Vine generation now uses Perlin noise
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@ -2,8 +2,6 @@
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-- Aliases for map generator outputs
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--
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mcl_mapgen_core = {}
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minetest.register_alias("mapgen_air", "air")
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minetest.register_alias("mapgen_stone", "mcl_core:stone")
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minetest.register_alias("mapgen_tree", "mcl_core:tree")
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@ -884,7 +882,8 @@ else
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end
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-- Perlin noise objects
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local perlin
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local perlin_structures
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local perlin_vines, perlin_vines_fine, perlin_vines_upwards, perlin_vines_length
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-- Generate clay and structures
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-- TODO: Try to use more efficient structure generating code
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@ -931,7 +930,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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if maxp.y >= 3 and minp.y <= 64 then
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-- Generate desert temples
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perlin = perlin or minetest.get_perlin(329, 3, 0.6, 100)
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perlin_structures = perlin_structures or minetest.get_perlin(329, 3, 0.6, 100)
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-- Assume X and Z lengths are equal
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local divlen = 5
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local divs = (maxp.x-minp.x)/divlen+1;
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@ -942,7 +941,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local x1 = minp.x + math.floor((divx+1)*divlen)
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local z1 = minp.z + math.floor((divz+1)*divlen)
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-- Determine amount from perlin noise
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local amount = math.floor(perlin:get2d({x=x0, y=z0}) * 9)
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local amount = math.floor(perlin_structures:get2d({x=x0, y=z0}) * 9)
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-- Find random positions based on this random
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local pr = PseudoRandom(seed+1)
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for i=0, amount do
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@ -1175,31 +1174,34 @@ minetest.register_on_generated(function(minp, maxp)
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end
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-- Pass 2: Generate vines at jungle wood and jungle leaves
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perlin_vines = perlin_vines or minetest.get_perlin(555, 4, 0.6, 500)
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perlin_vines_fine = perlin_vines_fine or minetest.get_perlin(43000, 4, 0.6, 2)
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perlin_vines_length = perlin_vines_length or minetest.get_perlin(435, 4, 0.6, 5)
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perlin_vines_upwards = perlin_vines_upwards or minetest.get_perlin(436, 3, 0.6, 400)
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local junglething
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for i=1, 2 do
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if i==1 then junglething = jungletree
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else junglething = jungleleaves end
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for n = 1, #junglething do
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pos = junglething[n]
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treepos = table.copy(pos)
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dir = math.random(1, 4)
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local dirs = {
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{x=1,y=0,z=0},
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{x=-1,y=0,z=0},
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{x=0,y=0,z=1},
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{x=0,y=0,z=-1},
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}
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if dir == 1 then
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pos.z = pos.z + 1
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elseif dir == 2 then
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pos.z = pos.z - 1
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elseif dir == 3 then
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pos.x = pos.x + 1
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elseif dir == 4 then
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pos.x = pos.x -1
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end
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for d = 1, #dirs do
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local pos = vector.add(pos, dirs[d])
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local nn = minetest.get_node(pos).name
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if math.random(1,3) == 1 and nn == "air" then
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if perlin_vines:get2d(pos) > -0.1 and perlin_vines_fine:get3d(pos) > 0.4 and nn == "air" then
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local newnode = {
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name = "mcl_core:vine",
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param2 = minetest.dir_to_wallmounted(vector.subtract(treepos, pos))
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@ -1209,13 +1211,13 @@ minetest.register_on_generated(function(minp, maxp)
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local grow_upwards = false
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-- Only possible on the wood, not on the leaves
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if i == 1 then
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grow_upwards = math.random(1,8) == 1
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grow_upwards = perlin_vines_upwards:get3d(pos) > 0.8
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end
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if grow_upwards then
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-- Grow vines up 1-4 nodes, even through jungleleaves.
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-- This may give climbing access all the way to the top of the tree :-)
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-- But this will be fairly rare.
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local length = math.random(1, 4)
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local length = math.ceil(math.abs(perlin_vines_length:get3d(pos)) * 4)
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for l=0, length-1 do
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local tnn = minetest.get_node(treepos).name
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local nn = minetest.get_node(pos).name
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@ -1229,7 +1231,7 @@ minetest.register_on_generated(function(minp, maxp)
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end
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else
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-- Grow vines down 1-7 nodes
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local length = math.random(1, 7)
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local length = math.ceil(math.abs(perlin_vines_length:get3d(pos)) * 7)
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for l=0, length-1 do
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if minetest.get_node(pos).name == "air" then
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minetest.set_node(pos, newnode)
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@ -1240,6 +1242,7 @@ minetest.register_on_generated(function(minp, maxp)
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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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