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README.txt
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README.txt
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floatindev 0.1.0 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default
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Licenses: code WTFPL
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1
depends.txt
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depends.txt
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default
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init.lua
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init.lua
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-- floatindev 0.1.0 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- Parameters
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local YMIN = 128 -- Approximate realm limits.
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local YMAX = 33000
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local XMIN = -33000
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local XMAX = 33000
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local ZMIN = -33000
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local ZMAX = 33000
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local CHUINT = 2 -- Chunk interval for floatland layers
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local WAVAMP = 16 -- Structure wave amplitude
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local HISCAL = 24 -- Upper structure vertical scale
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local LOSCAL = 24 -- Lower structure vertical scale
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local CLUSAV = 0 -- Large scale variation average
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local CLUSAM = 0 -- Large scale variation amplitude
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local DIRTHR = 0.05 -- Dirt density threshold
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local STOTHR = 0.1 -- Stone density threshold
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local STABLE = 2 -- Minimum number of stacked stone nodes needed for dirt / sand to be added
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local FLORAT = -0.03 -- Flora density threshold
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local APPCHA = 0.04 -- Appletree chance
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local FLOCHA = 0.04 -- Flower chance
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local GRACHA = 0.2 -- Grass chance
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local ORECHA = 1 / (5 * 5 * 5)
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-- 3D noise for floatlands
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local np_float = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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seed = 277777979,
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octaves = 6,
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persist = 0.6
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}
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-- 3D noise for caves
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local np_caves = {
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offset = 0,
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scale = 1,
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spread = {x=8, y=8, z=8},
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seed = -89000,
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octaves = 2,
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persist = 0.5
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}
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-- 3D noise for large scale floatland size/density variation
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local np_cluster = {
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offset = 0,
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scale = 1,
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spread = {x=2048, y=2048, z=2048},
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seed = 23,
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octaves = 3,
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persist = 0.5
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}
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-- 2D noise for wave
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local np_wave = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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seed = -400000000089,
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octaves = 2,
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persist = 0.5
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}
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-- Stuff
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floatindev = {}
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-- Nodes
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minetest.register_node("floatindev:stone", {
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description = "FLI Stone",
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tiles = {"default_stone.png"},
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is_ground_content = false, -- stops cavegen removing this node
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groups = {cracky=3},
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drop = "default:cobble",
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sounds = default.node_sound_stone_defaults(),
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})
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-- Functions
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local function floatindev_appletree(x, y, z, area, data)
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local c_tree = minetest.get_content_id("default:tree")
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local c_apple = minetest.get_content_id("default:apple")
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local c_leaves = minetest.get_content_id("default:leaves")
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for j = -3, 4 do
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if j >= 1 then
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for i = -2, 2 do
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for k = -2, 2 do
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local vi = area:index(x + i, y + j + 1, z + k)
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if math.random(48) == 2 then
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data[vi] = c_apple
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elseif math.random(3) ~= 2 then
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data[vi] = c_leaves
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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 vi = area:index(x, y + j, z)
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data[vi] = c_tree
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end
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end
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local function floatindev_grass(data, vi)
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local c_grass1 = minetest.get_content_id("default:grass_1")
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local c_grass2 = minetest.get_content_id("default:grass_2")
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local c_grass3 = minetest.get_content_id("default:grass_3")
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local c_grass4 = minetest.get_content_id("default:grass_4")
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local c_grass5 = minetest.get_content_id("default:grass_5")
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local rand = math.random(5)
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if rand == 1 then
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data[vi] = c_grass1
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elseif rand == 2 then
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data[vi] = c_grass2
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elseif rand == 3 then
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data[vi] = c_grass3
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elseif rand == 4 then
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data[vi] = c_grass4
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else
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data[vi] = c_grass5
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end
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end
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local function floatindev_flower(data, vi)
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local c_danwhi = minetest.get_content_id("flowers:dandelion_white")
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local c_danyel = minetest.get_content_id("flowers:dandelion_yellow")
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local c_rose = minetest.get_content_id("flowers:rose")
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local c_tulip = minetest.get_content_id("flowers:tulip")
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local c_geranium = minetest.get_content_id("flowers:geranium")
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local c_viola = minetest.get_content_id("flowers:viola")
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local rand = math.random(6)
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if rand == 1 then
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data[vi] = c_danwhi
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elseif rand == 2 then
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data[vi] = c_rose
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elseif rand == 3 then
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data[vi] = c_tulip
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elseif rand == 4 then
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data[vi] = c_danyel
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elseif rand == 5 then
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data[vi] = c_geranium
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else
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data[vi] = c_viola
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end
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end
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.x < XMIN or maxp.x > XMAX
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or minp.y < YMIN or maxp.y > YMAX
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or minp.z < ZMIN or maxp.z > ZMAX then
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return
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end
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local chulay = math.floor((minp.y + 32) / 80) -- chunk layer number, 0 = surface chunk
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if math.fmod(chulay, CHUINT) ~= 0 then -- if chulay / CHUINT has a remainder
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return
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end
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local t1 = os.clock()
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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 x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[floatindev] chunk minp ("..x0.." "..y0.." "..z0..")")
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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 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_grass = minetest.get_content_id("default:dirt_with_grass")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_flistone = minetest.get_content_id("floatindev:stone")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local minposxz = {x=x0, y=z0}
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local nvals_float = minetest.get_perlin_map(np_float, chulens):get3dMap_flat(minposxyz)
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local nvals_caves = minetest.get_perlin_map(np_caves, chulens):get3dMap_flat(minposxyz)
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local nvals_cluster = minetest.get_perlin_map(np_cluster, chulens):get3dMap_flat(minposxyz)
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local nvals_wave = minetest.get_perlin_map(np_wave, chulens):get2dMap_flat(minposxz)
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local nixyz = 1
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local nixz = 1
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local stable = {}
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local dirt = {}
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local chumid = y0 + sidelen / 2
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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dirt[si] = 0
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else -- all else including ignore in ungenerated chunks
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stable[si] = STATHR
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local flomid = chumid + nvals_wave[nixz] * WAVAMP
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local grad
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if y > flomid then
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grad = (flomid - y) / HISCAL
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else
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grad = (y - flomid) / LOSCAL
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end
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local density = nvals_float[nixyz] + grad + CLUSAV + nvals_cluster[nixyz] * CLUSAM
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if density > 0 and density < 0.7 then -- if floatland
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if nvals_caves[nixyz] - density > -0.7 then -- if no cave
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if y > flomid and density < STOTHR and stable[si] >= STABLE then
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if density < DIRTHR then
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data[vi] = c_grass
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else
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data[vi] = c_dirt
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end
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dirt[si] = dirt[si] + 1
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else
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if math.random() < ORECHA then
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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 -- revenge!
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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_flistone
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end
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stable[si] = stable[si] + 1
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end
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else -- cave
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stable[si] = 0
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end
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elseif y > flomid and density > FLORAT and density < 0 then -- above surface node
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if dirt[si] >= 3 and math.random() < APPCHA then
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floatindev_appletree(x, y, z, area, data)
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elseif dirt[si] >= 1 and math.random() < FLOCHA then
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floatindev_flower(data, vi)
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elseif dirt[si] >= 1 and math.random() < GRACHA then
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floatindev_grass(data, vi)
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end
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dirt[si] = 0
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else -- atmosphere
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stable[si] = 0
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end
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nixyz = nixyz + 1 -- increment 3D noise index
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nixz = nixz + 1 -- increment 2D noise index
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vi = vi + 1
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end
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nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above
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end
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nixz = nixz + 80 -- fast-forward 2D noise index by 80 nodes for next northward xy plane
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[floatindev] "..chugent.." ms")
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end)
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14
license.txt
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license.txt
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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