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Add initial Lua biomedef support, fixed biome selection
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@@ -35,9 +35,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "treegen.h"
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NoiseParams nparams_mtdefault =
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{0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain
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{10.0, 12.0, v3f(350., 350., 350.), 82341, 5, 0.6}; //terrain
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NoiseParams nparams_def_bgroup =
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{0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1
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{0.5, 1/(2*1.6), v3f(350., 350., 350.), 5923, 2, 0.60}; //0 to 1
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NoiseParams nparams_def_heat =
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{25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
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NoiseParams nparams_def_humidity =
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@@ -139,9 +139,13 @@ void Mapgen::makeChunk(BlockMakeData *data) {
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map_heat = noise_heat->perlinMap2D(x, z);
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map_humidity = noise_humidity->perlinMap2D(x, z);
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noise_bgroup->transformNoiseMap();
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noise_heat->transformNoiseMap();
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noise_humidity->transformNoiseMap();
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int i = 0;
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for (x = node_min.X; x <= node_max.X; x++) {
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for (z = node_min.Z; z <= node_max.Z; z++) {
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for (z = node_min.Z; z <= node_max.Z; z++) {
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for (x = node_min.X; x <= node_max.X; x++) {
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Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
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biome->genColumn(this, x, z, y1, y2);
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i++;
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@@ -153,7 +157,7 @@ void Mapgen::makeChunk(BlockMakeData *data) {
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//genDungeon();
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//add blobs of dirt and gravel underground
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//decorateChunk();
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//updateLiquid(full_node_min, full_node_max);
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updateLiquid(full_node_min, full_node_max);
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updateLighting(node_min, node_max);
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this->generating = false;
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@@ -164,7 +168,6 @@ void Mapgen::makeChunk(BlockMakeData *data) {
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void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
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bool isliquid, wasliquid;
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u32 i;
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content_t c;
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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