forked from minetest-mods/nether
513 lines
19 KiB
Lua
513 lines
19 KiB
Lua
--[[
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Nether mod for minetest
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This file contains helper functions for generating the Mantle
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(AKA center region), which are moved into a separate file to keep the
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size of mapgen.lua manageable.
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Copyright (C) 2021 Treer
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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local debugf = nether.debug
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local mapgen = nether.mapgen
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local S = nether.get_translator
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local BASALT_COLUMN_UPPER_LIMIT = mapgen.BASALT_COLUMN_UPPER_LIMIT
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local BASALT_COLUMN_LOWER_LIMIT = mapgen.BASALT_COLUMN_LOWER_LIMIT
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-- 2D noise for basalt formations
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local np_basalt = {
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offset =-0.85,
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scale = 1,
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spread = {x = 46, y = 46, z = 46},
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seed = 1000,
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octaves = 5,
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persistence = 0.5,
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lacunarity = 2.6,
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flags = "eased"
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}
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-- Buffers and objects we shouldn't recreate every on_generate
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local nobj_basalt = nil
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local nbuf_basalt = {}
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-- Content ids
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local c_air = minetest.get_content_id("air")
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local c_netherrack_deep = minetest.get_content_id("nether:rack_deep")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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local c_lavasea_source = minetest.get_content_id("nether:lava_source") -- same as lava but with staggered animation to look better as an ocean
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local c_lava_crust = minetest.get_content_id("nether:lava_crust")
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local c_basalt = minetest.get_content_id("nether:basalt")
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-- Math funcs
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local math_max, math_min, math_abs, math_floor = math.max, math.min, math.abs, math.floor -- avoid needing table lookups each time a common math function is invoked
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function random_unit_vector()
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return vector.normalize({
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x = math.random() - 0.5,
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y = math.random() - 0.5,
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z = math.random() - 0.5
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})
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end
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-- returns the smallest component in the vector
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function vector_min(v)
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return math_min(v.x, math_min(v.y, v.z))
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end
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-- Mantle mapgen functions (AKA Center region)
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-- Returns (absolute height, fractional distance from ceiling or sea floor)
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-- the fractional distance from ceiling or sea floor is a value between 0 and 1 (inclusive)
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-- Note it may find the most relevent sea-level - not necesssarily the one you are closest
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-- to, since the space above the sea reaches much higher than the depth below the sea.
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mapgen.find_nearest_lava_sealevel = function(y)
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-- todo: put oceans near the bottom of chunks to improve ability to generate tunnels to the center
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-- todo: constrain y to be not near the bounds of the nether
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-- todo: add some random adj at each level, seeded only by the level height
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local sealevel = math.floor((y + 100) / 200) * 200
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--local sealevel = math.floor((y + 80) / 160) * 160
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--local sealevel = math.floor((y + 120) / 240) * 240
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local cavern_limits_fraction
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local height_above_sea = y - sealevel
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if height_above_sea >= 0 then
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cavern_limits_fraction = math_min(1, height_above_sea / 95)
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else
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-- approaches 1 much faster as the lava sea is shallower than the cavern above it
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cavern_limits_fraction = math_min(1, -height_above_sea / 40)
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end
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return sealevel, cavern_limits_fraction
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end
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mapgen.add_basalt_columns = function(data, area, minp, maxp)
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-- Basalt columns are structures found in lava oceans, and the only way to obtain
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-- nether basalt.
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-- Their x, z position is determined by a 2d noise map and a 2d slice of the cave
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-- noise (taken at lava-sealevel).
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local x0, y0, z0 = minp.x, math_max(minp.y, nether.DEPTH_FLOOR), minp.z
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local x1, y1, z1 = maxp.x, math_min(maxp.y, nether.DEPTH_CEILING), maxp.z
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local yStride = area.ystride
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local yCaveStride = x1 - x0 + 1
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local cavePerlin = mapgen.getCavePointPerlin()
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nobj_basalt = nobj_basalt or minetest.get_perlin_map(np_basalt, {x = yCaveStride, y = yCaveStride})
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local nvals_basalt = nobj_basalt:get_2d_map_flat({x=minp.x, y=minp.z}, {x=yCaveStride, y=yCaveStride}, nbuf_basalt)
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local nearest_sea_level, _ = mapgen.find_nearest_lava_sealevel(math_floor((y0 + y1) / 2))
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local leeway = mapgen.CENTER_CAVERN_LIMIT * 0.18
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for z = z0, z1 do
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local noise2di = 1 + (z - z0) * yCaveStride
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for x = x0, x1 do
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local basaltNoise = nvals_basalt[noise2di]
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if basaltNoise > 0 then
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-- a basalt column is here
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local abs_sealevel_cave_noise = math_abs(cavePerlin:get3d({x = x, y = nearest_sea_level, z = z}))
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-- Add Some quick deterministic noise to the column heights
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-- This is probably not good noise, but it doesn't have to be.
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local fastNoise = 17
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fastNoise = 37 * fastNoise + y0
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fastNoise = 37 * fastNoise + z
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fastNoise = 37 * fastNoise + x
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fastNoise = 37 * fastNoise + math_floor(basaltNoise * 32)
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local columnHeight = basaltNoise * 18 + ((fastNoise % 3) - 1)
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-- columns should drop below sealevel where lava rivers are flowing
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-- i.e. anywhere abs_sealevel_cave_noise < BASALT_COLUMN_LOWER_LIMIT
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-- And we'll also have it drop off near the edges of the lava ocean so that
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-- basalt columns can only be found by the player reaching a lava ocean.
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local lowerClip = (math_min(math_max(abs_sealevel_cave_noise, BASALT_COLUMN_LOWER_LIMIT - leeway), BASALT_COLUMN_LOWER_LIMIT + leeway) - BASALT_COLUMN_LOWER_LIMIT) / leeway
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local upperClip = (math_min(math_max(abs_sealevel_cave_noise, BASALT_COLUMN_UPPER_LIMIT - leeway), BASALT_COLUMN_UPPER_LIMIT + leeway) - BASALT_COLUMN_UPPER_LIMIT) / leeway
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local columnHeightAdj = lowerClip * -upperClip -- all are values between 1 and -1
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columnHeight = columnHeight + math_floor(columnHeightAdj * 12 - 12)
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local vi = area:index(x, y0, z) -- Initial voxelmanip index
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for y = y0, y1 do -- Y loop first to minimise tcave & lava-sea calculations
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if y < nearest_sea_level + columnHeight then
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local id = data[vi] -- Existing node
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if id == c_lava_crust or id == c_lavasea_source or (id == c_air and y > nearest_sea_level) then
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-- Avoid letting columns extend beyond the central region.
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-- (checking node ids saves having to calculate abs_cave_noise_adjusted here
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-- to test it against CENTER_CAVERN_LIMIT)
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data[vi] = c_basalt
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end
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end
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vi = vi + yStride
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end
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end
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noise2di = noise2di + 1
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end
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end
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end
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-- returns an array of points from pos1 and pos2 which deviate from a straight line
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-- but which don't venture too close to a chunk boundary
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function generate_waypoints(pos1, pos2, minp, maxp)
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local segSize = 10
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local maxDeviation = 7
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local minDistanceFromChunkWall = 5
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local pathVec = vector.subtract(pos2, pos1)
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local pathVecNorm = vector.normalize(pathVec)
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local pathLength = vector.distance(pos1, pos2)
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local minBound = vector.add(minp, minDistanceFromChunkWall)
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local maxBound = vector.subtract(maxp, minDistanceFromChunkWall)
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local result = {}
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result[1] = pos1
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local segmentCount = math_floor(pathLength / segSize)
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for i = 1, segmentCount do
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local waypoint = vector.add(pos1, vector.multiply(pathVec, i / (segmentCount + 1)))
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-- shift waypoint a few blocks in a random direction orthogonally to the pathVec, to make the path crooked.
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local crossProduct
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repeat
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crossProduct = vector.normalize(vector.cross(pathVecNorm, random_unit_vector()))
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until vector.length(crossProduct) > 0
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local deviation = vector.multiply(crossProduct, math.random(1, maxDeviation))
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waypoint = vector.add(waypoint, deviation)
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waypoint = {
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x = math_min(maxBound.x, math_max(minBound.x, waypoint.x)),
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y = math_min(maxBound.y, math_max(minBound.y, waypoint.y)),
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z = math_min(maxBound.z, math_max(minBound.z, waypoint.z))
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}
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result[#result + 1] = waypoint
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end
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result[#result + 1] = pos2
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return result
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end
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function excavate_pathway(data, area, nether_pos, center_pos, minp, maxp)
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local ystride = area.ystride
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local zstride = area.zstride
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math.randomseed(nether_pos.x + 10 * nether_pos.y + 100 * nether_pos.z) -- so each tunnel generates deterministically (this doesn't have to be a quality seed)
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local dist = math_floor(vector.distance(nether_pos, center_pos))
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local waypoints = generate_waypoints(nether_pos, center_pos, minp, maxp)
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-- First pass: record path details
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local linedata = {}
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local last_pos = {}
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local line_index = 1
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local first_filled_index, boundary_index, last_filled_index
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for i = 0, dist do
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-- Bresenham's line would be good here, but too much lua code
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local waypointProgress = (#waypoints - 1) * i / dist
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local segmentIndex = math_min(math_floor(waypointProgress) + 1, #waypoints - 1) -- from the integer portion of waypointProgress
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local segmentInterp = waypointProgress - (segmentIndex - 1) -- the remaining fractional portion
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local segmentStart = waypoints[segmentIndex]
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local segmentVector = vector.subtract(waypoints[segmentIndex + 1], segmentStart)
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local pos = vector.round(vector.add(segmentStart, vector.multiply(segmentVector, segmentInterp)))
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if not vector.equals(pos, last_pos) then
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local vi = area:indexp(pos)
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local node_id = data[vi]
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linedata[line_index] = {
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pos = pos,
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vi = vi,
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node_id = node_id
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}
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if boundary_index == nil and node_id == c_netherrack_deep then
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boundary_index = line_index
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end
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if node_id == c_air then
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if boundary_index ~= nil and last_filled_index == nil then
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last_filled_index = line_index
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end
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else
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if first_filled_index == nil then
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first_filled_index = line_index
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end
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end
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line_index = line_index + 1
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last_pos = pos
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end
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end
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first_filled_index = first_filled_index or 1
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last_filled_index = last_filled_index or #linedata
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boundary_index = boundary_index or last_filled_index
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-- limit tunnel radius to roughly the closest that startPos or stopPos comes to minp-maxp, so we
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-- don't end up exceeding minp-maxp and having excavation filled in when the next chunk is generated.
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local startPos, stopPos = linedata[first_filled_index].pos, linedata[last_filled_index].pos
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local radiusLimit = vector_min(vector.subtract(startPos, minp))
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radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(stopPos, minp)))
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radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, startPos)))
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radiusLimit = math_min(radiusLimit, vector_min(vector.subtract(maxp, stopPos)))
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if radiusLimit < 4 then -- This is a logic check, ignore it. It could be commented out
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-- 4 is (79 - 75), and values less than 4 shouldn't be possible if sampling-skip was 10
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-- i.e. if sampling-skip was 10 then {5, 15, 25, 35, 45, 55, 65, 75} should be sampled from possible positions 0 to 79
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debugf("Error: radiusLimit %s is smaller then half the sampling distance. min %s, max %s, start %s, stop %s", radiusLimit, minp, maxp, startPos, stopPos)
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end
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radiusLimit = radiusLimit + 1 -- chunk walls wont be visibly flat if the radius only exceeds it a little ;)
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-- Second pass: excavate
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local start_index, stop_index = math_max(1, first_filled_index - 2), math_min(#linedata, last_filled_index + 3)
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for i = start_index, stop_index, 3 do
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-- Adjust radius so that tunnels start wide but thin out in the middle
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local distFromEnds = 1 - math_abs(((start_index + stop_index) / 2) - i) / ((stop_index - start_index) / 2) -- from 0 to 1, with 0 at ends and 1 in the middle
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-- Have it more flaired at the ends, rather than linear.
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-- i.e. sizeAdj approaches 1 quickly as distFromEnds increases
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local distFromMiddle = 1 - distFromEnds
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local sizeAdj = 1 - (distFromMiddle * distFromMiddle * distFromMiddle)
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local radius = math_min(radiusLimit, math.random(50 - (25 * sizeAdj), 80 - (45 * sizeAdj)) / 10)
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local radiusSquared = radius * radius
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local radiusCeil = math_floor(radius + 0.5)
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linedata[i].radius = radius -- Needed in third pass
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linedata[i].distFromEnds = distFromEnds -- Needed in third pass
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local vi = linedata[i].vi
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for z = -radiusCeil, radiusCeil do
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local vi_z = vi + z * zstride
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for y = -radiusCeil, radiusCeil do
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local vi_zy = vi_z + y * ystride
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local xSquaredLimit = radiusSquared - (z * z + y * y)
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for x = -radiusCeil, radiusCeil do
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if x * x < xSquaredLimit then
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data[vi_zy + x] = 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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-- Third pass: decorate
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-- Add glowstones to make tunnels to the mantle easier to find
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-- https://i.imgur.com/sRA28x7.jpg
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for i = start_index, stop_index, 3 do
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if linedata[i].distFromEnds < 0.3 then
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local glowcount = 0
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local radius = linedata[i].radius
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for _ = 1, 20 do
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local testPos = vector.round(vector.add(linedata[i].pos, vector.multiply(random_unit_vector(), radius + 0.5)))
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local vi = area:indexp(testPos)
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if data[vi] ~= c_air then
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data[vi] = c_glowstone
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glowcount = glowcount + 1
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--else
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-- data[vi] = c_debug
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end
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if glowcount >= 2 then break 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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-- excavates a tunnel connecting the Primary or Secondary region with the mantle / central region
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-- if a suitable path is found.
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-- Returns true if successful
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mapgen.excavate_tunnel_to_center_of_the_nether = function(data, area, nvals_cave, minp, maxp)
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local result = false
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local extent = vector.subtract(maxp, minp)
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local skip = 10 -- sampling rate of 1 in 10
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local highest = -1000
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local lowest = 1000
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local lowest_vi
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local highest_vi
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local yCaveStride = maxp.x - minp.x + 1
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local zCaveStride = yCaveStride * yCaveStride
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local vi_offset = area:indexp(vector.add(minp, math_floor(skip / 2))) -- start half the sampling distance away from minp
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local vi, ni
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for y = 0, extent.y - 1, skip do
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local sealevel = mapgen.find_nearest_lava_sealevel(minp.y + y)
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if minp.y + y > sealevel then -- only create tunnels above sea level
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for z = 0, extent.z - 1, skip do
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vi = vi_offset + y * area.ystride + z * area.zstride
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ni = z * zCaveStride + y * yCaveStride + 1
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for x = 0, extent.x - 1, skip do
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local noise = math_abs(nvals_cave[ni])
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if noise < lowest then
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lowest = noise
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lowest_vi = vi
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end
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if noise > highest then
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highest = noise
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highest_vi = vi
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end
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ni = ni + skip
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vi = vi + skip
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end
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end
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end
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end
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if lowest < mapgen.CENTER_CAVERN_LIMIT and highest > mapgen.TCAVE + 0.03 then
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local mantle_y = area:position(lowest_vi).y
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local _, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(mantle_y)
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local _, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(mantle_y)
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-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
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-- is compared against, so subtract centerRegionLimit_adj instead of adding
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local cavern_noise_adj =
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mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
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centerRegionLimit_adj
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if lowest + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
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excavate_pathway(data, area, area:position(highest_vi), area:position(lowest_vi), minp, maxp)
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result = true
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end
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end
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return result
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end
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-- an enumerated list of the different regions in the nether
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mapgen.RegionEnum = {
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OVERWORLD = {name = "overworld", desc = S("The Overworld") }, -- Outside the Nether / none of the regions in the Nether
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POSITIVE = {name = "positive", desc = S("Positive nether") }, -- The classic nether caverns are here - where cavePerlin > 0.6
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POSITIVESHELL = {name = "positive shell", desc = S("Shell between positive nether and center region") }, -- the nether side of the wall/buffer area separating classic nether from the mantle
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CENTER = {name = "center", desc = S("Center/Mantle, inside cavern") },
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CENTERSHELL = {name = "center shell", desc = S("Center/Mantle, but outside the caverns") }, -- the mantle side of the wall/buffer area separating the positive and negative regions from the center region
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NEGATIVE = {name = "negative", desc = S("Negative nether") }, -- Secondary/spare region - where cavePerlin < -0.6
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NEGATIVESHELL = {name = "negative shell", desc = S("Shell between negative nether and center region") } -- the spare region side of the wall/buffer area separating the negative region from the mantle
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}
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-- Returns (region, noise) where region is a value from mapgen.RegionEnum
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-- and noise is the unadjusted cave perlin value
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mapgen.getRegion = function(pos)
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if pos.y > nether.DEPTH_CEILING or pos.y < nether.DEPTH_FLOOR then
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return mapgen.RegionEnum.OVERWORLD, nil
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end
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local caveNoise = mapgen.getCavePerlinAt(pos)
|
|
local sealevel, cavern_limit_distance = mapgen.find_nearest_lava_sealevel(pos.y)
|
|
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(pos.y)
|
|
local tcave = mapgen.TCAVE + tcave_adj
|
|
local tmantle = mapgen.CENTER_REGION_LIMIT + centerRegionLimit_adj
|
|
|
|
-- cavern_noise_adj gets added to noise value instead of added to the limit np_noise
|
|
-- is compared against, so subtract centerRegionLimit_adj instead of adding
|
|
local cavern_noise_adj =
|
|
mapgen.CENTER_REGION_LIMIT * (cavern_limit_distance * cavern_limit_distance * cavern_limit_distance) -
|
|
centerRegionLimit_adj
|
|
|
|
local region
|
|
if caveNoise > tcave then
|
|
region = mapgen.RegionEnum.POSITIVE
|
|
elseif -caveNoise > tcave then
|
|
region = mapgen.RegionEnum.NEGATIVE
|
|
elseif math_abs(caveNoise) < tmantle then
|
|
|
|
if math_abs(caveNoise) + cavern_noise_adj < mapgen.CENTER_CAVERN_LIMIT then
|
|
region = mapgen.RegionEnum.CENTER
|
|
else
|
|
region = mapgen.RegionEnum.CENTERSHELL
|
|
end
|
|
|
|
elseif caveNoise > 0 then
|
|
region = mapgen.RegionEnum.POSITIVESHELL
|
|
else
|
|
region = mapgen.RegionEnum.NEGATIVESHELL
|
|
end
|
|
|
|
return region, caveNoise
|
|
end
|
|
|
|
|
|
minetest.register_chatcommand("nether_whereami",
|
|
{
|
|
description = S("Describes which region of the nether the player is in"),
|
|
privs = {debug = true},
|
|
func = function(name, param)
|
|
|
|
local player = minetest.get_player_by_name(name)
|
|
if player == nil then return false, S("Unknown player position") end
|
|
local playerPos = vector.round(player:get_pos())
|
|
|
|
local region, caveNoise = mapgen.getRegion(playerPos)
|
|
local seaLevel, cavernLimitDistance = mapgen.find_nearest_lava_sealevel(playerPos.y)
|
|
local tcave_adj, centerRegionLimit_adj = mapgen.get_mapgenblend_adjustments(playerPos.y)
|
|
|
|
local seaDesc = ""
|
|
local boundaryDesc = ""
|
|
local perlinDesc = ""
|
|
|
|
if region ~= mapgen.RegionEnum.OVERWORLD then
|
|
|
|
local seaPos = playerPos.y - seaLevel
|
|
if seaPos > 0 then
|
|
seaDesc = S(", @1m above lava-sea level", seaPos)
|
|
else
|
|
seaDesc = S(", @1m below lava-sea level", seaPos)
|
|
end
|
|
|
|
if tcave_adj > 0 then
|
|
boundaryDesc = S(", approaching y boundary of Nether")
|
|
end
|
|
|
|
perlinDesc = S("[Perlin @1] ", (math_floor(caveNoise * 1000) / 1000))
|
|
end
|
|
|
|
return true, S("@1@2@3@4", perlinDesc, region.desc, seaDesc, boundaryDesc)
|
|
end
|
|
}
|
|
)
|