mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-12-27 03:00:38 +01:00
255 lines
7.3 KiB
Lua
255 lines
7.3 KiB
Lua
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--[[
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This file generates:
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darkage:mud
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darkage:silt
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darkage:chalk
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darkage:ors
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darkage:shale
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darkage:slate
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darkage:schist
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darkage:basalt
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darkage:marble
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darkage:serpentine
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darkage:gneiss
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--]]
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local function generate_stratus(name, wherein, ceilin, ceil, minp, maxp, seed, stratus_chance, radius, radius_y, deep, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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return
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end
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local stratus_per_volume = 1
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local area = 45
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local volume = ((maxp.x-minp.x+1)/area)*((y_max-y_min+1)/area)*((maxp.z-minp.z+1)/area)
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local pr = PseudoRandom(seed)
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local blocks = math.floor(stratus_per_volume*volume)
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print(" <<"..dump(name)..">>");
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if blocks == 0 then
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blocks = 1
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end
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print(" blocks: "..dump(blocks).." in vol: "..dump(volume).." ("..dump(maxp.x-minp.x+1)..","..dump(y_max-y_min+1)..","..dump(maxp.z-minp.z+1)..")")
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for i=1,blocks do
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local x = pr:next(1,stratus_chance)
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if x == 1 then
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local y0=y_max-radius_y+1
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if y0 < y_min then
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y0=y_min
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else
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y0=pr:next(y_min, y0)
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end
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local x0 = maxp.x-radius+1
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if x0 < minp.x then
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x0 = minp.x
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else
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x0 = pr:next(minp.x, x0)
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end
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local z0 = maxp.z-radius+1
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if z0 < minp.z then
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x0 = minp.z
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else
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z0 = pr:next(minp.z, z0)
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end
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local p0 = {x=x0, y=y0, z=z0}
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local n = minetest.get_node(p0).name
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local i = 0
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x = 0
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for k, v in ipairs(ceilin) do
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if n == v then
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x = 1
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break
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end
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end
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if x == 1 then
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for y1=y0-1,y_min,-1 do
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p0.y=y1
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n = minetest.get_node(p0).name
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x = 0
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for k, v in ipairs(wherein) do
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if n == v then
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x = 1
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break
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end
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end
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if x == 1 then
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y0=y1-deep
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if y0 < y_min then
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y0 = y_min
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end
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break
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end
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end
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local rx=pr:next(radius/2,radius)+1
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local rz=pr:next(radius/2,radius)+1
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local ry=pr:next(radius_y/2,radius_y)+1
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for x1=0,rx do
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rz = rz + 3 - pr:next(1,6)
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if rz < 1 then
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rz = 1
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end
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for z1=pr:next(1,3),rz do
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local ry0=ry+ pr:next(1,3)
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for y1=pr:next(1,3),ry0 do
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local x2 = x0+x1
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local y2 = y0+y1
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local z2 = z0+z1
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local p2 = {x=x2, y=y2, z=z2}
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n = minetest.get_node(p2).name
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x = 0
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for k, v in ipairs(wherein) do
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if n == v then
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x = 1
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break
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end
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end
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if x == 1 then
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if ceil == nil then
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minetest.set_node(p2, {name=name})
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i = i +1
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else
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local p3 = {p2.x,p2.y+1,p2}
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if minetest.get_node(p3).name == ceil then
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minetest.set_node(p2, {name=name})
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i = i +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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end
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end
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print(" generated "..dump(i).." blocks in ("..dump(x0)..","..dump(y0)..","..dump(z0)..")")
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-- end end end 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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local function generate_claylike(name, minp, maxp, seed, chance, minh, maxh, dirt)
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if maxp.y >= maxh+1 and minp.y <= minh-1 then
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local pr = PseudoRandom(seed)
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local divlen = 4
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local divs = (maxp.x-minp.x)/divlen+1;
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for yy=minh,maxh do
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local x = pr:next(1,chance)
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if x == 1 then
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for divx=0+1,divs-1-1 do
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for divz=0+1,divs-1-1 do
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local cx = minp.x + math.floor((divx+0.5)*divlen)
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local cz = minp.z + math.floor((divz+0.5)*divlen)
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local up = minetest.get_node({x=cx,y=yy,z=cz}).name
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local down = minetest.get_node({x=cx,y=yy-1,z=cz}).name
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if ( up == "default:water_source" or up == "air" ) and ( down == "default:sand" or (dirt == 1 and (down == "default:dirt" or down == "default:dirt_with_grass" ))) then
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local is_shallow = true
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local num_water_around = 0
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if minetest.get_node({x=cx-divlen*2,y=yy,z=cz}).name == "default:water_source" then
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num_water_around = num_water_around + 1
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end
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if minetest.get_node({x=cx+divlen*2,y=yy,z=cz}).name == "default:water_source" then
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num_water_around = num_water_around + 1
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end
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if minetest.get_node({x=cx,y=yy,z=cz-divlen*2}).name == "default:water_source" then
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num_water_around = num_water_around + 1
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end
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if minetest.get_node({x=cx,y=yy,z=cz+divlen*2}).name == "default:water_source" then
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num_water_around = num_water_around + 1
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end
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if num_water_around >= 3 then
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is_shallow = false
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end
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if is_shallow then
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for x1=-divlen,divlen do
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for z1=-divlen,divlen do
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local p={x=cx+x1,y=yy-1,z=cz+z1}
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down = minetest.get_node(p).name
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if down == "default:sand" or (dirt == 1 and (down == "default:dirt" or down == "default:dirt_with_grass")) then
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minetest.set_node(p, {name=name})
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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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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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end
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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return
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end
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1)
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local pr = PseudoRandom(seed)
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local num_chunks = math.floor(chunks_per_volume * volume)
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local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
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for i=1,num_chunks do
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local y0 = pr:next(y_min, y_max-chunk_size+1)
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if y0 >= height_min and y0 <= height_max then
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local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
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local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
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local p0 = {x=x0, y=y0, z=z0}
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for x1=0,chunk_size-1 do
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for y1=0,chunk_size-1 do
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for z1=0,chunk_size-1 do
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if pr:next(1,inverse_chance) == 1 then
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local x2 = x0+x1
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local y2 = y0+y1
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local z2 = z0+z1
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local p2 = {x=x2, y=y2, z=z2}
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if minetest.get_node(p2).name == wherein then
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minetest.set_node(p2, {name=name})
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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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end
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end
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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print("DARKAGE: Generate stratus");
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generate_claylike("darkage:mud", minp, maxp, seed+1, 4, 0, 2, 0)
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generate_claylike("darkage:silt", minp, maxp, seed+2, 4, -1, 1, 1)
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generate_stratus("darkage:chalk",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+3, 4, 25, 8, 0, -20, 50)
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generate_stratus("darkage:ors",
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{"default:stone"},
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{"default:stone","air","default:water_source"}, nil,
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minp, maxp, seed+4, 4, 25, 7, 50, -200, 500)
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generate_stratus("darkage:shale",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+5, 4, 23, 7, 50, -50, 20)
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generate_stratus("darkage:slate",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+6, 6, 23, 5, 50, -500, 0)
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generate_stratus("darkage:schist",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+7, 6, 19, 6, 50, -31000, -10)
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generate_stratus("darkage:basalt",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+8, 5, 20, 5, 20, -31000, -50)
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generate_stratus("darkage:marble",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+9, 4, 25, 6, 50, -31000, -75)
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generate_stratus("darkage:serpentine",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+10, 4, 28, 8, 50, -31000, -350)
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generate_stratus("darkage:gneiss",
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{"default:stone"},
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{"default:stone","air"}, nil,
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minp, maxp, seed+11, 4, 15, 5, 50, -31000, -250)
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end)
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