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.ceil local map_max = 31000 local cloud_noise_1 = {offset = 10, scale = 10, seed = 3721, spread = {x = 120, y = 120, z = 120}, octaves = 3, persist = 1, lacunarity = 2} fun_caves.cloudgen = function(minp, maxp, data, area, node) local clouds = ceil(minp.y / floor(map_max / 7)) if abs(clouds * floor(map_max / 7) - minp.y) > 80 then return end local csize = vector.add(vector.subtract(maxp, minp), 1) 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 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 = noise_area:index(x, minp.y-1, z) index3d = (z - minp.z) * (csize.y + 2) * csize.x + (x - minp.x) + 1 --local height = cloud_1[index] + minp.y + 32 local ivm = area:index(x, minp.y-1, z) if cloud_1[index] > 0 then for y = minp.y, maxp.y do local dy = y - minp.y if dy > 32 and cloud_1[index] > 15 then if dy < 47 then if dy < 47 - (cloud_1[index] - 15) then data[ivm] = node['fun_caves:cloud'] else data[ivm] = node['default:water_source'] end write = true end elseif dy >= 32 - cloud_1[index] and dy <= 32 + cloud_1[index] then data[ivm] = node['fun_caves:cloud'] write = true end ivm = ivm + area.ystride index3d = index3d + csize.x end end end end return write end