forked from mtcontrib/watershed
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4
README.txt
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README.txt
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watershed 0.1.0 by paramat
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For latest stable Minetest back to 0.4.8
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Depends default
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Licenses: code WTFPL
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1
depends.txt
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depends.txt
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default
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233
init.lua
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init.lua
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-- watershed 0.1.0 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- Parameters
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local YMIN = 6000
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local YMAX = 8000
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local TERCEN = 7000 -- Terrain centre
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local YWAT = 7256 -- Sea level
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local TERSCA = 512 -- Vertical terrain scale
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local TSTONE = 0.02 -- Density threshold for stone
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local RINAMP = 0.5 -- Ridge noise amplitude
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local RIDEXP = 1.2 -- Ridge exponent, controls sharpness of ridges
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local TRIV = -0.08 -- Ridge density threshold for river water at sea level
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local TEREXP = 0.8 -- Terrain exponent, controls shape of river canyons
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local TERAMP = 0.5 -- Terrain amplitude relative to ridge
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-- 3D noise for rough terrain
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local np_terrough = {
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offset = 0,
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scale = 1,
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spread = {x=414, y=414, z=414},
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seed = 5900033,
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octaves = 6,
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persist = 0.6
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}
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-- 3D noise for smooth terrain
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local np_terrsmoo = {
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offset = 0,
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scale = 1,
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spread = {x=414, y=414, z=414},
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seed = 5900033,
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octaves = 6,
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persist = 0.4
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}
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-- 3D noise for ridge noise
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local np_terridge = {
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offset = 0,
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scale = 1,
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spread = {x=1024, y=1024, z=1024},
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seed = -4747,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noise for ranges and terrain blend
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local np_range = {
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offset = 0,
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scale = 1,
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spread = {x=2048, y=2048, z=2048}, -- spread is still stated with xyz values
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seed = -188900,
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octaves = 2,
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persist = 0.4
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}
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-- Stuff
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watershed = {}
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-- Nodes
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minetest.register_node("watershed:stone", {
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description = "WS Stone",
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tiles = {"default_stone.png"},
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groups = {cracky=3},
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("watershed:water", {
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description = "WS Water Source",
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inventory_image = minetest.inventorycube("default_water.png"),
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drawtype = "liquid",
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tiles = {
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{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}}
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},
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alpha = WATER_ALPHA,
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paramtype = "light",
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is_ground_content = false,
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "watershed:waterflow",
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liquid_alternative_source = "watershed:water",
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liquid_viscosity = WATER_VISC,
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liquid_renewable = false,
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liquid_range = 1,
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post_effect_color = {a=64, r=100, g=100, b=200},
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groups = {water=3, liquid=3, puts_out_fire=1},
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})
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minetest.register_node("watershed:waterflow", {
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description = "WS Flowing Water",
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inventory_image = minetest.inventorycube("default_water.png"),
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drawtype = "flowingliquid",
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tiles = {"default_water.png"},
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special_tiles = {
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{
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image="default_water_flowing_animated.png",
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backface_culling=false,
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
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},
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{
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image="default_water_flowing_animated.png",
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backface_culling=true,
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.8}
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},
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},
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alpha = WATER_ALPHA,
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paramtype = "light",
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paramtype2 = "flowingliquid",
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is_ground_content = false,
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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drowning = 1,
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liquidtype = "flowing",
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liquid_alternative_flowing = "watershed:waterflow",
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liquid_alternative_source = "watershed:water",
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liquid_viscosity = WATER_VISC,
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liquid_renewable = false,
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liquid_range = 1,
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post_effect_color = {a=64, r=100, g=100, b=200},
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groups = {water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1},
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})
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y < YMIN or maxp.y > YMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[watershed] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_wsstone = minetest.get_content_id("watershed:stone")
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local c_sand = minetest.get_content_id("default:sand")
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local c_wswater = minetest.get_content_id("watershed:water")
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local c_water = minetest.get_content_id("default:water_source")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local minposxz = {x=x0, y=z0}
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local nvals_terrough = minetest.get_perlin_map(np_terrough, chulens):get3dMap_flat(minposxyz)
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local nvals_terrsmoo = minetest.get_perlin_map(np_terrsmoo, chulens):get3dMap_flat(minposxyz)
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local nvals_terridge = minetest.get_perlin_map(np_terridge, chulens):get3dMap_flat(minposxyz)
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local nvals_range = minetest.get_perlin_map(np_range, chulens):get2dMap_flat(minposxz)
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local nixyz = 1
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local nixz = 1
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local stable = {}
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for z = z0, z1 do -- for each xy plane progressing northwards
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for x = x0, x1 do
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local si = x - x0 + 1
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local nodename = minetest.get_node({x=x,y=y0-1,z=z}).name
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if nodename == "air"
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or nodename == "default:water_source" then
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stable[si] = 0
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else
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stable[si] = 2
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end
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end
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z)
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for x = x0, x1 do -- for each node do
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local si = x - x0 + 1
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local ridge = 1 - math.abs(nvals_range[nixz]) ^ RIDEXP + nvals_terridge[nixyz] * RINAMP
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local grad = (TERCEN - y) / TERSCA
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local denridge = ridge + grad
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local terblen = math.max((1 - math.abs(nvals_range[nixz])), 0)
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local triv = TRIV * (1 - terblen)
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local density = ridge + grad
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+ math.abs(nvals_terrough[nixyz] * terblen + nvals_terrsmoo[nixyz] * (1 - terblen)) ^ TEREXP * TERAMP
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if density >= TSTONE then
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data[vi] = c_wsstone
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stable[si] = stable[si] + 1
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elseif density >= 0 and density < TSTONE and stable[si] >= 2 then
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data[vi] = c_sand
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elseif y <= YWAT then -- sea level water
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data[vi] = c_water
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stable[si] = 0
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elseif denridge >= triv then -- river water
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data[vi] = c_wswater
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stable[si] = 0
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else
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data[vi] = c_air
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stable[si] = 0
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end
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nixyz = nixyz + 1 -- increment 3D noise index
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nixz = nixz + 1 -- increment 2D noise index
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vi = vi + 1
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end
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nixz = nixz - 80 -- rewind 2D noise index by 80 nodes for next x row above
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end
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nixz = nixz + 80 -- fast-forward 2D noise index by 80 nodes for next northward xy plane
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[noise23] "..chugent.." ms")
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end)
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14
license.txt
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14
license.txt
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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