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https://github.com/Splizard/minetest-mod-snow.git
synced 2024-12-29 16:00:16 +01:00
Paramat's edit of mapgen_v6.lua: Bugfixes. Perlinmaps for speed
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@ -1,326 +1,310 @@
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--Identify content ID's of nodes
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local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_tree = minetest.get_content_id("default:tree")
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local c_apple = minetest.get_content_id("default:apple")
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local c_snow = minetest.get_content_id("default:snow")
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local c_snow_block = minetest.get_content_id("default:snowblock")
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local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow")
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_stone = minetest.get_content_id("default:stone")
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local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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local c_junglegrass = minetest.get_content_id("default:junglegrass")
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local c_ice = minetest.get_content_id("default:ice")
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local c_water = minetest.get_content_id("default:water_source")
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local c_papyrus = minetest.get_content_id("default:papyrus")
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local c_sand = minetest.get_content_id("default:sand")
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-- 2D noise for coldness
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local np_cold = {
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offset = 0,
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scale = 1,
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spread = {x=150, y=150, z=150},
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seed = 112,
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octaves = 3,
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persist = 0.5
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}
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-- 2D noise for icetype
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local np_ice = {
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offset = 0,
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scale = 1,
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spread = {x=80, y=80, z=80},
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seed = 322345,
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octaves = 3,
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persist = 0.5
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}
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-- Debugging function
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local biome_to_string = function(num,num2)
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local biome, biome2
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if num == 1 then
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biome = "snowy"
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elseif num == 2 then
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biome = "plain"
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elseif num == 3 then
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biome = "alpine"
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elseif num == 4 or num == 5 then
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biome = "normal"
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else
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biome = "unknown "..num
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end
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if num2 == 1 then
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biome2 = "cool"
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elseif num2 == 2 then
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biome2 = "icebergs"
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elseif num2 == 3 then
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biome2 = "icesheet"
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elseif num2 == 4 then
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biome2 = "icecave"
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elseif num2 == 5 then
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biome2 = "icehole"
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else
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biome2 = "unknown "..num
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end
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return biome, biome2
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end
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-- On generated function
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--Snow biomes are found at 0.53 and greater perlin noise.
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minetest.register_on_generated(function(minp, maxp, seed)
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--if maxp.y >= -10 and maxp.y > snow.min_height then
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local t1 = os.clock()
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--Start timer
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local t1 = os.clock()
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local in_biome = false
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local x0 = minp.x
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local z0 = minp.z
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local x1 = maxp.x
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local z1 = maxp.z
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--Load Voxel Manipulator
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local a = VoxelArea:new{
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MinEdge={x=emin.x, y=emin.y, z=emin.z},
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MaxEdge={x=emax.x, y=emax.y, z=emax.z},
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}
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local data = vm:get_data()
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local debug = snow.debug
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local min_height = snow.min_height
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local spawn_pine = snow.voxelmanip_pine
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local smooth = snow.smooth_biomes
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local legacy = snow.legacy
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local debug = snow.debug
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local min_height = snow.min_height
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local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_tree = minetest.get_content_id("default:tree")
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local c_apple = minetest.get_content_id("default:apple")
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local c_snow = minetest.get_content_id("default:snow")
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local c_snow_block = minetest.get_content_id("default:snowblock")
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local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow")
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_stone = minetest.get_content_id("default:stone")
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local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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local c_junglegrass = minetest.get_content_id("default:junglegrass")
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local c_ice = minetest.get_content_id("default:ice")
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local c_water = minetest.get_content_id("default:water_source")
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local c_papyrus = minetest.get_content_id("default:papyrus")
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local c_sand = minetest.get_content_id("default:sand")
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--Should make things a bit faster.
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local env = minetest.env
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(minp, maxp)
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local data = vm:get_data()
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minpos = {x=x0, y=z0}
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local nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0})
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local nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0})
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-- Assume X and Z lengths are equal
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local divlen = 16
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local divs = (maxp.x-minp.x)+1;
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local x0 = minp.x
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local z0 = minp.z
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local x1 = maxp.x
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local z1 = maxp.z
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-- Choose biomes
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local pr = PseudoRandom(seed+57)
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local biome
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-- Land biomes
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biome = pr:next(1, 5)
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local snowy = biome == 1 -- spawns alot of snow
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local plain = biome == 2 -- spawns not much
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local alpine = biome == 3 -- rocky terrain
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-- Water biomes
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biome2 = pr:next(1, 5)
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local cool = biome == 1 -- only spawns ice on edge of water
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local icebergs = biome == 2
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local icesheet = biome == 3
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local icecave = biome == 4
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local icehole = biome == 5 -- icesheet with holes
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-- Misc biome settings
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local icy = pr:next(1, 2) == 2 -- if enabled spawns ice in sand instead of snow blocks
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local mossy = pr:next(1,2) == 1 -- spawns moss in snow
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local shrubs = pr:next(1,2) == 1 -- spawns dry shrubs in snow
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local pines = pr:next(1,2) == 1 -- spawns pines
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-- Reseed random
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pr = PseudoRandom(seed+68)
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-- Loop through columns in chunk
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local write_to_map = false
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local ni = 1
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for z = z0, z1 do
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for x = x0, x1 do
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local in_biome = false
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local test = nvals_cold[ni]
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if smooth and (not snowy)
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and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
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in_biome = true
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elseif (not smooth or snowy) and test > 0.53 then
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in_biome = true
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end
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--Get map specific perlin noise.
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local perlin1 = env:get_perlin(112,3, 0.5, 150)
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if not in_biome then
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if alpine == true and test > 0.43 then
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local ground_y = nil
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for y = maxp.y, minp.y, -1 do
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local nodid = data[area:index(x, y, z)]
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if nodid ~= c_air and nodid ~= c_ignore then
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ground_y = y
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break
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end
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end
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--Speed hack: checks the corners and middle of the chunk for "snow biome".
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--[[if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
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and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
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and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
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and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
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and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
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and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
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and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
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and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
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and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
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return
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end]]
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--Choose a biome types.
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local pr = PseudoRandom(seed+57)
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local biome
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--Land biomes
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biome = pr:next(1, 5)
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local snowy = biome == 1 --spawns alot of snow
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local plain = biome == 2 --spawns not much
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local alpine = biome == 3 --rocky terrain
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-- biome == 4 or biome == 5 -- normal biome
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--Water biomes
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biome2 = pr:next(1, 5)
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local cool = biome == 1 --only spawns ice on edge of water
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local icebergs = biome == 2
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local icesheet = biome == 3
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local icecave = biome == 4
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local icehole = biome == 5 --icesheet with holes
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--Misc biome settings.
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local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
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local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
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local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
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local pines = pr:next(1,2) == 1 --spawns pines.
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--Debugging function
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local biomeToString = function(num,num2)
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local biome, biome2
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if num == 1 then biome = "snowy"
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elseif num == 2 then biome = "plain"
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elseif num == 3 then biome = "alpine"
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elseif num == 4 or num == 5 then biome = "normal"
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else biome = "unknown "..num end
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if num2 == 1 then biome2 = "cool"
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elseif num2 == 2 then biome2 = "icebergs"
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elseif num2 == 3 then biome2 = "icesheet"
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elseif num2 == 4 then biome2 = "icecave"
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elseif num2 == 5 then biome2 = "icehole"
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else biome2 = "unknown "..num end
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return biome, biome2
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end
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local spawn_pine = snow.voxelmanip_pine
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local smooth = snow.smooth_biomes
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local legacy = snow.legacy
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--Reseed random.
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pr = PseudoRandom(seed+68)
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--[[if alpine then
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local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
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for i,v in pairs(trees) do
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env:remove_node(v)
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end
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end]]
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local write_to_map = false
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--Loop through chunk.
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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--Check if we are in a "Snow biome"
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local in_biome = false
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local test = perlin1:get2d({x=x, y=z})
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if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
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in_biome = true
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elseif (not smooth or snowy) and test > 0.53 then
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in_biome = true
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end
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if not in_biome then
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if alpine == true and test > 0.43 then
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local ground_y = nil
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for y=maxp.y,minp.y,-1 do
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local n = data[a:index(x, y, z)]
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if n ~= c_air and n ~= c_ignore then
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ground_y = y
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if ground_y then
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local vi = area:index(x, ground_y, z)
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if data[vi] == c_leaves or data[vi] == c_jungleleaves then
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for y = ground_y, -16, -1 do
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local vi = area:index(x, y, z)
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if data[vi] ~= c_leaves
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and data[vi] ~= c_jungleleaves
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and data[vi] ~= c_tree
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and data[vi] ~= c_air
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and data[vi] ~= c_apple then
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break
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end
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end
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if ground_y then
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local node = a:index(x, ground_y, z)
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if (data[node] == c_leaves or data[node] == c_jungleleaves) then
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for y=ground_y,-6,-1 do
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local stone = a:index(x, y, z)
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if data[stone] ~= c_leaves and data[stone] ~= c_jungleleaves and data[stone] ~= c_tree and data[stone] ~= c_air and data[stone] ~= c_apple then
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break
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else
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data[stone] = c_air
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end
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end
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else
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data[vi] = 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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elseif in_biome then
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write_to_map = true
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local icetype = nvals_ice[ni]
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local cool = icetype > 0
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local icebergs = icetype > -0.2 and icetype <= 0
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local icehole = icetype > -0.4 and icetype <= -0.2
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local icesheet = icetype > -0.6 and icetype <= -0.4
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local icecave = icetype <= -0.6
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elseif in_biome then
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write_to_map = true
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local ground_y = nil
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for y = maxp.y, minp.y, -1 do
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local nodid = data[area:index(x, y, z)]
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if nodid ~= c_air and nodid ~= c_ignore then
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ground_y = y
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break
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end
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end
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local perlin2 = env:get_perlin(322345,3, 0.5, 80)
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local icetype = perlin2:get2d({x=x, y=z})
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local cool = icetype > 0 --only spawns ice on edge of water
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local icebergs = icetype > -0.2 and icetype <= 0
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local icehole = icetype > -0.4 and icetype <= -0.2
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local icesheet = icetype > -0.6 and icetype <= -0.4
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local icecave = icetype <= -0.6
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if ground_y then
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local node = area:index(x, ground_y, z)
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local abovenode = area:index(x, ground_y+1, z)
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local belownode = area:index(x, ground_y-1, z)
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--if not plain or pr:next(1,12) == 1 then
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-- Find ground level (0...15)
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local ground_y = nil
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for y=maxp.y,minp.y,-1 do
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local n = data[a:index(x, y, z)]
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if n ~= c_air and n ~= c_ignore then
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ground_y = y
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break
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if ground_y and data[node] == c_dirt_with_grass then
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if alpine and test > 0.53 then
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data[abovenode] = c_snow
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for y = ground_y, -6, -1 do
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local vi = area:index(x, y, z)
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if data[vi] == c_stone then
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break
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else
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data[vi] = c_stone
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end
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end
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elseif (shrubs and pr:next(1,28) == 1) then
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data[node] = c_dirt_with_snow
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data[abovenode] = c_dry_shrub
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elseif pines and pr:next(1,36) == 1 then
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data[node] = c_dirt_with_snow
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spawn_pine({x=x, y=ground_y+1, z=z}, area, data)
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elseif snowy and test > 0.63 then
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data[abovenode] = c_snow_block
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else
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data[node] = c_dirt_with_snow
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data[abovenode] = c_snow
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end
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elseif ground_y and data[node] == c_sand then
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if not icy then
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data[abovenode] = c_snow
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else
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data[node] = c_ice
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end
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elseif ground_y and data[node] == c_leaves
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or data[node] == c_jungleleaves or data[node] == c_apple then
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if alpine then
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data[abovenode] = c_snow
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for y = ground_y, -6, -1 do
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local stone = area:index(x, y, z)
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if data[stone] == c_stone then
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break
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else
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data[stone] = c_stone
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end
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end
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else
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data[abovenode] = c_snow
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end
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elseif ground_y and data[node] == c_junglegrass then
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data[node] = c_dry_shrub
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elseif ground_y and data[node] == c_papyrus then
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for y = ground_y, ground_y-4, -1 do
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local vi = area:index(x, y, z)
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if data[vi] == c_papyrus then
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local via = area:index(x, ground_y, z)
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data[via] = c_snow
|
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data[vi] = c_snow_block
|
||||
end
|
||||
end
|
||||
|
||||
if ground_y then --and ground_y > min_height then
|
||||
|
||||
-- Snowy biome stuff
|
||||
local node = a:index(x, ground_y, z)
|
||||
local abovenode = a:index(x, ground_y+1, z)
|
||||
local belownode = a:index(x, ground_y+2, z)
|
||||
|
||||
if ground_y and data[node] == c_dirt_with_grass then
|
||||
--local veg
|
||||
--if legacy and mossy and pr:next(1,10) == 1 then veg = 1 end
|
||||
if alpine and test > 0.53 then
|
||||
--Gets rid of dirt
|
||||
data[abovenode] = c_snow
|
||||
for y=ground_y,-6,-1 do
|
||||
local stone = a:index(x, y, z)
|
||||
if data[stone] == c_stone then
|
||||
break
|
||||
else
|
||||
data[stone] = c_stone
|
||||
end
|
||||
end
|
||||
elseif (shrubs and pr:next(1,28) == 1) then
|
||||
--Spawns dry shrubs.
|
||||
data[node] = c_dirt_with_snow
|
||||
data[abovenode] = c_dry_shrub
|
||||
elseif pines and pr:next(1,36) == 1 then
|
||||
--Spawns pines.
|
||||
data[node] = c_dirt_with_snow
|
||||
spawn_pine({x=x, y=ground_y+1, z=z},a,data)
|
||||
elseif snowy and test > 0.63 then
|
||||
--Spawns snow blocks.
|
||||
data[abovenode] = c_snow_block
|
||||
elseif ground_y and data[node] == c_water then
|
||||
if not icesheet and not icecave and not icehole then
|
||||
local x1 = data[area:index(x+1, ground_y, z)]
|
||||
local z1 = data[area:index(x, ground_y, z+1)]
|
||||
local xz1 = data[area:index(x+1, ground_y, z+1)]
|
||||
local xz2 = data[area:index(x-1, ground_y, z-1)]
|
||||
local x2 = data[area:index(x-1, ground_y, z)]
|
||||
local z2 = data[area:index(x, ground_y, z-1)]
|
||||
local y = data[area:index(x, ground_y-1, z)]
|
||||
local rand = pr:next(1,4) == 1
|
||||
if ((x1 and x1 ~= c_water and x1 ~= c_ice
|
||||
and x1 ~= c_air and x1 ~= c_ignore)
|
||||
or ((cool or icebergs) and x1 == c_ice and rand))
|
||||
or ((z1 and z1 ~= c_water and z1 ~= c_ice
|
||||
and z1 ~= c_air and z1 ~= c_ignore)
|
||||
or ((cool or icebergs) and z1 == c_ice and rand))
|
||||
or ((xz1 and xz1 ~= c_water and xz1 ~= c_ice
|
||||
and xz1 ~= c_air and xz1 ~= c_ignore)
|
||||
or ((cool or icebergs) and xz1 == c_ice and rand))
|
||||
or ((xz2 and xz2 ~= c_water and xz2 ~= c_ice
|
||||
and xz2 ~= c_air and xz2 ~= c_ignore)
|
||||
or ((cool or icebergs) and xz2 == c_ice and rand))
|
||||
or ((x2 and x2 ~= c_water and x2 ~= c_ice
|
||||
and x2 ~= c_air and x2 ~= c_ignore)
|
||||
or ((cool or icebergs) and x2 == c_ice and rand))
|
||||
or ((z2 and z2 ~= c_water and z2 ~= c_ice
|
||||
and z2 ~= c_air and z2 ~= c_ignore)
|
||||
or ((cool or icebergs) and z2 == c_ice and rand))
|
||||
or (y ~= c_water and y ~= c_ice and y ~= "air")
|
||||
or (pr:next(1,6) == 1 and icebergs) then
|
||||
data[node] = c_ice
|
||||
end
|
||||
else
|
||||
if (icehole and pr:next(1,10) > 1)
|
||||
or icecave or icesheet then
|
||||
data[node] = c_ice
|
||||
end
|
||||
if icecave then
|
||||
for y = ground_y-1, -33, -1 do
|
||||
local vi = area:index(x, y, z)
|
||||
if data[vi] ~= c_water then
|
||||
break
|
||||
else
|
||||
--Spawns snow.
|
||||
data[node] = c_dirt_with_snow
|
||||
data[abovenode] = c_snow
|
||||
end
|
||||
elseif ground_y and data[belownode] == c_sand then
|
||||
--Spawns ice in sand if icy, otherwise spawns snow on top.
|
||||
if not icy then
|
||||
data[node] = c_snow
|
||||
else
|
||||
data[belownode] = c_ice
|
||||
end
|
||||
elseif ground_y and data[node] == c_leaves or data[node] == c_jungleleaves or data[node] == c_apple then
|
||||
if alpine then
|
||||
--Gets rid of dirt
|
||||
data[abovenode] = c_snow
|
||||
for y=ground_y,-6,-1 do
|
||||
local stone = a:index(x, y, z)
|
||||
if data[stone] == c_stone then
|
||||
break
|
||||
else
|
||||
data[stone] = c_stone
|
||||
end
|
||||
end
|
||||
else
|
||||
data[abovenode] = c_snow
|
||||
end
|
||||
elseif ground_y and data[node] == c_junglegrass then
|
||||
data[node] = c_dry_shrub
|
||||
elseif ground_y and data[node] == c_papyrus then
|
||||
for i=ground_y, ground_y-4, -1 do
|
||||
local papyrus = a:index(x, y, z)
|
||||
if data[papyrus] == c_papyrus then
|
||||
local papyrusabove = a:index(x, ground_y, z)
|
||||
data[papyrusabove] = c_snow
|
||||
data[papyrus] = c_snow_block
|
||||
end
|
||||
end
|
||||
elseif ground_y and data[node] == c_water then
|
||||
if not icesheet and not icecave and not icehole then
|
||||
--Coastal ice.
|
||||
local x1 = data[a:index(x+1,ground_y,z)]
|
||||
local z1 = data[a:index(x,ground_y,z+1)]
|
||||
local xz1 = data[a:index(x+1,ground_y,z+1)]
|
||||
local xz2 = data[a:index(x-1,ground_y,z-1)]
|
||||
local x2 = data[a:index(x-1,ground_y,z)]
|
||||
local z2 = data[a:index(x,ground_y,z-1)]
|
||||
local y = data[a:index(x,ground_y-1,z)]
|
||||
local rand = pr:next(1,4) == 1
|
||||
if
|
||||
((x1 and x1 ~= c_water and x1 ~= c_ice and x1 ~= c_air and x1 ~= c_ignore) or ((cool or icebergs) and x1 == c_ice and rand)) or
|
||||
((z1 and z1 ~= c_water and z1 ~= c_ice and z1 ~= c_air and z1 ~= c_ignore) or ((cool or icebergs) and z1 == c_ice and rand)) or
|
||||
((xz1 and xz1 ~= c_water and xz1 ~= c_ice and xz1 ~= c_air and xz1 ~= c_ignore) or ((cool or icebergs) and xz1 == c_ice and rand)) or
|
||||
((xz2 and xz2 ~= c_water and xz2 ~= c_ice and xz2 ~= c_air and xz2 ~= c_ignore) or ((cool or icebergs) and xz2 == c_ice and rand)) or
|
||||
((x2 and x2 ~= c_water and x2 ~= c_ice and x2 ~= c_air and x2 ~= c_ignore) or ((cool or icebergs) and x2 == c_ice and rand)) or
|
||||
((z2 and z2 ~= c_water and z2 ~= c_ice and z2 ~= c_air and z2 ~= c_ignore) or ((cool or icebergs) and z2 == c_ice and rand)) or
|
||||
(y ~= c_water and y ~= c_ice and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
|
||||
data[node] = c_ice
|
||||
end
|
||||
else
|
||||
--Icesheets, Broken icesheet, Icecaves
|
||||
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
|
||||
data[node] = c_ice
|
||||
end
|
||||
if icecave then
|
||||
--Gets rid of water underneath ice
|
||||
for y=ground_y-1,-60,-1 do
|
||||
local water = a:index(x, y, z)
|
||||
if data[water] ~= c_water then
|
||||
break
|
||||
else
|
||||
data[water] = c_air
|
||||
end
|
||||
end
|
||||
data[vi] = c_air
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
--end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
ni = ni + 1
|
||||
end
|
||||
end
|
||||
|
||||
if write_to_map then
|
||||
vm:set_data(data)
|
||||
vm:set_data(data)
|
||||
vm:set_lighting({day=0, night=0})
|
||||
vm:calc_lighting()
|
||||
vm:write_to_map()
|
||||
|
||||
vm:calc_lighting(
|
||||
{x=minp.x-16, y=minp.y, z=minp.z-16},
|
||||
{x=maxp.x+16, y=maxp.y, z=maxp.z+16}
|
||||
)
|
||||
|
||||
vm:write_to_map(data)
|
||||
vm:update_map()
|
||||
|
||||
|
||||
if debug then
|
||||
biome_string,biome2_string = biomeToString(biome,biome2)
|
||||
print(biome_string.." and "..biome2_string..": Snow Biome Genarated near x"..minp.x.." z"..minp.z)
|
||||
print(string.format("elapsed time: %.2fms", (os.clock() - t1) * 1000))
|
||||
end
|
||||
end
|
||||
--end
|
||||
if write_to_map and debug then -- print if any column of mapchunk was snow biome
|
||||
local biome_string,biome2_string = biome_to_string(biome,biome2)
|
||||
local chugent = math.ceil((os.clock() - t1) * 1000)
|
||||
print("[snow] "..biome_string.." and "..biome2_string.." x "..minp.x.." z "..minp.z.." time "..chugent.." ms")
|
||||
end
|
||||
end)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user