_walking:scrith']
else
--data[ivm] = node['loud_walking:vacuum']
end
elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then
--data[ivm] = node['loud_walking:vacuum']
in_cave = false
elseif (fdx == 0 or fdx == pod_size.x - 1) or (fdz == 0 or fdz == pod_size.z - 1) or (fdy == 0 or fdy == pod_size.y - 1) or math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel + 1 then
if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then
if not (data[ivm] == node['air'] or data[ivm] == node['ignore']) then
-- nop
elseif biome_name == "control" and math_abs(fdx - half_pod.x) < 3 and math_abs(fdz - half_pod.z) < 3 then
data[ivm] = node["loud_walking:air_ladder"]
elseif fdz >= pod_size.z or fdx >= pod_size.x or fdy >= pod_size.y then
if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then
data[ivm] = node['loud_walking:scrith']
else
--data[ivm] = node['loud_walking:vacuum']
else
if biome_name == "control" then
data[ivm] = node[glass[3]]
elseif fdy < half_pod.y then
data[ivm] = node["loud_walking:scrith"]
elseif biome_name == "underground" then
data[ivm] = node["loud_walking:scrith"]
elseif fdy == pod_size.y - 1 then
data[ivm] = node[glass[cloud_map[index] < cloud_i and 1 or 2]]
else
data[ivm] = node[glass[1]]
end
end
elseif fdz == 0 and fdz == pod_size.z - 1 or fdx == 0 and fdx == pod_size.x - 1 or fdy == 0 and fdy == pod_size.y - 1 then
data[ivm] = node['loud_walking:scrith']
elseif biome_name == "control" and fdy < pod_size.y then
if (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then
-- corridor
if fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
end
elseif ((math_abs(fdx - half_pod.x) % room_size == 3) or (math_abs(fdz - half_pod.z) % room_size == 3)) then
if fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
elseif ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
data[ivm] = node["loud_walking:control_wall"]
end
elseif fdy % 5 == 0 then
if room_type == 1 then
if room_type_below == 1 then
data[ivm] = node["loud_walking:control_floor_alert_both"]
else
data[ivm] = node["loud_walking:control_floor_alert_up"]
end
elseif room_type_below == 1 then
data[ivm] = node["loud_walking:control_floor_alert_down"]
elseif room_type == 3 then
data[ivm] = node["loud_walking:control_floor_growth"]
else
data[ivm] = node["loud_walking:control_floor"]
end
elseif room_type == 2 and fdy < pod_size.y then
if math_abs(fdx - half_pod.x) % 4 < 3 and math_abs(fdz - half_pod.z) % 4 < 3 then
data[ivm] = node["loud_walking:air_ladder"]
end
elseif room_type == 3 then
if fdy % 5 == 1 then
local sr2 = math.random(20)
if sr2 == 1 then
data[ivm] = node["loud_walking:control_plant_1"]
elseif sr2 == 2 then
data[ivm] = node["loud_walking:control_plant_2"]
end
end
elseif room_type == 4 then
if fdy % 5 == 4 and (((math_abs(fdx - half_pod.x) % room_size == 4 or math_abs(fdx - half_pod.x) % room_size == 2) and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or ((math_abs(fdz - half_pod.z) % room_size == 4 or math_abs(fdz - half_pod.z) % room_size == 2) and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
data[ivm] = node["loud_walking:controls"]
end
else
-- nop
end
elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy == pod_size.y - 2 then
data[ivm] = node["loud_walking:controls"]
elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy > pod_size.y - control_off then
data[ivm] = node[glass[3]]
elseif fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off) and fdy == pod_size.y - control_off then
data[ivm] = node[glass[3]]
elseif not in_cave and (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy == height + ground + 1 then
-- ** water decorations **
--local deco = get_decoration(biome_name)
--if deco then
-- data[ivm] = node[deco]
--end
elseif not in_cave and fdy == height + ground + 1 then
end
elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then
--data[ivm] = node['loud_walking:vacuum']
in_cave = false
elseif (fdx == 0 or fdx == pod_size.x - 1) or (fdz == 0 or fdz == pod_size.z - 1) or (fdy == 0 or fdy == pod_size.y - 1) or math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel + 1 then
if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then
--data[ivm] = node['loud_walking:vacuum']
else
if biome_name == "control" then
data[ivm] = node[glass[3]]
elseif fdy < half_pod.y then
data[ivm] = node["loud_walking:scrith"]
elseif biome_name == "underground" then
data[ivm] = node["loud_walking:scrith"]
elseif fdy == pod_size.y - 1 then
data[ivm] = node[glass[cloud_map[index] < cloud_i and 1 or 2]]
else
data[ivm] = node[glass[1]]
end
end
elseif fdz == 0 and fdz == pod_size.z - 1 or fdx == 0 and fdx == pod_size.x - 1 or fdy == 0 and fdy == pod_size.y - 1 then
data[ivm] = node['loud_walking:scrith']
elseif biome_name == "control" and fdy < pod_size.y then
if (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then
-- corridor
if fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
end
elseif ((math_abs(fdx - half_pod.x) % room_size == 3) or (math_abs(fdz - half_pod.z) % room_size == 3)) then
if fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
elseif ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
data[ivm] = node["loud_walking:control_wall"]
end
elseif fdy % 5 == 0 then
if room_type == 1 then
if room_type_below == 1 then
data[ivm] = node["loud_walking:control_floor_alert_both"]
else
data[ivm] = node["loud_walking:control_floor_alert_up"]
end
elseif room_type_below == 1 then
data[ivm] = node["loud_walking:control_floor_alert_down"]
elseif room_type == 3 then
data[ivm] = node["loud_walking:control_floor_growth"]
else
data[ivm] = node["loud_walking:control_floor"]
end
elseif room_type == 2 and fdy < pod_size.y then
if math_abs(fdx - half_pod.x) % 4 < 3 and math_abs(fdz - half_pod.z) % 4 < 3 then
data[ivm] = node["loud_walking:air_ladder"]
end
elseif room_type == 3 then
if fdy % 5 == 1 then
local sr2 = math.random(20)
if sr2 == 1 then
data[ivm] = node["loud_walking:control_plant_1"]
elseif sr2 == 2 then
data[ivm] = node["loud_walking:control_plant_2"]
end
end
elseif room_type == 4 then
if fdy % 5 == 4 and (((math_abs(fdx - half_pod.x) % room_size == 4 or math_abs(fdx - half_pod.x) % room_size == 2) and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or ((math_abs(fdz - half_pod.z) % room_size == 4 or math_abs(fdz - half_pod.z) % room_size == 2) and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
data[ivm] = node["loud_walking:controls"]
end
else
-- nop
end
elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy == pod_size.y - 2 then
data[ivm] = node["loud_walking:controls"]
elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy > pod_size.y - control_off then
data[ivm] = node[glass[3]]
elseif fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off) and fdy == pod_size.y - control_off then
data[ivm] = node[glass[3]]
elseif not in_cave and (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy == height + ground + 1 then
-- ** water decorations **
--local deco = get_decoration(biome_name)
--if deco then
-- data[ivm] = node[deco]
--end
elseif not in_cave and fdy == height + ground + 1 then
if biomes[eff_biome].special_trees and loud_walking.tree_map[ x .. ',' .. z ] and (eff_biome ~= 'savanna' or math.random(20) == 1) then
local i = 1
for j = 1, 100 do
@ -425,105 +431,105 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
data[ivm] = node[deco]
end
end
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy >= half_pod.y - (biomes[biome_name].depth_water_top or 1) then
data[ivm] = node[biomes[biome_name].node_water_top or biomes[biome_name].node_water or "default:water_source"]
in_cave = false
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y then
data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
in_cave = false
elseif fdy > height + ground then
--data[ivm] = node["air"]
in_cave = false
elseif cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.5 or 1.3 - math.sin(fdy / (half_pod.y * 0.2))) then
cave_height = cave_height + 1
if height + ground >= fdy and not in_cave and fdy > height + ground - 10 then
data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
elseif fdy == 1 then
if not cave_lining and not ocean and not swamp and not beach and biome_name ~= "glacier" and math.random(6) == 1 then
data[ivm] = node["default:lava_source"]
elseif ocean or swamp or beach then
data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
end
elseif (ocean or swamp or beach) and not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and fdy < half_pod.y and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif (ocean or swamp or beach) and fdy < half_pod.y then
data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
elseif cave_height == 3 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 3 * area.ystride]] and math.random(40) == 1 then
data[ivm] = node["loud_walking:giant_mushroom_cap"]
data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 3 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
elseif cave_height == 2 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 2 * area.ystride]] and math.random(20) == 1 then
data[ivm] = node["loud_walking:huge_mushroom_cap"]
data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm] = node["loud_walking:stalagmite"]
elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
data[ivm] = node["loud_walking:icicle_up"]
else
--data[ivm] = node["air"]
end
in_cave = true
elseif cave_lining and cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod.y * 0.2))) then
data[ivm] = node[cave_lining]
elseif fdy > height + ground - (biomes[eff_biome].depth_top or 1) then
data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
in_cave = false
elseif fdy > height + ground - (biomes[eff_biome].depth_filler or 1) - (biomes[eff_biome].depth_top or 1) then
data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
in_cave = false
else
data[ivm] = node[biomes[eff_biome].node_stone or "default:stone"]
if math.random(100) == 1 then
data[ivm] = node[ore_type]
end
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy >= half_pod.y - (biomes[biome_name].depth_water_top or 1) then
data[ivm] = node[biomes[biome_name].node_water_top or biomes[biome_name].node_water or "default:water_source"]
in_cave = false
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y then
data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
in_cave = false
elseif fdy > height + ground then
--data[ivm] = node["air"]
in_cave = false
elseif cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.5 or 1.3 - math.sin(fdy / (half_pod.y * 0.2))) then
cave_height = cave_height + 1
if height + ground >= fdy and not in_cave and fdy > height + ground - 10 then
data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
elseif fdy == 1 then
if not cave_lining and not ocean and not swamp and not beach and biome_name ~= "glacier" and math.random(6) == 1 then
data[ivm] = node["default:lava_source"]
elseif ocean or swamp or beach then
data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
end
elseif (ocean or swamp or beach) and not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and fdy < half_pod.y and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif (ocean or swamp or beach) and fdy < half_pod.y then
data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
elseif cave_height == 3 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 3 * area.ystride]] and math.random(40) == 1 then
data[ivm] = node["loud_walking:giant_mushroom_cap"]
data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 3 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
elseif cave_height == 2 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 2 * area.ystride]] and math.random(20) == 1 then
data[ivm] = node["loud_walking:huge_mushroom_cap"]
data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm] = node["loud_walking:stalagmite"]
elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
data[ivm] = node["loud_walking:icicle_up"]
else
--data[ivm] = node["air"]
end
in_cave = true
elseif cave_lining and cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod.y * 0.2))) then
data[ivm] = node[cave_lining]
elseif fdy > height + ground - (biomes[eff_biome].depth_top or 1) then
data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
in_cave = false
elseif fdy > height + ground - (biomes[eff_biome].depth_filler or 1) - (biomes[eff_biome].depth_top or 1) then
data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
in_cave = false
else
data[ivm] = node[biomes[eff_biome].node_stone or "default:stone"]
if math.random(100) == 1 then
data[ivm] = node[ore_type]
end
if in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm - area.ystride] = node["loud_walking:stalactite"]
elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
data[ivm - area.ystride] = node["loud_walking:icicle_down"]
end
in_cave = false
end
if in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm - area.ystride] = node["loud_walking:stalactite"]
elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
data[ivm - area.ystride] = node["loud_walking:icicle_down"]
end
in_cave = false
end
if not in_cave then
cave_height = 0
end
if not in_cave then
cave_height = 0
end
last_biome = biome_name
last_biome = biome_name
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
last_px = px
end
last_pz = pz
end
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
last_px = px
end
last_pz = pz
end
local t2 = os.clock()
local t2 = os.clock()
--last_px = nil
--last_pz = nil
--for z = minp.z, maxp.z do
-- local fdz = z % fcsize.z
-- local pz = math_floor(z / fcsize.z)
-- for x = minp.x, maxp.x do
-- local fdx = x % fcsize.x
-- local px = math_floor(x / fcsize.x)
-- last_py = nil
-- for y = minp.y, maxp.y do
-- if fdz % tree_space == 0 and fdx % tree_space == 0 then
-- local fdy = y - baseline + half_pod.y
-- local pod = fdz < pod_size.z and fdx < pod_size.x and fdy > 0 and fdy < pod_size.y
-- if px ~= last_px or pz ~= last_pz then
-- biome_name, cave_lining = get_biome(x, y, z)
-- ocean = string.find(biome_name, "ocean") and true or false
-- swamp = string.find(biome_name, "swamp") and true or false
-- node_top = biomes[biome_name].node_top or "default:dirt_with_grass"
-- end
--for z = minp.z, maxp.z do
-- local fdz = z % fcsize.z
-- local pz = math_floor(z / fcsize.z)
-- for x = minp.x, maxp.x do
-- local fdx = x % fcsize.x
-- local px = math_floor(x / fcsize.x)
-- last_py = nil
-- for y = minp.y, maxp.y do
-- if fdz % tree_space == 0 and fdx % tree_space == 0 then
-- local fdy = y - baseline + half_pod.y
-- local pod = fdz < pod_size.z and fdx < pod_size.x and fdy > 0 and fdy < pod_size.y
-- if px ~= last_px or pz ~= last_pz then
-- biome_name, cave_lining = get_biome(x, y, z)
-- ocean = string.find(biome_name, "ocean") and true or false
-- swamp = string.find(biome_name, "swamp") and true or false
-- node_top = biomes[biome_name].node_top or "default:dirt_with_grass"
-- end
-- local rx = x + math.random(tree_space) - 1
-- local rz = z + math.random(tree_space) - 1
@ -545,9 +551,9 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
-- end
-- end
-- end
-- end
-- end
-- end
-- end
--end
-- end
-- end
-- end
-- end
--end
end