Fix 'over 60 upvalues'
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@ -1,4 +1,4 @@
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watershed 0.6.0 by paramat
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watershed 0.6.1 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default stairs
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Licenses: code WTFPL, textures CC BY-SA
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64
init.lua
64
init.lua
@ -1,9 +1,11 @@
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-- watershed 0.6.0 by paramat
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-- watershed 0.6.1 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default bucket
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-- License: code WTFPL, textures CC BY-SA
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-- New in 0.6.0:
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-- fix 'over 60 upvalues'
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-- TODO
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-- correct noise code in spawnplayer function
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-- Parameters
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@ -46,18 +48,20 @@ local LOHUT = -0.35 -- Low ..
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local FOGHUT = 1.0 -- Fog ..
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local BLEND = 0.02 -- Biome blend randomness
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local PINCHA = 36 -- Pine tree 1/x chance per node
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local APTCHA = 36 -- Appletree
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local FLOCHA = 289 -- Flower
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local GRACHA = 36 -- Grassland grasses
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local JUTCHA = 16 -- Jungletree
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local JUGCHA = 16 -- Junglegrass
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local CACCHA = 2209 -- Cactus
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local DRYCHA = 121 -- Dry shrub
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local ACACHA = 1369 -- Acacia tree
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local GOGCHA = 9 -- Golden grass
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local PAPCHA = 4 -- Papyrus
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local DUGCHA = 16 -- Dune grass
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local flora = {
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PINCHA = 36, -- Pine tree 1/x chance per node
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APTCHA = 36, -- Appletree
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FLOCHA = 289, -- Flower
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GRACHA = 36, -- Grassland grasses
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JUTCHA = 16, -- Jungletree
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JUGCHA = 16, -- Junglegrass
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CACCHA = 2209, -- Cactus
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DRYCHA = 121, -- Dry shrub
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ACACHA = 1369, -- Acacia tree
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GOGCHA = 9, -- Golden grass
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PAPCHA = 4, -- Papyrus
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DUGCHA = 16, -- Dune grass
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}
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-- 3D noises
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@ -530,14 +534,14 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
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local fnoise = n_fissure -- noise for flower colours
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if under[si] == 1 then
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data[viu] = c_wsicydirt
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if math.random(DRYCHA) == 2 then
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if math.random(flora.DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 2 then
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data[viu] = c_dirtsnow
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data[vi] = c_snowblock
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elseif under[si] == 3 then
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if math.random(PINCHA) == 2 then
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if math.random(flora.PINCHA) == 2 then
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watershed_pinetree(x, y, z, area, data)
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else
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data[viu] = c_dirtsnow
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@ -545,58 +549,58 @@ function watershed_chunkgen(x0, y0, z0, x1, y1, z1, area, data)
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end
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elseif under[si] == 4 then
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data[viu] = c_wsdrygrass
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if math.random(DRYCHA) == 2 then
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if math.random(flora.DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 5 then
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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if math.random(flora.FLOCHA) == 2 then
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watershed_flower(data, vi, fnoise)
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elseif math.random(GRACHA) == 2 then
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elseif math.random(flora.GRACHA) == 2 then
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data[vi] = c_grass5
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end
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elseif under[si] == 6 then
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if math.random(APTCHA) == 2 then
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if math.random(flora.APTCHA) == 2 then
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watershed_appletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(FLOCHA) == 2 then
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if math.random(flora.FLOCHA) == 2 then
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watershed_flower(data, vi, fnoise)
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elseif math.random(GRACHA) == 2 then
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elseif math.random(flora.GRACHA) == 2 then
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data[vi] = c_grass5
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end
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end
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elseif under[si] == 7 and n_temp < HITET + 0.1 then
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if math.random(CACCHA) == 2 then
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if math.random(flora.CACCHA) == 2 then
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watershed_cactus(x, y, z, area, data)
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elseif math.random(DRYCHA) == 2 then
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elseif math.random(flora.DRYCHA) == 2 then
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data[vi] = c_dryshrub
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end
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elseif under[si] == 8 then
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if math.random(ACACHA) == 2 then
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if math.random(flora.ACACHA) == 2 then
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watershed_acaciatree(x, y, z, area, data)
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else
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data[viu] = c_wsdrygrass
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if math.random(GOGCHA) == 2 then
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if math.random(flora.GOGCHA) == 2 then
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data[vi] = c_wsgoldengrass
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end
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end
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elseif under[si] == 9 then
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if math.random(JUTCHA) == 2 then
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if math.random(flora.JUTCHA) == 2 then
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watershed_jungletree(x, y, z, area, data)
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else
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data[viu] = c_wsgrass
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if math.random(JUGCHA) == 2 then
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if math.random(flora.JUGCHA) == 2 then
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data[vi] = c_jungrass
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end
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end
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elseif under[si] == 10 then -- dunes
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if math.random(DUGCHA) == 2 and y > YSAV
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if math.random(flora.DUGCHA) == 2 and y > YSAV
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and biome >= 4 then
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data[vi] = c_wsgoldengrass
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end
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elseif under[si] == 11 and n_temp > HITET then -- hot biome riverbank
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if math.random(PAPCHA) == 2 then
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if math.random(flora.PAPCHA) == 2 then
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watershed_papyrus(x, y, z, area, data)
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end
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elseif under[si] == 12
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