dofile(fun_caves.path .. "/deco_clouds.lua") local rand = math.random local min = math.min local floor = math.floor local ceil = math.ceil local abs = math.abs local max_depth = 31000 local cloud_noise_1 = {offset = 10, scale = 10, seed = 4877, spread = {x = 120, y = 120, z = 120}, octaves = 3, persist = 1, lacunarity = 2} local cloud_noise_2 = {offset = 0, scale = 1, seed = 5748, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = -2525, octaves = 3, persist = 0.7, lacunarity = 2.0} local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = -1471, octaves = 3, persist = 0.5, lacunarity = 2.0} fun_caves.cloudgen = function(minp, maxp, data, p2data, area, node) local clouds = ceil(minp.y / floor(max_depth / 7)) if abs(clouds * floor(max_depth / 7) - minp.y) > 80 then return end local csize = vector.add(vector.subtract(maxp, minp), 1) local map_max = {x = csize.x, y = csize.y, z = csize.z} local map_min = {x = minp.x, y = minp.y, z = minp.z} local cloud_1 = minetest.get_perlin_map(cloud_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local cloud_2 = minetest.get_perlin_map(cloud_noise_2, map_max):get3dMap_flat(map_min) local plant_n = minetest.get_perlin_map(plant_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local biome_n = minetest.get_perlin_map(biome_noise, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local write = false local index = 0 local index3d = 0 for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 index3d = (z - minp.z) * (csize.y) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y, z) local cloud if biome_n[index] < 0 then cloud = 'storm_cloud' else cloud = 'cloud' end cloud_1[index] = floor(cloud_1[index] + 0.5) for y = minp.y, maxp.y do local dy = y - minp.y if dy > 32 and cloud_1[index] > 15 and dy < 47 then if dy < 48 - (cloud_1[index] - 15) then if cloud == 'cloud' and rand(10000) == 1 then data[ivm] = node['fun_caves:silver_lining'] else data[ivm] = node['fun_caves:'..cloud] end else data[ivm] = node['default:water_source'] write = true end elseif cloud_1[index] > 0 and (dy <= 32 or cloud_1[index] <= 15) and dy >= 32 - cloud_1[index] and dy <= 32 + cloud_1[index] then if cloud == 'cloud' and rand(10000) == 1 then data[ivm] = node['fun_caves:silver_lining'] else data[ivm] = node['fun_caves:'..cloud] end write = true elseif data[ivm - area.ystride] == node['fun_caves:'..cloud] and data[ivm] == node['air'] then if rand(30) == 1 and plant_n[index] > 0.5 then data[ivm] = node['fun_caves:moon_weed'] write = true elseif rand(60) == 1 and plant_n[index] > 0.5 then fun_caves.place_schematic(minp, maxp, data, p2data, area, node, {x=x,y=y,z=z}, fun_caves.schematics['lumin_tree'], true) write = true elseif rand(10) == 1 then data[ivm] = node['default:grass_'..rand(4)] write = true end elseif data[ivm] == node['air'] and (dy < 29 - cloud_1[index] or dy > 35 + cloud_1[index]) and cloud_2[index3d] > abs((dy - 40) / 20) then data[ivm] = node['fun_caves:wispy_cloud'] write = true end ivm = ivm + area.ystride index3d = index3d + csize.x end end end local index = 0 local index3d = 0 for z = minp.z, maxp.z do for x = minp.x, maxp.x do index = index + 1 local ivm = area:index(x, minp.y, z) local cloud if biome_n[index] < 0 then cloud = 'storm_cloud' else cloud = 'cloud' end cloud_1[index] = floor(cloud_1[index] + 0.5) if cloud_1[index] > 0 then for y = minp.y, maxp.y do local dy = y - minp.y if data[ivm] == node['fun_caves:'..cloud] and data[ivm + area.ystride] == node['default:water_source'] and rand(30) == 1 and fun_caves.surround(node, data, area, ivm) then data[ivm] = node['fun_caves:water_plant_1_water_'..cloud] end ivm = ivm + area.ystride end end end end return write end