473 lines
14 KiB
Lua
473 lines
14 KiB
Lua
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-- Constants and magic numbers
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local mapgen_buffer = 16
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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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return (nx * ny * dz) + (nx * dy) + dx + 1
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end
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-- Convert an index on a flat array to 3d relative coordinates
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local function from_flat_to_3d(i, nx, ny)
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return {
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dx = (i - 1) % nx,
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dy = math.floor((i - 1) / nx) % ny,
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dz = math.floor((i - 1) / (nx * ny))
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}
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end
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-- Iterate over a 3d area, both indexing by the index and the ansolute position
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local function iter_3d_area(minp, maxp, callback)
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local nx = maxp.x - minp.x + 1
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local ny = maxp.y - minp.y + 1
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local nz = maxp.z - minp.z + 1
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for i = 1, nx * ny * nz do
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local dpos = from_flat_to_3d(i, nx, ny)
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local pos = {
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x = minp.x + dpos.dx,
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y = minp.y + dpos.dy,
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z = minp.z + dpos.dz,
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}
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callback(i, pos)
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end
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end
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-- Helper function to convert a set of coordinates to a readable string
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local function pos_to_str(pos)
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return "(" .. pos.x .. ", " .. pos.y .. ", " .. pos.z .. " )"
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end
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local Flat3dArray = {}
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Flat3dArray.__index = Flat3dArray
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function Flat3dArray:new(minp, maxp, arr)
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local instance = {}
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setmetatable(instance, Flat3dArray)
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local nx = maxp.x - minp.x + 1
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local ny = maxp.y - minp.y + 1
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local nz = maxp.z - minp.z + 1
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if #arr ~= nx * ny * nz then
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error(
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"Input array doesn't match dimension lengths: " .. nx .. " x " ..
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ny .. " x " .. nz .. " = " .. (nx*ny*nz) .. ", but found " .. #arr
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)
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end
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instance.nx = nx
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instance.ny = ny
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instance.nz = nz
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instance.minp = minp
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instance.maxp = maxp
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instance.arr = arr
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return instance
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end
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function Flat3dArray:from_func(minp, maxp, callback)
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local arr = {}
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iter_3d_area(minp, maxp, function (i, pos)
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arr[i] = callback(i, pos)
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end)
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return self:new(minp, maxp, arr)
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end
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function Flat3dArray:get_index(i)
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local out = self.arr[i]
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if out == nil then
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error(
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"Index " .. i .. " not found in array of length " .. #self.arr
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)
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end
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return out
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end
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function Flat3dArray:get_pos(pos)
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self:validate_pos(pos)
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local dx = pos.x - self.minp.x
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local dy = pos.y - self.minp.y
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local dz = pos.z - self.minp.z
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return self:get_index(from_3d_to_flat(dx, dy, dz, self.nx, self.ny))
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end
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local function is_valid_pos(pos, minp, maxp)
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if pos.x < minp.x then
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return false
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elseif pos.x > maxp.x then
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return false
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elseif pos.y < minp.y then
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return false
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elseif pos.y > maxp.y then
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return false
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elseif pos.z < minp.z then
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return false
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elseif pos.z > maxp.z then
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return false
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else
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return true
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end
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end
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function Flat3dArray:valid_pos(pos)
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return is_valid_pos(pos, self.minp, self.maxp)
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end
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function Flat3dArray:validate_pos(pos)
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if not self:valid_pos(pos) then
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error(
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table.concat(
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{ "Position "
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, pos_to_str(pos)
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, " out of bounds from minp = "
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, pos_to_str(self.minp)
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, ", maxp = "
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, pos_to_str(self.maxp)
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},
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""
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)
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)
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end
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end
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-- Get an enhanced function from the def function that warns us when the
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-- function does not behave properly
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local function enhanced_func(def)
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if type(def.name) ~= "string" then
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error("Invalid nameless shape definition")
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elseif type(def.func) ~= "function" then
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error(
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"Invalid shape definition misses an adjustment function"
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)
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else
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return function(pos, n)
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local out = def.func(pos, n)
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if type(out) == "number" then
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return out
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elseif n == nil then
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error(
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"Shape " .. def.name .. " function must return a number. The input `n` was nil. Perhaps your `noise_params` field is invalid?"
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)
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else
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error("Shape " .. def.name .. " function must return a number.")
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end
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end
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end
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end
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-- Get a flat array of cave shape noise values from a given cave shape def
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local function get_flat_from_shape_def(def, minp, maxp)
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local f = enhanced_func(def)
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local nx = maxp.x - minp.x + 1
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local ny = maxp.y - minp.y + 1
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local nz = maxp.z - minp.z + 1
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local noise_flat_map = {}
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-- If noise parameters have been defined, fill the table with noise
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-- If not, all values remain nil
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if def.noise_params ~= nil then
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local p = PerlinNoiseMap(def.noise_params, { x = nx, y = ny, z = nz })
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if nz == 1 then
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p:get_2d_map_flat(minp, noise_flat_map)
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else
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p:get_3d_map_flat(minp, noise_flat_map)
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end
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end
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iter_3d_area(minp, maxp, function(i, pos)
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noise_flat_map[i] = f(pos, noise_flat_map[i])
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end)
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return Flat3dArray:new(minp, maxp, noise_flat_map)
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end
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local function get_flat_from_noise_params(minp, maxp, noise_params)
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local nx = maxp.x - minp.x + 1
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local ny = maxp.y - minp.y + 1
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local nz = maxp.z - minp.z + 1
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local buffer = {}
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local p = PerlinNoiseMap(noise_params, { x = nx, y = ny, z = nz })
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if nz == 1 then
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p:get_2d_map_flat(minp, buffer)
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else
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p:get_3d_map_flat(minp, buffer)
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end
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return Flat3dArray:new(minp, maxp, buffer)
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end
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-- Based on the number of cave shapes, calculate how quickly connectivity is
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-- meant to change
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local function get_connectivity_noise_params(shape_size)
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local factor = math.max(math.abs(shape_size) ^ 0.5, 1)
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return {
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offset = 50,
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scale = 50,
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spread = { x = factor * 250, y = factor * 100, z = factor * 250 },
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seed = 297948,
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octaves = 2,
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persistence = 0.2,
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lacunarity = 2.0,
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flags = "eased"
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}
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end
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-- Based on the number of cave shapes, calculate how quickly verticality is
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-- meant to change
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local function get_verticality_noise_params(shape_size)
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local factor = math.max(math.abs(shape_size) ^ 0.5, 1)
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return {
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offset = 50,
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scale = 50,
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spread = { x = factor * 100, y = factor * 250, z = factor * 100 },
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seed = 35644,
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octaves = 2,
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persistence = 0.2,
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lacunarity = 2.0,
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flags = "eased"
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}
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end
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-- Get the distance of each cave shape to calculate their weight.
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local function shape_distance_weight(shape_size, dx, dy)
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local factor = math.max(math.abs(shape_size) ^ 0.5, 1)
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local max_distance = 100 / factor
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if dx^2 + dy^2 > max_distance^2 then
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return 0
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else
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return 1 / (dx^5 + dy^5)
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end
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end
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-- Get a flat map containing all flat threshold values
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local function get_threshold_flat(minp, maxp)
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local connectivity = get_flat_from_noise_params(
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minp, maxp,
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get_connectivity_noise_params(#noordstar_caves.registered_shapes)
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)
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local verticality = get_flat_from_noise_params(
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minp, maxp,
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get_verticality_noise_params(#noordstar_caves.registered_shapes)
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)
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local noise = {}
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-- Get noise for all cave shapes
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for key, def in pairs(noordstar_caves.registered_shapes) do
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noise[key] = {
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key = key,
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noise = get_flat_from_shape_def(def, minp, maxp),
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def = def
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}
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end
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-- Create the flat array
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return Flat3dArray:from_func(minp, maxp, function(i, pos)
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local total = 0
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local count = 0
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local x = connectivity:get_pos(pos)
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local y = verticality:get_pos(pos)
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for _, n in pairs(noise) do
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local v = n.noise:get_pos(pos)
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local dx = math.abs(x - n.def.connectivity_point)
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local dy = math.abs(y - n.def.verticality_point)
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local w = math.abs(shape_distance_weight(
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#noordstar_caves.registered_shapes, dx, dy
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))
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total = total + v * w
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count = count + w
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end
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if count <= 0 then
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return -1000
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else
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return total / count
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end
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end)
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end
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-- Old minimum height for the overworld
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local old_overworld_min = mcl_vars.mg_overworld_min
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-- If another mod doesn't override the maximum world depth, we will assume that
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-- the world depth is the following value.
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local world_depth = -60
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-- Otherwise, this variable can be changed using the following function,
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-- which will also update all the other necessary variables
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function noordstar_caves.set_world_depth(h)
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-- Set world depth variable
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world_depth = h
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end
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noordstar_caves.set_world_depth(world_depth)
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-- The `cave_vastness` is a variable that determines the size of caves.
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-- The function takes in an x, y and z variable, and returns a number between
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-- 0 and 1.
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-- Low numbers mean very rare and tiny caves, while high numbers mean massive
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-- caves, with massive open spaces.
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-- If you wish to overwrite this function, it is good to keep in mind to:
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-- - Make sure that the output changes VERY SLOWLY over time
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-- - This function will be run a LOT so it is very performance sensitive
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noordstar_caves.cave_vastness = function(pos)
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return pos.y / world_depth
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end
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-- Secretly, we're using an internal function that also adds a safe layer for
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-- when we're approaching bedrock levels
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local function cave_vastness(pos)
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if world_depth + 20 < pos.y then
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return noordstar_caves.cave_vastness(pos)
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elseif world_depth + 5 < pos.y then
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return noordstar_caves.cave_vastness(pos) * math.abs(pos.y - world_depth - 5) / 15
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else
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return 0
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end
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end
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-- Get a flat array of nodes that are either in caves or not in caves
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local function get_flat_cave_bools(minp, maxp)
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local thresholds = get_threshold_flat(minp, maxp)
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return Flat3dArray:from_func(minp, maxp, function(i, pos)
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return thresholds:get_pos(pos) >= 1 - cave_vastness(pos)
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end)
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end
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local node_type =
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{ unknown = 1 -- Edge of a chunk
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, floor = 2 -- Floor of a cave
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, wall = 3 -- Side wall of a cave
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, roof = 4 -- Roof of a cave
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, content = 5 -- Air in the cave not adjacent to a wall, floor or roof
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, stone = 6 -- Underground node not adjacent to a cave
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}
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local function get_flat_cave_node_types(minp, maxp)
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local bools = get_flat_cave_bools(minp, maxp)
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return Flat3dArray:from_func(minp, maxp, function (i, pos)
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if bools:get_pos(pos) then
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return node_type.content
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-- Floor takes precedence
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elseif pos.y == maxp.y then -- Could be floor
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return node_type.unknown
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elseif bools:get_pos({ x = pos.x, y = pos.y + 1, z = pos.z }) then
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return node_type.floor
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-- Then roof takes precedence
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elseif pos.y == minp.y then -- Could be roof
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return node_type.unknown
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elseif bools:get_pos({ x = pos.x, y = pos.y - 1, z = pos.z }) then
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return node_type.roof
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else
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-- Check for walls
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local left = { x = pos.x - 1, y = pos.y, z = pos.z }
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local right = { x = pos.x + 1, y = pos.y, z = pos.z }
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local front = { x = pos.x, y = pos.y, z = pos.z - 1 }
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local back = { x = pos.x, y = pos.y, z = pos.z + 1 }
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-- Check if the value is near the edge
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local on_edge = false
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if left.x < minp.x then
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on_edge = true
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elseif bools:get_pos(left) then
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return node_type.wall
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end
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if right.x > maxp.x then
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on_edge = true
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elseif bools:get_pos(right) then
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return node_type.wall
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end
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if front.z < minp.z then
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on_edge = true
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elseif bools:get_pos(front) then
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return node_type.wall
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end
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if back.z > maxp.z then
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on_edge = true
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elseif bools:get_pos(back) then
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return node_type.wall
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end
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if on_edge then
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return node_type.unknown
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else
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return node_type.stone
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end
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end
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end)
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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local vminp =
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{ x = minp.x - mapgen_buffer
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, y = minp.y - mapgen_buffer
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, z = minp.z - mapgen_buffer
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}
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local vmaxp =
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{ x = maxp.x + mapgen_buffer
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, y = maxp.y + mapgen_buffer
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, z = maxp.z + mapgen_buffer
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}
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-- Get voxelmanip
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local vm = minetest.get_mapgen_object("voxelmanip")
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local flat_data = Flat3dArray:new(vminp, vmaxp, vm:get_data())
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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_air = minetest.get_content_id("air")
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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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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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if not is_valid_pos(pos, minp, maxp) then
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return flat_data:get_pos(pos)
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elseif nt == node_type.unknown then
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return node_other
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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 flat_data:get_pos(pos)
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end
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end)
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-- Write all changes to the Minetest world
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vm:set_data(nids.arr)
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vm:write_to_map()
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end)
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