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https://github.com/danbulant/flying-squid
synced 2026-06-12 02:51:22 +00:00
Changed stuff, added seeds, etc
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c48dc8c2c0
commit
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5 changed files with 14 additions and 10 deletions
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@ -98,7 +98,7 @@ function inject(serv,player)
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flags: 0x00
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});
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player.spawnForOthers();
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player.getNearbyPlayers();
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player.sendNearbyPlayers();
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player.emit('teleport');
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}
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player.setPosition = setPosition;
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@ -22,7 +22,7 @@ function inject(serv, player) {
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});
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}
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function getNearbyPlayers() {
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function sendNearbyPlayers() {
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player.getOthers().forEach(function (otherPlayer) {
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if (otherPlayer.world != player.world) return; // Also check distance from player?
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player._client.write('named_entity_spawn', {
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@ -108,7 +108,7 @@ function inject(serv, player) {
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player.spawn = spawn;
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player.spawnForOthers = spawnForOthers;
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player.getNearbyPlayers = getNearbyPlayers;
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player.sendNearbyPlayers = sendNearbyPlayers;
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player.sendNearbyChunks = sendNearbyChunks;
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player.changeWorld = changeWorld;
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player.sendChunk = sendChunk;
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@ -20,7 +20,7 @@ function inject(serv,{regionFolder,generation={"name":"diamond_square","options"
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serv.netherworld = new World(generations["nether"]({}));
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//serv.endworld = new World(generations["end"]({}));
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//serv._worldSync=new WorldSync(serv.worlds[0]);
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serv._worldSync=new WorldSync(serv.overworld);
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function pregenWorld(world, size=10) {
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for (var x = -size; x < size; x++) {
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@ -1,5 +1,6 @@
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var Chunk = require('prismarine-chunk')(require("../version"));
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var Vec3 = require('vec3');
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var rand = require('random-seed');
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function DiamondSquare(size, roughness, seed) {
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// public fields
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@ -100,6 +101,7 @@ function generation({seed,worldHeight=80,waterline=20}={}) {
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function generateSimpleChunk(chunkX, chunkZ) {
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var chunk = new Chunk();
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var seedRand = rand.create(seed+':'+chunkX+':'+chunkZ);
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var worldX = chunkX * 16 + size / 2;
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var worldZ = chunkZ * 16 + size / 2;
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@ -107,8 +109,8 @@ function generation({seed,worldHeight=80,waterline=20}={}) {
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for (var x = 0; x < 16; x++) {
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for (var z = 0; z < 16; z++) {
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var level = Math.floor(space.value(worldX + x, worldZ + z) * worldHeight);
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var dirtheight = level - 4 + Math.round(Math.random()*2);
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var bedrockheight = 1 + Math.round(Math.random()*3)
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var dirtheight = level - 4 + seedRand(3);
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var bedrockheight = 1 + seedRand(4);
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for (var y = 0; y < 256; y++) {
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let block;
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let data;
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@ -121,7 +123,7 @@ function generation({seed,worldHeight=80,waterline=20}={}) {
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else if (y < level) block = 1; // Set stone inbetween
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else if (y == level) block = surfaceblock; // Set surface sand/grass
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else if (y <= waterline) block = 9; // Set the water
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else if (y == level+1 && level >= waterline && Math.random() < 0.1) { // 1/10 chance of grass
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else if (y == level+1 && level >= waterline && seedRand.rand(1) < 0.1) { // 1/10 chance of grass
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block = 31;
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data = 1;
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}
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@ -1,13 +1,15 @@
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var Chunk = require('prismarine-chunk')(require("../version"));
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var Vec3 = require('vec3');
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var rand = require('random-seed');
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function generation({level=50}={}) {
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function generation({seed,level=50}={}) {
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function generateChunk(chunkX, chunkZ) {
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var seedRand = rand.create(seed+':'+chunkX+':'+chunkZ);
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var chunk=new Chunk();
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for (var x = 0; x < 16; x++) {
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for (var z = 0; z < 16; z++) {
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var bedrockheighttop = 1 + Math.round(Math.random()*3)
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var bedrockheightbottom = 1 + Math.round(Math.random()*3)
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var bedrockheighttop = 1 + seedRand(4);
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var bedrockheightbottom = 1 + seedRand(4);
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for (var y = 0; y < 128; y++) { // Nether only goes up to 128
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let block;
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let data;
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