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mapgen_rivers = { }
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local modpath = minetest.get_modpath ( minetest.get_current_modname ( ) ) .. ' / '
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dofile ( modpath .. ' settings.lua ' )
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local blocksize = mapgen_rivers.blocksize
local sea_level = mapgen_rivers.sea_level
local riverbed_slope = mapgen_rivers.riverbed_slope
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local elevation_chill = mapgen_rivers.elevation_chill
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local use_distort = mapgen_rivers.distort
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local use_biomes = mapgen_rivers.biomes
local use_biomegen_mod = use_biomes and minetest.global_exists ( ' biomegen ' )
use_biomes = use_biomes and not use_biomegen_mod
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if use_biomegen_mod then
biomegen.set_elevation_chill ( elevation_chill )
end
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dofile ( modpath .. ' noises.lua ' )
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local heightmaps = dofile ( modpath .. ' heightmap.lua ' )
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-- Linear interpolation
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local function interp ( v00 , v01 , v11 , v10 , xf , zf )
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local v0 = v01 * xf + v00 * ( 1 - xf )
local v1 = v11 * xf + v10 * ( 1 - xf )
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return v1 * zf + v0 * ( 1 - zf )
end
local data = { }
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local noise_x_obj , noise_z_obj , noise_distort_obj , noise_heat_obj , noise_heat_blend_obj
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local noise_x_map = { }
local noise_z_map = { }
local noise_distort_map = { }
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local noise_heat_map = { }
local noise_heat_blend_map = { }
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local mapsize
local init = false
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local function generate ( minp , maxp , seed )
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local chulens = {
x = maxp.x - minp.x + 1 ,
y = maxp.y - minp.y + 1 ,
z = maxp.z - minp.z + 1 ,
}
if not init then
mapsize = {
x = chulens.x ,
y = chulens.y + 1 ,
z = chulens.z ,
}
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if use_distort then
noise_x_obj = minetest.get_perlin_map ( mapgen_rivers.noise_params . distort_x , mapsize )
noise_z_obj = minetest.get_perlin_map ( mapgen_rivers.noise_params . distort_z , mapsize )
noise_distort_obj = minetest.get_perlin_map ( mapgen_rivers.noise_params . distort_amplitude , chulens )
end
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if use_biomes then
noise_heat_obj = minetest.get_perlin_map ( mapgen_rivers.noise_params . heat , chulens )
noise_heat_blend_obj = minetest.get_perlin_map ( mapgen_rivers.noise_params . heat_blend , chulens )
end
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init = true
end
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local minp2d = { x = minp.x , y = minp.z }
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if use_distort then
noise_x_obj : get_3d_map_flat ( minp , noise_x_map )
noise_z_obj : get_3d_map_flat ( minp , noise_z_map )
noise_distort_obj : get_2d_map_flat ( minp2d , noise_distort_map )
end
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if use_biomes then
noise_heat_obj : get_2d_map_flat ( minp2d , noise_heat_map )
noise_heat_blend_obj : get_2d_map_flat ( minp2d , noise_heat_blend_map )
end
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local terrain_map , lake_map , incr , i_origin
if use_distort then
local xmin , xmax , zmin , zmax = minp.x , maxp.x , minp.z , maxp.z
local i = 0
local i2d = 0
for z = minp.z , maxp.z do
for y = minp.y , maxp.y + 1 do
for x = minp.x , maxp.x do
i = i + 1
i2d = i2d + 1
local distort = noise_distort_map [ i2d ]
local xv = noise_x_map [ i ] * distort + x
if xv < xmin then xmin = xv end
if xv > xmax then xmax = xv end
noise_x_map [ i ] = xv
local zv = noise_z_map [ i ] * distort + z
if zv < zmin then zmin = zv end
if zv > zmax then zmax = zv end
noise_z_map [ i ] = zv
end
i2d = i2d - chulens.x
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end
end
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local pminp = { x = math.floor ( xmin ) , z = math.floor ( zmin ) }
local pmaxp = { x = math.floor ( xmax ) + 1 , z = math.floor ( zmax ) + 1 }
incr = pmaxp.x - pminp.x + 1
i_origin = 1 - pminp.z * incr - pminp.x
terrain_map , lake_map = heightmaps ( pminp , pmaxp )
else
terrain_map , lake_map = heightmaps ( minp , maxp )
end
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local c_stone = minetest.get_content_id ( " default:stone " )
local c_dirt = minetest.get_content_id ( " default:dirt " )
local c_lawn = minetest.get_content_id ( " default:dirt_with_grass " )
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local c_dirtsnow = minetest.get_content_id ( " default:dirt_with_snow " )
local c_snow = minetest.get_content_id ( " default:snowblock " )
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local c_sand = minetest.get_content_id ( " default:sand " )
local c_water = minetest.get_content_id ( " default:water_source " )
local c_rwater = minetest.get_content_id ( " default:river_water_source " )
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local c_ice = minetest.get_content_id ( " default:ice " )
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local vm , emin , emax = minetest.get_mapgen_object ( " voxelmanip " )
vm : get_data ( data )
local a = VoxelArea : new ( { MinEdge = emin , MaxEdge = emax } )
local ystride = a.ystride -- Tip : the ystride of a VoxelArea is the number to add to the array index to get the index of the position above. It's faster because it avoids to completely recalculate the index.
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local nid = mapsize.x * ( mapsize.y - 1 ) + 1
local incrY = - mapsize.x
local incrX = 1 - mapsize.y * incrY
local incrZ = mapsize.x * mapsize.y - mapsize.x * incrX - mapsize.x * mapsize.y * incrY
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local i2d = 1
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for z = minp.z , maxp.z do
for x = minp.x , maxp.x do
local ivm = a : index ( x , minp.y , z )
local ground_above = false
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local temperature
if use_biomes then
temperature = noise_heat_map [ i2d ] + noise_heat_blend_map [ i2d ]
end
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local terrain , lake
if not use_distort then
terrain = terrain_map [ i2d ]
lake = lake_map [ i2d ]
end
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for y = maxp.y + 1 , minp.y , - 1 do
if use_distort then
local xn = noise_x_map [ nid ]
local zn = noise_z_map [ nid ]
local x0 = math.floor ( xn )
local z0 = math.floor ( zn )
local i0 = i_origin + z0 * incr + x0
local i1 = i0 + 1
local i2 = i1 + incr
local i3 = i2 - 1
terrain = interp ( terrain_map [ i0 ] , terrain_map [ i1 ] , terrain_map [ i2 ] , terrain_map [ i3 ] , xn - x0 , zn - z0 )
lake = math.min ( lake_map [ i0 ] , lake_map [ i1 ] , lake_map [ i2 ] , lake_map [ i3 ] )
end
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if y <= maxp.y then
local is_lake = lake > terrain
local ivm = a : index ( x , y , z )
if y <= terrain then
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if not use_biomes or y <= terrain - 1 or ground_above then
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data [ ivm ] = c_stone
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elseif is_lake or y < sea_level then
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data [ ivm ] = c_sand
else
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local temperature_y = temperature - y * elevation_chill
if temperature_y >= 15 then
data [ ivm ] = c_lawn
elseif temperature_y >= 0 then
data [ ivm ] = c_dirtsnow
else
data [ ivm ] = c_snow
end
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end
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elseif y <= lake and lake > sea_level then
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if not use_biomes or temperature - y * elevation_chill >= 0 then
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data [ ivm ] = c_rwater
else
data [ ivm ] = c_ice
end
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elseif y <= sea_level then
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data [ ivm ] = c_water
end
end
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ground_above = y <= terrain
ivm = ivm + ystride
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if use_distort then
nid = nid + incrY
end
end
if use_distort then
nid = nid + incrX
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end
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i2d = i2d + 1
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end
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if use_distort then
nid = nid + incrZ
end
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end
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if use_biomegen_mod then
biomegen.generate_biomes ( data , a , minp , maxp )
end
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vm : set_data ( data )
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if use_biomegen_mod then
biomegen.place_all_decos ( data , a , vm , minp , maxp , seed )
minetest.generate_ores ( vm , minp , maxp )
vm : get_data ( data )
biomegen.dust_top_nodes ( vm , data , a , minp , maxp )
else
minetest.generate_ores ( vm , minp , maxp )
end
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vm : set_lighting ( { day = 0 , night = 0 } )
vm : calc_lighting ( )
vm : update_liquids ( )
vm : write_to_map ( )
end
minetest.register_on_generated ( generate )