516 lines
15 KiB
Lua
516 lines
15 KiB
Lua
-- Variables
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local realm = {
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flat = false, -- Normal flat realm
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vertical = false, -- Vertical flat realm facing south
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invert = false, -- Inverted flat realm
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planet = true, -- Planet sphere
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dysonsphere = false, -- Dyson sphere
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tube = false, -- East-West tube world / O'Neill space colony
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cube = false, -- Planet cube
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dysoncube = false, -- Dyson cube
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}
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local TERRS = 64 -- Terrain scale for all realms below
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-- Normal and inverted flat realms
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local FLATY = 0 -- Surface y
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-- Vertical flat realm facing south
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local VERTZ = 0 -- Surface z
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-- Planet sphere and dyson sphere
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local SPHEX = 0 -- Centre x
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local SPHEZ = 0 -- ..z
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local SPHEY = 0 -- ..y
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local SPHER = 512 -- Surface radius
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-- Tube world
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local TUBEZ = 0 -- Axis z
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local TUBEY = 0 -- ..y
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local TUBER = 256 -- Surface radius
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local TUBEX = 4000 -- Endcap base +-x
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local TUBED = 256 -- Endcap dish depth
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-- Planet cube and dyson cube
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local CUBEX = 0 -- Centre x
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local CUBEZ = 0 -- ..z
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local CUBEY = 0 -- ..y
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local CUBER = 256 -- Surface radius
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-- Noise thresholds for density gradient 'grad'
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local TLAVA = 4 -- Lava core density threshold
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local ROCK = -1 -- Rocky terrain density threshold
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local CLOLOT = -0.9 -- Cloud low density threshold
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local CLOHIT = -0.89 -- Cloud high density threshold
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-- Noise thresholds for density field 'density' TODO (auto?) tune these
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local TSAND = -0.04 -- Sand density threshold
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local TSTONE = 0.1 -- Stone density threshold at sea level
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local TDIRT = 0.05 -- Dirt density threshold
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local TSURF = 0.03 -- Surface density threshold for flora generation
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-- Other parameters
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local TFIS = 0.01 -- Fissure width noise threshold
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local OCHA = 7 * 7 * 7 -- Ore 1/x chance per stone node
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local TCLOUD = 0.5 -- Cloud threshold, -2 = overcast, 2 = no cloud
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local flora = {
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APPCHA = 128, -- Apple tree maximum 1/x chance per surface node
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FLOCHA = 64, -- Flower 1/x chance per surface node
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GRACHA = 8, -- Grass 1/x chance per surface node
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CACCHA = 256, -- Cactus 1/x chance per surface node
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DSHCHA = 128, -- Dry shrub 1/x chance per surface node
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}
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-- Noise parameters
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-- 3D noise for rough terrain
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local np_terrain = {
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offset = 0,
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scale = 1,
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spread = {x = 96, y = 96, z = 96},
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seed = 92,
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octaves = 3,
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persist = 0.67
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}
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-- 3D noise for smooth terrain
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local np_smooth = {
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offset = 0,
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scale = 0.5,
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spread = {x = 192, y = 192, z = 192},
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seed = 800911,
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octaves = 3,
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persist = 0.4
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}
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-- 3D noise for terrain blend
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local np_terblen = {
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offset = 0,
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scale = 1,
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spread = {x = 192, y = 192, z = 192},
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seed = -440002,
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octaves = 1,
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persist = 0.4
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}
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-- 3D noise for temperature
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local np_temp = {
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offset = 0,
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scale = 1,
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spread = {x = 384, y = 384, z = 384},
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seed = 9130,
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octaves = 2,
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persist = 0.4
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x = 192, y = 192, z = 192},
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seed = 108881,
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octaves = 3,
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persist = 0.5
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}
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-- 3D noise for clouds
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local np_cloud = {
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offset = 0,
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scale = 1,
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spread = {x = 192, y = 192, z = 192},
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seed = 2113,
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octaves = 4,
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persist = 0.7
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}
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-- Do files
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dofile(minetest.get_modpath("flexrealm") .. "/nodes.lua")
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dofile(minetest.get_modpath("flexrealm") .. "/functions.lua")
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-- Mapgen parameters
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minetest.set_mapgen_params({mgname = "singlenode",
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flags = "nolight", water_level = -31000})
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-- Initialize noise objects to nil
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local nobj_terrain = nil
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local nobj_smooth = nil
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local nobj_terblen = nil
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local nobj_fissure = nil
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local nobj_temp = nil
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local nobj_cloud = nil
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-- Localise noise buffers
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local nbuf_terrain
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local nbuf_smooth
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local nbuf_terblen
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local nbuf_fissure
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local nbuf_temp
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local nbuf_cloud
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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local t0 = os.clock()
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local c_air = minetest.get_content_id("air")
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local c_meseblock = minetest.get_content_id("default:mese_block")
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local c_stodiam = minetest.get_content_id("default:stone_with_diamond")
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local c_stogold = minetest.get_content_id("default:stone_with_gold")
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local c_stocopp = minetest.get_content_id("default:stone_with_copper")
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local c_stoiron = minetest.get_content_id("default:stone_with_iron")
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local c_stocoal = minetest.get_content_id("default:stone_with_coal")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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local c_ice = minetest.get_content_id("default:ice")
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local c_sastone = minetest.get_content_id("default:sandstone")
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local c_flrdirt = minetest.get_content_id("flexrealm:dirt")
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local c_flrgrass = minetest.get_content_id("flexrealm:grass")
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local c_flrsand = minetest.get_content_id("flexrealm:sand")
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local c_flrdesand = minetest.get_content_id("flexrealm:desand")
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local c_flrstone = minetest.get_content_id("flexrealm:stone")
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local c_flrdestone = minetest.get_content_id("flexrealm:destone")
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local c_flrcloud = minetest.get_content_id("flexrealm:cloud")
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local c_flrperfrost = minetest.get_content_id("flexrealm:perfrost")
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local c_flrwatzero = minetest.get_content_id("flexrealm:watzero")
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local c_flrlavazero = minetest.get_content_id("flexrealm:lavazero")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
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local data = vm:get_data()
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local p2data = vm:get_param2_data()
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local sidelen = x1 - x0 + 1
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local facearea = sidelen ^ 2
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local chulens = {x = sidelen, y = sidelen, z = sidelen}
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local minpos = {x = x0, y = y0, z = z0}
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nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, chulens)
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nobj_smooth = nobj_smooth or minetest.get_perlin_map(np_smooth, chulens)
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nobj_terblen = nobj_terblen or minetest.get_perlin_map(np_terblen, chulens)
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nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, chulens)
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nobj_temp = nobj_temp or minetest.get_perlin_map(np_temp, chulens)
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nobj_cloud = nobj_cloud or minetest.get_perlin_map(np_cloud, chulens)
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local nvals_terrain = nobj_terrain:get3dMap_flat(minpos, nbuf_terrain)
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local nvals_smooth = nobj_smooth:get3dMap_flat(minpos, nbuf_smooth)
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local nvals_terblen = nobj_terblen:get3dMap_flat(minpos, nbuf_terblen)
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local nvals_fissure = nobj_fissure:get3dMap_flat(minpos, nbuf_fissure)
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local nvals_temp = nobj_temp:get3dMap_flat(minpos, nbuf_temp)
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local nvals_cloud = nobj_cloud:get3dMap_flat(minpos, nbuf_cloud)
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local ni = 1
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for z = z0, z1 do
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for y = y0, y1 do
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local vi = area:index(x0, y, z)
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for x = x0, x1 do
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local nodid = data[vi]
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-- noise gradient
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local grad, sphexr, spheyr, sphezr, tubeyr, tubezr, cubexr, cubeyr, cubezr
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if realm.flat then
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grad = (FLATY - y) / TERRS
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elseif realm.vertical then
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grad = (z - VERTZ) / TERRS
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elseif realm.invert then
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grad = (y - FLATY) / TERRS
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elseif realm.planet or realm.dysonsphere then
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sphexr = x - SPHEX
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spheyr = y - SPHEY
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sphezr = z - SPHEZ
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local nodrad = math.sqrt(sphexr ^ 2 + spheyr ^ 2 + sphezr ^ 2)
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if realm.dysonsphere then
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grad = (nodrad - SPHER) / TERRS
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else
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grad = (SPHER - nodrad) / TERRS
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end
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elseif realm.tube then
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tubeyr = y - TUBEY
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tubezr = z - TUBEZ
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local nodrad = math.sqrt(tubeyr ^ 2 + tubezr ^ 2)
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grad = (nodrad - TUBER) / TERRS
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elseif realm.cube or realm.dysoncube then
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cubexr = x - CUBEX
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cubeyr = y - CUBEY
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cubezr = z - CUBEZ
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local noddis = math.max(math.abs(cubexr),
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math.abs(cubeyr), math.abs(cubezr))
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if realm.dysoncube then
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grad = (noddis - CUBER) / TERRS
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else
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grad = (CUBER - noddis) / TERRS
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end
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end
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-- terrain blend
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local n_terblen = nvals_terblen[ni]
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local terblen = math.min(math.max(n_terblen + 0.5, 0), 1)
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local terno = nvals_terrain[ni] * (1 - terblen) + nvals_smooth[ni] * terblen
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if grad > 0 then -- make oceans shallower
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terno = terno / 2
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end
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-- density field
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local density
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if realm.tube then
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if math.abs(x) > TUBEX then -- endcaps
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local wall = ((math.abs(x) - TUBEX) / TUBED) ^ 2 * TUBER / TERRS
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density = terno + grad + wall
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else
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density = terno + grad
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end
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else
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density = terno + grad
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end
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-- thin fine materials with altitude
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local tstone = TSTONE * (1 - grad / ROCK)
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local altprop = math.max(1 + grad, 0)
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-- get biome
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local desert = false -- desert biome
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local grassland = false -- grassland biome
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local forest = false -- deciduous forest biome
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local tundra = false -- tundra biome
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local temp = nvals_temp[ni] + grad
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if density > 0 or grad > 0 then -- if terrain or water calculate biome
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if temp > 0.4 then
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desert = true
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elseif temp > 0.0 then
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grassland = true
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elseif temp > -0.4 then
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forest = true
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else
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tundra = true
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end
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end
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-- caves boolean
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local nofis = math.abs(nvals_fissure[ni]) > TFIS
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-- if surface node away from chunk boundary get up direction for flora
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local surf = false
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if density <= TSURF -- surface node
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and x > x0 and x < x1
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and y > y0 and y < y1
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and z > z0 and z < z1 then
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surf = true
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end
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-- get up direction at point
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-- nodrot 0 = y+, 12 = x+, 16 = x-, 4 = z+, 8 = z-, 20 = y-
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local nodrot = 0
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if surf then
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if realm.flat then
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nodrot = 0
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elseif realm.vertical then
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nodrot = 8
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elseif realm.invert then
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nodrot = 20
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elseif realm.planet then
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if spheyr > math.abs(sphexr)
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and spheyr > math.abs(sphezr) then
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nodrot = 0
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elseif spheyr < -math.abs(sphexr)
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and spheyr < -math.abs(sphezr) then
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nodrot = 20
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elseif sphexr > math.abs(spheyr)
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and sphexr > math.abs(sphezr) then
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nodrot = 12
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elseif sphexr < -math.abs(spheyr)
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and sphexr < -math.abs(sphezr) then
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nodrot = 16
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elseif sphezr > math.abs(sphexr)
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and sphezr > math.abs(spheyr) then
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nodrot = 4
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elseif sphezr < -math.abs(sphexr)
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and sphezr < -math.abs(spheyr) then
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nodrot = 8
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end
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elseif realm.dysonsphere then
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if spheyr > math.abs(sphexr)
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and spheyr > math.abs(sphezr) then
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nodrot = 20
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elseif spheyr < -math.abs(sphexr)
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and spheyr < -math.abs(sphezr) then
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nodrot = 0
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elseif sphexr > math.abs(spheyr)
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and sphexr > math.abs(sphezr) then
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nodrot = 16
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elseif sphexr < -math.abs(spheyr)
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and sphexr < -math.abs(sphezr) then
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nodrot = 12
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elseif sphezr > math.abs(sphexr)
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and sphezr > math.abs(spheyr) then
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nodrot = 8
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elseif sphezr < -math.abs(sphexr)
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and sphezr < -math.abs(spheyr) then
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nodrot = 4
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end
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elseif realm.tube then
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if tubeyr > math.abs(tubezr) then
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nodrot = 20
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elseif tubeyr < -math.abs(tubezr) then
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nodrot = 0
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elseif tubezr > math.abs(tubeyr) then
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nodrot = 8
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elseif tubezr < -math.abs(tubeyr) then
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nodrot = 4
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end
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elseif realm.cube then
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if cubeyr > math.abs(cubexr)
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and cubeyr > math.abs(cubezr) then
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nodrot = 0
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elseif cubeyr < -math.abs(cubexr)
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and cubeyr < -math.abs(cubezr) then
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nodrot = 20
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elseif cubexr > math.abs(cubeyr)
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and cubexr > math.abs(cubezr) then
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nodrot = 12
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elseif cubexr < -math.abs(cubeyr)
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and cubexr < -math.abs(cubezr) then
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nodrot = 16
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elseif cubezr > math.abs(cubexr)
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and cubezr > math.abs(cubeyr) then
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nodrot = 4
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elseif cubezr < -math.abs(cubexr)
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and cubezr < -math.abs(cubeyr) then
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nodrot = 8
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end
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elseif realm.dysoncube then
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if cubeyr > math.abs(cubexr)
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and cubeyr > math.abs(cubezr) then
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nodrot = 20
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elseif cubeyr < -math.abs(cubexr)
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and cubeyr < -math.abs(cubezr) then
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nodrot = 0
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elseif cubexr > math.abs(cubeyr)
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and cubexr > math.abs(cubezr) then
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nodrot = 16
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elseif cubexr < -math.abs(cubeyr)
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and cubexr < -math.abs(cubezr) then
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nodrot = 12
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elseif cubezr > math.abs(cubexr)
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and cubezr > math.abs(cubeyr) then
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nodrot = 8
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elseif cubezr < -math.abs(cubexr)
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and cubezr < -math.abs(cubeyr) then
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nodrot = 4
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end
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end
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end
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-- mapgen
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if grad >= TLAVA and realm.planet or realm.cube then -- lava core
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data[vi] = c_flrlavazero
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elseif density >= tstone and nofis then -- stone
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if (density >= 0.5 and density <= 0.55)
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or (density >= 0.3 and density <= 0.4)
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or (density >= 0.2 and density <= 0.25) then
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data[vi] = c_sastone
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elseif desert then
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data[vi] = c_flrdestone
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elseif math.random(OCHA) == 2 and density >= TSTONE then -- ores
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local osel = math.random(34)
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if osel == 34 then
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data[vi] = c_meseblock
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elseif osel >= 31 then
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data[vi] = c_stodiam
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elseif osel >= 28 then
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data[vi] = c_stogold
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elseif osel >= 19 then
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data[vi] = c_stocopp
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elseif osel >= 10 then
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data[vi] = c_stoiron
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else
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data[vi] = c_stocoal
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end
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else
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data[vi] = c_flrstone
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end
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elseif density > 0 and density < tstone then -- fine materials
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if grad >= TSAND then
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data[vi] = c_flrsand -- sand
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elseif nofis or (not nofis and grad > TSAND) then
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-- fine materials cut by fissures above sand level only
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if density >= TDIRT then
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if desert then
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data[vi] = c_flrdesand
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elseif tundra then
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data[vi] = c_flrperfrost
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else
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data[vi] = c_flrdirt
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end
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else -- else surface nodes
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if tundra then
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data[vi] = c_snowblock
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elseif forest then
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data[vi] = c_flrgrass
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if surf and math.random(flora.APPCHA) == 2 then
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flexrealm_appletree(x, y, z, nodrot, area, data, p2data)
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elseif surf and math.random(flora.FLOCHA) == 2 then
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flexrealm_flower(x, y, z, nodrot, area, data, p2data)
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elseif surf and math.random(flora.GRACHA) == 2 then
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flexrealm_grass(x, y, z, nodrot, area, data, p2data)
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end
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elseif grassland then
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data[vi] = c_flrgrass
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if surf and math.random(flora.GRACHA) == 2 then
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flexrealm_grass(x, y, z, nodrot, area, data, p2data)
|
|
elseif surf and math.random(flora.FLOCHA) == 2 then
|
|
flexrealm_flower(x, y, z, nodrot, area, data, p2data)
|
|
end
|
|
elseif desert then
|
|
data[vi] = c_flrdesand
|
|
if surf and math.random(flora.CACCHA) == 2 then
|
|
flexrealm_cactus(x, y, z, nodrot, area, data, p2data)
|
|
elseif surf and math.random(flora.DSHCHA) == 2 then
|
|
flexrealm_dryshrub(x, y, z, nodrot, area, data, p2data)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif temp < -0.6 and grad > 0 and grad <= 0.05 and density <= 0 then -- sea ice
|
|
if nodid == c_air then
|
|
data[vi] = c_ice
|
|
end
|
|
elseif grad > 0 and density <= 0 then -- sea water
|
|
if nodid == c_air then
|
|
data[vi] = c_flrwatzero
|
|
end
|
|
elseif grad >= CLOLOT and grad <= CLOHIT then -- clouds
|
|
local xrq = 16 * math.floor((x - x0) / 16)
|
|
local yrq = 16 * math.floor((y - y0) / 16)
|
|
local zrq = 16 * math.floor((z - z0) / 16)
|
|
local qixyz = zrq * facearea + yrq * sidelen + xrq + 1
|
|
if nvals_cloud[qixyz] > TCLOUD then
|
|
data[vi] = c_flrcloud
|
|
end
|
|
end
|
|
|
|
ni = ni + 1
|
|
vi = vi + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
vm:set_data(data)
|
|
vm:set_param2_data(p2data)
|
|
vm:calc_lighting()
|
|
vm:write_to_map(data)
|
|
|
|
local chugent = math.ceil((os.clock() - t0) * 1000)
|
|
print ("[flexrealm] " .. chugent)
|
|
end)
|