many worldgen mods and gonna try technic now
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-- If pos is located inside a cavern volume, returns the list of cavern definitions that
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-- are responsible for that cavern volume. If not inside a cavern volume returns an empty list.
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-- This is a somewhat expensive function, take care not to use it more than necessary
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subterrane.is_in_cavern = function(pos)
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local results = {}
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for _, cave_layer_def in pairs(subterrane.registered_layers) do
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local YMIN = cave_layer_def.y_min
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local YMAX = cave_layer_def.y_max
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local y = pos.y
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if y <= YMAX and y >= YMIN then
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local block_size = mapgen_helper.block_size
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local BLEND = math.min(cave_layer_def.boundary_blend_range, (YMAX-YMIN)/2)
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local TCAVE = cave_layer_def.cave_threshold
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local np_cave = cave_layer_def.perlin_cave
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local np_wave = cave_layer_def.perlin_wave
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local y_blend_min = YMIN + BLEND * 1.5
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local y_blend_max = YMAX - BLEND * 1.5
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local nval_cave = minetest.get_perlin(np_cave):get_3d(pos) --cave noise for structure
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local nval_wave = minetest.get_perlin(np_wave):get_3d(pos) --wavy structure of cavern ceilings and floors
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nval_cave = (nval_cave + nval_wave)/2
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local cave_local_threshold
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if y < y_blend_min then
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cave_local_threshold = TCAVE + ((y_blend_min - y) / BLEND) ^ 2
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elseif y > y_blend_max then
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cave_local_threshold = TCAVE + ((y - y_blend_max) / BLEND) ^ 2
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else
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cave_local_threshold = TCAVE
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end
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if cave_layer_def.double_frequency and nval_cave < 0 then
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nval_cave = -nval_cave
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end
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if nval_cave > cave_local_threshold then
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table.insert(results, cave_layer_def)
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end
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end
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end
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return results
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end
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-- returns the value of the cavern field at a particular location for a particular cavern definition.
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subterrane.get_cavern_value = function(name, pos)
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local cave_layer_def = subterrane.registered_layers[name]
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local YMIN = cave_layer_def.y_min
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local YMAX = cave_layer_def.y_max
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local y = pos.y
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if y > YMAX or y < YMIN then
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return nil
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end
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local block_size = mapgen_helper.block_size
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local BLEND = math.min(cave_layer_def.boundary_blend_range, (YMAX-YMIN)/2)
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local TCAVE = cave_layer_def.cave_threshold
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local np_cave = cave_layer_def.perlin_cave
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local np_wave = cave_layer_def.perlin_wave
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local y_blend_min = YMIN + BLEND * 1.5
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local y_blend_max = YMAX - BLEND * 1.5
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local nval_cave = minetest.get_perlin(np_cave):get_3d(pos) --cave noise for structure
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local nval_wave = minetest.get_perlin(np_wave):get_3d(pos) --wavy structure of cavern ceilings and floors
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nval_cave = (nval_cave + nval_wave)/2
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return nval_cave
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end
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