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https://gitlab.com/rautars/weather_pack.git
synced 2025-07-16 13:50:21 +02:00
minor code cleanup
This commit is contained in:
191
utils.lua
191
utils.lua
@ -25,129 +25,128 @@ end
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-- checks if player is undewater. This is needed in order to
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-- turn off weather particles generation.
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hw_utils.is_underwater = function(player)
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local ppos = player:getpos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 then
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return true
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end
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return false
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local ppos = player:getpos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {
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x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 then
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return true
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end
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return false
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end
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-- trying to locate position for particles by player look direction for performance reason.
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-- it is costly to generate many particles around player so goal is focus mainly on front view.
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hw_utils.get_random_pos = function(player, offset)
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local look_dir = player:get_look_dir()
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local player_pos = player:getpos()
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local look_dir = player:get_look_dir()
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local player_pos = player:getpos()
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local random_pos_x = 0
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local random_pos_y = 0
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local random_pos_z = 0
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local random_pos_x = 0
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local random_pos_y = 0
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local random_pos_z = 0
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if look_dir.x > 0 then
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if look_dir.z > 0 then
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random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
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random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
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else
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random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
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random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
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end
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else
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if look_dir.z > 0 then
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random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
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random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
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else
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random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
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random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
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end
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end
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if look_dir.x > 0 then
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if look_dir.z > 0 then
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random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
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random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
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else
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random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
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random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
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end
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else
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if look_dir.z > 0 then
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random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
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random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
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else
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random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
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random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
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end
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end
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if offset.bottom ~= nil then
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random_pos_y = math.random(player_pos.y - offset.bottom, player_pos.y + offset.top)
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else
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random_pos_y = player_pos.y + offset.top
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end
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if offset.bottom ~= nil then
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random_pos_y = math.random(player_pos.y - offset.bottom, player_pos.y + offset.top)
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else
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random_pos_y = player_pos.y + offset.top
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end
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return {x=random_pos_x, y=random_pos_y, z=random_pos_z}
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return {x=random_pos_x, y=random_pos_y, z=random_pos_z}
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end
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local np_temp = {
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 5349,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 5349,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0
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}
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local np_humid = {
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 842,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 842,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0
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}
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hw_utils.is_biome_frozen = function(position)
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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end
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return hw_utils.is_biome_frozen_v7(position)
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local is_biome_frozen_v7 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_temp)
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local noise_temp = noise_obj:get2d({x = posx, y = posz})
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-- below 35 heat biome considered to be frozen type
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return noise_temp < 35
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end
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hw_utils.is_biome_frozen_v7 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_temp)
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local noise_temp = noise_obj:get2d({x = posx, y = posz})
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hw_utils.is_biome_frozen = function(position)
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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end
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return is_biome_frozen_v7(position)
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end
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-- below 35 heat biome considered to be frozen type
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return noise_temp < 35
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local is_biome_dry_v7 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_humid)
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local noise_humid = noise_obj:get2d({x = posx, y = posz})
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-- below 50 humid biome considered to be dry type (at least by this mod)
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return noise_humid < 50
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end
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hw_utils.is_biome_dry = function(position)
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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end
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return hw_utils.is_biome_dry_v7(position)
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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end
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return is_biome_dry_v7(position)
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end
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hw_utils.is_biome_dry_v7 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_humid)
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local noise_humid = noise_obj:get2d({x = posx, y = posz})
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local is_biome_tropic_v7 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_humid)
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local noise_humid = noise_obj:get2d({x = posx, y = posz})
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noise_obj = minetest.get_perlin(np_temp)
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local noise_temp = noise_obj:get2d({x = posx, y = posz})
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-- below 50 humid biome considered to be dry type (at least by this mod)
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return noise_humid < 50
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-- humid and temp values are taked by testing flying around world (not sure actually)
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return noise_humid > 55 and noise_temp > 80
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end
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hw_utils.is_biome_tropic = function(position)
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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end
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return hw_utils.is_biome_tropic_v7(position)
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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end
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return is_biome_tropic_v7(position)
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end
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hw_utils.is_biome_tropic_v7 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_humid)
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local noise_humid = noise_obj:get2d({x = posx, y = posz})
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noise_obj = minetest.get_perlin(np_temp)
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local noise_temp = noise_obj:get2d({x = posx, y = posz})
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-- humid and temp values are taked by testing flying around world (not sure actually)
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return noise_humid > 55 and noise_temp > 80
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end
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