Initial commit
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# Auto detect text files and perform LF normalization
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* text=auto
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net> (original mapgen code, modified by MisterE)
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Mod by seventeenthShulker
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Copyright (C) 2022 MisterE (api code)
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Copyright (C) 2022 regulus (some mapgen code)
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Copyright (C) 2022 LMD (some mapgen code)
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luamap by MisterE
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MIT LICENSE
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301
README.md
301
README.md
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@ -1,300 +1,5 @@
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## Intro and usage
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Luamap is a library for modders to focus on mapgen logic rather than figuruing
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out how mapgen works. using it is simple: override the luamap.logic function.
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The goal of the luamap logic function is to return a content id at a point.
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Calling the old logic function before running your own logic allows you to add
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to other mods that use luamap. If you do not save and call the old luamap
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function, then your mod will completely override any other mapgens made by other
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mods using luamap.
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```lua
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local c_stone = minetest.get_content_id("default:stone")
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local c_water = minetest.get_content_id("default:water_source")
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local water_level = 0
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local old_logic = luamap.logic
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function luamap.logic(noise_vals,x,y,z,seed,original_content)
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-- get any terrain defined in another mod
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local content = old_logic(noise_vals,x,y,z,seed,original_content)
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-- use our own logic to add to that logic
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-- make any nodes below sea level water and below stone level stone
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if y < water_level then
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content = c_water
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end
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if y < -3 then
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content = c_stone
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end
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return content
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end
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```
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This would make a flat mapgen covered in a layer of water.
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luamap gives you an easy way to make and use 2d and 3d noises in your mapgen:
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```lua
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-- 2d noise mapgen
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luamap.register_noise("terrainmap",{
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type = "2d",
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np_vals = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=256, z=384},
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seed = 5900033,
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octaves = 5,
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persist = 0.63,
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lacunarity = 2.0,
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flags = ""
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},
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ymin = -31000,
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ymax = 31000,
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})
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local c_stone = minetest.get_content_id("default:stone")
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local c_water = minetest.get_content_id("default:water_source")
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local water_level = 0
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local old_logic = luamap.logic
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function luamap.logic(noise_vals,x,y,z,seed,original_content)
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-- get any terrain defined in another mod
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local content = old_logic(noise_vals,x,y,z,seed,original_content)
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if y < water_level then
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content = c_water
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end
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if y < noise_vals.terrainmap * 50 then
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content = c_stone
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end
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return content
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end
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```
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you can also register a 3d noise like so:
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```lua
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luamap.register_noise("terrainmap",{
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type = "3d",
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np_vals = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=384, z=384},
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seed = 5900033,
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octaves = 5,
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persist = 0.63,
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lacunarity = 2.0,
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flags = ""
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},
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ymin = -31000,
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ymax = 31000,
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})
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```
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## API
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### luamap.logic
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```lua
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luamap.logic(noise_vals,x,y,z,seed,original_content)
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```
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DESCRIPTION: Override this function to define mapgen logic. Best practice is to
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save the original function and call it to get a preset content id from any
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previously-defined mapgens.
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PARAMETERS:
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`noise_vals`
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A table indexed by noise names defined with `luamap.register_noise()`. So, if I
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have registered 2 noises: `terrain_2d` and `caves_3d` then noisevals might be:
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```lua
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{
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["terrain_2d"] = .7,
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["caves_3d"] = -.9,
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}
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```
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`x,y,z`
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The coordinates of the position to set the content for
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`seed`
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The seed passed to minetest.register_on_generated()
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`original_content`
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The original content of the mapgen
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RETURNS:
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should return a content id such as that gotten from
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`minetest.get_content_id("nodename")`
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NOTES:
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remember that this function is called for every single node ever generated.
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Keep your calculations fast or the mapgen will slow down.
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2d noise is much faster than 3d noise.
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### luamap.register_noise
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```lua
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luamap.register_noise(name,data)
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```
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DESCRIPTION: creates a mapgen noise that will be calculated and returned in
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`luamap.logic`
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PARAMETERS:
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`name`
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String, the name of the noise
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`data`
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table, the noise data:
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```lua
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{
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type = "2d", -- or "3d"
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np_vals = { -- noise params, see minetest lua api
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offset = 0,
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scale = 1,
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spread = {x=384, y=256, z=384},
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seed = 5900033,
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octaves = 5,
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persist = 0.63,
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lacunarity = 2.0,
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flags = ""
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},
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ymin = -31000,
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ymax = 31000,
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}
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```
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NOTES:
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`ymin` and `ymax` define a range in which to calculate the noise. This is useful
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for making realms: a noise might not be needed in a certian y-range. Note that
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if the position passed to `luamap.logic` is outside of the y-range, then
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`noise_vals` will not contain that noise, which saves on calculation times. Be
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sure to set the y-range to completely encompass the range that you expect to
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find your noises.
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### luamap.precalc
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```lua
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luamap.precalc(data, area, vm, minp, maxp, seed)
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```
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DESCRIPTION: An overridable function called just before calculating the noise
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and calling the logic function for each node. Best practice is to save the old
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function and call it before adding one's own logic, just like with
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`luamap.logic`
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### luamap.postcalc
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```lua
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luamap.postcalc(data, area, vm, minp, maxp, seed)
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```
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DESCRIPTION: An overridable function called just before setting the map lighting
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and data after the noise has been calculated and luamap.logic has been called
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for each node in the mapblock. It offers compatability with biomegen by Gaël de
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Sailly, which needs these parameters to function. Best practice is to save the
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old function and call it before adding one's own logic, just like with
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`luamap.logic`
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example:
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```lua
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local old_postcalc = luamap.precalc
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function luamap.postcalc(data, area, vm, minp, maxp, seed)
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old_postcalc(data, area, vm, minp, maxp, seed)
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biomegen.generate_all(data, area, vm, minp, maxp, seed)
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end
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```
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### luamap.set_singlenode
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```lua
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luamap.set_singlenode()
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```
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DESCRIPTION: Sets the mapgen to singlenode. Do not call this if you intend to
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make a realm, only call if you intend to completely replace engine mapgens
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No params, returns nothing.
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## HELPER FUNCTIONS
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### luamap.remap
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```lua
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luamap.remap(val, min_val, max_val, min_map, max_map)
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```
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DESCRIPTION: remaps a value between a range of values to a new range of values
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PARAMETERS:
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`val`
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value to remap
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`min_val`
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old range minimum
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`max_val`
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old range maximum
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`min_map`
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new range min
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`max_map`
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new range max
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NOTES:
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Minetest's perlin noises range from -2 to 2. If you want a noise that ranges
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from 0 to 1, then you can use remap:
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```lua
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mynoise = noisevals.mynoise
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mynoise = luamap.remap(mynoise, -2, 2, 0, 1)
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```
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### luamap.lerp
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```lua
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luamap.lerp(var_a, var_b, ratio, power)
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```
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DESCRIPTION: a linear interpolation function
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Interpolates between 2 values
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PARAMETERS:
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`var_a`
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first value to interpolate between
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`var_b`
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second value to interpolate between
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`ratio`
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number between 0 and 1 interpolation ratio: 0 is 100% var_a, 1 is 100%
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var_b, values between 0 and 1 return a mix of var_a and var_b
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`power`
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(optional, default 1) controls the exponent of the power. By default, it
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is 1, which gives linear interpolation. 3 would give cubic interpolation.
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Controls the shape of the interpolation curve.
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NOTES:
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useful for mixing two noises. If you use a third noise as the ratio, you can
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have areas that are mostly controlled by one noise, and other areas controlled
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by another noise.
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### luamap.coserp
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```lua
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luamap.coserp(var_a,var_b,ratio)
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```
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DESCRIPTION:
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Same as `luamap.lerp` but uses cosine interpolation for a smoother curve.
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## WG Base Test
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No biomes, just terrain shaping.
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Uses MisterE's [luamap](https://content.minetest.net/packages/MisterE/mandeland/) as a base.
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42
example.lua
42
example.lua
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-- forces the map into singlenode mode, don't do this if this is just a "realm".
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luamap.set_singlenode()
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-- creates a terrain noise
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luamap.register_noise("terrain",{
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type = "2d",
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np_vals = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=256, z=384},
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seed = 5900033,
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octaves = 5,
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persist = 0.63,
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lacunarity = 2.0,
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flags = ""
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},
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})
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local c_stone = minetest.get_content_id("default:stone")
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local c_water = minetest.get_content_id("default:water_source")
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local water_level = 0
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local old_logic = luamap.logic
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function luamap.logic(noise_vals,x,y,z,seed,original_content)
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-- get any terrain defined in another mod
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local content = old_logic(noise_vals,x,y,z,seed,original_content)
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if y < water_level then
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content = c_water
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end
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if y < noise_vals.terrain * 50 then
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content = c_stone
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end
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return content
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end
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175
init.lua
175
init.lua
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luamap = {}
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luamap.noises_2d = {}
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luamap.noises_3d = {}
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-- forces the map into singlenode mode, don't do this if this is just a "realm".
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luamap.set_singlenode()
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-- main noise
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local recip_factors = {1115, 743, 446, 318, 202, 171, 131, 117, 97}
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function luamap.remap(val, min_val, max_val, min_map, max_map)
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return (val-min_val)/(max_val-min_val) * (max_map-min_map) + min_map
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for i, r_fac in ipairs(recip_factors) do
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minetest.log("warning", r_fac)
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luamap.register_noise("terrain_o" .. i, {
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type = "2d",
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np_vals = {
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offset = 0,
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scale = 1,
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spread = {x=r_fac, y=r_fac, z=r_fac},
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seed = math.random(2147483647),
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octaves = 1,
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persist = 1,
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lacunarity = 1.0,
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flags = ""
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},
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ymin = -31000,
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ymax = 31000,
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})
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end
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-- linear interpolation, optional power modifier
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function luamap.lerp(var_a, var_b, ratio, power)
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if ratio > 1 then ratio = 1 end
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if ratio < 0 then ratio = 0 end
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power = power or 1
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return (1-ratio)*(var_a^power) + (ratio*(var_b^power))
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end
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local c_stone = minetest.get_content_id("default:stone")
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-- local c_water = minetest.get_content_id("default:water_source")
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function luamap.coserp(var_a,var_b,ratio)
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if ratio > 1 then ratio = 1 end
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if ratio < 0 then ratio = 0 end
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local rat2 = (1-math.cos(ratio*3.14159))/2
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return (var_a*(1-rat2)+var_b*rat2)
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end
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-- local water_level = 0
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function luamap.register_noise(name,data)
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if data.type == "2d" then
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luamap.noises_2d[name] = {}
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luamap.noises_2d[name].np_vals = data.np_vals
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luamap.noises_2d[name].nobj = nil
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luamap.noises_2d[name].ymin = data.ymin or -31000
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luamap.noises_2d[name].ymax = data.ymax or 31000
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else -- 3d
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luamap.noises_3d[name] = {}
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luamap.noises_3d[name].np_vals = data.np_vals
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luamap.noises_3d[name].nobj = nil
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luamap.noises_3d[name].ymin = data.ymin or -31000
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luamap.noises_3d[name].ymax = data.ymax or 31000
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end
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end
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local old_logic = luamap.logic
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local c_air = minetest.get_content_id("air")
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-- override this function
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function luamap.logic(noise_vals,x,y,z,seed,original_content)
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return original_content or c_air
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-- get any terrain defined in another mod
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local content = old_logic(noise_vals,x,y,z,seed,original_content)
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-- if y < water_level then
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-- content = c_water
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-- end
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local terrain_height = 0
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for i, r_fac in ipairs(recip_factors) do
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local name = "terrain_o" .. i
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terrain_height = terrain_height + r_fac * noise_vals[name]
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end
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-- override this function
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function luamap.precalc(data, area, vm, minp, maxp, seed)
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return
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if y < terrain_height * 0.1 then
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if math.random(10) == 7 then minetest.log("warning", "yes") end
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content = c_stone
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end
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-- override this function
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function luamap.postcalc(data, area, vm, minp, maxp, seed)
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return
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return content
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end
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-- Set mapgen parameters
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function luamap.set_singlenode()
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minetest.register_on_mapgen_init(function(mgparams)
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minetest.set_mapgen_params({mgname="singlenode"})
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end)
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end
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local noise_vals = {}
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minetest.register_on_generated(function(minp, maxp, seed)
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-- localize vars
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local logic = luamap.logic
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local noises_2d = luamap.noises_2d
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local noises_3d = luamap.noises_3d
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local sidelen = maxp.x - minp.x + 1
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local chulens3d = {x=sidelen, y=sidelen, z=sidelen}
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local chulens2d = {x=sidelen, y=sidelen, z=1}
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local minpos3d = {x=minp.x, y=minp.y-16, z=minp.z}
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local minpos2d = {x=minp.x, y=minp.z}
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luamap.precalc(data, area, vm, minp, maxp, seed)
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for name,elements in pairs(noises_2d) do
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if not(maxp.y <= elements.ymin and minp.y >= elements.ymax) then
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noises_2d[name].nobj = noises_2d[name].nobj or minetest.get_perlin_map(noises_2d[name].np_vals, chulens2d)
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noises_2d[name].nvals = noises_2d[name].nobj:get_2d_map_flat(minpos2d)
|
||||
noises_2d[name].use = true
|
||||
else
|
||||
noises_2d[name].use = false
|
||||
end
|
||||
end
|
||||
|
||||
for name,elements in pairs(noises_3d) do
|
||||
if not(maxp.y <= elements.ymin and minp.y >= elements.ymax) then
|
||||
noises_3d[name].nobj = noises_3d[name].nobj or minetest.get_perlin_map(noises_3d[name].np_vals, chulens3d)
|
||||
noises_3d[name].nvals = noises_3d[name].nobj:get_3d_map_flat(minpos3d)
|
||||
noises_3d[name].use = true
|
||||
else
|
||||
noises_3d[name].use = false
|
||||
end
|
||||
end
|
||||
|
||||
local xstride, ystride, zstride = 1,sidelen,sidelen*sidelen
|
||||
|
||||
|
||||
local i2d = 1
|
||||
local i3dz = 1
|
||||
|
||||
for z = minp.z, maxp.z do
|
||||
local i3dx=i3dz
|
||||
|
||||
for x = minp.x, maxp.x do
|
||||
|
||||
for name,elements in pairs(noises_2d) do
|
||||
if elements.use then
|
||||
noise_vals[name] = elements.nvals[i2d]
|
||||
end
|
||||
end
|
||||
|
||||
local i3dy=i3dx
|
||||
for y = minp.y, maxp.y do
|
||||
local vi = area:index(x, y, z)
|
||||
for name,elements in pairs(noises_3d) do
|
||||
if elements.use then
|
||||
noise_vals[name] = elements.nvals[i3dy]
|
||||
end
|
||||
end
|
||||
data[vi] = logic(noise_vals,x,y,z,seed,data[vi])
|
||||
i3dy = i3dy + ystride
|
||||
end
|
||||
|
||||
i3dx = i3dx + xstride
|
||||
i2d = i2d + 1
|
||||
end
|
||||
i3dz=i3dz+zstride
|
||||
end
|
||||
luamap.postcalc(data, area, vm, minp, maxp, seed)
|
||||
vm:set_data(data)
|
||||
vm:calc_lighting()
|
||||
vm:write_to_map(data)
|
||||
vm:update_liquids()
|
||||
end)
|
Loading…
Reference in New Issue