forked from mtcontrib/minetest-mod-snow
update mapgen_v6, e.g. put snow onto icesheets
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@ -103,7 +103,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local pr = PseudoRandom(seed+57)
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-- Land biomes
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local biome = pr:next(1, 5)
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local snowy = biome == 1 -- spawns alot of snow
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local snowy = biome == 1 -- spawns snow
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local alpine = biome == 3 -- rocky terrain
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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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@ -119,15 +119,18 @@ minetest.register_on_generated(function(minp, maxp, seed)
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for x = x0, x1 do
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local in_biome = false
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local test = math.min(nvals_cold[ni], 1)
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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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if smooth
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and not snowy then
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if (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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end
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elseif 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 and test > 0.43 then
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-- remove trees near alpine
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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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@ -140,7 +143,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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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if data[vi] == c_leaves
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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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local id = data[vi]
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@ -158,7 +162,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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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else
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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 -- only spawns ice on edge of water
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@ -167,7 +171,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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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local ground_y = nil
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local ground_y
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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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@ -178,86 +182,92 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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 c_ground = data[node]
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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 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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if c_ground == c_dirt_with_grass then
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if alpine
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and test > 0.53 then
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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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for y = ground_y, -6, -1 do
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-- generate stone ground
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for y = ground_y, math.max(-6, minp.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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data[vi] = c_stone
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end
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elseif (shrubs and pr:next(1,28) == 1) then
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elseif shrubs
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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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elseif pines
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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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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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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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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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else
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elseif c_ground == c_sand then
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if icy then
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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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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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elseif c_ground == c_leaves
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or c_ground == c_jungleleaves
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or c_ground == c_apple then
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if alpine then
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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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for y = ground_y, -6, -1 do
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-- make stone pillars out of trees
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for y = ground_y, math.max(-6, minp.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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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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data[stone] = c_stone
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end
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else
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-- put snow onto leaves
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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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end
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elseif ground_y
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and data[node] == c_junglegrass then
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elseif c_ground == c_junglegrass then
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data[node] = c_dry_shrub
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elseif ground_y
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and data[node] == c_papyrus then
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for y = ground_y, ground_y-4, -1 do
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elseif c_ground == c_papyrus then
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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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-- replace papyrus plants with snowblocks
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local y = ground_y
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for _ = 1,7 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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snow_tab[num] = {area:index(x, ground_y, z), z, x, test}
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num = num+1
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data[vi] = c_snow_block
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y = y-1
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else
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break
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end
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end
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elseif ground_y
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and data[node] == c_water then
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elseif c_ground == c_water then
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if not icesheet
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and not icecave
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and not icehole then
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local x1 = data[area:index(x+1, ground_y, z)]
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local z1 = data[area:index(x, ground_y, z+1)]
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local xz1 = data[area:index(x+1, ground_y, z+1)]
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local xz2 = data[area:index(x-1, ground_y, z-1)]
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local x2 = data[area:index(x-1, ground_y, z)]
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local z2 = data[area:index(x, ground_y, z-1)]
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local rand = (pr:next(1,4) == 1) and (cool or icebergs)
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local nds = {
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data[area:index(x+1, ground_y, z)],
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data[area:index(x, ground_y, z+1)],
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data[area:index(x+1, ground_y, z+1)],
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data[area:index(x-1, ground_y, z-1)],
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data[area:index(x-1, ground_y, z)],
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data[area:index(x, ground_y, z-1)],
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}
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local ice
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if rand then
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for _,i in ipairs({x1,z1,xz1,xz2,x2,z2}) do
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if pr:next(1,4) == 1
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and (cool or icebergs) then
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for _,i in ipairs(nds) do
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if i == c_ice then
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ice = true
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break
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@ -265,7 +275,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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if not ice then
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for _,i in ipairs({x1,z1,xz1,xz2,x2,z2}) do
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for _,i in ipairs(nds) do
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if i ~= c_water
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and i ~= c_ice
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and i ~= c_air
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@ -282,9 +292,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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data[node] = c_ice
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end
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else
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if (icehole and pr:next(1,10) > 1)
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if icesheet
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or icecave
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or icesheet then
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or (icehole and pr:next(1,10) > 1) then
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data[node] = c_ice
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end
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if icecave then
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@ -292,11 +302,15 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local vi = area:index(x, y, z)
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if data[vi] ~= c_water then
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break
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else
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data[vi] = c_air
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end
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data[vi] = c_air
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end
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end
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if icesheet then
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-- put snow onto icesheets
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snow_tab[num] = {abovenode, z, x, test}
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num = num+1
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end
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end
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end
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end
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@ -310,23 +324,33 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local wsz, wsx
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for _,i in pairs(snow_tab) do
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local p,z,x,test = unpack(i)
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-- snow is set
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data[p] = c_snow
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test = (test-0.73)/0.27 -- /(1-0.73)
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if test > 0 then
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local maxh = math.floor(test*9)%9+1
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local maxh = math.floor(test*10)%10+1
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if maxh ~= 1 then
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if not wsz then
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wsz = get_ws_list(5, z0)
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wsx = get_ws_list(2, x0)
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param2s = vm:get_param2_data()
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end
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local h = math.floor(wsx[x]+wsz[z]*5)%9+1
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local h = math.floor(wsx[x]+wsz[z]*5)%10+1
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if h ~= 1 then
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if h == 9 then
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h = 4
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if h == 10 then
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-- make snowdrifts walkable
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h = 5
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end
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h = math.min(maxh, h)
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param2s[p] = h*7
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if h == 9 then
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-- replace the snow with a snowblock because its a full node
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data[p] = c_snow_block
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else
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-- set a specific snow height
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if not param2s then
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param2s = vm:get_param2_data()
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end
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param2s[p] = h*7
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end
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end
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end
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end
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@ -98,7 +98,7 @@ local function leave_sled(self, player)
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local name = player:get_player_name()
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players_sled[name] = false
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self.driver = nil
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player:set_detach()
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self.object:set_detach()
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default.player_attached[name] = false
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default.player_set_animation(player, "stand" , 30)
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