mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2025-07-16 15:30:26 +02:00
cleaning up some stuff with luacheck.
This commit is contained in:
@ -98,7 +98,7 @@ local black_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, d
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else
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data[vi] = c_cobble_fungus
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end
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if abs_cracks < 0.1 then
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df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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elseif abs_cracks < 0.15 and math.random() < 0.3 then
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@ -127,7 +127,7 @@ local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area
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end
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end
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end
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if cracks < -0.3 then
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data[vi] = c_silver_sand
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if math.random() < 0.025 then
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@ -149,7 +149,7 @@ local nether_cap_cavern_floor = function(cracks, abs_cracks, vert_rand, vi, area
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data[vi + 2*ystride] = c_ice
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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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local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2)
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@ -166,7 +166,7 @@ local nether_cap_cavern_ceiling = function(abs_cracks, vert_rand, vi, area, data
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subterrane.stalactite(vi-ystride, area, data, data_param2, param2, math.floor(height*0.5), df_mapitems.dry_stalagmite_ids)
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end
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end
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end
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end
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if c_sprite and abs_cracks < 0.5 and math.random() < 0.02 then
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local sprite_vi = vi-ystride*math.random(1,5)
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if data[sprite_vi] == c_air and area:containsi(sprite_vi) then
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@ -221,7 +221,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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local nvals_cave = node_arrays.nvals_cave
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local cave_area = node_arrays.cave_area
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local cavern_def = node_arrays.cavern_def
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-- Partly fill flooded caverns and warrens
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if minp.y <= subsea_level then
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for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
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@ -230,8 +230,8 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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if data[vi] == c_air and y <= subsea_level then
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data[vi] = c_water
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end
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if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
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if (mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp)) then
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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if biome_name == "blackcap" then
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@ -249,10 +249,10 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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end
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end
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end
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---------------------------------------------------------
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-- Cavern floors
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for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
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local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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@ -293,15 +293,15 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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if log_location then log_location("level3_blackcap", area:position(vi)) end
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elseif biome_name == "bloodnether" then
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if flooded_caverns then
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nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
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nether_cap_cavern_floor(cracks, abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level3_nethercap", area:position(vi)) end
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else
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blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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blood_thorn_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
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if log_location then log_location("level3_bloodthorn", area:position(vi)) end
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end
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end
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end
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--------------------------------------
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-- Cavern ceilings
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@ -318,7 +318,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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elseif biome_name == "blackcap" then
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if abs_cracks < 0.1 then
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df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
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end
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end
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if math.random() < 0.25 then
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data[vi] = c_stone_with_coal
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end
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@ -363,7 +363,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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end
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end
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end
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----------------------------------------------
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-- Tunnel floors
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@ -374,7 +374,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name == "blackcap" then
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if flooded_caverns or biome_name == "blackcap" then
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-- we're in flooded areas or are not barren
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df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
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else
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@ -382,17 +382,17 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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end
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end
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end
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------------------------------------------------------
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-- Tunnel ceiling
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for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local humidity = humiditymap[index2d]
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local biome_name = get_biome(heatmap[index2d], humidity)
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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local ystride = area.ystride
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if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
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if flooded_caverns or biome_name == "blackcap" then
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-- we're in flooded areas or are not barren
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@ -415,11 +415,11 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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if cracks > 0.7 and data[vi-ystride*2] == c_water then
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data[vi-ystride*2] = c_air
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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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------------------------------------------------------
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-- Warren ceiling
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@ -427,13 +427,13 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if log_location then
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local flood_name = ""
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if flooded_caverns then flood_name = "_flooded" end
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log_location("level3_warren_"..biome_name..flood_name, area:position(vi))
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end
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if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
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-- underwater ceiling, do nothing
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elseif biome_name == "bloodnether" and flooded_caverns then
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@ -466,12 +466,12 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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----------------------------------------------
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-- Warren floors
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for _, vi in ipairs(node_arrays.warren_floor_nodes) do
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local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
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local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
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local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
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if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
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-- underwater floor, do nothing
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elseif biome_name == "bloodnether" and flooded_caverns then
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@ -506,7 +506,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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end
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end
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end
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----------------------------------------------
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-- Column material override for dry and icy biomes
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for _, vi in ipairs(node_arrays.column_nodes) do
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@ -540,7 +540,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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elseif biome_name == "barren" and not flooded_caverns and data[vi] == c_wet_flowstone then
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data[vi] = c_dry_flowstone
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end
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if chasms_path then
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local pos = area:position(vi)
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if chasms.is_in_chasm_without_taper(pos) then
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@ -552,7 +552,7 @@ local decorate_level_3 = function(minp, maxp, seed, vm, node_arrays, area, data)
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end
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end
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end
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vm:set_param2_data(data_param2)
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