cleaning up some stuff with luacheck.

This commit is contained in:
FaceDeer
2023-09-29 16:09:25 -06:00
parent c9dedef095
commit f537af33bc
88 changed files with 1695 additions and 1644 deletions

View File

@ -98,7 +98,7 @@ local black_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, d
else
data[vi] = c_cobble_fungus
end
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
elseif abs_cracks < 0.15 and math.random() < 0.3 then
@ -127,7 +127,7 @@ local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area
end
end
end
if cracks < -0.3 then
data[vi] = c_silver_sand
if math.random() < 0.025 then
@ -149,7 +149,7 @@ local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area
data[vi + 2*ystride] = c_ice
end
end
end
end
end
local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
@ -166,7 +166,7 @@ local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data
subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
end
end
end
end
if c_sprite and abs_cracks < 0.5 and math.random() < 0.02 then
local sprite_vi = vi-ystride*math.random(1,5)
if data[sprite_vi] == c_air and area:containsi(sprite_vi) then
@ -221,7 +221,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
local nvals_cave = node_arrays.nvals_cave
local cave_area = node_arrays.cave_area
local cavern_def = node_arrays.cavern_def
-- Partly fill flooded caverns and warrens
if minp.y <= subsea_level then
for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
@ -230,8 +230,8 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
if data[vi] == c_air and y <= subsea_level then
data[vi] = c_water
end
if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
if biome_name == "blackcap" then
@ -249,10 +249,10 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
end
end
end
---------------------------------------------------------
-- Cavern floors
for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
@ -293,15 +293,15 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
if log_location then log_location("level3_blackcap", area:position(vi)) end
elseif biome_name == "bloodnether" then
if flooded_caverns then
nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
if log_location then log_location("level3_nethercap", area:position(vi)) end
else
blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
if log_location then log_location("level3_bloodthorn", area:position(vi)) end
end
end
end
--------------------------------------
-- Cavern ceilings
@ -318,7 +318,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
elseif biome_name == "blackcap" then
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
end
if math.random() < 0.25 then
data[vi] = c_stone_with_coal
end
@ -363,7 +363,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
end
end
end
----------------------------------------------
-- Tunnel floors
@ -374,7 +374,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name == "blackcap" then
if flooded_caverns or biome_name == "blackcap" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
@ -382,17 +382,17 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
end
end
end
------------------------------------------------------
-- Tunnel ceiling
for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local humidity = humiditymap[index2d]
local biome_name = get_biome(heatmap[index2d], humidity)
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local ystride = area.ystride
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name == "blackcap" then
-- we're in flooded areas or are not barren
@ -415,11 +415,11 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
if cracks > 0.7 and data[vi-ystride*2] == c_water then
data[vi-ystride*2] = c_air
end
end
end
end
end
------------------------------------------------------
-- Warren ceiling
@ -427,13 +427,13 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if log_location then
local flood_name = ""
if flooded_caverns then flood_name = "_flooded" end
log_location("level3_warren_"..biome_name..flood_name, area:position(vi))
end
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == "bloodnether" and flooded_caverns then
@ -466,12 +466,12 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
----------------------------------------------
-- Warren floors
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
-- underwater floor, do nothing
elseif biome_name == "bloodnether" and flooded_caverns then
@ -506,7 +506,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
end
end
end
----------------------------------------------
-- Column material override for dry and icy biomes
for _, vi in ipairs(node_arrays.column_nodes) do
@ -540,7 +540,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
end
if chasms_path then
local pos = area:position(vi)
if chasms.is_in_chasm_without_taper(pos) then
@ -552,7 +552,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
end
end
end
vm:set_param2_data(data_param2)