* rock layer stuff for the next kjs-tfc release * fix mars sea level * mob tweaks * lookin cool joker * desaturated the amaranita mushrooms * desaturated purple polypore * features for the "bush" trees so they're always placed touching a log * moved these out of the forest so it's less crowded * upd8 * moved these to OCEAN_FLOOR * moved the bushes to normal features instead of forests * attached plants, bush adjustments * updates with new gravel * disable tinting on fallen leaves
178 lines
No EOL
5.8 KiB
JavaScript
178 lines
No EOL
5.8 KiB
JavaScript
"use strict";
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const $ICalendar = Java.loadClass('net.dries007.tfc.util.calendar.ICalendar')
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const $LerpFloatLayer = Java.loadClass('net.dries007.tfc.world.chunkdata.LerpFloatLayer')
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const TICKS_IN_HOUR = $ICalendar.TICKS_IN_HOUR;
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const TICKS_IN_DAY = $ICalendar.TICKS_IN_DAY;
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const SIX_TIMES_TICKS_IN_HOUR = TICKS_IN_HOUR * 6;
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const TWO_PI = JavaMath.PI * 2;
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const OXYGENATED_TEMP = 15;
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global.MARS_PLANET_SIZE = 10000;
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global.MARS_MIN_AVG_TEMP = -110;
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global.MARS_MAX_AVG_TEMP = -15;
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global.MARS_MIN_AVG_RAIN = -25;
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global.MARS_MAX_AVG_RAIN = 13;
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function clamp(val, min, max) {
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return Math.min(Math.max(val, min), max);
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}
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function lerp(x, y, a) {
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return (1 - a) * x + y * a;
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}
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function invLerp(x, y, a) {
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return (a - x) / (y - x);
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}
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/**
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* @param {number} averageTemp Output from calcAverageTemp
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* @param {number} seaLevel The average Y level of the planet surface
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* @param {number} playerY The current Y level of the player
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* @param {number} calendarTicks Pass from the callback
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* @param {number} tempRange Difference between the min/max temp at this latitude and the average.
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* (ex: if average is 0c and min is -15 and max is 15, tempRange should be 15)
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* @param {number} coreTemp Constant temperature at bedrock level
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* @param {number} coreTempMult How much the coreTemp affects the bedrock level. 0 for a dead planet, 1 for the earth.
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* @returns {number}
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*/
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function calcCurrentTemp(averageTemp, seaLevel, playerY, calendarTicks, tempRange, coreTemp, coreTempMult) {
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let dayTicks = ((calendarTicks - SIX_TIMES_TICKS_IN_HOUR) % TICKS_IN_DAY);
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let dayPercent = dayTicks / TICKS_IN_DAY
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let tempDiff = Math.sin(dayPercent * TWO_PI) * tempRange;
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if (playerY > seaLevel) {
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// This is taken from TFC's OverworldClimateModel.java
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let elevationTemp = clamp((playerY - seaLevel) * 0.16225, 0, 17.822);
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return averageTemp - elevationTemp + tempDiff;
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} else if (playerY > 20) {
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return averageTemp + (tempDiff * (playerY / seaLevel));
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} else {
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// TODO: check this
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let depthPercent = 1 - (playerY / 20);
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let bedrockTemp = lerp(averageTemp, coreTemp, coreTempMult);
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return lerp(bedrockTemp, averageTemp, depthPercent);
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}
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}
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/**
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* @param {number} playerZ The current Z level of the player
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* @param {number} scale The size of the planet, from the south pole to the north (20k on earth with default TFC settings)
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* @param {number} min The average value at the poles
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* @param {number} max The average value at the equator
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* @returns {number}
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*/
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function calcAverage(playerZ, scale, min, max) {
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let relative = (playerZ / scale * -1) + 0.5;
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// relative is now 1 for peak -z, 0 for peak +z
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let smoothed = Math.cos(relative * JavaMath.PI);
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// smoothed is now -1 for peak -z, 1 for peak +z
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let halfDiff = (min - max) / -2;
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let temp = (smoothed * halfDiff) - (halfDiff - max);
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return temp;
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}
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TFCEvents.registerClimateModel(event => {
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event.register('tfg:nether_climate', builder => {
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builder.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => {
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return lerp(100, 25, pos.y / 128);
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})
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builder.setAverageTemperatureCalculation((level, pos) => {
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return lerp(100, 25, pos.y / 128);
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})
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builder.setAverageRainfallCalculation((level, pos) => {
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return lerp(-200, 200, pos.y / 128);
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})
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builder.setAirFog((level, pos, calendarTicks) => 0)
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builder.setWaterFog((level, pos, calendarTicks) => 0.6)
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builder.setWindVector((level, block, calendarTicks) => builder.vector(0, 0))
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})
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event.register('tfg:orbit_climate', builder => {
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builder.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => {
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if (OxygenAPI.hasOxygen(level, pos.above())) {
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return OXYGENATED_TEMP;
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}
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return -270;
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})
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builder.setAverageTemperatureCalculation((level, pos) => -270)
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builder.setAverageRainfallCalculation((level, pos) => 0)
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builder.setAirFog((level, pos, calendarTicks) => 0)
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builder.setWaterFog((level, pos, calendarTicks) => 0.25)
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builder.setWindVector((level, block, calendarTicks) => builder.vector(0, 0))
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})
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event.register('tfg:moon_climate', builder => {
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// A source says the moon's equator is 120c at day and -130c at night
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builder.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => {
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if (OxygenAPI.hasOxygen(level, pos.above())) {
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return OXYGENATED_TEMP;
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}
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return calcCurrentTemp(-5, 60, pos.y, calendarTicks, 125, 0, 0)
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})
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builder.setAverageTemperatureCalculation((level, pos) => -5)
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builder.setAverageRainfallCalculation((level, pos) => 0)
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builder.setAirFog((level, pos, calendarTicks) => 0)
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builder.setWaterFog((level, pos, calendarTicks) => 0.25)
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builder.setWindVector((level, block, calendarTicks) => builder.vector(0, 0))
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})
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event.register('tfg:mars_climate', builder => {
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builder.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => {
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if (OxygenAPI.hasOxygen(level, pos.above())) {
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return OXYGENATED_TEMP;
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}
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// average of -110 at night, -15 at day
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let avgTemp = calcAverage(pos.z, global.MARS_PLANET_SIZE, -110, -15);
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// +- 45 based on latitude, down to -10 at bedrock
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return calcCurrentTemp(avgTemp, 88, pos.y, calendarTicks, 45, -10, 0.5);
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})
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builder.setAverageTemperatureCalculation((level, pos) => {
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// Earth is 10k to each pole, and mars is about half as big as earth, so 5k to each pole sounds good
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return calcAverage(pos.z, global.MARS_PLANET_SIZE, -110, -15);
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})
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builder.setAverageRainfallCalculation((level, pos) => {
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// irl mars' poles have a snowfall of 0.13mm but that's barely noticeable here.
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// Use a negative rainfall to stop it snowing closer to the equator. TFC clamps negatives to zero so it's fine
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return calcAverage(pos.x, global.MARS_PLANET_SIZE, -25, 13)
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})
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builder.setAirFog((level, pos, calendarTicks) => 0)
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builder.setWaterFog((level, pos, calendarTicks) => 0.1)
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builder.setWindVector((level, block, calendarTicks) => builder.vector(0.25, 0.1))
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})
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}) |