optimize test generator
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@ -39,21 +39,20 @@ biomes = {
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{block="base:bazalt", height=1},
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}
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},
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mountains = {
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forest = {
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parameters = {
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{value=1.0, weight=1.0},
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{value=0.2, weight=0.5},
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},
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sea_layers = {
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{block="base:brick", height=1},
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{block="base:water", height=-1},
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},
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layers = {
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{block="base:grass_block", height=1, below_sea_level=false},
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{block="base:dirt", height=3, below_sea_level=false},
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{block="base:dirt", height=7, below_sea_level=false},
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{block="base:stone", height=-1},
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{block="base:bazalt", height=1},
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}
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},
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}
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}
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@ -70,7 +69,7 @@ end
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function place_structures(x, z, w, d, seed, hmap)
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local placements = {}
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for i=0,math.floor(math.random()*3) do
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for i=0,math.floor(math.random()*3)+5 do
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local px = math.random() * w
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local pz = math.random() * d
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local py = hmap:at(px, pz) * 256
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@ -102,8 +101,7 @@ local function _generate_heightmap(x, y, w, h, seed, s)
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local map = Heightmap(w, h)
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map.noiseSeed = seed
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map:noise({x, y}, 0.8*s, 4, 0.04)
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map:cellnoise({x, y}, 0.1*s, 3, 0.7, umap, vmap)
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map:mul(0.5)
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map:cellnoise({x, y}, 0.1*s, 3, 0.5, umap, vmap)
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map:add(0.5)
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local rivermap = Heightmap(w, h)
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@ -111,11 +109,10 @@ local function _generate_heightmap(x, y, w, h, seed, s)
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rivermap:noise({x+21, y+12}, 0.1*s, 4)
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rivermap:abs()
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rivermap:mul(2.0)
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rivermap:pow(0.3)
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rivermap:pow(0.2)
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rivermap:max(0.6)
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map:add(0.4)
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map:mul(rivermap)
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map:add(-0.15)
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return map
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end
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@ -56,7 +56,7 @@ namespace lua {
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return TYPENAME;
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}
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std::shared_ptr<Heightmap> getHeightmap() const {
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const std::shared_ptr<Heightmap>& getHeightmap() const {
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return map;
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}
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@ -87,7 +87,6 @@ public:
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for (int i = biomeParameters-1; i >= 0; i--) {
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maps.push_back(
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lua::touserdata<lua::LuaHeightmap>(L, -1-i)->getHeightmap());
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}
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lua::pop(L, 1+biomeParameters);
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return maps;
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