Add findbiome mod
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# Minetest mod: findbiome
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## Description
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This is a mod to help with mod/game development for Minetest.
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It adds a command (“findbiome”) to find a biome nearby and teleport you to it
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and another command (“listbiomes”) to list biomes.
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Version: 1.0.1
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## Known limitations
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There's no guarantee you will always find the biome, even if it exists in the world.
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This can happen if the biome is very obscure or small, but usually you should be
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able to find the biome.
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If the biome could not be found, just move to somewhere else and try again.
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## Authors
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- paramat (MIT License)
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- Wuzzy (MIT License)
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See license.txt for license information.
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This mod is based on the algorithm of the "spawn" mod from Minetest Game 5.0.0.
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local S = minetest.get_translator("findbiome")
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local mod_biomeinfo = minetest.get_modpath("biomeinfo") ~= nil
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local water_level = tonumber(minetest.get_mapgen_setting("water_level"))
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-- Calculate the maximum playable limit
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local mapgen_limit = tonumber(minetest.get_mapgen_setting("mapgen_limit"))
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local chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
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local playable_limit = math.max(mapgen_limit - (chunksize + 1) * 16, 0)
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-- Parameters
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-------------
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-- Resolution of search grid in nodes.
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local res = 64
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-- Number of points checked in the square search grid (edge * edge).
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local checks = 128 * 128
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-- End of parameters
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--------------------
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-- Direction table
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local dirs = {
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{x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = -1},
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{x = 1, y = 0, z = 0},
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}
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-- Returns true if pos is within the world boundaries
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local function is_in_world(pos)
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return not (math.abs(pos.x) > playable_limit or math.abs(pos.y) > playable_limit or math.abs(pos.z) > playable_limit)
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end
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-- Checks if pos is within the biome's boundaries. If it isn't, places pos inside the boundaries.
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local function adjust_pos_to_biome_limits(pos, biome_id)
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local bpos = table.copy(pos)
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local biome_name = minetest.get_biome_name(biome_id)
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local biome = minetest.registered_biomes[biome_name]
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if not biome then
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minetest.log("error", "[findbiome] adjust_pos_to_biome_limits non-existing biome!")
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return bpos, true
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end
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local axes = {"y", "x", "z"}
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local out_of_bounds = false
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for a=1, #axes do
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local ax = axes[a]
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local min, max
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if biome[ax.."_min"] then
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min = biome[ax.."_min"]
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else
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min = -playable_limit
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end
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if biome[ax.."_max"] then
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max = biome[ax.."_max"]
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else
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max = playable_limit
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end
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min = tonumber(min)
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max = tonumber(max)
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if bpos[ax] < min then
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out_of_bounds = true
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bpos[ax] = min
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if max-min > 16 then
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bpos[ax] = math.max(bpos[ax] + 8, -playable_limit)
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end
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end
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if bpos[ax] > max then
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out_of_bounds = true
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bpos[ax] = max
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if max-min > 16 then
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bpos[ax] = math.min(bpos[ax] - 8, playable_limit)
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end
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end
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end
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return bpos, out_of_bounds
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end
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-- Find the special default biome
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local function find_default_biome()
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local all_biomes = minetest.registered_biomes
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local biome_count = 0
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for b, biome in pairs(all_biomes) do
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biome_count = biome_count + 1
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end
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-- Trivial case: No biomes registered, default biome is everywhere.
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if biome_count == 0 then
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local y = minetest.get_spawn_level(0, 0)
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if not y then
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y = 0
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end
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return { x = 0, y = y, z = 0 }
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end
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local pos = {}
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-- Just check a lot of random positions
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-- It's a crappy algorithm but better than nothing.
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for i=1, 100 do
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pos.x = math.random(-playable_limit, playable_limit)
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pos.y = math.random(-playable_limit, playable_limit)
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pos.z = math.random(-playable_limit, playable_limit)
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local biome_data = minetest.get_biome_data(pos)
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if biome_data and minetest.get_biome_name(biome_data.biome) == "default" then
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return pos
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end
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end
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return nil
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end
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local function find_biome(pos, biomes)
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pos = vector.round(pos)
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-- Pos: Starting point for biome checks. This also sets the y co-ordinate for all
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-- points checked, so the suitable biomes must be active at this y.
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-- Initial variables
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local edge_len = 1
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local edge_dist = 0
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local dir_step = 0
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local dir_ind = 1
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local success = false
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local spawn_pos
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local biome_ids
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-- Get next position on square search spiral
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local function next_pos()
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if edge_dist == edge_len then
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edge_dist = 0
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dir_ind = dir_ind + 1
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if dir_ind == 5 then
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dir_ind = 1
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end
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dir_step = dir_step + 1
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edge_len = math.floor(dir_step / 2) + 1
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end
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local dir = dirs[dir_ind]
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local move = vector.multiply(dir, res)
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edge_dist = edge_dist + 1
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return vector.add(pos, move)
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end
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-- Position search
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local function search()
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local attempt = 1
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while attempt < 3 do
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for iter = 1, checks do
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local biome_data = minetest.get_biome_data(pos)
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-- Sometimes biome_data is nil
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local biome = biome_data and biome_data.biome
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for id_ind = 1, #biome_ids do
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local biome_id = biome_ids[id_ind]
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pos = adjust_pos_to_biome_limits(pos, biome_id)
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local spos = table.copy(pos)
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if biome == biome_id then
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local good_spawn_height = pos.y <= water_level + 16 and pos.y >= water_level
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local spawn_y = minetest.get_spawn_level(spos.x, spos.z)
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if spawn_y then
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spawn_pos = {x = spos.x, y = spawn_y, z = spos.z}
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elseif not good_spawn_height then
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spawn_pos = {x = spos.x, y = spos.y, z = spos.z}
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elseif attempt >= 2 then
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spawn_pos = {x = spos.x, y = spos.y, z = spos.z}
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end
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if spawn_pos then
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local adjusted_pos, outside = adjust_pos_to_biome_limits(spawn_pos, biome_id)
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if is_in_world(spawn_pos) and not outside then
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return true
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end
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end
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end
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end
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pos = next_pos()
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end
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attempt = attempt + 1
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end
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return false
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end
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local function search_v6()
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if not mod_biomeinfo then return
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false
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end
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for iter = 1, checks do
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local found_biome = biomeinfo.get_v6_biome(pos)
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for i = 1, #biomes do
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local searched_biome = biomes[i]
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if found_biome == searched_biome then
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local spawn_y = minetest.get_spawn_level(pos.x, pos.z)
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if spawn_y then
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spawn_pos = {x = pos.x, y = spawn_y, z = pos.z}
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if is_in_world(spawn_pos) then
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return true
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end
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end
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end
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end
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pos = next_pos()
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end
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return false
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end
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if mg_name == "v6" then
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success = search_v6()
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else
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-- Table of suitable biomes
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biome_ids = {}
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for i=1, #biomes do
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local id = minetest.get_biome_id(biomes[i])
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if not id then
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return nil, false
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end
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table.insert(biome_ids, id)
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end
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success = search()
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end
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return spawn_pos, success
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end
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local mods_loaded = false
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minetest.register_on_mods_loaded(function()
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mods_loaded = true
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end)
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-- Regiver chat commands
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do
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minetest.register_chatcommand("findbiome", {
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description = S("Find and teleport to biome"),
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params = S("<biome>"),
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privs = { debug = true, teleport = true },
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func = function(name, param)
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if not mods_loaded then
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return false
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end
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, S("No player.")
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end
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local pos = player:get_pos()
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local invalid_biome = true
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if mg_name == "v6" then
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if not mod_biomeinfo then
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return false, S("Not supported. The “biomeinfo” mod is required for v6 mapgen support!")
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end
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local biomes = biomeinfo.get_active_v6_biomes()
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for b=1, #biomes do
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if param == biomes[b] then
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invalid_biome = false
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break
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end
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end
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else
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if param == "default" then
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local biome_pos = find_default_biome()
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if biome_pos then
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player:set_pos(biome_pos)
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return true, S("Biome found at @1.", minetest.pos_to_string(biome_pos))
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else
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return false, S("No biome found!")
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end
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end
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local id = minetest.get_biome_id(param)
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if id then
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invalid_biome = false
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end
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end
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if invalid_biome then
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return false, S("Biome does not exist!")
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end
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local biome_pos, success = find_biome(pos, {param})
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if success then
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player:set_pos(biome_pos)
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return true, S("Biome found at @1.", minetest.pos_to_string(biome_pos))
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else
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return false, S("No biome found!")
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end
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end,
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})
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minetest.register_chatcommand("listbiomes", {
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description = S("List all biomes"),
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params = "",
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privs = { debug = true },
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func = function(name, param)
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if not mods_loaded then
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return false
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end
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local biomes
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local b = 0
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if mg_name == "v6" then
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if not mod_biomeinfo then
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return false, S("Not supported. The “biomeinfo” mod is required for v6 mapgen support!")
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end
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biomes = biomeinfo.get_active_v6_biomes()
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b = #biomes
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else
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biomes = {}
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for k,v in pairs(minetest.registered_biomes) do
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table.insert(biomes, k)
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b = b + 1
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end
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end
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if b == 0 then
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return true, S("No biomes.")
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else
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table.sort(biomes)
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for b=1, #biomes do
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minetest.chat_send_player(name, biomes[b])
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end
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return true
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end
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end,
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})
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end
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License of source code
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----------------------
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The MIT License (MIT)
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Copyright (C) 2018 paramat
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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software and associated documentation files (the "Software"), to deal in the Software
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without restriction, including without limitation the rights to use, copy, modify, merge,
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publish, distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or
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substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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For more details:
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https://opensource.org/licenses/MIT
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# textdomain: findbiome
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Find and teleport to biome=Ein Biom finden und hinteleportieren
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<biome>=<Biom>
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No player.=Kein Spieler
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Biome does not exist!=Biom existiert nicht!
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Biome found at @1.=Biom gefunden bei @1.
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No biome found!=Kein Biom gefunden!
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List all biomes=Alle Biome auflisten
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No biomes.=Keine Biome.
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Not supported. The “biomeinfo” mod is required for v6 mapgen support!=Nicht unterstützt. Die Mod „biomeinfo“ wird für Unterstützung des v6-Kartengenerators benötigt.
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# textdomain: findbiome
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Find and teleport to biome=
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<biome>=
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No player.=
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Biome does not exist!=
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Biome found at @1.=
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No biome found!=
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List all biomes=
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No biomes.=
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Not supported. The “biomeinfo” mod is required for v6 mapgen support!=
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name=findbiome
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description=Add commands to list and find biomes
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optional_depends=biomeinfo
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