304 lines
7.5 KiB
Lua
304 lines
7.5 KiB
Lua
function riverdev_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_appleleaf = minetest.get_content_id("riverdev:appleleaf")
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local top = 3 + math.random(2)
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for j = -2, top do
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if j == top - 1 or j == top then
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for k = -2, 2 do
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local vi = area:index(x - 2, y + j, z + k)
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local viu = area:index(x - 2, y + j - 1, z + k)
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for i = -2, 2 do
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if math.random() < 0.8 then
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data[vi] = c_appleleaf
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if j == top and math.random() < 0.04 then
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data[viu] = c_apple
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end
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end
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vi = vi + 1
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viu = viu + 1
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end
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end
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elseif j == top - 2 then
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for k = -1, 1 do
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local vi = area:index(x - 1, y + j, z + k)
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for i = -1, 1 do
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if math.abs(i) + math.abs(k) == 2 then
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data[vi] = c_tree
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end
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vi = vi + 1
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end
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end
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else
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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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end
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function riverdev_pinetree(x, y, z, area, data)
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local c_pinetree = minetest.get_content_id("riverdev:pinetree")
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local c_needles = minetest.get_content_id("riverdev:needles")
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for j = -4, 14 do
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if j == 3 or j == 6 or j == 9 or j == 12 then
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for k = -2, 2 do
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local vi = area:index(x - 2, y + j, z + k)
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for i = -2, 2 do
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if math.abs(i) == 2 or math.abs(k) == 2 then
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data[vi] = c_needles
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end
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vi = vi + 1
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end
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end
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elseif j == 4 or j == 7 or j == 10 then
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for k = -1, 1 do
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local vi = area:index(x - 1, y + j, z + k)
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for i = -1, 1 do
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if not (i == 0 and j == 0) then
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data[vi] = c_needles
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end
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vi = vi + 1
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end
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end
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elseif j == 13 then
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for k = -1, 1 do
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local vi = area:index(x - 1, y + j, z + k)
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local via = area:index(x - 1, y + j + 1, z + k)
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for i = -1, 1 do
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if not (i == 0 and j == 0) then
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data[vi] = c_needles
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data[via] = c_needles
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end
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vi = vi + 1
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via = via + 1
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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_pinetree
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end
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local vi = area:index(x, y + 15, z)
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local via = area:index(x, y + 16, z)
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data[vi] = c_needles
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data[via] = c_needles
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end
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function riverdev_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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-- ABM
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-- Appletree sapling
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minetest.register_abm({
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nodenames = {"riverdev:appling"},
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interval = 31,
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chance = 5,
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action = function(pos, node)
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local x = pos.x
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local y = pos.y
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local z = pos.z
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local vm = minetest.get_voxel_manip()
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local pos1 = {x=x-2, y=y-2, z=z-2}
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local pos2 = {x=x+2, y=y+5, z=z+2}
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local emin, emax = vm:read_from_map(pos1, pos2)
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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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riverdev_appletree(x, y, z, area, data)
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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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end,
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})
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-- Pinetree sapling
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minetest.register_abm({
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nodenames = {"riverdev:pineling"},
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interval = 29,
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chance = 5,
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action = function(pos, node)
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local x = pos.x
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local y = pos.y
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local z = pos.z
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local vm = minetest.get_voxel_manip()
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local pos1 = {x=x-2, y=y-4, z=z-2}
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local pos2 = {x=x+2, y=y+16, z=z+2}
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local emin, emax = vm:read_from_map(pos1, pos2)
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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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riverdev_pinetree(x, y, z, area, data)
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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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end,
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})
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-- Set mapgen parameters
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minetest.register_on_mapgen_init(function(mgparams)
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minetest.set_mapgen_params({mgname="singlenode"})
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end)
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-- Spawn player. Only works with chunksize = 5 mapblocks
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function spawnplayer(player)
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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 YWATER = 1
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local YTER = -64 -- Deepest seabed y
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local TERSCA = 512 -- Terrain vertical scale in nodes
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local BASAMP = 0.3 -- Base amplitude relative to 3D noise amplitude. Ridge network structure
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local MIDAMP = 0.05 -- Mid amplitude relative to 3D noise amplitude. River valley structure
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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=192, y=192, z=192},
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seed = 5900033,
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octaves = 4,
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persist = 0.67
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}
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local np_mid = {
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offset = 0,
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scale = 1,
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spread = {x=768, y=768, z=768},
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seed = 85546,
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octaves = 5,
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persist = 0.4
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}
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local np_base = {
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offset = 0,
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scale = 1,
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spread = {x=3072, y=3072, z=3072},
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seed = -990054,
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octaves = 2,
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persist = 0.4
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}
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local np_patha = {
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offset = 0,
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scale = 1,
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spread = {x=768, y=768, z=768},
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seed = 7000023,
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octaves = 4,
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persist = 0.4
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}
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local np_pathb = {
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offset = 0,
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scale = 1,
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spread = {x=768, y=768, z=768},
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seed = 23,
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octaves = 4,
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persist = 0.4
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}
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local xsp
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local ysp
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local zsp
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for chunk = 1, 128 do
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print ("[riverdev] searching for spawn "..chunk)
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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 = 80 * math.floor((YWATER + 32) / 80) - 32
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local x1 = x0 + 79
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local z1 = z0 + 79
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local y1 = y0 + 79
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local sidelen = 80
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local chulensxyz = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local chulensxz = {x=sidelen, y=sidelen, z=sidelen}
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local minposxz = {x=x0, y=z0}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_mid = minetest.get_perlin_map(np_mid, chulensxz):get2dMap_flat(minposxz)
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local nvals_base = minetest.get_perlin_map(np_base, chulensxz):get2dMap_flat(minposxz)
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local nvals_patha = minetest.get_perlin_map(np_patha, chulensxz):get2dMap_flat(minposxz)
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local nvals_pathb = minetest.get_perlin_map(np_pathb, chulensxz):get2dMap_flat(minposxz)
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local nixyz = 1
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local nixz = 1
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for z = z0, z1 do
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for y = y0, y1 do
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for x = x0, x1 do
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local n_patha = nvals_patha[nixz]
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local n_abspatha = math.abs(n_patha)
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local n_pathb = nvals_pathb[nixz]
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local n_abspathb = math.abs(n_pathb)
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local n_terrain = (nvals_terrain[nixyz] + 2) / 2
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local n_absmid = (math.abs(nvals_mid[nixz])) ^ 0.8
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local n_absbase = (math.abs(nvals_base[nixz])) ^ 0.8
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local n_invbase = (1 - n_absbase)
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local grad = (YTER - y) / TERSCA
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local densitybase = n_invbase * BASAMP + grad
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local densitymid = n_absmid * MIDAMP + densitybase
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local density = n_terrain * n_invbase * n_absmid * n_abspatha ^ 1.5 * n_abspathb ^ 1.5 + densitymid
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if y >= YWATER and density > -0.01 and density < 0 then
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ysp = y + 1
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xsp = x
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zsp = z
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break
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end
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nixz = nixz + 1
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nixyz = nixyz + 1
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end
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if ysp then
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break
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end
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nixz = nixz - 80
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end
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if ysp then
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break
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end
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nixz = nixz + 80
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end
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if ysp then
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break
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end
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end
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if ysp then
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print ("[riverdev] spawn player ("..xsp.." "..ysp.." "..zsp..")")
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player:setpos({x=xsp, y=ysp, z=zsp})
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else
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print ("[riverdev] no suitable spawn found")
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player:setpos({x=0, y=0, z=0})
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end
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end
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minetest.register_on_newplayer(function(player)
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spawnplayer(player)
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end)
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minetest.register_on_respawnplayer(function(player)
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spawnplayer(player)
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return true
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end)
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