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01921b398a
61
API.md
61
API.md
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@ -100,63 +100,4 @@ The shapes are defined as follows:
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Just like the surface world, the underground world uses biomes to decorate their
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Just like the surface world, the underground world uses biomes to decorate their
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caves. The cave biomes are independent of the cave shapes.
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caves. The cave biomes are independent of the cave shapes.
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For shapes, the following functions are available:
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**Under development.**
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- `noordstar_caves.register_biome(biome def)` Define a new cave biome
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- `noordstar_caves.unregister_biome(name)` Remove a defined cave biome
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- `noordstar_caves.clear_registered_biomes()` Remove all known cave biomes
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The biomes are defined as follows:
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```lua
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{
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name = "noordstar_caves:tundra",
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-- Unique name identifying the biome
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-- Namespacing is not required but recommended
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node_dust = "foo:snow",
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-- Node dropped onto floor after all else is generated
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node_floor = "foo:dirt_with_snow",
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-- Node forming the floor that the player walks on
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node_wall = "foo:ice",
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-- Node forming the side walls of the cave
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node_roof = "foo:bluestone",
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-- Node forming the ceiling of the cave
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node_air = "foo:air",
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-- Nodes filling the inside of the cave. By default, this is air.
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-- You can replace it with e.g. water to make the entire cave a water cave.
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-- Keep in mind that cave biomes can blend, so it might not always look
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-- very smooth.
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node_shell = "foo:permafrost",
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depth_shell = 3,
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-- Node forming a layer around the entire cave and thickness of this layer
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-- You can make the depth as high as you want, but raising it past 16
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-- might cause hard cut-offs at chunk edges.
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y_max = -100,
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y_min = -31000,
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-- Upper and lower limits of the cave biome.
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-- Alternatively you can use xyz limits as shown below.
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max_pos = { x = 31000, y = -100, z = 31000 }
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min_pos = { x = -31000, y = -500, z = -31000 }
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-- xyz limits for biome, an alternative to using `y_min` and `y_max`.
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-- Cave biome is limited to a cuboid defined by these positions.
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-- Any x, y or z field left undefined defaults to -31000 in `min_pos` or
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-- 31000 in `max_pos`.
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heat_point = 0,
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humidity_point = 50,
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-- Characteristic temperature and humidity for the biome.
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-- Just like the Minetest Lua API for biomes, these values create
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-- 'biome points' on a voronoi diagram with heat and humidity as axes.
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-- The resulting voronoi cells determine the distribution of the biomes.
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-- Heat and humidity have an average of 50, vary mostly between 0 and 100
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-- but can exceed these values.
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}
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```
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3
init.lua
3
init.lua
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@ -11,9 +11,6 @@ noordstar_caves = {}
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-- Load features to influence cave shapes
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-- Load features to influence cave shapes
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load("shape")
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load("shape")
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-- Load features to influence cave biomes
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load("biome")
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-- Start engine to generate caves
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-- Start engine to generate caves
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load("engine")
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load("engine")
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@ -1,91 +0,0 @@
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-- This file takes care of cave biomes
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noordstar_caves.registered_biomes = {}
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-- Clean the input and return a valid shape def
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-- If the input is invalid, return nil
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local function clean_def(def)
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if type(def.name) ~= "string" then
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return nil
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end
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if type(def.heat_point) ~= "number" then
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return nil
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end
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if type(def.humidity_point) ~= "number" then
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return nil
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end
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local d = {
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name = def.name,
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heat_point = def.heat_point,
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humidity_point = def.humidity_point,
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}
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-- Position
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if type(def.min_pos) == "table" then
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d.minp = {
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x = def.min_pos.x or -1e5,
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y = def.min_pos.y or -1e5,
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z = def.min_pos.z or -1e5,
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}
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elseif type(def.y_min) == "number" then
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d.minp = { x = -1e5, y = def.y_min, z = -1e5 }
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else
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d.minp = { x = -1e5, y = -1e5, z = -1e5 }
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end
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if type(def.max_pos) == "table" then
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d.maxp = {
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x = def.max_pos.x or 1e5,
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y = def.max_pos.y or 1e5,
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z = def.max_pos.z or 1e5,
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}
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elseif type(def.y_max) == "number" then
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d.maxp = { x = 1e5, y = def.y_max, z = 1e5 }
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else
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d.maxp = { x = 1e5, y = 1e5, z = 1e5 }
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end
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-- Optional nodes
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if type(def.node_dust) == "string" then
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d.node_dust = def.node_dust
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end
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if type(def.node_floor) == "string" then
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d.node_floor = def.node_floor
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end
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if type(def.node_wall) == "string" then
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d.node_wall = def.node_wall
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end
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if type(def.node_roof) == "string" then
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d.node_roof = def.node_roof
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end
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if type(def.node_air) == "string" then
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d.node_air = def.node_air
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end
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if type(def.node_shell) == "string" then
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d.node_shell = def.node_shell
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end
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if type(def.depth_shell) == "number" then
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d.depth_shell = def.depth_shell
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else
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d.depth_shell = 0
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end
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return d
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end
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function noordstar_caves.register_biome(def)
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local d = clean_def(def)
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if d ~= nil then
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noordstar_caves.registered_biomes[d.name] = d
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end
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end
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function noordstar_caves.unregister_biome(name)
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noordstar_caves.registered_biomes[name] = nil
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end
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function noordstar_caves.clear_registered_biomes()
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noordstar_caves.registered_biomes = {}
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end
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115
lua/engine.lua
115
lua/engine.lua
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@ -2,41 +2,6 @@
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-- Constants and magic numbers
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-- Constants and magic numbers
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local mapgen_buffer = 16
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local mapgen_buffer = 16
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-- Cave biome range
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local biome_spread_range = 50
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-- Noise params for heat_point
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local heat_noise_params =
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{ offset = 50
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, scale = 50
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, spread = { x = biome_spread_range, y = biome_spread_range, z = biome_spread_range }
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, seed = 320523
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, octaves = 2
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, persistence = 0.1
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, lacunarity = 2.0
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, flags = ""
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}
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-- Noise params for humidity_point
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local humidity_noise_params =
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{ offset = 50
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, scale = 50
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, spread = { x = biome_spread_range, y = biome_spread_range, z = biome_spread_range }
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, seed = 9923473
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, octaves = 2
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, persistence = 0.1
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, lacunarity = 2.0
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, flags = ""
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}
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local default_biome =
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{ name = "noordstar_caves:none"
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, heat_point = -1e6
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, humidity_point = -1e6
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, minp = { x = -1e5, y = -1e5, z = -1e5 }
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, maxp = { x = 1e5, y = 1e5, z = 1e5 }
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}
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-- Convert 3d relative coordinates to an index on a flat array
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-- Convert 3d relative coordinates to an index on a flat array
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local function from_3d_to_flat(dx, dy, dz, nx, ny)
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local function from_3d_to_flat(dx, dy, dz, nx, ny)
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return (nx * ny * dz) + (nx * dy) + dx + 1
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return (nx * ny * dz) + (nx * dy) + dx + 1
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@ -456,46 +421,6 @@ local function get_flat_cave_node_types(minp, maxp)
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end)
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end)
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end
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end
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-- Transform categorized blocks into
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local function biome_def_to_content_id(def, nt, original_block)
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local function get_node(name, alt)
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return function()
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if name == nil then
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return alt
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else
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return minetest.get_content_id(name)
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end
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end
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end
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local node_air = get_node(def.node_air, minetest.get_content_id("air"))
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local node_floor = get_node(def.node_floor, original_block)
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local node_stone = original_block
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local node_roof = get_node(def.node_roof, original_block)
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local node_unknown = original_block
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local node_wall = get_node(def.node_wall, original_block)
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if nt == node_type.unknown then
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return node_unknown
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elseif nt == node_type.floor then
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return node_floor()
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elseif nt == node_type.wall then
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return node_wall()
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elseif nt == node_type.roof then
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return node_roof()
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elseif nt == node_type.content then
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return node_air()
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elseif nt == node_type.stone then
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return node_stone
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else
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return original_block
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end
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end
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local function biome_distance(def, heat, humidity)
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return (def.heat_point - heat)^2 + (def.humidity_point - humidity)^2
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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minetest.register_on_generated(function(minp, maxp, blockseed)
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local vminp =
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local vminp =
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{ x = minp.x - mapgen_buffer
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{ x = minp.x - mapgen_buffer
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@ -515,35 +440,29 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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-- Get threshold values
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-- Get threshold values
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local node_types = get_flat_cave_node_types(vminp, vmaxp)
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local node_types = get_flat_cave_node_types(vminp, vmaxp)
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local heat_points = get_flat_from_noise_params(minp, maxp, heat_noise_params)
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local node_air = minetest.get_content_id("air")
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local humidity_points = get_flat_from_noise_params(minp, maxp, humidity_noise_params)
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local node_floor = minetest.get_content_id("mcl_core:glass_green")
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local node_wall = minetest.get_content_id("mcl_core:glass_purple")
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local node_roof = minetest.get_content_id("mcl_core:glass_red")
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local node_other = minetest.get_content_id("mcl_core:glass")
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-- Map block values
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local nids = Flat3dArray:from_func(vminp, vmaxp, function(i, pos)
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local nids = Flat3dArray:from_func(vminp, vmaxp, function(i, pos)
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local nt = node_types:get_pos(pos)
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local nt = node_types:get_pos(pos)
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if not is_valid_pos(pos, minp, maxp) then
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if not is_valid_pos(pos, minp, maxp) then
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return flat_data:get_pos(pos)
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return flat_data:get_pos(pos)
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else
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elseif nt == node_type.unknown then
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local biome = default_biome
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return node_other
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elseif nt == node_type.floor then
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local heat = heat_points:get_pos(pos)
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return node_floor
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local humidity = humidity_points:get_pos(pos)
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elseif nt == node_type.wall then
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return node_wall
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for _, def in pairs(noordstar_caves.registered_biomes) do
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elseif nt == node_type.roof then
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if pos.x < def.minp.x then
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return node_roof
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elseif pos.y < def.minp.y then
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elseif nt == node_type.content then
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elseif pos.z < def.minp.z then
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return node_air
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elseif pos.x > def.maxp.x then
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elseif nt == node_type.stone then
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elseif pos.y > def.maxp.y then
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return flat_data:get_pos(pos)
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elseif pos.z > def.maxp.z then
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elseif biome_distance(def, heat, humidity) > biome_distance(biome, heat, humidity) then
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else
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biome = def
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end
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end
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return biome_def_to_content_id(biome, nt, flat_data:get_pos(pos))
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end
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end
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end)
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end)
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@ -47,10 +47,6 @@ function noordstar_caves.register_shape(def)
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end
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end
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end
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end
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function noordstar_caves.unregister_shape(name)
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noordstar_caves.registered_shapes[name] = nil
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end
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function noordstar_caves.clear_registered_shapes()
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function noordstar_caves.clear_registered_shapes()
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noordstar_caves.registered_shapes = {}
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noordstar_caves.registered_shapes = {}
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end
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end
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Reference in New Issue