Add intercity roads from path mod. Thin soil with altitude
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ab8e29edbb
commit
0f9aa91b47
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@ -108,7 +108,7 @@ end)
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function spawnplayer(player)
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-- Parameters
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local SCAT = 16 -- Player scatter. Maximum distance in chunks (80 nodes) of player spawn from (0, 0, 0)
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local PSCA = 16 -- Player scatter. Maximum distance in chunks (80 nodes) of player spawn from (0, 0, 0)
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local YFLAT = 7 -- Flat area elevation
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local TERSCA = 192 -- Vertical terrain scale
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local TFLAT = 0.2 -- Flat area width
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@ -126,8 +126,8 @@ function spawnplayer(player)
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}
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for chunk = 1, 128 do
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print ("[noisegrid] searching for spawn "..chunk)
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local x0 = 80 * math.random(-SCAT, SCAT) - 32
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local z0 = 80 * math.random(-SCAT, SCAT) - 32
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local x0 = 80 * math.random(-PSCA, PSCA) - 32
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local z0 = 80 * math.random(-PSCA, PSCA) - 32
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local y0 = -32
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local x1 = x0 + 79
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local z1 = z0 + 79
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232
init.lua
232
init.lua
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@ -1,17 +1,20 @@
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-- noisegrid 0.2.5 by paramat
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-- noisegrid 0.3.0 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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-- Fix spawnplayer: player scatter parameter, default 16 = 1280n, 128 tries
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-- add roads from path mod
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-- thin dirt with altitude
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-- Parameters
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local YFLAT = 7 -- Flat area elevation
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local YSAND = 4 -- Top of beach
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local TERSCA = 192 -- Vertical terrain scale
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local STODEP = 5 -- Stone depth below surface at sea level
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local TROAD = 0.18 -- road grid area width
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local TFLAT = 0.2 -- Flat area width
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local WID = 3 -- Curving road lane width
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local TFIS = 0.02 -- Fissure threshold, controls width
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local ORECHA = 1 / 4 ^ 3 -- Ore chance per stone node
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local APPCHA = 1 / 4 ^ 2 -- Appletree maximum chance per grass node
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@ -62,6 +65,28 @@ local np_path = {
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persist = 0.4
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}
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-- 2D noise for intercity roads
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local np_road = {
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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 = -9111,
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octaves = 4,
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persist = 0.6
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}
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-- 2D noise for grid areas
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local np_grid = {
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offset = 0,
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scale = 1,
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spread = {x=1024, y=1024, z=1024},
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seed = 3166616,
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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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@ -77,6 +102,8 @@ local np_fissure = {
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noisegrid = {}
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local rad = WID ^ 2 + 4
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dofile(minetest.get_modpath("noisegrid").."/functions.lua")
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dofile(minetest.get_modpath("noisegrid").."/nodes.lua")
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@ -126,6 +153,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local nvals_tree = minetest.get_perlin_map(np_tree, chulens):get2dMap_flat(minposxz)
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local nvals_grass = minetest.get_perlin_map(np_grass, chulens):get2dMap_flat(minposxz)
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local nvals_path = minetest.get_perlin_map(np_path, chulens):get2dMap_flat(minposxz)
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local nvals_road = minetest.get_perlin_map(np_road, chulens):get2dMap_flat(minposxz)
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local nvals_grid = minetest.get_perlin_map(np_grid, chulens):get2dMap_flat(minposxz)
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local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz)
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local cross = false
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@ -161,13 +190,15 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local vi = area:index(x0, y, z)
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local via = area:index(x0, y+1, z)
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local n_xprepath = false
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local n_xpreroad = false
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for x = x0, x1 do
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local nodid = data[vi]
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local si = x - x0 + 1
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local xr = x - x0
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local zr = z - z0
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local sea = false
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local flat = false
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local ysurf
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local n_base = nvals_base[nixz]
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local n_absbase = math.abs(n_base)
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@ -182,96 +213,20 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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local n_fissure = nvals_fissure[nixyz]
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local nofis = false
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if math.abs(n_fissure) > TFIS then
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nofis = true
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end
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local nofis = math.abs(n_fissure) > TFIS
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local n_grid = nvals_grid[nixz]
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local grid = n_grid > 0.3
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local n_tree = math.min(math.max(nvals_tree[nixz], 0), 1)
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local n_grass = math.min(math.max(nvals_grass[nixz], 0), 1)
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local n_path = nvals_path[nixz]
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local n_zprepath = nvals_path[(nixz - 80)]
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local n_road = nvals_road[nixz]
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local n_zpreroad = nvals_road[(nixz - 80)]
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local stodep = math.max(STODEP * (TERSCA - y) / TERSCA, 1)
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if y == ysurf and y > YSAND then
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if xr >= 36 and xr <= 42 and zr >= 36 and zr <= 42 -- centre
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and (nroad or eroad or sroad or wroad) and cross then
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if xr == 39 and zr == 39 then
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data[vi] = c_roadwhite
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else
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data[vi] = c_roadblack
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end
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elseif xr >= 33 and xr <= 45 and zr >= 43 -- north
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and nroad and cross then
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if xr == 39 then
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data[vi] = c_roadwhite
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elseif xr >= 36 and xr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr >= 43 and zr >= 33 and zr <= 45 -- east
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and eroad and cross then
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if zr == 39 then
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data[vi] = c_roadwhite
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elseif zr >= 36 and zr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr >= 33 and xr <= 45 and zr <= 35 -- south
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and sroad and cross then
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if xr == 39 then
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data[vi] = c_roadwhite
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elseif xr >= 36 and xr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr <= 35 and zr >= 33 and zr <= 45 -- west
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and wroad and cross then
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if zr == 39 then
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data[vi] = c_roadwhite
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elseif zr >= 36 and zr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr >= 33 and xr <= 45 and zr >= 33 and zr <= 45
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and cross then
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data[vi] = c_dirt
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data[via] = c_slab
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elseif x > x0 and z > z0
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and (((n_path >= 0 and n_xprepath < 0) -- paths
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or (n_path < 0 and n_xprepath >= 0))
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or ((n_path >= 0 and n_zprepath < 0)
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or (n_path < 0 and n_zprepath >= 0))) then
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for i = -1, 1 do
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for k = -1, 1 do
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local vi = area:index(x+i, y, z+k)
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local nodid = data[vi]
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if nodid ~= c_roadwhite and nodid ~= c_roadblack then
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data[vi] = c_path
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end
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end
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end
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elseif stable[si] >= 2 then -- dirt with grass
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if math.random() < APPCHA * n_tree -- appletree
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and math.abs(n_path) > 0.03 then
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noisegrid_appletree(x, y+1, z, area, data)
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else
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data[vi] = c_grass
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if math.random() < FLOCHA then -- flowers
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noisegrid_flower(data, via)
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elseif math.random() < GRACHA * n_grass then -- grasses
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noisegrid_grass(data, via)
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end
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end
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end
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elseif y <= ysurf - 4 and (nofis or ((flat or sea) and y >= ysurf - 8)) then
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if y <= ysurf - stodep and (nofis or ((flat or sea) and y >= ysurf - 16)) then -- stone
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if math.random() < ORECHA then
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local osel = math.random(24)
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if osel == 24 then
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@ -291,17 +246,114 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[vi] = c_stone
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end
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stable[si] = stable[si] + 1
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elseif y <= ysurf and y >= ysurf - 7 and y <= YSAND and sea and stable[si] >= 2 then
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elseif y == ysurf and y > YSAND then -- surface layer
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if xr >= 36 and xr <= 42 and zr >= 36 and zr <= 42 -- centre
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and (nroad or eroad or sroad or wroad) and cross and grid then
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if xr == 39 and zr == 39 then
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data[vi] = c_roadwhite
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else
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data[vi] = c_roadblack
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end
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elseif xr >= 33 and xr <= 45 and zr >= 43 -- north
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and nroad and cross and grid then
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if xr == 39 then
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data[vi] = c_roadwhite
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elseif xr >= 36 and xr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr >= 43 and zr >= 33 and zr <= 45 -- east
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and eroad and cross and grid then
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if zr == 39 then
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data[vi] = c_roadwhite
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elseif zr >= 36 and zr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr >= 33 and xr <= 45 and zr <= 35 -- south
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and sroad and cross and grid then
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if xr == 39 then
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data[vi] = c_roadwhite
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elseif xr >= 36 and xr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr <= 35 and zr >= 33 and zr <= 45 -- west
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and wroad and cross and grid then
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if zr == 39 then
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data[vi] = c_roadwhite
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elseif zr >= 36 and zr <= 42 then
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data[vi] = c_roadblack
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else
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data[vi] = c_dirt
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data[via] = c_slab
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end
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elseif xr >= 33 and xr <= 45 and zr >= 33 and zr <= 45
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and cross and grid then
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data[vi] = c_dirt
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data[via] = c_slab
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elseif (not grid) and x > x0 and z > z0
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and (((n_road >= 0 and n_xpreroad < 0) -- curving road
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or (n_road < 0 and n_xpreroad >= 0))
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or ((n_road >= 0 and n_zpreroad < 0)
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or (n_road < 0 and n_zpreroad >= 0))) then
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data[vi] = c_roadwhite
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for i = -WID, WID do
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for k = -WID, WID do
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if (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2 <= rad then
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local vi = area:index(x+i, y, z+k)
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local nodid = data[vi]
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if nodid ~= c_roadwhite then
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data[vi] = c_roadblack
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end
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end
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end
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end
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elseif x > x0 and z > z0 -- path
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and (((n_path >= 0 and n_xprepath < 0)
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or (n_path < 0 and n_xprepath >= 0))
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or ((n_path >= 0 and n_zprepath < 0)
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or (n_path < 0 and n_zprepath >= 0))) then
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for i = -1, 1 do
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for k = -1, 1 do
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local vi = area:index(x+i, y, z+k)
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local nodid = data[vi]
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if nodid ~= c_roadwhite and nodid ~= c_roadblack then
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data[vi] = c_path
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end
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end
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end
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elseif stable[si] >= 2 and nodid ~= c_roadblack and nodid ~= c_path then -- dirt with grass
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if math.random() < APPCHA * n_tree -- appletree
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and math.abs(n_path) > 0.03 and math.abs(n_road) > 0.02 then
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noisegrid_appletree(x, y+1, z, area, data)
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else
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data[vi] = c_grass
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if math.random() < FLOCHA and math.abs(n_road) > 0.02 then -- flowers
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noisegrid_flower(data, via)
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elseif math.random() < GRACHA * n_grass and math.abs(n_road) > 0.02 then -- grasses
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noisegrid_grass(data, via)
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end
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end
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end
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elseif y <= ysurf and y >= ysurf - 16 and y <= YSAND and sea and stable[si] >= 2 then -- sand
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data[vi] = c_sand
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elseif y < ysurf and y >= ysurf - 3 and (nofis or flat) and stable[si] >= 2 then
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elseif y < ysurf and y > ysurf - stodep and (nofis or flat) and stable[si] >= 2 then -- dirt
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data[vi] = c_dirt
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elseif y <= 1 and y > ysurf then
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elseif y <= 1 and y > ysurf then -- water
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data[vi] = c_water
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stable[si] = 0
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else -- air
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stable[si] = 0
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end
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n_xprepath = n_path
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n_xpreroad = n_road
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nixz = nixz + 1
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nixyz = nixyz + 1
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vi = vi + 1
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