lib_materials/lib_materials_biomes.lua

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--
-- Register biomes
--
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--local read_csv = dofile(lib_materials.path .. "/csv.lua")
--local biomes = lib_materials.read_csv(lib_materials.path .. "/biomes.csv")
-- Define constants that can be used in csv
local heights = {
ocean_depth = lib_materials.ocean_depth,
beach_depth = lib_materials.beach_depth,
sea_level = lib_materials.sea_level,
beach = lib_materials.maxheight_beach,
coastal = lib_materials.maxheight_coastal,
lowland = lib_materials.maxheight_lowland,
shelf = lib_materials.maxheight_shelf,
highland = lib_materials.maxheight_highland,
mountain = lib_materials.maxheight_mountain,
snow_min = lib_materials.minheight_snow,
snow_max = lib_materials.maxheight_snow,
strato = lib_materials.maxheight_strato,
}
local temperatures = {
hot = lib_materials.temperature_hot,
warm = lib_materials.temperature_warm,
temperate = lib_materials.temperature_temperate,
cool = lib_materials.temperature_cool,
cold = lib_materials.temperature_cold,
}
local humidities = {
humid = lib_materials.humidity_humid,
semihumid = lib_materials.humidity_semihumid,
temperate = lib_materials.humidity_temperate,
semiarid = lib_materials.humidity_semiarid,
arid = lib_materials.humidity_arid,
}
local function read_node_str(node_str)
if #node_str > 0 then
local node, count = node_str:match("([^%s]+)%s*(%d*)")
return node, tonumber(count) or 1
end
end
for i, biome in ipairs(lib_materials.read_csv(",", lib_materials.path .. "/biomes.csv")) do
local a, b, c, d, e, f, g, h, i, j, k, l = unpack(biome)
--minetest.log(a .. ", " .. b .. ", " .. c .. ", " .. d .. ", " .. e .. ", " .. f .. ", " .. g .. ", " .. h .. ", " .. i .. ", " .. j .. ", " .. k .. ", " .. l)
-- Parse node names: transform empty strings into nil and separate node and count
b = read_node_str(b)
local c1, c2 = read_node_str(c)
local d1, d2 = read_node_str(d)
e = read_node_str(e)
local f1, f2 = read_node_str(f)
g = read_node_str(g)
h = read_node_str(h)
minetest.register_biome({
name = a,
node_dust = b,
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node_top = c1,
depth_top = c2,
node_filler = d1,
depth_filler = d2,
node_stone = e,
node_water_top = f1,
depth_water_top = f2,
node_water = g,
node_river_water = h,
y_min = tonumber(i) or heights[i],
y_max = tonumber(j) or heights[j],
vertical_blend = lib_materials.biome_vertical_blend,
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heat_point = tonumber(k) or temperatures[k],
humidity_point = tonumber(l) or humidities[l],
})
end