forked from VoxeLibre/VoxeLibre
Generate random Mese strata based on world seed
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@ -1299,7 +1299,6 @@ local function register_biomelike_ores()
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-- Mesa strata (registered as sheet ores)
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-- Mesa strata (registered as sheet ores)
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-- Helper function to create strata.
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-- Helper function to create strata.
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-- Available Mesa colors: silver (light grey), brown, orange, red, yellow, white
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local stratum = function(y_min, height, color, seed)
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local stratum = function(y_min, height, color, seed)
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if not height then
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if not height then
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height = 1
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height = 1
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@ -1322,39 +1321,75 @@ local function register_biomelike_ores()
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})
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})
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end
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end
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-- First stratum near the sand level. Always orange.
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stratum(11, 3, "orange")
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stratum(11, 3, "orange")
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-- Create strata for up to Y = 256
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-- Create random strata for up to Y = 256.
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-- This is semi-random based on the mapseed.
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-- These strata are calculated based on the world seed and are global.
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local seed = minetest.get_mapgen_setting("seed")
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-- They are thus unique per-world.
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local i = 0
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local mesapr = PcgRandom(minetest.get_mapgen_setting("seed"))
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--[[
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------ DANGER ZONE! ------
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The following code is sensitive to changes; changing any number may break
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mapgen consistency when the mapgen generates new mapchunks in existing
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worlds because the random generator will yield different results and the strata
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suddenly don't match up anymore. ]]
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-- Available Mesa colors:
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local mesa_stratum_colors = { "silver", "brown", "orange", "red", "yellow", "white" }
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-- Start level
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local y = 17
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-- Generate stratas
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repeat
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repeat
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seed = seed + i
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-- Each stratum has a color (duh!)
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local colorid = mesapr:next(1, #mesa_stratum_colors)
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stratum(17+i, 1, "orange", seed)
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-- … and a random thickness
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stratum(19+i, 1, "silver", seed)
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local heightrandom = mesapr:next(1, 12)
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stratum(21+i, 1, "brown", seed)
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local h
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stratum(22+i, 1, "red", seed)
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if heightrandom == 12 then
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stratum(24+i, 1, "silver", seed)
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h = 4
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stratum(26+i, 1, "brown", seed)
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elseif heightrandom >= 10 then
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stratum(27+i, 1, "white", seed)
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h = 3
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stratum(29+i, 1, "orange", seed)
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elseif heightrandom >= 8 then
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stratum(34+i, 1, "red", seed)
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h = 2
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stratum(42+i, 1, "orange", seed)
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else
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stratum(44+i, 1, "yellow", seed)
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h = 1
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stratum(46+i, 1, "brown", seed)
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end
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stratum(48+i, 1, "silver", seed)
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-- Small built-in bias: Only thin strata up to this Y level
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stratum(51+i, 1, "white", seed)
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if y < 45 then
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stratum(55+i, 2, "yellow", seed)
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h = math.min(h, 2)
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stratum(58+i, 2, "orange", seed)
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end
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stratum(62+i, 1, "brown", seed)
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stratum(68+i, 3, "orange", seed)
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stratum(73+i, 2, "brown", seed)
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stratum(76+i, 1, "white", seed)
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-- Repeat strata above Y=76
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i = i + 66
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-- Register stratum
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until i > 256
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stratum(y, h, mesa_stratum_colors[colorid])
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-- Skip a random amount of layers (which won't get painted)
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local skiprandom = mesapr:next(1, 12)
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local skip
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if skiprandom == 12 then
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skip = 4
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elseif skiprandom >= 10 then
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skip = 3
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elseif skiprandom >= 5 then
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skip = 2
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elseif skiprandom >= 2 then
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skip = 1
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else
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-- If this happens, the next stratum will touch the previous one without gap
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skip = 0
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end
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-- Get height of next stratum or finish
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y = y + h + skip
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until y > 256
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--[[ END OF DANGER ZONE ]]
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end
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end
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-- Non-Overworld ores
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-- Non-Overworld ores
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