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				synced 2025-11-04 01:05:48 +01:00 
			
		
		
		
	On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
		
			
				
	
	
		
			137 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- minetest/default/mapgen.lua
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--
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-- Aliases for map generator outputs
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--
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minetest.register_alias("mapgen_air", "air")
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minetest.register_alias("mapgen_stone", "default:stone")
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minetest.register_alias("mapgen_tree", "default:tree")
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minetest.register_alias("mapgen_leaves", "default:leaves")
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minetest.register_alias("mapgen_apple", "default:apple")
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minetest.register_alias("mapgen_water_source", "default:water_source")
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minetest.register_alias("mapgen_dirt", "default:dirt")
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minetest.register_alias("mapgen_sand", "default:sand")
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minetest.register_alias("mapgen_gravel", "default:gravel")
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minetest.register_alias("mapgen_clay", "default:clay")
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minetest.register_alias("mapgen_lava_source", "default:lava_source")
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minetest.register_alias("mapgen_cobble", "default:cobble")
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minetest.register_alias("mapgen_mossycobble", "default:mossycobble")
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minetest.register_alias("mapgen_dirt_with_grass", "default:dirt_with_grass")
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minetest.register_alias("mapgen_junglegrass", "default:junglegrass")
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minetest.register_alias("mapgen_stone_with_coal", "default:stone_with_coal")
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minetest.register_alias("mapgen_stone_with_iron", "default:stone_with_iron")
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minetest.register_alias("mapgen_mese", "default:mese")
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--
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-- Ore generation
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--
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minetest.register_ore({
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	ore_type       = "scatter",
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	ore            = "default:stone_with_coal",
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	wherein        = "default:stone",
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	clust_scarcity = 8*8*8,
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	clust_num_ores = 5,
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	clust_size     = 3,
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	height_min     = -31000,
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	height_max     = 64,
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})
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minetest.register_ore({
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	ore_type       = "scatter",
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	ore            = "default:stone_with_iron",
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	wherein        = "default:stone",
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	clust_scarcity = 16*16*16,
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	clust_num_ores = 5,
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	clust_size     = 3,
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	height_min     = -5,
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	height_max     = 7,
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})
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minetest.register_ore({
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	ore_type       = "scatter",
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	ore            = "default:stone_with_iron",
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	wherein        = "default:stone",
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	clust_scarcity = 12*12*12,
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	clust_num_ores = 5,
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	clust_size     = 3,
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	height_min     = -16,
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	height_max     = -5,
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})
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minetest.register_ore({
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	ore_type       = "scatter",
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	ore            = "default:stone_with_iron",
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	wherein        = "default:stone",
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	clust_scarcity = 9*9*9,
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	clust_num_ores = 5,
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	clust_size     = 3,
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	height_min     = -31000,
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	height_max     = -17,
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})
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-- for float islands and far scaled
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minetest.register_ore({
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	ore_type       = "scatter",
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	ore            = "default:stone_with_coal",
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	wherein        = "default:stone",
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	clust_scarcity = 8*8*8,
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	clust_num_ores = 5,
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	clust_size     = 3,
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	height_min     = 200,
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	height_max     = 31000,
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})
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minetest.register_ore({
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	ore_type       = "scatter",
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	ore            = "default:stone_with_iron",
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	wherein        = "default:stone",
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	clust_scarcity = 9*9*9,
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	clust_num_ores = 5,
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	clust_size     = 3,
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	height_min     = 200,
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	height_max     = 31000,
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})
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minetest.register_on_generated(function(minp, maxp, seed)
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	-- Generate clay
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	if maxp.y >= 2 and minp.y <= 0 then
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		-- Assume X and Z lengths are equal
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		local divlen = 4
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		local divs = (maxp.x-minp.x)/divlen+1;
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		for divx=0+1,divs-1-1 do
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		for divz=0+1,divs-1-1 do
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			local cx = minp.x + math.floor((divx+0.5)*divlen)
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			local cz = minp.z + math.floor((divz+0.5)*divlen)
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			if minetest.get_node({x=cx,y=1,z=cz}).name == "default:water_source" and
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					minetest.get_node({x=cx,y=0,z=cz}).name == "default:sand" then
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				local is_shallow = true
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				local num_water_around = 0
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				if minetest.get_node({x=cx-divlen*2,y=1,z=cz+0}).name == "default:water_source" then
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					num_water_around = num_water_around + 1 end
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				if minetest.get_node({x=cx+divlen*2,y=1,z=cz+0}).name == "default:water_source" then
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					num_water_around = num_water_around + 1 end
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				if minetest.get_node({x=cx+0,y=1,z=cz-divlen*2}).name == "default:water_source" then
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					num_water_around = num_water_around + 1 end
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				if minetest.get_node({x=cx+0,y=1,z=cz+divlen*2}).name == "default:water_source" then
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					num_water_around = num_water_around + 1 end
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				if num_water_around >= 2 then
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					is_shallow = false
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				end	
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				if is_shallow then
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					for x1=-divlen,divlen do
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					for z1=-divlen,divlen do
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						if minetest.get_node({x=cx+x1,y=0,z=cz+z1}).name == "default:sand" then
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							minetest.set_node({x=cx+x1,y=0,z=cz+z1}, {name="default:clay"})
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						end
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					end
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					end
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				end
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			end
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		end
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		end
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	end
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end)
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