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reduce index calculations (untested)
M nether/init.lua
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dac86dae07
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@ -456,17 +456,18 @@ minetest.register_on_generated(function(minp, maxp, seed)
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py_h_g = nether.buildings-7
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end
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local vi = area:index(x, minp.y, z)
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if buildings == 1
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and noisp then
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if noisp == 1 then
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for y=minp.y, maxp.y do
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local p_addpos = area:index(x, y, z)
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data[p_addpos] = c.netherrack_brick
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for _ = 1,side_length do
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data[vi] = c.netherrack_brick
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vi = vi + area.ystride
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end
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else
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for y=minp.y, maxp.y do
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local p_addpos = area:index(x, y, z)
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data[p_addpos] = c.lava
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for _ = 1,side_length do
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data[vi] = c.lava
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vi = vi + area.ystride
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end
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end
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else
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@ -495,50 +496,49 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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for y=minp.y, maxp.y do
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local p_addpos = area:index(x, y, z)
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local d_p_addp = data[p_addpos]
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local d_p_addp = data[vi]
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--if py_h >= maxp.y-4 then
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if y <= py_h
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and noisp then
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if noisp == 1 then
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data[p_addpos] = c.netherrack_brick
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data[vi] = c.netherrack_brick
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elseif noisp == 2 then
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if y == py_h then
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data[p_addpos] = c.netherrack_brick
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data[vi] = c.netherrack_brick
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elseif y == py_h_g
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and pr:next(1,3) <= 2 then
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data[p_addpos] = c.netherrack
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data[vi] = c.netherrack
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elseif y <= py_h_g then
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data[p_addpos] = c.lava
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data[vi] = c.lava
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else
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data[p_addpos] = c.air
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data[vi] = c.air
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end
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end
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elseif d_p_addp ~= c.air then
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if is_forest
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and y == f_bottom then
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data[p_addpos] = c.nether_dirt_top
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data[vi] = c.nether_dirt_top
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elseif is_forest
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and y < f_bottom
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and y >= f_h_dirt then
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data[p_addpos] = c.nether_dirt
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data[vi] = c.nether_dirt
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elseif is_forest
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and y == f_h_dirt-1 then
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data[p_addpos] = c.nether_dirt_bottom
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data[vi] = c.nether_dirt_bottom
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elseif is_forest
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and y == f_h_dirt+1 then
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if pr:next(1,tree_rarity) == 1 then
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trees[num_trees] = {x=x, y=y, z=z}
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num_trees = num_trees+1
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elseif pr:next(1,mushroom_rarity) == 1 then
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data[p_addpos] = c.nether_shroom
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data[vi] = c.nether_shroom
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elseif pr:next(1,glowflower_rarity) == 1 then
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data[p_addpos] = c.glowflower
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data[vi] = c.glowflower
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elseif pr:next(1,grass_rarity) == 1 then
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data[p_addpos] = c.nether_grass[pr:next(1,3)]
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data[vi] = c.nether_grass[pr:next(1,3)]
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else
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data[p_addpos] = c.air
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data[vi] = c.air
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end
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elseif is_forest
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and y > f_bottom
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@ -547,26 +547,26 @@ minetest.register_on_generated(function(minp, maxp, seed)
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{c.nether_tree, c.nether_tree_corner, c.nether_leaves, c.nether_fruit},
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d_p_addp
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) then
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data[p_addpos] = c.air
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data[vi] = c.air
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end
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elseif is_forest
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and y == f_top then
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local sel = math.floor(strassx[x]+strassz[z]+0.5)%10
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if sel <= 5 then
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data[p_addpos] = return_nether_ore(d_p_addp, true)
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data[vi] = return_nether_ore(d_p_addp, true)
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elseif sel == 6 then
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data[p_addpos] = c.netherrack_black
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data[vi] = c.netherrack_black
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elseif sel == 7 then
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data[p_addpos] = c.glowstone
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data[vi] = c.glowstone
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else
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data[p_addpos] = c.air
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data[vi] = c.air
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end
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elseif y <= NETHER_BOTTOM then
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if y <= bottom then
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data[p_addpos] = return_nether_ore(d_p_addp, true)
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data[vi] = return_nether_ore(d_p_addp, true)
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else
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data[p_addpos] = c.lava
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data[vi] = c.lava
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end
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elseif r_structure == 1
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and y == bottom then
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@ -574,26 +574,27 @@ minetest.register_on_generated(function(minp, maxp, seed)
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num = num+1
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elseif y <= bottom then
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if pr:next(1,LAVA_FREQ) == 1 then
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data[p_addpos] = c.lava
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data[vi] = c.lava
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else
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data[p_addpos] = return_nether_ore(d_p_addp, false)
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data[vi] = return_nether_ore(d_p_addp, false)
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end
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elseif r_shroom == 1
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and r_structure ~= 1
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and y == bottom+1 then
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data[p_addpos] = c.nether_shroom
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data[vi] = c.nether_shroom
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elseif (y == top and r_glowstone == 1) then
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data[p_addpos] = c.glowstone
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data[vi] = c.glowstone
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elseif y >= top then
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data[p_addpos] = return_nether_ore(d_p_addp, true)
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data[vi] = return_nether_ore(d_p_addp, true)
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elseif y <= top-1
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and generate_vine
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and y >= top-r_vine_length then
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data[p_addpos] = c.nether_vine
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data[vi] = c.nether_vine
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else
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data[p_addpos] = c.air
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data[vi] = c.air
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end
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end
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vi = vi + area.ystride
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end
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end
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end
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@ -649,8 +650,10 @@ function nether.grow_netherstructure(pos, generated)
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local area = r_area(manip, 2, height, pos)
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local nodes = manip:get_data()
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for i = 0, height-1 do
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nodes[area:index(pos.x, pos.y+i, pos.z)] = c.blood_stem
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local vi = area:indexp(pos)
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for _ = 0, height-1 do
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nodes[vi] = c.blood_stem
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vi = vi + area.ystride
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end
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for i = -1,1 do
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