Feature/venus noise (#2165)
* initial pass of venus stuff * more * typo * venus mob hp/armor? adjustments * temp biomes to figure out where everything is, starting work on noises * almost there * fix glacio visibility on the menu * more beachy * biome renames * biomes in the constant * had to turn off cheese caves cuz they kept fucking up the terrain * added random y rotation to all cobble/gravel/hardened * ok I think I'm done with noise for now, caves still need work
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92 changed files with 7421 additions and 1254 deletions
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@ -130,6 +130,53 @@ TFCEvents.createChunkDataProvider('mars', event => {
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});
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})
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TFCEvents.createChunkDataProvider('venus', event => {
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event.partial((data, chunk) => {
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let x = chunk.pos.minBlockX;
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let z = chunk.pos.minBlockZ;
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const avgTemp1 = calcAverage(z, global.VENUS_PLANET_SIZE, 0, 100)
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const avgTemp2 = calcAverage(z + 15, global.VENUS_PLANET_SIZE, 0, 100)
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const avgRain1 = calcAverage(x, global.VENUS_PLANET_SIZE, 0, 100)
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const avgRain2 = calcAverage(x + 15, global.VENUS_PLANET_SIZE, 0, 100)
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let rain = TFC.misc.lerpFloatLayer(
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avgRain1 + rainLayer.noise(x, z),
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avgRain1 + rainLayer.noise(x, z + 15),
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avgRain2 + rainLayer.noise(x + 15, z),
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avgRain2 + rainLayer.noise(x + 15, z + 15)
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);
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let temp = TFC.misc.lerpFloatLayer(
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avgTemp1 + tempLayer.noise(x, z),
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avgTemp1 + tempLayer.noise(x, z + 15),
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avgTemp2 + tempLayer.noise(x + 15, z),
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avgTemp2 + tempLayer.noise(x + 15, z + 15)
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);
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data.generatePartial(
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rain,
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temp,
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floatToForestType(forestLayerNoise.noise(x, z)),
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forestWeirdnessNoise.noise(x, z), // forest weirdness
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forestDensityNoise.noise(x, z) // forest density
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);
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});
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event.full((data, chunk) => {
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let heights = [];
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for (let z = 0; z < 16; z++) {
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for (let x = 0; x < 16; x++) {
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heights[x + 16 * z] = chunk.getHeight($HeightMap.Types.OCEAN_FLOOR_WG, x, z);
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}
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}
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data.generateFull(heights, EMPTY_AQUIFER);
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});
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event.rocks((x, y, z, surfaceY, cache, rockSettings) => {
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return rockSettings.sampleAtLayer(rockLayer.getAt(x, z), (surfaceY - y) / ROCK_LAYER_HEIGHT);
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});
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})
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TFCEvents.createChunkDataProvider('glacio', event => {
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event.partial((data, chunk) => {
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let x = chunk.pos.minBlockX;
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