943 lines
35 KiB
Lua
943 lines
35 KiB
Lua
-- This tables looks up nodes that aren't already stored.
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local node = setmetatable({}, {
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__index = function(t, k)
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if not (t and k and type(t) == 'table') then
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return
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end
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t[k] = minetest.get_content_id(k)
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return t[k]
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end
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})
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loud_walking.node = node
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local math_abs = math.abs
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local math_floor = math.floor
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local cloud_i = 0.5
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local glass = {"loud_walking:sky_scrith", "loud_walking:cloud_scrith", "loud_walking:transparent_scrith"}
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local data = {}
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local p2data = {} -- vm rotation data buffer
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local lightmap = {}
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local vm, emin, emax, a, csize, heightmap, biomemap
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local div_sz_x, div_sz_z, minp, maxp, terrain, cave
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local cloud
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local terrain_noise = {offset = 0,
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scale = 20, seed = 8829, spread = {x = 40, y = 40, z = 40},
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octaves = 6, persist = 0.4, lacunarity = 2}
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local cave_noise = {offset = 0, scale = 1,
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seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3,
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persist = 0.8, lacunarity = 2}
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local cloud_noise = {offset = 0, scale = 1,
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seed = -7874, spread = {x = 30, y = 30, z = 30}, octaves = 3,
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persist = 0.8, lacunarity = 2}
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loud_walking.biomes = {}
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local biomes = loud_walking.biomes
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local biome_names = {}
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biome_names["common"] = {}
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biome_names["uncommon"] = {}
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do
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local biome_terrain_scale = {}
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biome_terrain_scale["coniferous_forest"] = 0.75
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biome_terrain_scale["rainforest"] = 0.33
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biome_terrain_scale["underground"] = 1.5
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local tree_biomes = {}
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tree_biomes["deciduous_forest"] = {"deciduous_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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tree_biomes["taiga"] = {"conifer_trees"}
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tree_biomes["rainforest"] = {"jungle_trees"}
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tree_biomes["rainforest_swamp"] = {"jungle_trees"}
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tree_biomes["coniferous_forest"] = {"conifer_trees"}
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tree_biomes["savanna"] = {"acacia_trees"}
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for i, obiome in pairs(minetest.registered_biomes) do
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local biome = table.copy(obiome)
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biome.special_tree_prob = 2
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if biome.name == "savanna" then
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biome.special_tree_prob = 30
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end
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local rarity = "common"
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biome.terrain_scale = biome_terrain_scale[biome] or 0.5
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if string.find(biome.name, "ocean") then
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biome.terrain_scale = 1
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rarity = "uncommon"
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end
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if string.find(biome.name, "swamp") then
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biome.terrain_scale = 0.25
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rarity = "uncommon"
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end
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if string.find(biome.name, "beach") then
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biome.terrain_scale = 0.25
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rarity = "uncommon"
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end
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if string.find(biome.name, "^underground$") then
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biome.node_top = "default:stone"
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rarity = "uncommon"
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end
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biome.special_trees = tree_biomes[biome.name]
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biomes[biome.name] = biome
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biome_names[rarity][#biome_names[rarity]+1] = biome.name
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end
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end
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biomes["control"] = {}
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local cave_stones = {
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"loud_walking:stone_with_moss",
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"loud_walking:stone_with_lichen",
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"loud_walking:stone_with_algae",
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"loud_walking:stone_with_salt",
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}
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local mushroom_stones = {}
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mushroom_stones[node["default:stone"]] = true
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mushroom_stones[node["loud_walking:stone_with_algae"]] = true
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mushroom_stones[node["loud_walking:stone_with_lichen"]] = true
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local function connection(x, y, z)
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local min_x = math_floor((x + 32) / csize.x)
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local min_y = math_floor((y + 32) / csize.y)
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local min_z = math_floor((z + 32) / csize.z)
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--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
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--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
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--persist = 0.4, lacunarity = 2})
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--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
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local ct = min_x % 2 + min_y % 2 + min_z % 2
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local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
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if ct == 1 then
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return r
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end
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return nil
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end
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local function get_decoration(biome)
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if not loud_walking.decorations then
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return
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end
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for i, deco in pairs(loud_walking.decorations) do
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if not deco.biomes or deco.biomes[biome] then
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local range = 1000
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if deco.deco_type == "simple" then
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if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
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return deco.decoration
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end
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else
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-- nop
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end
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end
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end
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end
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local pod_size = {x=300, y=100, z=200}
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local half_pod = {x=math_floor(pod_size.x / 2), y=math_floor(pod_size.y / 2), z=math_floor(pod_size.z / 2)}
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local bridge_size = 50
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local fcsize = {x=pod_size.x + bridge_size, y=pod_size.y + bridge_size, z=pod_size.z + bridge_size}
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local bevel = half_pod.y
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local room_size = 20
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local control_off = math_floor(room_size / 4)
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local biome_look = {}
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local cave_look = {}
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local function place_schematic(pos, schem, center)
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local rot = math.random(4) - 1
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local yslice = {}
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if schem.yslice_prob then
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for _, ys in pairs(schem.yslice_prob) do
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yslice[ys.ypos] = ys.prob
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end
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end
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if center then
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pos.x = pos.x - math_floor(schem.size.x / 2)
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pos.z = pos.z - math_floor(schem.size.z / 2)
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end
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for z1 = 0, schem.size.z - 1 do
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for x1 = 0, schem.size.x - 1 do
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local x, z
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if rot == 0 then
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x, z = x1, z1
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elseif rot == 1 then
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x, z = schem.size.z - z1 - 1, x1
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elseif rot == 2 then
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x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1
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elseif rot == 3 then
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x, z = z1, schem.size.x - x1 - 1
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end
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local fdz = (pos.z + z) % fcsize.z
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local fdx = (pos.x + x) % fcsize.x
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if fdz < pod_size.z - 1 and fdz > 0 and fdx < pod_size.x - 1 and fdx > 0 then
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local ivm = a:index(pos.x + x, pos.y, pos.z + z)
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local isch = z1 * schem.size.y * schem.size.x + x1 + 1
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for y = 0, schem.size.y - 1 do
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local fdy = (pos.y + y) % fcsize.y
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if math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) > bevel then
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if yslice[y] or 255 >= math.random(255) then
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local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
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if prob >= math.random(255) and schem.data[isch].name ~= "air" then
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data[ivm] = node[schem.data[isch].name]
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end
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local param2 = schem.data[isch].param2 or 0
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p2data[ivm] = param2
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end
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end
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ivm = ivm + a.ystride
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isch = isch + schem.size.x
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end
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end
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end
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end
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end
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local function get_biome(x, y, z)
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local px = math_floor(x / fcsize.x)
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local py = math_floor(y / fcsize.y)
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local pz = math_floor(z / fcsize.z)
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if px % 10 == 6 and pz % 10 == 6 then
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return "control"
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else
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local hash = px * 1000000 + py * 1000 + pz
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if not biome_look[hash] then
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-- use the same seed (based on perlin noise).
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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})
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math.randomseed(seed_noise:get3d({x=px, y=py, z=pz}))
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local rarity = "common"
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if math.random(5) > 4 then
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rarity = "uncommon"
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end
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biome_look[hash] = biome_names[rarity][math.random(#biome_names[rarity])]
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local cave_lining
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if math.random(3) ~= 1 then
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cave_lining = cave_stones[math.random(#cave_stones)]
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end
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cave_look[hash] = cave_lining
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end
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return 'rainforest', cave_look[hash]
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--return biome_look[hash], cave_look[hash]
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end
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end
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local function get_height(fdx, fdz, y, index, heights, terrain_scale, ocean)
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local py = math_floor(y / fcsize.y)
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if not terrain_scale then
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return
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end
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if not heights[py] then
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print('new height')
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heights[py] = minetest.get_perlin_map(terrain_noise, csize):get2dMap_flat({x=minp.x, y=minp.z})
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end
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local terr = math_floor(heights[py][index] * terrain_scale + 0.5)
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local d = - math_abs(math_abs(fdx - (half_pod.x - 0.5)) - math_abs(fdz - (half_pod.z - 0.5)))
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if math_abs(fdx - half_pod.x) > math_abs(fdz - half_pod.z) then
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d = d + half_pod.x - 2
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else
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d = d + half_pod.z - 2
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end
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if math_abs(terr) > d then
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if terr > 0 then
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terr = math_floor(d + 0.5)
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elseif not ocean then
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terr = math_floor(0.5 - d)
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end
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end
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return terr
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end
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local function generate(p_minp, p_maxp, seed)
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--local ta0, ta1, ta2 = 0, 0, 0
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local t0 = os.clock()
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minp, maxp = p_minp, p_maxp
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vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm:get_data(data)
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--p2data = vm:get_param2_data()
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a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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csize = vector.add(vector.subtract(maxp, minp), 1)
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vm:set_lighting({day = 15, night = 0}, minp, maxp)
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lightmap = vm:get_light_data()
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local ground = half_pod.y
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local heights = {}
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cloud = minetest.get_perlin_map(cloud_noise, csize):get2dMap_flat(minp)
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cave = minetest.get_perlin_map(cave_noise, csize):get3dMap_flat(minp)
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local t1 = os.clock()
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local index = 0
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local index3d = 0
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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
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local biome, cave_lining
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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local fdz = z % fcsize.z
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local pz = math_floor(z / fcsize.z)
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for x = minp.x, maxp.x do
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index = index + 1
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local dx = x - minp.x
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local fdx = x % fcsize.x
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local px = math_floor(x / fcsize.x)
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local in_cave = false
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index3d = dz * csize.y * csize.x + dx + 1
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local ivm = a:index(x, minp.y, z)
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local cave_height = 0
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last_py = nil
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for y = minp.y, maxp.y do
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local dy = y - minp.y
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local fdy = y % fcsize.y
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local py = math_floor(y / fcsize.y)
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if py ~= last_py or px ~= last_px or pz ~= last_pz then
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biome, cave_lining = get_biome(x, y, z)
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end
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if biome ~= last_biome then
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node_top = biomes[biome].node_top or "default:dirt_with_grass"
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node_filler = biomes[biome].node_filler or "default:dirt"
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node_water_top = biomes[biome].node_water_top or "default:water_source"
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node_water = biomes[biome].node_water or "default:water_source"
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depth_top = biomes[biome].depth_top or 1
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depth_water_top = biomes[biome].node_water_top or 1
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depth_filler = biomes[biome].depth_filler or 1
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node_stone = biomes[biome].node_stone or "default:stone"
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ocean = string.find(biome, "ocean") and true or false
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swamp = string.find(biome, "swamp") and true or false
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beach = string.find(biome, "beach") and true or false
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dunes = string.find(biome, "dunes") and true or false
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end
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if py ~= last_py then
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height = half_pod.y - 5
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if not (biome == "underground" or biome == 'control') then
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height = get_height(fdx, fdz, y, index, heights, biomes[biome].terrain_scale, ocean)
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end
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end
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if not (data[ivm] == node['air'] or data[ivm] == node['ignore']) then
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-- nop
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elseif biome == "control" and math_abs(fdx - half_pod.x) < 3 and math_abs(fdz - half_pod.z) < 3 then
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data[ivm] = node["loud_walking:air_ladder"]
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elseif fdz >= pod_size.z or fdx >= pod_size.x or fdy >= pod_size.y then
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if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then
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data[ivm] = node['loud_walking:scrith']
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else
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data[ivm] = node['air']
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end
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elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then
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data[ivm] = node['air']
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lightmap[ivm] = 0
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in_cave = false
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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
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if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then
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data[ivm] = node["air"]
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else
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if biome == "control" then
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data[ivm] = node[glass[3]]
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elseif fdy < half_pod.y then
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data[ivm] = node["loud_walking:scrith"]
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lightmap[ivm] = 0
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elseif biome == "underground" then
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data[ivm] = node["loud_walking:scrith"]
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lightmap[ivm] = 0
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elseif fdy == pod_size.y - 1 then
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data[ivm] = node[glass[cloud[index] < cloud_i and 1 or 2]]
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else
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data[ivm] = node[glass[1]]
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end
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end
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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
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data[ivm] = node['loud_walking:scrith']
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elseif biome == "control" and fdy % 5 == 0 then
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data[ivm] = node["loud_walking:control_floor"]
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elseif biome == "control" and (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then
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data[ivm] = node["air"]
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elseif biome == "control" and ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - 12) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - 12) % room_size > 3)) then
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data[ivm] = node["loud_walking:control_wall"]
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elseif biome == "control" then
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--
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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
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data[ivm] = node["loud_walking:controls"]
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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
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data[ivm] = node[glass[3]]
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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
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data[ivm] = node[glass[3]]
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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
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-- ** water decorations **
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--local deco = get_decoration(biome)
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--if deco then
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-- data[ivm] = node[deco]
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--end
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elseif not in_cave and fdy == height + ground + 1 then
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local deco = get_decoration(biome)
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if deco then
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data[ivm] = node[deco]
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end
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elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy >= half_pod.y - depth_water_top then
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data[ivm] = node[node_water_top]
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in_cave = false
|
|
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y then
|
|
data[ivm] = node[node_water]
|
|
in_cave = false
|
|
elseif fdy > height + ground then
|
|
data[ivm] = node["air"]
|
|
in_cave = false
|
|
elseif cave[index3d] ^ 2 > (biome == "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[node_top]
|
|
elseif fdy == 1 then
|
|
if not cave_lining and not ocean and not swamp and not beach and biome ~= "glacier" and math.random(6) == 1 then
|
|
data[ivm] = node["default:lava_source"]
|
|
elseif ocean or swamp or beach then
|
|
data[ivm] = node[node_filler]
|
|
end
|
|
elseif (ocean or swamp or beach) and not in_cave and node_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[node_water]
|
|
elseif cave_height == 3 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 3 * a.ystride]] and math.random(40) == 1 then
|
|
data[ivm] = node["loud_walking:giant_mushroom_cap"]
|
|
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
|
|
data[ivm - 2 * a.ystride] = node["loud_walking:giant_mushroom_stem"]
|
|
data[ivm - 3 * a.ystride] = node[node_filler]
|
|
elseif cave_height == 2 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 2 * a.ystride]] and math.random(20) == 1 then
|
|
data[ivm] = node["loud_walking:huge_mushroom_cap"]
|
|
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
|
|
data[ivm - 2 * a.ystride] = node[node_filler]
|
|
elseif not in_cave and node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
|
|
data[ivm] = node["loud_walking:stalagmite"]
|
|
elseif not in_cave and node_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
|
|
--lightmap[ivm] = 0
|
|
elseif cave_lining and cave[index3d] ^ 2 > (biome == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod.y * 0.2))) then
|
|
data[ivm] = node[cave_lining]
|
|
lightmap[ivm] = 0
|
|
elseif fdy > height + ground - depth_top then
|
|
data[ivm] = node[node_top]
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
elseif fdy > height + ground - depth_filler - depth_top then
|
|
data[ivm] = node[node_filler]
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
else
|
|
data[ivm] = node[node_stone]
|
|
if in_cave and node_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 node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
|
|
data[ivm - a.ystride] = node["loud_walking:stalactite"]
|
|
elseif in_cave and not (ocean or swamp or beach) and node_stone == "default:ice" and math.random(10) == 1 then
|
|
data[ivm - a.ystride] = node["loud_walking:icicle_down"]
|
|
end
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
end
|
|
|
|
if not in_cave then
|
|
cave_height = 0
|
|
end
|
|
|
|
last_biome = biome
|
|
last_py = py
|
|
|
|
ivm = ivm + a.ystride
|
|
index3d = index3d + csize.x
|
|
end
|
|
last_px = px
|
|
end
|
|
last_pz = pz
|
|
end
|
|
|
|
local t2 = os.clock()
|
|
|
|
local index = 0
|
|
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)
|
|
index = index + 1
|
|
last_py = nil
|
|
for y = minp.y, maxp.y do
|
|
local fdy = y % fcsize.y
|
|
local py = math_floor(y / fcsize.y)
|
|
if fdz % 5 == 0 and fdx % 5 == 0 then
|
|
local fdy = y % fcsize.y
|
|
local pod = fdz < pod_size.z and fdx < pod_size.x and fdy < pod_size.y
|
|
if py ~= last_py or px ~= last_px or pz ~= last_pz then
|
|
biome, cave_lining = get_biome(x, y, z)
|
|
end
|
|
local ocean = string.find(biome, "ocean") and true or false
|
|
if py ~= last_py then
|
|
height = get_height(fdx, fdz, y, index, heights, biomes[biome].terrain_scale, ocean)
|
|
end
|
|
|
|
if biome ~= 'control' and pod and fdy == height + ground and biomes[biome].special_tree_prob and math.random(biomes[biome].special_tree_prob) == 1 then
|
|
local rx = x + math.random(5) - 1
|
|
local rz = z + math.random(5) - 1
|
|
local swamp = string.find(biome, "swamp") and true or false
|
|
local node_top = biomes[biome].node_top or "default:dirt_with_grass"
|
|
|
|
local ivm = a:index(rx, y, rz)
|
|
if (swamp or data[ivm + a.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then
|
|
if biomes[biome].special_trees then
|
|
local tree_type = biomes[biome].special_trees[math.random(#biomes[biome].special_trees)]
|
|
if tree_type and loud_walking.schematics then
|
|
local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
|
|
local pos = {x=rx, y=y, z=rz}
|
|
-- The minetest schematic functions don't seem very accurate.
|
|
place_schematic(pos, schem, true)
|
|
end
|
|
else
|
|
-- regular schematics?
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local t3 = os.clock()
|
|
|
|
if false and pod and biome == "control" then
|
|
for dy = 0, 15 do
|
|
for dz = 0, 1 do
|
|
for dx = 0, 1 do
|
|
local x1 = minp.x + dx * 26 + 17
|
|
local z1 = minp.z + dz * 26 + 17
|
|
local y1 = minp.y + dy * 5
|
|
|
|
local sr = math.random(6)
|
|
for z = 0, 20 do
|
|
local ivm = a:index(x1, y1, z1 + z)
|
|
for x = 0, 20 do
|
|
if sr == 1 then
|
|
if dy > 0 then
|
|
if data[ivm] == node["loud_walking:control_floor_alert_down"] then
|
|
data[ivm] = node["loud_walking:control_floor_alert_both"]
|
|
else
|
|
data[ivm] = node["loud_walking:control_floor_alert_up"]
|
|
end
|
|
end
|
|
if dy < 15 then
|
|
data[ivm + a.ystride * 5] = node["loud_walking:control_floor_alert_down"]
|
|
end
|
|
elseif sr == 2 then
|
|
if x > 1 and x < 19 and z > 1 and z < 19 and (z - 2) % 4 ~= 0 and (x - 2) % 4 ~= 0 then
|
|
for y = 1, 4 do
|
|
data[ivm + y * a.ystride] = node["loud_walking:air_ladder"]
|
|
end
|
|
end
|
|
elseif sr == 3 then
|
|
if dy > 0 and data[ivm] ~= node["loud_walking:control_floor_alert_down"] and x > 0 and z > 0 and x < 20 and z < 20 then
|
|
data[ivm] = node["loud_walking:control_floor_growth"]
|
|
local sr2 = math.random(20)
|
|
if sr2 == 1 then
|
|
data[ivm + a.ystride] = node["loud_walking:control_plant_1"]
|
|
elseif sr2 == 2 then
|
|
data[ivm + a.ystride] = node["loud_walking:control_plant_2"]
|
|
end
|
|
end
|
|
elseif sr == 4 then
|
|
if dy < 15 and (x > 0 and x < 20 and z > 0 and z < 20) and (((x == 1 or x == 19) and math_abs(z - 10) > 3) or ((z == 1 or z == 19) and math_abs(x - 10) > 3)) then
|
|
data[ivm + 3 * a.ystride] = node["loud_walking:controls"]
|
|
end
|
|
end
|
|
|
|
ivm = ivm + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local t4 = os.clock()
|
|
|
|
vm:set_data(data)
|
|
minetest.generate_ores(vm, minp, maxp)
|
|
--vm:set_param2_data(p2data)
|
|
vm:set_light_data(lightmap)
|
|
vm:update_liquids()
|
|
vm:calc_lighting(minp, maxp, false)
|
|
vm:write_to_map()
|
|
|
|
local t5 = os.clock()
|
|
print(' times: '..(t1 - t0)..', '..(t2 - t1)..', '..(t3 - t2)..', '..(t5 - t4)..' = '..(t5 - t0))
|
|
--print(' also: '..ta1..', '..ta2)
|
|
end
|
|
|
|
|
|
local function generate_old(p_minp, p_maxp, seed)
|
|
minp, maxp = p_minp, p_maxp
|
|
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
|
|
vm:get_data(data)
|
|
--p2data = vm:get_param2_data()
|
|
a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
|
|
csize = vector.add(vector.subtract(maxp, minp), 1)
|
|
|
|
-- Deal with memory issues. This, of course, is supposed to be automatic.
|
|
local mem = math_floor(collectgarbage("count")/1024)
|
|
if mem > 300 then
|
|
print("Loud Walking: Manually collecting garbage...")
|
|
collectgarbage("collect")
|
|
end
|
|
|
|
-- 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=minp.x, y=minp.z}))
|
|
|
|
-- Keep this first after seeding!
|
|
local px = math_floor((minp.x + 32) / csize.x)
|
|
local pz = math_floor((minp.z + 32) / csize.z)
|
|
local biome = get_biome(px, pz)
|
|
local cave_lining = cave_stones[math.random(#cave_stones)]
|
|
if math.random(3) == 1 then
|
|
cave_lining = nil
|
|
end
|
|
|
|
vm:set_lighting({day = 15, night = (biome == "control" and 15 or 0)}, minp, maxp)
|
|
lightmap = vm:get_light_data()
|
|
|
|
local node_top = biomes[biome].node_top or "default:dirt_with_grass"
|
|
local node_filler = biomes[biome].node_filler or "default:dirt"
|
|
local node_water_top = biomes[biome].node_water_top or "default:water_source"
|
|
local node_water = biomes[biome].node_water or "default:water_source"
|
|
local depth_top = biomes[biome].depth_top or 1
|
|
local depth_water_top = biomes[biome].node_water_top or 1
|
|
local depth_filler = biomes[biome].depth_filler or 1
|
|
local node_stone = biomes[biome].node_stone or "default:stone"
|
|
local ocean = string.find(biome, "ocean") and true or false
|
|
local swamp = string.find(biome, "swamp") and true or false
|
|
local beach = string.find(biome, "beach") and true or false
|
|
local dunes = string.find(biome, "dunes") and true or false
|
|
local half = {x=math_floor(csize.x / 2 + 0.5), y=math_floor(csize.y / 2 + 0.5), z=math_floor(csize.z / 2 + 0.5)}
|
|
local ground = half.y
|
|
|
|
beach = beach or dunes
|
|
if ocean then
|
|
ground = ground - 15
|
|
elseif swamp or beach then
|
|
ground = ground - 3
|
|
end
|
|
|
|
terrain = minetest.get_perlin_map(terrain_noise, csize):get2dMap_flat(minp)
|
|
cave = minetest.get_perlin_map(cave_noise, csize):get3dMap_flat(minp)
|
|
cloud = minetest.get_perlin_map(cloud_noise, csize):get2dMap_flat(minp)
|
|
|
|
local pod = is_pod(minp.x, minp.y, minp.z)
|
|
local connection = connection(minp.x, minp.y, minp.z)
|
|
|
|
local index = 0
|
|
local index3d = 0
|
|
for z = minp.z, maxp.z do
|
|
local dz = z - minp.z
|
|
for x = minp.x, maxp.x do
|
|
index = index + 1
|
|
local dx = x - minp.x
|
|
index3d = dz * csize.y * csize.x + dx + 1
|
|
local ivm = a:index(x, minp.y, z)
|
|
|
|
local terr = get_height(dx, dz, biomes[biome].terrain_scale, ocean, index)
|
|
local in_cave = false
|
|
if biome == "underground" then
|
|
terr = half.y - 5
|
|
end
|
|
|
|
local cave_height = 0
|
|
for y = minp.y, maxp.y do
|
|
local dy = y - minp.y
|
|
if pod then
|
|
if biome == "control" and math_abs(dx - half.x) < 3 and math_abs(dz - half.z) < 3 then
|
|
data[ivm] = node["loud_walking:air_ladder"]
|
|
elseif math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < bevel then
|
|
data[ivm] = node["air"]
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
elseif (dx == 0 or dx == csize.x - 1) or (dz == 0 or dz == csize.z - 1) or (dy == 0 or dy == csize.y - 1) or math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) < bevel + 1 then
|
|
if math_abs(dy - half.y - 2) < 2 and (dz == half.z or dx == half.x) then
|
|
data[ivm] = node["air"]
|
|
else
|
|
if biome == "control" then
|
|
data[ivm] = node[glass[3]]
|
|
elseif dy < half.y then
|
|
data[ivm] = node["loud_walking:scrith"]
|
|
lightmap[ivm] = 0
|
|
elseif biome == "underground" then
|
|
data[ivm] = node["loud_walking:scrith"]
|
|
lightmap[ivm] = 0
|
|
elseif dy == csize.y - 1 then
|
|
data[ivm] = node[glass[cloud[index] < cloud_i and 1 or 2]]
|
|
else
|
|
data[ivm] = node[glass[1]]
|
|
end
|
|
end
|
|
in_cave = false
|
|
elseif biome == "control" and dy % 5 == 0 then
|
|
data[ivm] = node["loud_walking:control_floor"]
|
|
elseif biome == "control" and (math_abs(dx - half.x) < 3 or math_abs(dz - half.z) < 3) then
|
|
data[ivm] = node["air"]
|
|
elseif biome == "control" and ((math_abs(dx - half.x) % 20 == 3 and (math_abs(dz - half.z) - 12) % 20 > 3) or (math_abs(dz - half.z) % 20 == 3 and (math_abs(dx - half.x) - 12) % 20 > 3)) then
|
|
data[ivm] = node["loud_walking:control_wall"]
|
|
elseif biome == "control" then
|
|
--
|
|
elseif (((dx == 35 or dx == 45) and dz >= 35 and dz <= 45) or ((dz == 35 or dz == 45) and dx >= 35 and dx <= 45)) and dx ~= 40 and dz ~= 40 and dy == csize.y - 2 then
|
|
data[ivm] = node["loud_walking:controls"]
|
|
elseif (((dx == 35 or dx == 45) and dz >= 35 and dz <= 45) or ((dz == 35 or dz == 45) and dx >= 35 and dx <= 45)) and dx ~= 40 and dz ~= 40 and dy > csize.y - 5 then
|
|
data[ivm] = node[glass[3]]
|
|
elseif dz >= 35 and dz <= 45 and dx >= 35 and dx <= 45 and dy == csize.y - 5 then
|
|
data[ivm] = node[glass[3]]
|
|
elseif not in_cave and (ocean or swamp or beach) and dy > terr + ground and dy <= half.y and dy == terr + ground + 1 then
|
|
-- ** water decorations **
|
|
--local deco = get_decoration(biome)
|
|
--if deco then
|
|
-- data[ivm] = node[deco]
|
|
--end
|
|
elseif not in_cave and dy == terr + ground + 1 then
|
|
local deco = get_decoration(biome)
|
|
if deco then
|
|
data[ivm] = node[deco]
|
|
end
|
|
elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half.y and dy >= half.y - depth_water_top then
|
|
data[ivm] = node[node_water_top]
|
|
in_cave = false
|
|
elseif (ocean or swamp or beach) and dy > terr + ground and dy <= half.y then
|
|
data[ivm] = node[node_water]
|
|
in_cave = false
|
|
elseif dy > terr + ground then
|
|
data[ivm] = node["air"]
|
|
in_cave = false
|
|
elseif cave[index3d] ^ 2 > (biome == "underground" and 0.5 or 1.3 - math.sin(dy / (half.y * 0.2))) then
|
|
cave_height = cave_height + 1
|
|
if terr + ground >= dy and not in_cave and dy > terr + ground - 10 then
|
|
data[ivm] = node[node_top]
|
|
elseif dy == 1 then
|
|
if not cave_lining and not ocean and not swamp and not beach and biome ~= "glacier" and math.random(6) == 1 then
|
|
data[ivm] = node["default:lava_source"]
|
|
elseif ocean or swamp or beach then
|
|
data[ivm] = node[node_filler]
|
|
end
|
|
elseif (ocean or swamp or beach) and not in_cave and node_stone == "default:stone" and dy < half.y and math.random(20) == 1 then
|
|
data[ivm] = node["loud_walking:glowing_fungal_stone"]
|
|
elseif (ocean or swamp or beach) and dy < half.y then
|
|
data[ivm] = node[node_water]
|
|
elseif cave_height == 3 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 3 * a.ystride]] and math.random(40) == 1 then
|
|
data[ivm] = node["loud_walking:giant_mushroom_cap"]
|
|
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
|
|
data[ivm - 2 * a.ystride] = node["loud_walking:giant_mushroom_stem"]
|
|
data[ivm - 3 * a.ystride] = node[node_filler]
|
|
elseif cave_height == 2 and node_filler == "default:dirt" and mushroom_stones[data[ivm - 2 * a.ystride]] and math.random(20) == 1 then
|
|
data[ivm] = node["loud_walking:huge_mushroom_cap"]
|
|
data[ivm - a.ystride] = node["loud_walking:giant_mushroom_stem"]
|
|
data[ivm - 2 * a.ystride] = node[node_filler]
|
|
elseif not in_cave and node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
|
|
data[ivm] = node["loud_walking:stalagmite"]
|
|
elseif not in_cave and node_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
|
|
lightmap[ivm] = 0
|
|
elseif cave_lining and cave[index3d] ^ 2 > (biome == "underground" and 0.4 or 1.2 - math.sin(dy / (half.y * 0.2))) then
|
|
data[ivm] = node[cave_lining]
|
|
lightmap[ivm] = 0
|
|
elseif dy > terr + ground - depth_top then
|
|
data[ivm] = node[node_top]
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
elseif dy > terr + ground - depth_filler - depth_top then
|
|
data[ivm] = node[node_filler]
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
else
|
|
data[ivm] = node[node_stone]
|
|
if in_cave and node_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 node_stone == "default:stone" and not cave_lining and math.random(10) == 1 then
|
|
data[ivm - a.ystride] = node["loud_walking:stalactite"]
|
|
elseif in_cave and not (ocean or swamp or beach) and node_stone == "default:ice" and math.random(10) == 1 then
|
|
data[ivm - a.ystride] = node["loud_walking:icicle_down"]
|
|
end
|
|
lightmap[ivm] = 0
|
|
in_cave = false
|
|
end
|
|
elseif biome == "control" and math_abs(dx - half.x) < 3 and math_abs(dz - half.z) < 3 then
|
|
data[ivm] = node["loud_walking:air_ladder"]
|
|
elseif connection and dy == half.y and ((dx == half.x and connection % 4 == 0) or (dz == half.z and connection % 2 == 1)) then
|
|
data[ivm] = node["loud_walking:scrith"]
|
|
lightmap[ivm] = 0
|
|
end
|
|
|
|
if not in_cave then
|
|
cave_height = 0
|
|
end
|
|
ivm = ivm + a.ystride
|
|
index3d = index3d + csize.x
|
|
end
|
|
end
|
|
end
|
|
|
|
if pod then
|
|
for dz = 0, 75, 5 do
|
|
for dx = 0, 75, 5 do
|
|
if biomes[biome].special_tree_prob and math.random(biomes[biome].special_tree_prob) == 1 then
|
|
local x = minp.x + dx + math.random(5) - 1
|
|
local z = minp.z + dz + math.random(5) - 1
|
|
local y = minp.y + get_height(x - minp.x, z - minp.z, biomes[biome].terrain_scale, ocean) + ground
|
|
|
|
local ivm = a:index(x, y, z)
|
|
if y >= minp.y and y <= maxp.y and (swamp or data[ivm + a.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then
|
|
if biomes[biome].special_trees then
|
|
local tree_type = biomes[biome].special_trees[math.random(#biomes[biome].special_trees)]
|
|
if tree_type and loud_walking.schematics then
|
|
local schem = loud_walking.schematics[tree_type][math.random(#loud_walking.schematics[tree_type])]
|
|
local pos = {x=x, y=y, z=z}
|
|
-- The minetest schematic functions don't seem very accurate.
|
|
place_schematic(pos, schem, true)
|
|
end
|
|
else
|
|
-- regular schematics?
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if pod and biome == "control" then
|
|
for dy = 0, 15 do
|
|
for dz = 0, 1 do
|
|
for dx = 0, 1 do
|
|
local x1 = minp.x + dx * 26 + 17
|
|
local z1 = minp.z + dz * 26 + 17
|
|
local y1 = minp.y + dy * 5
|
|
|
|
local sr = math.random(6)
|
|
for z = 0, 20 do
|
|
local ivm = a:index(x1, y1, z1 + z)
|
|
for x = 0, 20 do
|
|
if sr == 1 then
|
|
if dy > 0 then
|
|
if data[ivm] == node["loud_walking:control_floor_alert_down"] then
|
|
data[ivm] = node["loud_walking:control_floor_alert_both"]
|
|
else
|
|
data[ivm] = node["loud_walking:control_floor_alert_up"]
|
|
end
|
|
end
|
|
if dy < 15 then
|
|
data[ivm + a.ystride * 5] = node["loud_walking:control_floor_alert_down"]
|
|
end
|
|
elseif sr == 2 then
|
|
if x > 1 and x < 19 and z > 1 and z < 19 and (z - 2) % 4 ~= 0 and (x - 2) % 4 ~= 0 then
|
|
for y = 1, 4 do
|
|
data[ivm + y * a.ystride] = node["loud_walking:air_ladder"]
|
|
end
|
|
end
|
|
elseif sr == 3 then
|
|
if dy > 0 and data[ivm] ~= node["loud_walking:control_floor_alert_down"] and x > 0 and z > 0 and x < 20 and z < 20 then
|
|
data[ivm] = node["loud_walking:control_floor_growth"]
|
|
local sr2 = math.random(20)
|
|
if sr2 == 1 then
|
|
data[ivm + a.ystride] = node["loud_walking:control_plant_1"]
|
|
elseif sr2 == 2 then
|
|
data[ivm + a.ystride] = node["loud_walking:control_plant_2"]
|
|
end
|
|
end
|
|
elseif sr == 4 then
|
|
if dy < 15 and (x > 0 and x < 20 and z > 0 and z < 20) and (((x == 1 or x == 19) and math_abs(z - 10) > 3) or ((z == 1 or z == 19) and math_abs(x - 10) > 3)) then
|
|
data[ivm + 3 * a.ystride] = node["loud_walking:controls"]
|
|
end
|
|
end
|
|
|
|
ivm = ivm + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
vm:set_data(data)
|
|
minetest.generate_ores(vm, minp, maxp)
|
|
--minetest.generate_decorations(vm, minp, maxp)
|
|
--vm:set_param2_data(p2data)
|
|
--vm:set_lighting({day = 15, night = 0})
|
|
if pod then
|
|
vm:set_light_data(lightmap)
|
|
end
|
|
vm:update_liquids()
|
|
vm:calc_lighting(minp, maxp, false)
|
|
vm:write_to_map()
|
|
|
|
vm, a, heightmap, biomemap = nil, nil, nil, nil
|
|
end
|
|
|
|
|
|
local function pgenerate(...)
|
|
--local status, err = pcall(generate, ...)
|
|
local status, err = true
|
|
generate(...)
|
|
if not status then
|
|
print('Squaresville: Could not generate terrain:')
|
|
print(dump(err))
|
|
collectgarbage("collect")
|
|
end
|
|
end
|
|
|
|
|
|
-- Inserting helps to ensure that squaresville operates first.
|
|
table.insert(minetest.registered_on_generateds, 1, pgenerate)
|
|
|
|
|
|
function loud_walking.respawn(player)
|
|
while true do
|
|
local px = math.random(-10, 10) * 2 - 1
|
|
local pz = math.random(-10, 10) * 2
|
|
local x = pod_size.x * px
|
|
local z = pod_size.z * pz
|
|
local y = half_pod.y + 1
|
|
|
|
local pos = {x=x,y=y,z=z}
|
|
local node = minetest.get_node(pos)
|
|
if node.name ~= "air" then
|
|
player:setpos(pos)
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
minetest.register_on_newplayer(loud_walking.respawn)
|
|
minetest.register_on_respawnplayer(loud_walking.respawn)
|