Gen. desert temples higher (not at beaches)
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@ -847,36 +847,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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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-- Generate reeds
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end
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local perlin1 = minetest.get_perlin(354, 3, 0.7, 100)
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if maxp.y >= 3 and minp.y <= 64 then
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-- Assume X and Z lengths are equal
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-- Generate desert temples
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local divlen = 8
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0,divs-1 do
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for divz=0,divs-1 do
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local x0 = minp.x + math.floor((divx+0)*divlen)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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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 reeds amount from perlin noise
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local reeds_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 45 - 20)
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-- Find random positions for reeds based on this random
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local pr = PseudoRandom(seed+1)
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for i=0,reeds_amount do
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local x = pr:next(x0, x1)
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local z = pr:next(z0, z1)
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local p = {x=x,y=1,z=z}
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if minetest.get_node(p).name == "mcl_core:sand" then
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if math.random(0,1000) == 1 then -- 0,12000
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-- Spawn sand temple
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random_struct.call_struct(p,2)
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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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-- Generate grass
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local perlin1 = minetest.get_perlin(329, 3, 0.6, 100)
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local perlin1 = minetest.get_perlin(329, 3, 0.6, 100)
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-- Assume X and Z lengths are equal
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-- Assume X and Z lengths are equal
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local divlen = 5
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local divlen = 5
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@ -887,16 +860,16 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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local x1 = minp.x + math.floor((divx+1)*divlen)
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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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local z1 = minp.z + math.floor((divz+1)*divlen)
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-- Determine grass amount from perlin noise
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-- Determine amount from perlin noise
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local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 9)
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local amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 9)
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-- Find random positions for grass based on this random
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-- Find random positions based on this random
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local pr = PseudoRandom(seed+1)
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local pr = PseudoRandom(seed+1)
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for i=0,grass_amount do
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for i=0, amount do
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local x = pr:next(x0, x1)
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local x = pr:next(x0, x1)
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local z = pr:next(z0, z1)
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local z = pr:next(z0, z1)
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-- Find ground level (0...15)
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-- Find ground level
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local ground_y = nil
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local ground_y = nil
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for y=30,0,-1 do
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for y=64,3,-1 do
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if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
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if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
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ground_y = y
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ground_y = y
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break
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break
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@ -910,12 +883,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
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if minetest.registered_nodes[nn] and
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if minetest.registered_nodes[nn] and
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minetest.registered_nodes[nn].buildable_to then
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minetest.registered_nodes[nn].buildable_to then
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nn = minetest.get_node({x=x,y=ground_y,z=z}).name
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nn = minetest.get_node({x=x,y=ground_y,z=z}).name
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if nn == "mcl_core:dirt_with_grass" then
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if nn == "mcl_core:sand" or nn == "mcl_core:sandstone" then
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if math.random(0,12000) == 1 then
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if math.random(0,12000) == 1 then
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-- Spawn town
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-- Spawn desert temple
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-- TODO: Re-enable random_struct
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random_struct.call_struct(p,2)
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-- Towns often float around in air which doesn't look nice
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--random_struct.call_struct(p,1)
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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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