#define BIOME_RANDOM_SQUARE_DRIFT 2 #define BIOME_POLAR "polar" #define BIOME_COOL "cool" #define BIOME_WARM "warm" #define BIOME_EQUATOR "equatorial" #define BIOME_ARID "arid" #define BIOME_SEMIARID "semiarid" #define BIOME_SUBHUMID "subhumid" #define BIOME_HUMID "humid" /// Discrete batched perlin-like noise; results in large clumps, argument is cutoff value (lower value makes spawns rarer), range (-0.5, 0.5) #define BATCHED_NOISE BITFLAG(0) /// Poisson disk sampling; results in a uniform distribution of single points, argument is minimum # turfs between points #define POISSON_SAMPLE BITFLAG(1) /// Pure random chance on a per-tile basis; equivalent to prob(X) per turf #define PURE_RANDOM BITFLAG(2) /// Will always spawn terrain features of this type #define ALWAYS_GEN BITFLAG(3) /// ALWAYS_GEN but only in the lower 0.0-0.99x bound specified for normal heat/humidity in this biome #define HEIGHT_MOD BITFLAG(4) /// The only 'mandatory' generator define, insofar that you need to use it to override turf_type #define PLANET_TURF "turfs" // Some useful defines, but so long as generators and spawn_turfs have the same string value, // these can be literally anything #define GRASSES "grasses" #define SMALL_FLORA "bushes" #define LARGE_FLORA "trees" #define WILDLIFE "mobs" #define GRASS_1 "grass1" #define GRASS_2 "grass2" #define GRASS_3 "grass3" #define SURFACE_ORES "surface" #define RARE_ORES "rare" #define DEEP_ORES "deep" // yo that's deep