Perlinmap overgen plus 'get node' scanning, lower sea level, remove soil table
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@ -1,4 +1,4 @@
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watershed 0.2.12 by paramat
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watershed 0.2.13 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default
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Licenses: code WTFPL
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480
init.lua
480
init.lua
@ -1,22 +1,23 @@
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-- watershed 0.2.12 by paramat
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-- watershed 0.2.13 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- 0.2.12 tune TERCEN, TERSCA and amplitudes
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-- fixed and added more sandstone strata
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-- lower sea level to 160 above TERCEN
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-- removed soil table
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-- vertical perlinmap overgeneration combined with 'get node' scanning
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-- TODO
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-- fog
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-- singlenode y = 0 realm option. on spawnplayer teleport to surface, how?
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-- magma with it's own tapering conduit system ... creates vents at the surface
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-- singlenode y = 0 realm option, on spawnplayer teleport to surface
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-- magma
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-- Parameters
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local YMIN = 6000 -- Approximate base of realm stone
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local YMAX = 8000 -- Approximate top of atmosphere / mountains / floatlands
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local TERCEN = 6784 -- Terrain 'centre', average seabed level
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local YWAT = 7024 -- Sea level
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local YCLOUD = 7152 -- Cloud level
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local TERCEN = 6856 -- Terrain 'centre', average seabed level
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local YWAT = 7016 -- Sea level
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local YCLOUD = 7144 -- Cloud level
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local TERSCA = 512 -- Vertical terrain scale
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local XLSAMP = 0.2 -- Extra large scale height variation amplitude
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@ -253,7 +254,6 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local c_sandstone = minetest.get_content_id("default:sandstone")
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local c_gravel = minetest.get_content_id("default:gravel")
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local c_clay = minetest.get_content_id("default:clay")
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local c_lava = minetest.get_content_id("default:lava_source")
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local c_wswater = minetest.get_content_id("watershed:water")
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local c_wsstone = minetest.get_content_id("watershed:stone")
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@ -267,8 +267,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local c_wspermafrost = minetest.get_content_id("watershed:permafrost")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local chulens = {x=sidelen, y=sidelen+2, z=sidelen}
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local minposxyz = {x=x0, y=y0-1, z=z0}
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local minposxz = {x=x0, y=z0}
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local nvals_rough = minetest.get_perlin_map(np_rough, chulens):get3dMap_flat(minposxyz)
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@ -284,25 +284,18 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
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local nvals_cloud = minetest.get_perlin_map(np_cloud, chulens):get2dMap_flat(minposxz)
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local ungen = false -- ungenerated chunk below?
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if minetest.get_node({x=x0, y=y0-1, z=z0}).name == "ignore" then
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ungen = true
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print ("[watershed] ungen")
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end
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local nixyz = 1
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local nixz = 1
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local stable = {}
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local under = {}
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local soil = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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under[si] = 0
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soil[si] = 0
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else
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stable[si] = 2
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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for y = y0 - 1, y1 + 1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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local viu = area:index(x0, y-1, z)
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for x = x0, x1 do -- for each node do
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@ -332,236 +325,271 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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local n_temp = nvals_temp[nixyz] -- get raw temp and humid noise for use with node
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local n_humid = nvals_humid[nixyz]
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local biome = false -- select biome for node
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if n_temp < LOTET then
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if n_humid < MIDHUT then
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biome = 1 -- tundra
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if y == y0 - 1 then -- node layer below chunk
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if ungen then
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if density >= 0 then -- if node solid
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stable[si] = 2
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else
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stable[si] = 0
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end
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else
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biome = 2 -- taiga
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local nodename = minetest.get_node({x=x,y=y,z=z}).name
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if nodename == "watershed:stone"
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or nodename == "watershed:redstone"
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or nodename == "watershed:dirt"
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or nodename == "watershed:permafrost"
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or nodename == "default:sandstone"
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or nodename == "default:sand"
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or nodename == "default:desert_sand"
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or nodename == "default:gravel" then
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stable[si] = 2
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else
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stable[si] = 0
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end
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end
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elseif n_temp > HITET then
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if n_humid < LOHUT then
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biome = 6 -- desert
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elseif n_humid > HIHUT then
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biome = 8 -- rainforest
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elseif y >= y0 and y <= y1 then -- chunk
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local n_temp = nvals_temp[nixyz] -- get raw temp and humid noise for use with node
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local n_humid = nvals_humid[nixyz]
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local biome = false -- select biome for node
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if n_temp < LOTET then
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if n_humid < MIDHUT then
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biome = 1 -- tundra
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else
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biome = 2 -- taiga
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end
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elseif n_temp > HITET then
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if n_humid < LOHUT then
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biome = 6 -- desert
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elseif n_humid > HIHUT then
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biome = 8 -- rainforest
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else
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biome = 7 -- savanna
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end
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else
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biome = 7 -- savanna
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if n_humid < LOHUT then
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biome = 3 -- dry grassland
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elseif n_humid > HIHUT then
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biome = 5 -- deciduous forest
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else
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biome = 4 -- grassland
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end
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end
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else
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if n_humid < LOHUT then
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biome = 3 -- dry grassland
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elseif n_humid > HIHUT then
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biome = 5 -- deciduous forest
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else
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biome = 4 -- grassland
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end
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end
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if density >= tstone and nofis -- stone cut by fissures
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or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- stone around water
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or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- stone around river
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local densitystr = nvals_strata[nixyz] / 4 + (TERCEN - y) / TERSCA
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local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
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if (densityper >= 0 and densityper <= 0.04) -- sandstone strata
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or (densityper >= 0.2 and densityper <= 0.23)
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or (densityper >= 0.45 and densityper <= 0.47)
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or (densityper >= 0.7 and densityper <= 0.73)
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or (densityper >= 0.75 and densityper <= 0.77)
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or (densityper >= 0.84 and densityper <= 0.87)
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or (densityper >= 0.92 and densityper <= 0.95) then
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data[vi] = c_sandstone
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elseif biome == 6 and density < TSTONE * 3 then -- desert stone
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data[vi] = c_wsredstone
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elseif math.abs(nvals_ore[nixyz]) < ORET then -- if seam
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if densityper >= 0.9 and densityper <= 0.9 + ORETHI
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and math.random(23) == 2 then
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data[vi] = c_stodiam
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elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI
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and math.random(17) == 2 then
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data[vi] = c_stogold
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elseif densityper >= 0.6 and densityper <= 0.6 + ORETHI * 4 then
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data[vi] = c_stocoal
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elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then
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data[vi] = c_gravel
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elseif densityper >= 0.4 and densityper <= 0.4 + ORETHI * 2
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and math.random(3) == 2 then
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data[vi] = c_stoiron
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elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 2
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and math.random(5) == 2 then
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data[vi] = c_stocopp
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elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI
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and math.random(19) == 2 then
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data[vi] = c_mese
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if density >= tstone and nofis -- stone cut by fissures
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or (density >= tstone and density < TSTONE * 3 and y <= YWAT) -- stone around water
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or (density >= tstone and density < TSTONE * 3 and densitybase >= triv ) then -- stone around river
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local densitystr = nvals_strata[nixyz] / 4 + (TERCEN - y) / TERSCA
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local densityper = densitystr - math.floor(densitystr) -- periodic strata 'density'
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if (densityper >= 0 and densityper <= 0.04) -- sandstone strata
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or (densityper >= 0.2 and densityper <= 0.23)
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or (densityper >= 0.45 and densityper <= 0.47)
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or (densityper >= 0.7 and densityper <= 0.73)
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or (densityper >= 0.75 and densityper <= 0.77)
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or (densityper >= 0.84 and densityper <= 0.87)
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or (densityper >= 0.92 and densityper <= 0.95) then
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data[vi] = c_sandstone
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elseif biome == 6 and density < TSTONE * 3 then -- desert stone
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data[vi] = c_wsredstone
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elseif math.abs(nvals_ore[nixyz]) < ORET then -- if seam
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if densityper >= 0.9 and densityper <= 0.9 + ORETHI
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and math.random(23) == 2 then
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data[vi] = c_stodiam
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elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI
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and math.random(17) == 2 then
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data[vi] = c_stogold
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elseif densityper >= 0.6 and densityper <= 0.6 + ORETHI * 4 then
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data[vi] = c_stocoal
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elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then
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data[vi] = c_gravel
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elseif densityper >= 0.4 and densityper <= 0.4 + ORETHI * 2
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and math.random(3) == 2 then
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data[vi] = c_stoiron
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elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 2
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and math.random(5) == 2 then
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data[vi] = c_stocopp
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elseif densityper >= 0.1 and densityper <= 0.1 + ORETHI
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and math.random(19) == 2 then
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data[vi] = c_mese
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else
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data[vi] = c_wsstone
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end
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else
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data[vi] = c_wsstone
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end
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else
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data[vi] = c_wsstone
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end
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stable[si] = stable[si] + 1
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under[si] = 0
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soil[si] = 0
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elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
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if y == YWAT - 2 and math.abs(n_temp) < 0.05 then -- clay
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data[vi] = c_clay
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elseif densitybase >= tsand + math.random() * 0.003 -- river / seabed sand not cut by fissures
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or y <= YWAT + 1 + math.random(2) then
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data[vi] = c_sand
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elseif nofis then -- fine materials cut by fissures
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if biome == 6 then
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data[vi] = c_desand
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under[si] = 6 -- desert
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elseif biome == 7 then
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data[vi] = c_wsdirt
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under[si] = 7 -- savanna
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soil[si] = soil[si] + 1 -- increment soil if trees within biome
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elseif biome == 8 then
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data[vi] = c_wsdirt
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under[si] = 8 -- rainforest
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soil[si] = soil[si] + 1
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elseif biome == 3 then
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data[vi] = c_wsdirt
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under[si] = 3 -- dry grassland
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elseif biome == 4 then
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data[vi] = c_wsdirt
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under[si] = 4 -- grassland
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elseif biome == 5 then
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data[vi] = c_wsdirt
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under[si] = 5 -- forest
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soil[si] = soil[si] + 1
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elseif biome == 1 then
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data[vi] = c_wspermafrost
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under[si] = 1 -- tundra
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elseif biome == 2 then
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data[vi] = c_wsdirt
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under[si] = 2 -- taiga
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soil[si] = soil[si] + 1
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stable[si] = stable[si] + 1
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under[si] = 0
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elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
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if y == YWAT - 2 and math.abs(n_temp) < 0.05 then -- clay
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data[vi] = c_clay
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elseif densitybase >= tsand + math.random() * 0.003 -- river / seabed sand not cut by fissures
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or y <= YWAT + 1 + math.random(2) then
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data[vi] = c_sand
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elseif nofis then -- fine materials cut by fissures
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if biome == 6 then
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data[vi] = c_desand
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under[si] = 6 -- desert
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elseif biome == 7 then
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data[vi] = c_wsdirt
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under[si] = 7 -- savanna
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elseif biome == 8 then
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data[vi] = c_wsdirt
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under[si] = 8 -- rainforest
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elseif biome == 3 then
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data[vi] = c_wsdirt
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under[si] = 3 -- dry grassland
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elseif biome == 4 then
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data[vi] = c_wsdirt
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under[si] = 4 -- grassland
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elseif biome == 5 then
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data[vi] = c_wsdirt
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under[si] = 5 -- forest
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elseif biome == 1 then
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data[vi] = c_wspermafrost
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under[si] = 1 -- tundra
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elseif biome == 2 then
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data[vi] = c_wsdirt
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under[si] = 2 -- taiga
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end
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else -- fissure
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stable[si] = 0
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under[si] = 0
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end
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elseif y <= YWAT and density < tstone then -- sea water, not in fissures
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if y == YWAT and n_temp < ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_water
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if y == YWAT and biome >= 6 and stable[si] >= 1
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and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
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watershed_papyrus(x, y, z, area, data)
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end
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end
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else -- fissure
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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end
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elseif y <= YWAT and density < tstone then -- sea water, not in fissures
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if y == YWAT and n_temp < ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_water
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if y == YWAT and biome >= 6 and stable[si] >= 1
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and math.random(PAPCHA) == 2 then -- papyrus in desert and rainforest
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watershed_papyrus(x, y, z, area, data)
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elseif densitybase >= triv and density < tstone then -- river water, not in fissures
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if n_temp < ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_wswater
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end
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end
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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elseif densitybase >= triv and density < tstone then -- river water, not in fissures
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if n_temp < ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_wswater
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end
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stable[si] = 0
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under[si] = 0
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soil[si] = 0
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elseif y == YCLOUD then -- clouds
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local xrq = 16 * math.floor((x - x0) / 16) -- quantise to 16x16 lattice
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local zrq = 16 * math.floor((z - z0) / 16)
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local qixz = zrq * 80 + xrq + 1 -- quantised index
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if nvals_cloud[qixz] > TCLOUD then
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local yrq = 16 * math.floor((y - y0) / 16)
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local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
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if nvals_humid[qixyz] > DCLOHUT then
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data[vi] = c_wsdarkcloud
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elseif nvals_humid[qixyz] > CLOHUT then
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data[vi] = c_wscloud
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stable[si] = 0
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under[si] = 0
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elseif y == YCLOUD then -- clouds
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local xrq = 16 * math.floor((x - x0) / 16) -- quantise to 16x16 lattice
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local zrq = 16 * math.floor((z - z0) / 16)
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local qixz = zrq * 80 + xrq + 1 -- quantised index
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if nvals_cloud[qixz] > TCLOUD then
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local yrq = 16 * math.floor((y - y0) / 16)
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local qixyz = zrq * 6400 + yrq * 80 + xrq + 1
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if nvals_humid[qixyz] > DCLOHUT then
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data[vi] = c_wsdarkcloud
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elseif nvals_humid[qixyz] > CLOHUT then
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data[vi] = c_wscloud
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end
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end
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stable[si] = 0
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under[si] = 0
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else -- possible above surface air node
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if y >= YWAT and under[si] ~= 0 then
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local fnoise = nvals_fissure[nixyz]
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if under[si] == 1 then
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if math.random(121) == 2 then
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data[viu] = c_dirtsnow
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elseif math.random(121) == 2 then
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data[viu] = c_ice
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else
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data[viu] = c_wsdrygrass
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if math.random(DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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end
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elseif under[si] == 2 then
|
||||
if n_humid > HIHUT and math.random(PINCHA) == 2 then
|
||||
watershed_pinetree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_dirtsnow
|
||||
data[vi] = c_snowblock
|
||||
end
|
||||
elseif under[si] == 5 then
|
||||
if math.random(APTCHA) == 2 then
|
||||
watershed_appletree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_wsgrass
|
||||
if math.random(FLOCHA) == 2 then
|
||||
data[viu] = c_wsgrass
|
||||
watershed_flower(data, vi, fnoise)
|
||||
elseif math.random(FOGCHA) == 2 then
|
||||
data[viu] = c_wsgrass
|
||||
watershed_grass(data, vi)
|
||||
end
|
||||
end
|
||||
elseif under[si] == 3 then
|
||||
data[viu] = c_wsdrygrass
|
||||
if math.random(GRACHA) == 2 then
|
||||
if math.random(5) == 2 then
|
||||
data[vi] = c_wsgoldgrass
|
||||
else
|
||||
data[vi] = c_dryshrub
|
||||
end
|
||||
end
|
||||
elseif under[si] == 4 then
|
||||
data[viu] = c_wsgrass
|
||||
if math.random(FLOCHA) == 2 then
|
||||
watershed_flower(data, vi, fnoise)
|
||||
elseif math.random(GRACHA) == 2 then
|
||||
watershed_grass(data, vi)
|
||||
end
|
||||
elseif under[si] == 8 then
|
||||
if math.random(JUTCHA) == 2 then
|
||||
watershed_jungletree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_wsgrass
|
||||
if math.random(JUGCHA) == 2 then
|
||||
data[vi] = c_jungrass
|
||||
end
|
||||
end
|
||||
elseif under[si] == 7 then
|
||||
if math.random(ACACHA) == 2 then
|
||||
watershed_acaciatree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_wsdrygrass
|
||||
if math.random(GOGCHA) == 2 then
|
||||
data[vi] = c_wsgoldgrass
|
||||
end
|
||||
end
|
||||
elseif under[si] == 6 and n_temp < HITET + 0.1 then
|
||||
if math.random(CACCHA) == 2 then
|
||||
watershed_cactus(x, y, z, area, data)
|
||||
elseif math.random(DRYCHA) == 2 then
|
||||
data[vi] = c_dryshrub
|
||||
end
|
||||
end
|
||||
end
|
||||
stable[si] = 0
|
||||
under[si] = 0
|
||||
end
|
||||
stable[si] = 0
|
||||
under[si] = 0
|
||||
soil[si] = 0
|
||||
else -- possible above surface air node
|
||||
if y >= YWAT and under[si] ~= 0 then
|
||||
local fnoise = nvals_fissure[nixyz]
|
||||
if under[si] == 1 then
|
||||
elseif y == y1 + 1 then -- plane of nodes above chunk
|
||||
if density < 0 and y >= YWAT + 1 and under[si] ~= 0 then -- if air above fine materials
|
||||
if under[si] == 1 then -- add surface nodes to chunk top layer
|
||||
if math.random(121) == 2 then
|
||||
data[viu] = c_dirtsnow
|
||||
elseif math.random(121) == 2 then
|
||||
data[viu] = c_ice
|
||||
else
|
||||
data[viu] = c_wsdrygrass
|
||||
if math.random(DRYCHA) == 2 then
|
||||
data[vi] = c_dryshrub
|
||||
end
|
||||
end
|
||||
elseif under[si] == 2 then
|
||||
if n_humid > HIHUT and math.random(PINCHA) == 2
|
||||
and soil[si] >= 4 then
|
||||
watershed_pinetree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_dirtsnow
|
||||
data[vi] = c_snowblock
|
||||
end
|
||||
data[viu] = c_dirtsnow
|
||||
elseif under[si] == 5 then
|
||||
if math.random(APTCHA) == 2 and soil[si] >= 2 then
|
||||
watershed_appletree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_wsgrass
|
||||
if math.random(FLOCHA) == 2 then
|
||||
data[viu] = c_wsgrass
|
||||
watershed_flower(data, vi, fnoise)
|
||||
elseif math.random(FOGCHA) == 2 then
|
||||
data[viu] = c_wsgrass
|
||||
watershed_grass(data, vi)
|
||||
end
|
||||
end
|
||||
data[viu] = c_wsgrass
|
||||
elseif under[si] == 3 then
|
||||
data[viu] = c_wsdrygrass
|
||||
if math.random(GRACHA) == 2 then
|
||||
if math.random(5) == 2 then
|
||||
data[vi] = c_wsgoldgrass
|
||||
else
|
||||
data[vi] = c_dryshrub
|
||||
end
|
||||
end
|
||||
elseif under[si] == 4 then
|
||||
data[viu] = c_wsgrass
|
||||
if math.random(FLOCHA) == 2 then
|
||||
watershed_flower(data, vi, fnoise)
|
||||
elseif math.random(GRACHA) == 2 then
|
||||
watershed_grass(data, vi)
|
||||
end
|
||||
elseif under[si] == 8 then
|
||||
if math.random(JUTCHA) == 2 and soil[si] >= 5 then
|
||||
watershed_jungletree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_wsgrass
|
||||
if math.random(JUGCHA) == 2 then
|
||||
data[vi] = c_jungrass
|
||||
end
|
||||
end
|
||||
data[viu] = c_wsgrass
|
||||
elseif under[si] == 7 then
|
||||
if math.random(ACACHA) == 2 and soil[si] >= 3 then
|
||||
watershed_acaciatree(x, y, z, area, data)
|
||||
else
|
||||
data[viu] = c_wsdrygrass
|
||||
if math.random(GOGCHA) == 2 then
|
||||
data[vi] = c_wsgoldgrass
|
||||
end
|
||||
end
|
||||
elseif under[si] == 6 and n_temp < HITET + 0.1 then
|
||||
if math.random(CACCHA) == 2 then
|
||||
watershed_cactus(x, y, z, area, data)
|
||||
elseif math.random(DRYCHA) == 2 then
|
||||
data[vi] = c_dryshrub
|
||||
end
|
||||
data[viu] = c_wsdrygrass
|
||||
end
|
||||
end
|
||||
stable[si] = 0
|
||||
under[si] = 0
|
||||
soil[si] = 0
|
||||
end
|
||||
nixyz = nixyz + 1
|
||||
nixz = nixz + 1
|
||||
|
Loading…
Reference in New Issue
Block a user