2022-01-19 15:09:37 +00:00
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local step = 1
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local chunk_borders = false
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local levels = {
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[-9] = "black",
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[-8] = "brown",
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[-7] = "brown",
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[-6] = "gray",
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[-5] = "gray",
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[-4] = "red",
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[-3] = "orange",
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[-2] = "purple",
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[-1] = "magenta",
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[0] = "pink",
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[1] = "yellow",
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[2] = "green",
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[3] = "lime",
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[4] = "blue",
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[5] = "cyan",
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[6] = "light_blue",
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[7] = "silver",
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[8] = "silver",
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[9] = "white",
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}
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local math_min, math_max = math.min, math.max
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local math_floor, math_ceil = math.floor, math.ceil
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local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
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local noise_offset_x_and_z = math_floor(mcl_mapgen.CS_NODES/2)
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mcl_mapgen.register_mapgen(function(minp, maxp, seed, vm_context)
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local y0 = minp.y
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for x0 = minp.x, maxp.x, step do
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for z0 = minp.z, maxp.z, step do
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local current_noise_level = mcl_structures_get_perlin_noise_level({x = x0 - noise_offset_x_and_z, y = y0, z = z0 - noise_offset_x_and_z})
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local amount
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if current_noise_level < 0 then
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amount = math_max(math_ceil(current_noise_level * 9), -9)
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else
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amount = math_min(math_floor(current_noise_level * 9), 9)
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end
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local y0 = maxp.y - 9 + amount
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minetest.set_node({x=x0, y=y0, z=z0}, {name = "mcl_core:glass_"..levels[amount]})
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end
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end
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if chunk_borders then
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for x0 = minp.x, maxp.x, step do
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for y0 = minp.y, maxp.y, step do
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minetest.set_node({x=x0, y=y0, z=maxp.z}, {name = "mcl_core:glass"})
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end
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end
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for z0 = minp.z, maxp.z, step do
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for y0 = minp.y, maxp.y, step do
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minetest.set_node({x=maxp.x, y=y0, z=z0}, {name = "mcl_core:glass"})
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end
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end
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end
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2022-02-17 23:48:03 +00:00
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end, 99999999999999)
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