29 Commits

Author SHA1 Message Date
b406bebb7b Use biomegen.skip_chunk and place it before timer. 2024-02-11 22:19:21 +01:00
dcc71225ae Remove debug print 2024-02-11 12:35:28 +01:00
c8b96e2836 Find spawn position and effectively spawn player (yay!) 2024-02-11 09:26:05 +01:00
6017510df0 Re-implement minetest.get_spawn_level 2024-02-11 08:40:48 +01:00
70418f9526 Fix 2D index not being incremented 2024-02-11 08:27:30 +01:00
0e3c83e1d2 Use biomegen.make_void_maps if present.
(latest version of biomegen)
2024-02-08 22:58:26 +01:00
a91a13bbec Insert mapgen callback in first position, to ensure it is called first
Improves compatibility with mods working on mapgen
2024-02-07 10:54:31 +01:00
146f009684 Re-organize grid management code for less dependance between files
Remove gridio.lua and move its function to appropriate files
2024-02-01 19:30:07 +01:00
2cf3b19167 Generate grid directly in pregenerate.lua, not in a function 2024-01-31 11:32:24 +01:00
4697f9c948 Remove "full" grid loading method
I see no reason to let the choice between a greedy and a lighter loading method, so better remove it to simplify the code.
2024-01-31 10:47:37 +01:00
ed832a0806 Use only the 10 last digits of world seed at pregenerate 2024-01-28 22:12:05 +01:00
72e2f3e670 Flow accumulation: minor fix and simplification 2024-01-22 11:46:53 +01:00
f350f8785c Flow routing: Initialize basin_graph + comment where complexity might be non-linear 2024-01-22 11:46:53 +01:00
4bce5fab77 Completely unroll nested function in flow routing algorithm 2024-01-22 11:46:53 +01:00
b54f2c4546 terrainlib: More optimizations on flow routing 2024-01-22 00:33:42 +01:00
c723b28ec6 terrainlib/rivermapper.lua: Move checks out of the nested function 2024-01-22 00:30:07 +01:00
fe6e281130 terrainlib: loop only once for all singular nodes at step 2 of flow routing 2024-01-22 00:30:07 +01:00
2acefb2660 terrainlib: compute current queue length instead of using '#' operator.
Important speedup.
2024-01-22 00:30:07 +01:00
0bc100030c terrainlib_lua: Hardcode flow_local for performance
as it is unlikely that it will be changed one day.
This results in a drastic performance improvement (x4 speed for step 1)
2024-01-22 00:30:07 +01:00
d00295600d Add a very brief description at the head of every file 2022-01-26 11:25:17 +01:00
0983c27cca Move geometry helpers back to heightmap.lua 2022-01-26 11:09:51 +01:00
6564d40b85 Refactor grid loading and reorganize code
Move grid management functions out of polygons.lua, in a new file called gridmanager.lua
Explicitly call other files and grid management functions from init.lua
to make workflow more apparent
Move mapgen loop out of init.lua, into mapgen.lua
2022-01-26 10:54:11 +01:00
cd2a77803f Globalize some of the main functions
This will allow to avoid nested 'dofile's
2022-01-21 14:22:22 +01:00
b0930f4d40 Fix river shape in confluences (less sharp riverbeds when a small rivers joins a big one)
Also cleaned and commented the code
2022-01-20 15:28:14 +01:00
975ad02739 Exclude exact riverbanks from rivers
This avoids considering points that are exactly at the border of a polygon as rivers
2022-01-20 15:28:14 +01:00
6d8ee5af1f Added settings for margin, and documented in settingtypes.txt 2022-01-20 15:28:14 +01:00
fabe107336 Added margin with a settable width near grid border
Elevation gets closer to -50 when approaching the border
2022-01-20 15:28:14 +01:00
7e155b7076 Express map size in Minetest nodes, not in river grid nodes
This introduces new parameters 'map_x_size' and 'map_z_size' that default to 15K
Deprecates 'grid_x_size' and 'grid_z_size'; if they are present, corresponding
values of 'map_x_size' and 'map_z_size' are automatically written in config files.
Also rework compatibility system to better compare versions,
and bump version to 1.0.2-dev1.
2022-01-20 15:28:14 +01:00
b374e8ee95 Create settings_default.json to store default values for settings
Move noise parameters to settings.lua
2022-01-18 15:21:14 +01:00
15 changed files with 935 additions and 638 deletions

View File

@ -1,3 +1,24 @@
-- Fix compatibility for settings-related changes
-- Only loaded if the versions of the mod and the world mismatch
local function version_is_lower(v1, v2)
local d1, c1, d2, c2
while #v1 > 0 and #v2 > 0 do
d1, c1, v1 = v1:match("^(%d*)(%D*)(.*)$")
d2, c2, v2 = v2:match("^(%d*)(%D*)(.*)$")
d1 = tonumber(d1) or -1
d2 = tonumber(d2) or -1
if d1 ~= d2 then
return d1 < d2
end
if c1 ~= c2 then
return c1 < c2
end
end
return false
end
local function fix_min_catchment(settings, is_global)
local prefix = is_global and "mapgen_rivers_" or ""
@ -21,6 +42,18 @@ local function fix_compatibility_minetest(settings)
if previous_version == "0.0" then
fix_min_catchment(settings, true)
end
if version_is_lower(previous_version, "1.0.2-dev1") then
local blocksize = tonumber(settings:get("mapgen_rivers_blocksize") or 15)
local grid_x_size = tonumber(settings:get("mapgen_rivers_grid_x_size"))
if grid_x_size then
settings:set("mapgen_rivers_map_x_size", tostring(grid_x_size * blocksize))
end
local grid_z_size = tonumber(settings:get("mapgen_rivers_grid_z_size"))
if grid_z_size then
settings:set("mapgen_rivers_map_z_size", tostring(grid_z_size * blocksize))
end
end
end
local function fix_compatibility_mapgen_rivers(settings)
@ -29,6 +62,18 @@ local function fix_compatibility_mapgen_rivers(settings)
if previous_version == "0.0" then
fix_min_catchment(settings, false)
end
if version_is_lower(previous_version, "1.0.2-dev1") then
local blocksize = tonumber(settings:get("blocksize") or 15)
local grid_x_size = tonumber(settings:get("grid_x_size"))
if grid_x_size then
settings:set("map_x_size", tostring(grid_x_size * blocksize))
end
local grid_z_size = tonumber(settings:get("grid_z_size"))
if grid_z_size then
settings:set("map_z_size", tostring(grid_z_size * blocksize))
end
end
end
return fix_compatibility_minetest, fix_compatibility_mapgen_rivers

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@ -1,40 +0,0 @@
local sqrt, abs = math.sqrt, math.abs
local unpk = unpack
local function distance_to_segment(x1, y1, x2, y2, x, y)
-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
local a = (x1-x2)^2 + (y1-y2)^2 -- square of distance
local b = (x1-x)^2 + (y1-y)^2
local c = (x2-x)^2 + (y2-y)^2
if a + b < c then
-- The closest point of the segment is the extremity 1
return sqrt(b)
elseif a + c < b then
-- The closest point of the segment is the extremity 2
return sqrt(c)
else
-- The closest point is on the segment
return abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / sqrt(a)
end
end
local function transform_quadri(X, Y, x, y)
-- To index points in an irregular quadrilateral, giving x and y between 0 (one edge) and 1 (opposite edge)
-- X, Y 4-vectors giving the coordinates of the 4 vertices
-- x, y position to index.
local x1, x2, x3, x4 = unpk(X)
local y1, y2, y3, y4 = unpk(Y)
-- Compare distance to 2 opposite edges, they give the X coordinate
local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
local xc = d41 / (d23+d41)
-- Same for the 2 other edges, they give the Y coordinate
local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
local yc = d12 / (d12+d34)
return xc, yc
end
return transform_quadri

105
gridmanager.lua Normal file
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@ -0,0 +1,105 @@
-- Manages grid loading, writing and generation
local datapath = mapgen_rivers.world_data_path
local registered_on_grid_loaded = {}
function mapgen_rivers.register_on_grid_loaded(func)
if type(func) == "function" then
registered_on_grid_loaded[#registered_on_grid_loaded+1] = func
else
minetest.log("error", "[mapgen_rivers] register_on_grid_loaded can only register functions!")
end
end
local function on_grid_loaded_callback(grid)
for _, func in ipairs(registered_on_grid_loaded) do
func(grid)
end
end
local function offset_conv(o)
return (o + 0.5) * (1/256)
end
local floor = math.floor
local sbyte, schar = string.byte, string.char
local unpk = unpack
-- Loading files
-- Never load the full map during mapgen. Instead, create an empty lookup table
-- and read the file on-the-fly when an element is requested for the first time,
-- using __index metamethod.
local loader_mt = {
__index = function(loader, i) -- Called when accessing a missing key
local file = loader.file
local bytes = loader.bytes
file:seek('set', (i-1)*bytes)
local strnum = file:read(bytes)
local n = sbyte(strnum, 1)
if loader.signed and n >= 128 then
n = n - 256
end
for j=2, bytes do
n = n*256 + sbyte(strnum, j)
end
if loader.conv then
n = loader.conv(n)
end
-- Cache key for next use
loader[i] = n
return n
end,
}
local function load_file(filename, bytes, signed, size, converter)
local file = io.open(datapath .. filename, 'rb')
if file then
converter = converter or false
return setmetatable({file=file, bytes=bytes, signed=signed, size=size, conv=converter}, loader_mt)
end
end
function mapgen_rivers.load_or_generate_grid()
-- First, check whether a grid is already loaded
if mapgen_rivers.grid then
return true
end
-- If not, try to load the grid from the files
local sfile = io.open(datapath .. 'size', 'r')
if not sfile then
dofile(mapgen_rivers.modpath .. "/pregenerate.lua")
collectgarbage()
sfile = io.open(datapath .. 'size', 'r')
if not sfile then
return false
end
end
local x, z = sfile:read('*n'), sfile:read('*n')
if not x or not z then
return false
end
minetest.log("action", '[mapgen_rivers] Loading grid')
local grid = {
size = {x=x, y=z},
dem = load_file('dem', 2, true, x*z),
lakes = load_file('lakes', 2, true, x*z),
dirs = load_file('dirs', 1, false, x*z),
rivers = load_file('rivers', 4, false, x*z),
offset_x = load_file('offset_x', 1, true, x*z, offset_conv),
offset_y = load_file('offset_y', 1, true, x*z, offset_conv),
}
mapgen_rivers.grid = grid
on_grid_loaded_callback(grid)
return true
end

View File

@ -1,17 +1,53 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
-- Transform polygon data into a heightmap
local make_polygons = dofile(modpath .. '/polygons.lua')
local transform_quadri = dofile(modpath .. '/geometry.lua')
local modpath = mapgen_rivers.modpath
local sea_level = tonumber(minetest.get_mapgen_setting("water_level"))
local riverbed_slope = tonumber(mapgen_rivers.settings:get("riverbed_slope")) * tonumber(mapgen_rivers.settings:get("blocksize"))
local sea_level = mapgen_rivers.settings.sea_level
local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize
local MAP_BOTTOM = -31000
local out_elev = mapgen_rivers.settings.margin_elev
-- Localize for performance
local floor, min, max = math.floor, math.min, math.max
local floor, min, max, sqrt, abs = math.floor, math.min, math.max, math.sqrt, math.abs
local unpk = unpack
-- Geometrical helpers
local function distance_to_segment(x1, y1, x2, y2, x, y)
-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
local a = (x1-x2)^2 + (y1-y2)^2 -- square of distance
local b = (x1-x)^2 + (y1-y)^2
local c = (x2-x)^2 + (y2-y)^2
if a + b < c then
-- The closest point of the segment is the extremity 1
return sqrt(b)
elseif a + c < b then
-- The closest point of the segment is the extremity 2
return sqrt(c)
else
-- The closest point is on the segment
return abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / sqrt(a)
end
end
local function transform_quadri(X, Y, x, y)
-- To index points in an irregular quadrilateral, giving x and y between 0 (one edge) and 1 (opposite edge)
-- X, Y 4-vectors giving the coordinates of the 4 vertices
-- x, y position to index.
local x1, x2, x3, x4 = unpk(X)
local y1, y2, y3, y4 = unpk(Y)
-- Compare distance to 2 opposite edges, they give the X coordinate
local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
local xc = d41 / (d23+d41)
-- Same for the 2 other edges, they give the Y coordinate
local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
local yc = d12 / (d12+d34)
return xc, yc
end
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
@ -19,9 +55,9 @@ local function interp(v00, v01, v11, v10, xf, zf)
return v1*zf + v0*(1-zf)
end
local function heightmaps(minp, maxp)
function mapgen_rivers.make_heightmaps(minp, maxp)
local polygons = make_polygons(minp, maxp)
local polygons = mapgen_rivers.make_polygons(minp, maxp)
local incr = maxp.z-minp.z+1
local terrain_height_map = {}
@ -46,50 +82,57 @@ local function heightmaps(minp, maxp)
-- = 0: on riverbank
-- > 0: inside river
local depth_factors = {
r_west - xf,
r_north - zf,
xf - r_east,
zf - r_south,
c_NW-xf-zf,
xf-zf-c_NE,
xf+zf-c_SE,
zf-xf-c_SW,
r_west - xf , -- West edge (1)
r_north - zf , -- North edge (2)
r_east - (1-xf), -- East edge (3)
r_south - (1-zf), -- South edge (4)
c_NW - xf - zf , -- North-West corner (5)
c_NE - (1-xf) - zf , -- North-East corner (6)
c_SE - (1-xf) - (1-zf), -- South-East corner (7)
c_SW - xf - (1-zf), -- South-West corner (8)
}
-- Find the maximal depth factor and determine to which river it belongs
local depth_factor_max = 0
-- Find the maximal depth factor, which determines to which of the 8 river sections (4 edges + 4 corners) the current point belongs.
-- If imax is still at 0, it means that we are not in a river.
local dpmax = 0
local imax = 0
for i=1, 8 do
if depth_factors[i] >= depth_factor_max then
depth_factor_max = depth_factors[i]
if depth_factors[i] > dpmax then
dpmax = depth_factors[i]
imax = i
end
end
-- Transform the coordinates to have xf and zf = 0 or 1 in rivers (to avoid rivers having lateral slope and to accomodate the surrounding smoothly)
if imax == 0 then
local x0 = max(r_west, c_NW-zf, zf-c_SW)
local x1 = min(r_east, c_NE+zf, c_SE-zf)
local z0 = max(r_north, c_NW-xf, xf-c_NE)
local z1 = min(r_south, c_SW+xf, c_SE-xf)
xf = (xf-x0) / (x1-x0)
zf = (zf-z0) / (z1-z0)
elseif imax == 1 then
xf = 0
elseif imax == 2 then
zf = 0
elseif imax == 3 then
xf = 1
elseif imax == 4 then
zf = 1
elseif imax == 5 then
xf, zf = 0, 0
elseif imax == 6 then
xf, zf = 1, 0
elseif imax == 7 then
xf, zf = 1, 1
elseif imax == 8 then
xf, zf = 0, 1
-- Transform the coordinates to have xfc and zfc = 0 or 1 in rivers (to avoid rivers having lateral slope and to accomodate the riverbanks smoothly)
local xfc, zfc
-- xfc:
if imax == 0 or imax == 2 or imax == 4 then -- river segment does not constrain X coordinate, so accomodate xf in function of other river sections
local x0 = max(r_west-dpmax, c_NW-zf-dpmax, c_SW-(1-zf)-dpmax, 0) -- new xf will be bounded to 0 by western riverbank
local x1 = 1-max(r_east-dpmax, c_NE-zf-dpmax, c_SE-(1-zf)-dpmax, 0) -- and bounded to 1 by eastern riverbank
if x0 >= x1 then
xfc = 0.5
else
xfc = (xf-x0) / (x1-x0)
end
elseif imax == 1 or imax == 5 or imax == 8 then -- river at the western side of the polygon
xfc = 0
else -- 3, 6, 7 : river at the eastern side of the polygon
xfc = 1
end
-- Same for zfc:
if imax == 0 or imax == 1 or imax == 3 then -- river segment does not constrain Z coordinate, so accomodate zf in function of other river sections
local z0 = max(r_north-dpmax, c_NW-xf-dpmax, c_NE-(1-xf)-dpmax, 0) -- new zf will be bounded to 0 by northern riverbank
local z1 = 1-max(r_south-dpmax, c_SW-xf-dpmax, c_SE-(1-xf)-dpmax, 0) -- and bounded to 1 by southern riverbank
if z0 >= z1 then
zfc = 0.5
else
zfc = (zf-z0) / (z1-z0)
end
elseif imax == 2 or imax == 5 or imax == 6 then -- river at the northern side of the polygon
zfc = 0
else -- 4, 7, 8 : river at the southern side of the polygon
zfc = 1
end
-- Determine elevation by interpolation
@ -99,12 +142,12 @@ local function heightmaps(minp, maxp)
vdem[2],
vdem[3],
vdem[4],
xf, zf
xfc, zfc
))
-- Spatial gradient of the interpolation
local slope_x = zf*(vdem[3]-vdem[4]) + (1-zf)*(vdem[2]-vdem[1]) < 0
local slope_z = xf*(vdem[3]-vdem[2]) + (1-xf)*(vdem[4]-vdem[1]) < 0
local slope_x = zfc*(vdem[3]-vdem[4]) + (1-zfc)*(vdem[2]-vdem[1]) < 0
local slope_z = xfc*(vdem[3]-vdem[2]) + (1-xfc)*(vdem[4]-vdem[1]) < 0
local lake_id = 0
if slope_x then
if slope_z then
@ -121,15 +164,15 @@ local function heightmaps(minp, maxp)
end
local lake_height = max(floor(poly.lake[lake_id]), terrain_height)
if imax > 0 and depth_factor_max > 0 then
terrain_height = min(max(lake_height, sea_level) - floor(1+depth_factor_max*riverbed_slope), terrain_height)
if imax > 0 and dpmax > 0 then
terrain_height = min(max(lake_height, sea_level) - floor(1+dpmax*riverbed_slope), terrain_height)
end
terrain_height_map[i] = terrain_height
lake_height_map[i] = lake_height
else
terrain_height_map[i] = MAP_BOTTOM
lake_height_map[i] = MAP_BOTTOM
terrain_height_map[i] = out_elev
lake_height_map[i] = out_elev
end
i = i + 1
end
@ -137,5 +180,3 @@ local function heightmaps(minp, maxp)
return terrain_height_map, lake_height_map
end
return heightmaps

View File

@ -1,43 +1,16 @@
-- Main file, calls the other files and triggers main functions
mapgen_rivers = {}
if minetest.get_mapgen_setting("mg_name") ~= "singlenode" then
minetest.set_mapgen_setting("mg_name", "singlenode", true)
minetest.log("warning", "[mapgen_rivers] Mapgen set to singlenode")
end
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
mapgen_rivers.modpath = modpath
mapgen_rivers.world_data_path = minetest.get_worldpath() .. '/river_data/'
local modpath = minetest.get_modpath(minetest.get_current_modname())
dofile(modpath .. '/settings.lua')
dofile(modpath .. 'settings.lua')
dofile(modpath .. 'gridmanager.lua')
dofile(modpath .. 'polygons.lua')
dofile(modpath .. 'heightmap.lua')
dofile(modpath .. 'mapgen.lua')
dofile(modpath .. 'spawn.lua')
local sfile = io.open(minetest.get_worldpath() .. '/river_data/size')
if sfile then
sfile:close()
else
dofile(modpath .. '/pregenerate.lua')
collectgarbage()
end
mapgen_rivers.use_mapgen_thread = minetest.settings:get_bool("mapgen_rivers_use_mapgen_thread")
mapgen_rivers.thread = 'main'
if mapgen_rivers.use_mapgen_thread then
if minetest.register_mapgen_dofile then
minetest.register_mapgen_dofile(modpath .. '/mapgen.lua')
else
minetest.log("warning", "[mapgen_rivers] Mapgen thread not available on this Minetest version.")
mapgen_rivers.use_mapgen_thread = false
end
end
if not mapgen_rivers.use_mapgen_thread then
dofile(modpath .. '/mapgen.lua')
end
-- Setup a metatable to load grid on request if not present
local mt = {
__index = function(_, field)
if field == 'grid' then
dofile(modpath .. '/load_grid.lua')
return mapgen_rivers.grid
end
end,
}
setmetatable(mapgen_rivers, mt)
minetest.register_on_mods_loaded(mapgen_rivers.load_or_generate_grid)

View File

@ -1,107 +0,0 @@
local datapath = minetest.get_worldpath() .. "/river_data/"
local floor = math.floor
local sbyte = string.byte
local unpk = unpack
local load_map
local use_interactive_loader
if minetest.settings:has("mapgen_rivers_use_interactive_loader") then
use_interactive_loader = minetest.settings:get_bool("mapgen_rivers_use_interactive_loader")
else
use_interactive_loader = not minetest.settings:get_bool("mapgen_rivers_load_all")
end
if use_interactive_loader then
local loader_mt = {
__index = function(loader, i)
local file = loader.file
local bytes = loader.bytes
file:seek('set', (i-1)*bytes)
local strnum = file:read(bytes)
local n = sbyte(strnum, 1)
if loader.signed and n >= 128 then
n = n - 256
end
for j=2, bytes do
n = n*256 + sbyte(strnum, j)
end
if loader.conv then
n = loader.conv(n)
end
loader[i] = n
return n
end,
}
load_map = function(filename, bytes, signed, size, converter)
local file = io.open(datapath .. filename, 'rb')
if file then
minetest.register_on_shutdown(function()
file:close()
end)
converter = converter or false
return setmetatable({file=file, bytes=bytes, signed=signed, size=size, conv=converter}, loader_mt)
end
end
else
load_map = function(filename, bytes, signed, size, converter)
local file = io.open(datapath .. filename, 'rb')
local data = file:read('*all')
if #data < bytes*size then
data = minetest.decompress(data)
end
local map = {}
for i=1, size do
local i0 = (i-1)*bytes+1
local i1 = i*bytes
local elements = {data:byte(i0, i1)}
local n = sbyte(data, i0)
if signed and n >= 128 then
n = n - 256
end
for j=1, bytes-1 do
n = n*256 + sbyte(data, i0+j)
end
map[i] = n
end
file:close()
if converter then
for i=1, size do
map[i] = converter(map[i])
end
end
return map
end
end
local sfile = io.open(datapath..'size', 'r')
assert(sfile)
local X, Z = tonumber(sfile:read('*l')), tonumber(sfile:read('*l'))
sfile:close()
local function offset_converter(o)
return (o + 0.5) * (1/256)
end
mapgen_rivers.grid = {
size = {x=X, y=Z},
dem = load_map('dem', 2, true, X*Z),
lakes = load_map('lakes', 2, true, X*Z),
dirs = load_map('dirs', 1, false, X*Z),
rivers = load_map('rivers', 4, false, X*Z),
offset_x = load_map('offset_x', 1, true, X*Z, offset_converter),
offset_y = load_map('offset_y', 1, true, X*Z, offset_converter);
}

View File

@ -1,40 +1,21 @@
-- Recreate mod table if we are in a separate environment
if not minetest.global_exists("mapgen_rivers") then
mapgen_rivers = {use_mapgen_thread=true, thread='mapgen'}
mapgen_rivers.settings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf')
-- Mapgen loop and mapgen-related things
if minetest.get_mapgen_setting("mg_name") ~= "singlenode" then
minetest.set_mapgen_setting("mg_name", "singlenode", true)
minetest.log("warning", "[mapgen_rivers] Mapgen set to singlenode")
end
if not mapgen_rivers.grid then
dofile(minetest.get_modpath(minetest.get_current_modname()) .. '/load_grid.lua')
end
local settings = mapgen_rivers.settings
local sea_level = tonumber(minetest.get_mapgen_setting("water_level"))
local elevation_chill = tonumber(settings:get('elevation_chill'))
local use_distort = settings:get_bool('distort')
local use_biomes = settings:get_bool('biomes')
local sea_level = mapgen_rivers.settings.sea_level
local elevation_chill = mapgen_rivers.settings.elevation_chill
local use_distort = mapgen_rivers.settings.distort
local use_biomes = mapgen_rivers.settings.biomes
local use_biomegen_mod = use_biomes and minetest.global_exists('biomegen')
use_biomes = use_biomes and minetest.get_modpath("default") and not use_biomegen_mod
local noiseparams = {
distort_x = settings:get_np_group('np_distort_x'),
distort_z = settings:get_np_group('np_distort_z'),
distort_amplitude = settings:get_np_group('np_distort_amplitude'),
}
if use_biomes then
noiseparams.heat = minetest.get_mapgen_setting_noiseparams("mg_biome_np_heat")
noiseparams.heat.offset = noiseparams.heat.offset + sea_level / elevation_chill
noiseparams.heat_blend = minetest.get_mapgen_setting_noiseparams("mg_biome_np_heat_blend")
end
use_biomes = use_biomes and minetest.global_exists('default') and not use_biomegen_mod
if use_biomegen_mod then
biomegen.set_elevation_chill(elevation_chill)
end
local heightmaps = dofile(minetest.get_modpath(minetest.get_current_modname()) .. '/heightmap.lua')
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
@ -60,24 +41,7 @@ local sumtime = 0
local sumtime2 = 0
local ngen = 0
local function init_mapgen(chulens)
mapsize = {
x = chulens.x,
y = chulens.y+1,
z = chulens.z,
}
if use_distort then
noise_x_obj = minetest.get_perlin_map(noiseparams.distort_x, mapsize)
noise_z_obj = minetest.get_perlin_map(noiseparams.distort_z, mapsize)
noise_distort_obj = minetest.get_perlin_map(noiseparams.distort_amplitude, chulens)
end
if use_biomes then
noise_heat_obj = minetest.get_perlin_map(noiseparams.heat, chulens)
noise_heat_blend_obj = minetest.get_perlin_map(noiseparams.heat_blend, chulens)
end
end
local function generate(vm, minp, maxp, seed)
function mapgen_rivers.make_chunk(minp, maxp, seed)
minetest.log("info", ("[mapgen_rivers] Generating from %s to %s"):format(minetest.pos_to_string(minp), minetest.pos_to_string(maxp)))
local chulens = {
@ -87,7 +51,20 @@ local function generate(vm, minp, maxp, seed)
}
if not init then
init_mapgen(chulens)
mapsize = {
x = chulens.x,
y = chulens.y+1,
z = chulens.z,
}
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
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
init = true
end
@ -126,15 +103,16 @@ local function generate(vm, minp, maxp, seed)
end
i2d = i2d-chulens.x
end
i2d = i2d+chulens.x
end
local pminp = {x=floor(xmin), z=floor(zmin)}
local pmaxp = {x=floor(xmax)+1, z=floor(zmax)+1}
incr = pmaxp.x-pminp.x+1
i_origin = 1 - pminp.z*incr - pminp.x
terrain_map, lake_map = heightmaps(pminp, pmaxp)
terrain_map, lake_map = mapgen_rivers.make_heightmaps(pminp, pmaxp)
else
terrain_map, lake_map = heightmaps(minp, maxp)
terrain_map, lake_map = mapgen_rivers.make_heightmaps(minp, maxp)
end
-- Check that there is at least one position that reaches min y
@ -150,6 +128,10 @@ local function generate(vm, minp, maxp, seed)
-- If not, skip chunk
if is_empty then
if use_biomegen_mod and biomegen.skip_chunk then
biomegen.skip_chunk(minp, maxp)
end
local t = os.clock() - t0
ngen = ngen + 1
sumtime = sumtime + t
@ -175,7 +157,7 @@ local function generate(vm, minp, maxp, seed)
c_ice = minetest.get_content_id("default:ice")
end
local emin, emax = vm:get_emerged_area()
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
@ -276,9 +258,7 @@ local function generate(vm, minp, maxp, seed)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
if mapgen_rivers.thread == "main" then
vm:write_to_map()
end
vm:write_to_map()
local t = os.clock()-t0
ngen = ngen + 1
@ -287,20 +267,11 @@ local function generate(vm, minp, maxp, seed)
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
end
if mapgen_rivers.thread == "main" then
minetest.register_on_generated(function(minp, maxp, seed)
local vm = minetest.get_mapgen_object("voxelmanip")
generate(vm, minp, maxp, seed)
end)
elseif mapgen_rivers.thread == "mapgen" then
minetest.register_on_generated(generate)
end
-- Enforce first position in mapgen callbacks
table.insert(minetest.registered_on_generateds, 1, mapgen_rivers.make_chunk)
--minetest.register_on_generated(mapgen_rivers.make_chunk)
minetest.register_on_shutdown(function()
if ngen == 0 then
return
end
local avg = sumtime / ngen
local std = math.sqrt(sumtime2/ngen - avg*avg)
minetest.log("action", ("[mapgen_rivers] Mapgen statistics:\n- Mapgen calls: %4d\n- Mean time: %5.3f s\n- Standard deviation: %5.3f s"):format(ngen, avg, std))

View File

@ -1,26 +1,29 @@
local X = mapgen_rivers.grid.size.x
local Z = mapgen_rivers.grid.size.y
-- Fetch polygons from a given areas, and compute their properties
-- and find to which polygon every point belongs
local blocksize = mapgen_rivers.settings.blocksize
local X = math.floor(mapgen_rivers.settings.map_x_size / blocksize)
local Z = math.floor(mapgen_rivers.settings.map_z_size / blocksize)
local function index(x, z)
return z*X+x+1
end
local settings = mapgen_rivers.settings
local blocksize = tonumber(settings:get('blocksize'))
local min_catchment = tonumber(settings:get('min_catchment'))
local map_offset = {x=0, z=0}
if settings:get_bool('center') then
map_offset.x = blocksize*X/2
map_offset.z = blocksize*Z/2
end
mapgen_rivers.register_on_grid_loaded(function(grid)
X = grid.size.x
Z = grid.size.y
if mapgen_rivers.settings.center then
map_offset.x = blocksize*X/2
map_offset.z = blocksize*Z/2
end
end)
-- Localize for performance
local floor, ceil, min, max, abs = math.floor, math.ceil, math.min, math.max, math.abs
min_catchment = min_catchment / (blocksize*blocksize)
local wpower = settings:get('river_widening_power')
local min_catchment = mapgen_rivers.settings.min_catchment / (blocksize*blocksize)
local wpower = mapgen_rivers.settings.river_widening_power
local wfactor = 1/(2*blocksize * min_catchment^wpower)
local function river_width(flow)
flow = abs(flow)
@ -32,20 +35,20 @@ local function river_width(flow)
end
local noise_heat -- Need a large-scale noise here so no heat blend
local elevation_chill = settings:get_bool('elevation_chill')
local elevation_chill = mapgen_rivers.settings.elevation_chill
local function get_temperature(x, y, z)
local pos = {x=x, y=z}
return noise_heat:get2d(pos) - y*elevation_chill
end
local glaciers = settings:get_bool('glaciers')
local glacier_factor = tonumber(settings:get('glacier_factor'))
local glaciers = mapgen_rivers.settings.glaciers
local glacier_factor = mapgen_rivers.settings.glacier_factor
local init = false
-- On map generation, determine into which polygon every point (in 2D) will fall.
-- Also store polygon-specific data
local function make_polygons(minp, maxp)
function mapgen_rivers.make_polygons(minp, maxp)
local grid = mapgen_rivers.grid
local dem = grid.dem
@ -162,15 +165,15 @@ local function make_polygons(minp, maxp)
end
end
polygon.river_corners = {riverA, 1-riverB, 2-riverC, 1-riverD}
polygon.river_corners = {riverA, riverB, riverC, riverD}
-- Flow directions
local dirA, dirB, dirC, dirD = dirs[iA], dirs[iB], dirs[iC], dirs[iD]
-- Determine the river flux on the edges, by testing dirs values
local river_west = (dirA==1 and riverA or 0) + (dirD==3 and riverD or 0)
local river_north = (dirA==2 and riverA or 0) + (dirB==4 and riverB or 0)
local river_east = 1 - (dirB==1 and riverB or 0) - (dirC==3 and riverC or 0)
local river_south = 1 - (dirD==2 and riverD or 0) - (dirC==4 and riverC or 0)
local river_east = (dirB==1 and riverB or 0) + (dirC==3 and riverC or 0)
local river_south = (dirD==2 and riverD or 0) + (dirC==4 and riverC or 0)
polygon.rivers = {river_west, river_north, river_east, river_south}
end
@ -178,5 +181,3 @@ local function make_polygons(minp, maxp)
return polygons
end
return make_polygons

View File

@ -1,41 +1,79 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
-- Generate the grid using terrainlib_lua
-- Only called on first mapgen, if there is no grid yet
local EvolutionModel = dofile(modpath .. '/terrainlib_lua/erosion.lua')
local twist = dofile(modpath .. '/terrainlib_lua/twist.lua')
-- Constants
local blocksize = tonumber(mapgen_rivers.settings:get("blocksize"))
local tectonic_speed = tonumber(mapgen_rivers.settings:get("tectonic_speed"))
local EvolutionModel = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/erosion.lua')
local twist = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/twist.lua')
local np_base = mapgen_rivers.settings:get_np_group("np_base")
np_base.spread.x = np_base.spread.x / blocksize
np_base.spread.y = np_base.spread.y / blocksize
np_base.spread.z = np_base.spread.z / blocksize
local blocksize = mapgen_rivers.settings.blocksize
local tectonic_speed = mapgen_rivers.settings.tectonic_speed
local evol_params = {
K = tonumber(mapgen_rivers.settings:get("river_erosion_coef")),
m = tonumber(mapgen_rivers.settings:get("river_erosion_power")),
d = tonumber(mapgen_rivers.settings:get("difusive_erosion")),
}
local np_base = table.copy(mapgen_rivers.noise_params.base)
np_base.spread = vector.divide(np_base.spread, blocksize)
local time = tonumber(mapgen_rivers.settings:get("evol_time"))
local time_step = tonumber(mapgen_rivers.settings:get("evol_time_step"))
local evol_params = mapgen_rivers.settings.evol_params
local time = mapgen_rivers.settings.evol_time
local time_step = mapgen_rivers.settings.evol_time_step
local niter = math.ceil(time/time_step)
time_step = time / niter
-- Setup the model
local size = {
x = tonumber(mapgen_rivers.settings:get("grid_x_size")),
y = tonumber(mapgen_rivers.settings:get("grid_z_size")),
}
local use_margin = mapgen_rivers.settings.margin
local margin_width = mapgen_rivers.settings.margin_width / blocksize
local margin_elev = mapgen_rivers.settings.margin_elev
local seed = tonumber(minetest.get_mapgen_setting("seed"))
local X = math.floor(mapgen_rivers.settings.map_x_size / blocksize)
local Y = math.floor(mapgen_rivers.settings.map_z_size / blocksize)
local function margin(dem, width, elev)
local X, Y = dem.X, dem.Y
for i=1, width do
local c1 = ((i-1)/width) ^ 0.5
local c2 = (1-c1) * elev
local index = (i-1)*X + 1
for x=1, X do
dem[index] = dem[index] * c1 + c2
index = index + 1
end
index = i
for y=1, Y do
dem[index] = dem[index] * c1 + c2
index = index + X
end
index = X*(Y-i) + 1
for x=1, X do
dem[index] = dem[index] * c1 + c2
index = index + 1
end
index = X-i + 1
for y=1, Y do
dem[index] = dem[index] * c1 + c2
index = index + X
end
end
end
-- Generate grid
minetest.log("action", '[mapgen_rivers] Generating grid, this may take a while...')
if X*Y > 4e6 then
minetest.log("warning", "[mapgen_rivers] You are going to generate a very large grid (>4M nodes). If you experience problems, you should increase blocksize or reduce map size.")
end
local seed = tonumber(minetest.get_mapgen_setting("seed"):sub(-10))
np_base.seed = (np_base.seed or 0) + seed
local nobj_base = PerlinNoiseMap(np_base, {x=size.x, y=1, z=size.y})
local nobj_base = PerlinNoiseMap(np_base, {x=X, y=1, z=Y})
local dem = nobj_base:get_3d_map_flat({x=0, y=0, z=0})
dem.X = size.x
dem.Y = size.y
dem.X = X
dem.Y = Y
if use_margin then
margin(dem, margin_width, margin_elev)
end
local model = EvolutionModel(evol_params)
model.dem = dem
@ -43,8 +81,6 @@ local ref_dem = model:define_isostasy(dem)
local tectonic_step = tectonic_speed * time_step
collectgarbage()
-- Run the model
for i=1, niter do
minetest.log("info", "[mapgen_rivers] Iteration " .. i .. " of " .. niter)
@ -54,6 +90,9 @@ for i=1, niter do
if i < niter then
if tectonic_step ~= 0 then
nobj_base:get_3d_map_flat({x=0, y=tectonic_step*i, z=0}, ref_dem)
if use_margin then
margin(ref_dem, margin_width, margin_elev)
end
end
model:isostasy()
end
@ -64,18 +103,23 @@ model:flow()
local mfloor = math.floor
local mmin, mmax = math.min, math.max
local unpk, schar = unpack, string.char
local offset_x, offset_y = twist(model.dirs, model.rivers, 5)
for i=1, size.x*size.y do
for i=1, X*Y do
offset_x[i] = mmin(mmax(offset_x[i]*256, -128), 127)
offset_y[i] = mmin(mmax(offset_y[i]*256, -128), 127)
end
-- Write the results in the world directory
local datapath = minetest.get_worldpath() .. "/river_data/"
-- Write data
local datapath = mapgen_rivers.world_data_path
minetest.mkdir(datapath)
local function write_map(filename, data, bytes)
local size = #data
local sfile = io.open(datapath .. 'size', "w")
sfile:write(X..'\n'..Y)
sfile:close()
local function write_file(filename, data, bytes)
local file = io.open(datapath .. filename, 'wb')
local bytelist = {}
@ -83,15 +127,12 @@ local function write_map(filename, data, bytes)
bytelist[j] = 0
end
local unpk = unpack
local schar = string.char
local floor = math.floor
for i=1, size do
local n = floor(data[i])
for i=1, #data do
local n = mfloor(data[i])
data[i] = n
for j=bytes, 2, -1 do
bytelist[j] = n % 256
n = floor(n / 256)
n = mfloor(n / 256)
end
bytelist[1] = n % 256
@ -101,31 +142,9 @@ local function write_map(filename, data, bytes)
file:close()
end
write_map('dem', model.dem, 2)
write_map('lakes', model.lakes, 2)
write_map('dirs', model.dirs, 1)
write_map('rivers', model.rivers, 4)
write_map('offset_x', offset_x, 1)
write_map('offset_y', offset_y, 1)
local sfile = io.open(datapath .. 'size', "w")
sfile:write(size.x..'\n'..size.y)
sfile:close()
local use_interactive_loader
if minetest.settings:has("mapgen_rivers_use_interactive_loader") then
use_interactive_loader = minetest.settings:get_bool("mapgen_rivers_use_interactive_loader")
else
use_interactive_loader = not minetest.settings:get_bool("mapgen_rivers_load_all")
end
if not use_interactive_loader then
mapgen_rivers.grid = {
size = size,
dem = model.dem,
lakes = model.lakes,
dirs = model.dirs,
rivers = model.rivers,
offset_x = offset_x,
offset_y = offset_y,
}
end
write_file('dem', model.dem, 2)
write_file('lakes', model.lakes, 2)
write_file('dirs', model.dirs, 1)
write_file('rivers', model.rivers, 4)
write_file('offset_x', offset_x, 1)
write_file('offset_y', offset_y, 1)

View File

@ -1,11 +1,12 @@
local mtsettings = minetest.settings
local settings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf')
-- Read global and per-world settings
mapgen_rivers.version = "1.0.2"
mapgen_rivers.settings = settings
local mtsettings = minetest.settings
local mgrsettings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf')
mapgen_rivers.version = "1.0.2-dev1"
local previous_version_mt = mtsettings:get("mapgen_rivers_version") or "0.0"
local previous_version_mgr = settings:get("version") or "0.0"
local previous_version_mgr = mgrsettings:get("version") or "0.0"
if mapgen_rivers.version ~= previous_version_mt or mapgen_rivers.version ~= previous_version_mgr then
local compat_mt, compat_mgr = dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/compatibility.lua")
@ -13,103 +14,119 @@ if mapgen_rivers.version ~= previous_version_mt or mapgen_rivers.version ~= prev
compat_mt(mtsettings)
end
if mapgen_rivers.version ~= previous_version_mgr then
compat_mgr(settings)
compat_mgr(mgrsettings)
end
end
mtsettings:set("mapgen_rivers_version", mapgen_rivers.version)
settings:set("version", mapgen_rivers.version)
mgrsettings:set("version", mapgen_rivers.version)
local modified = false
local function verify_setting(name, dtype, default)
if settings:has(name) then
return
end
local defaults
do
local f = io.open(mapgen_rivers.modpath .. "/settings_default.json")
defaults = minetest.parse_json(f:read("*all"))
f:close()
end
modified = true
local v = default
local mtname = 'mapgen_rivers_' .. name
local mthas = mtsettings:has(mtname)
if dtype == "number" or dtype == "string" then
if mthas then
v = mtsettings:get(mtname)
if dtype == "number" and tonumber(v) == nil then
v = default
-- Convert strings to numbers in noise params because Minetest API is not able to do it cleanly...
local function clean_np(np)
for field, value in pairs(np) do
if field ~= 'flags' and type(value) == 'string' then
np[field] = tonumber(value) or value
elseif field == 'spread' then
for dir, v in pairs(value) do
value[dir] = tonumber(v) or v
end
end
settings:set(name, v)
elseif dtype == "bool" then
if mthas then
v = mtsettings:get(mtname)
end
settings:set_bool(name, v)
elseif dtype == "noise" then
if mthas then
v = mtsettings:get_np_group(mtname)
end
settings:set_np_group(name, v)
end
end
verify_setting('center', 'bool', true)
verify_setting('blocksize', 'number', 15)
verify_setting('min_catchment', 'number', 3600)
verify_setting('river_widening_power', 'number', 0.5)
verify_setting('riverbed_slope', 'number', 0.4)
verify_setting('distort', 'bool', true)
verify_setting('biomes', 'bool', true)
verify_setting('glaciers', 'bool', false)
verify_setting('glacier_factor', 'number', 8)
verify_setting('elevation_chill', 'number', 0.25)
verify_setting('grid_x_size', 'number', 1000)
verify_setting('grid_z_size', 'number', 1000)
verify_setting('river_erosion_coef', 'number', 0.5)
verify_setting('river_erosion_power', 'number', 0.4)
verify_setting('diffusive_erosion', 'number', 0.5)
verify_setting('compensation_radius', 'number', 50)
verify_setting('tectonic_speed', 'number', 70)
verify_setting('evol_time', 'number', 10)
verify_setting('evol_time_step', 'number', 1)
verify_setting('np_base', 'noise', {
offset = 0,
scale = 300,
seed = 2469,
octaves = 8,
spread = {x=2048, y=2048, z=2048},
persist = 0.6,
lacunarity = 2,
flags = "eased",
})
verify_setting('np_distort_x', 'noise', {
offset = 0,
scale = 1,
seed = -4574,
spread = {x=64, y=32, z=64},
octaves = 3,
persistence = 0.75,
lacunarity = 2,
})
verify_setting('np_distort_z', 'noise', {
offset = 0,
scale = 1,
seed = -7940,
spread = {x=64, y=32, z=64},
octaves = 3,
persistence = 0.75,
lacunarity = 2,
})
verify_setting('np_distort_amplitude', 'noise', {
offset = 0,
scale = 10,
seed = 676,
spread = {x=1024, y=1024, z=1024},
octaves = 5,
persistence = 0.5,
lacunarity = 2,
flags = "absvalue",
})
if modified then
settings:write()
function mapgen_rivers.define_setting(name, dtype, default)
if dtype == "number" or dtype == "string" then
local v = mgrsettings:get(name)
if v == nil then
v = mtsettings:get('mapgen_rivers_' .. name)
if v == nil then
v = defaults[name]
end
mgrsettings:set(name, v)
end
if dtype == "number" then
return tonumber(v)
else
return v
end
elseif dtype == "bool" then
local v = mgrsettings:get_bool(name)
if v == nil then
v = mtsettings:get_bool('mapgen_rivers_' .. name)
if v == nil then
v = defaults[name]
end
mgrsettings:set_bool(name, v)
end
return v
elseif dtype == "noise" then
local v = mgrsettings:get_np_group(name)
if v == nil then
v = mtsettings:get_np_group('mapgen_rivers_' .. name)
if v == nil then
v = defaults[name]
end
mgrsettings:set_np_group(name, v)
end
clean_np(v)
return v
end
end
local def_setting = mapgen_rivers.define_setting
mapgen_rivers.settings = {
center = def_setting('center', 'bool'),
blocksize = def_setting('blocksize', 'number'),
sea_level = tonumber(minetest.get_mapgen_setting('water_level')),
min_catchment = def_setting('min_catchment', 'number'),
river_widening_power = def_setting('river_widening_power', 'number'),
riverbed_slope = def_setting('riverbed_slope', 'number'),
distort = def_setting('distort', 'bool'),
biomes = def_setting('biomes', 'bool'),
glaciers = def_setting('glaciers', 'bool'),
glacier_factor = def_setting('glacier_factor', 'number'),
elevation_chill = def_setting('elevation_chill', 'number'),
map_x_size = def_setting('map_x_size', 'number'),
map_z_size = def_setting('map_z_size', 'number'),
margin = def_setting('margin', 'bool'),
margin_width = def_setting('margin_width', 'number'),
margin_elev = def_setting('margin_elev', 'number'),
evol_params = {
K = def_setting('river_erosion_coef', 'number'),
m = def_setting('river_erosion_power', 'number'),
d = def_setting('diffusive_erosion', 'number'),
compensation_radius = def_setting('compensation_radius', 'number'),
},
tectonic_speed = def_setting('tectonic_speed', 'number'),
evol_time = def_setting('evol_time', 'number'),
evol_time_step = def_setting('evol_time_step', 'number'),
}
mapgen_rivers.noise_params = {
base = def_setting("np_base", "noise"),
distort_x = def_setting("np_distort_x", "noise"),
distort_z = def_setting("np_distort_z", "noise"),
distort_amplitude = def_setting("np_distort_amplitude", "noise"),
heat = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat'),
heat_blend = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat_blend'),
}
mapgen_rivers.noise_params.heat.offset = mapgen_rivers.noise_params.heat.offset +
mapgen_rivers.settings.sea_level * mapgen_rivers.settings.elevation_chill
local function write_settings()
mgrsettings:write()
end
minetest.register_on_mods_loaded(write_settings)
minetest.register_on_shutdown(write_settings)

70
settings_default.json Normal file
View File

@ -0,0 +1,70 @@
{
"version": "1.0.2-dev1",
"center": true,
"water_level": 1,
"blocksize": 15,
"min_catchment": 3600,
"river_widening_power": 0.5,
"riverbed_slope": 0.4,
"distort": true,
"biomes": true,
"glaciers": false,
"glacier_factor": 8,
"elevation_chill": 0.25,
"map_x_size": 15000,
"map_z_size": 15000,
"margin": true,
"margin_width": 2000,
"margin_elev": -200,
"river_erosion_coef": 0.5,
"river_erosion_power": 0.4,
"diffusive_erosion": 0.5,
"compensation_radius": 50,
"tectonic_speed": 70,
"evol_time": 10,
"evol_time_step": 1,
"np_base": {
"offset": 0,
"scale": 300,
"seed": 2469,
"octaves": 8,
"spread": {"x": 2048, "y": 2048, "z": 2048},
"persist": 0.6,
"lacunarity": 2.0,
"flags": "eased"
},
"np_distort_x": {
"offset": 0,
"scale": 1,
"seed": -4574,
"octaves": 3,
"spread": {"x": 64, "y": 32, "z": 64},
"persist": 0.75,
"lacunarity": 2.0
},
"np_distort_z": {
"offset": 0,
"scale": 1,
"seed": -7940,
"octaves": 3,
"spread": {"x": 64, "y": 32, "z": 64},
"persist": 0.75,
"lacunarity": 2.0
},
"np_distort_amplitude": {
"offset": 0,
"scale": 10,
"seed": 676,
"octaves": 5,
"spread": {"x": 1024, "y": 1024, "z": 1024},
"persist": 0.5,
"lacunarity": 2.0,
"flags": "absvalue"
}
}

View File

@ -3,19 +3,35 @@
# Whether the map should be centered at x=0, z=0.
mapgen_rivers_center (Center map) bool true
# Represents horizontal map scale. Every cell of the grid will be upscaled to
# a square of this size.
# For example if the grid size is 1000x1000 and block size is 12,
# the actual size of the map will be 12000.
# Every cell of the river grid will represent a square of this size.
# A lower value will result in more detailed terrain and finer computation
# of rivers, but will be slower to generate and use more resources.
#
# WARNING: Excessively low values may cause crashes at pre-generation, due to
# memory issues
mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0
# X size of the grid being generated
# Actual size of the map is grid_x_size * blocksize
mapgen_rivers_grid_x_size (Grid X size) int 1000 50 5000
# X size of the map being generated
#
# X size of the river grid will be this/blocksize
# When increasing, it is recommended to increase blocksize too
mapgen_rivers_map_x_size (Map X size) int 15000 500 66000
# Z size of the grid being generated
# Actual size of the map is grid_z_size * blocksize
mapgen_rivers_grid_z_size (Grid Z size) int 1000 50 5000
# Z size of the map being generated
#
# Z size of the river grid will be this/blocksize
# When increasing, it is recommended to increase blocksize too
mapgen_rivers_map_z_size (Map Z size) int 15000 500 66000
# If margin is enabled, elevation becomes closer to a fixed value when approaching
# the edges of the map.
mapgen_rivers_margin (Margin) bool true
# Width of the transition at map borders, in nodes
mapgen_rivers_margin_width (Margin width) float 2000.0 0.0 15000.0
# Elevation toward which to converge at map borders
mapgen_rivers_margin_elev (Margin elevation) float -200.0 -31000.0 31000.0
# Minimal catchment area for a river to be drawn, in square nodes
# Lower value means bigger river density
@ -54,11 +70,6 @@ mapgen_rivers_glacier_widening_factor (Glacier widening factor) float 8.0 1.0 20
# This results in mountains being more covered by snow.
mapgen_rivers_elevation_chill (Elevation chill) float 0.25 0.0 5.0
# If enabled, loads all grid data in memory at init time.
# If disabled, data will be loaded on request and cached in memory.
# It's recommended to disable it for very large maps (> 2000 grid nodes or so)
mapgen_rivers_load_all (Load all data in memory) bool false
[Landscape evolution parameters]
# Modelled landscape evolution time, in arbitrary units

119
spawn.lua Normal file
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@ -0,0 +1,119 @@
local np_distort_x = mapgen_rivers.noise_params.distort_x
local np_distort_z = mapgen_rivers.noise_params.distort_z
local np_distort_amplitude = mapgen_rivers.noise_params.distort_amplitude
local nobj_distort_x, nobj_distort_z, nobj_distort_amplitude
local sea_level = mapgen_rivers.settings.sea_level
local distort = mapgen_rivers.settings.distort
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
return v1*zf + v0*(1-zf)
end
local function estimate_spawn_level(pos, use_distort)
local x, z = pos.x, pos.z
if distort and use_distort then
nobj_distort_x = nobj_distort_x or minetest.get_perlin(np_distort_x)
nobj_distort_z = nobj_distort_z or minetest.get_perlin(np_distort_z)
nobj_distort_amplitude = nobj_distort_amplitude or minetest.get_perlin(np_distort_amplitude)
local amplitude = nobj_distort_amplitude:get_2d({x=pos.x, y=pos.z})
x = x + nobj_distort_x:get_3d(pos)*amplitude
z = z + nobj_distort_z:get_3d(pos)*amplitude
end
local terrain, lakes = mapgen_rivers.make_heightmaps(
{x=math.floor(x), z=math.floor(z) },
{x=math.floor(x)+1, z=math.floor(z)+1}
)
local ex, ez = x % 1, z % 1
--local h = terrain[1]*(1-ex)*(1-ez) + terrain[2]*ex*(1-ez) + terrain[3]*(1-ex)*ez + terrain[4]*ex*ez
local h = interp(terrain[1], terrain[2], terrain[4], terrain[3], ex, ez)
local lake = math.min(lakes[1], lakes[2], lakes[3], lakes[4])
if h < lake or h <= sea_level then
return false, h
end
return true, h
end
local function get_spawn_level(x, z)
local pos = {x=x, z=z}
local suitable, y = estimate_spawn_level(pos, false)
if not suitable then
return
end
if not distort then
return math.floor(y) + 1
end
local low_bound = -math.huge
local high_bound = math.huge
local suitable_high = false
repeat
pos.y = math.max(math.min(math.floor(y+0.5), high_bound-1), low_bound+1)
suitable, y = estimate_spawn_level(pos, true)
if y > pos.y then
low_bound = pos.y
else
high_bound = pos.y
suitable_high = suitable
end
until high_bound - low_bound <= 1
if not suitable_high then
return
end
return high_bound + 1
end
minetest.get_spawn_level = get_spawn_level
local rmax = 2000
local function find_spawn_point(seed)
local level = get_spawn_level(0, 0)
if level then
return {x=0, y=level, z=0}
end
local pr = PcgRandom(seed or os.time())
local incr = 16
local r0 = 0
while r0 < rmax do
local r1 = r0 + incr
local r = pr:next(r0*r0+1, r1*r1) ^ 0.5
local a = pr:next() / 2147483648 * math.pi
local x = math.floor(math.cos(a) * r + 0.5)
local z = math.floor(math.sin(a) * r + 0.5)
level = get_spawn_level(x, z)
if level then
return {x=x, y=level, z=z}
end
r0 = r1
end
end
local function spawn_player(player)
if minetest.settings:get("static_spawnpoint") then
return
end
local spawn_point = find_spawn_point()
if spawn_point then
player:set_pos(spawn_point)
end
end
minetest.register_on_newplayer(spawn_player)
minetest.register_on_respawnplayer(spawn_player)

View File

@ -123,14 +123,18 @@ end
local modpath = ""
if minetest then
modpath = minetest.get_modpath(minetest.get_current_modname()) .. "/terrainlib_lua/"
if minetest.global_exists('mapgen_rivers') then
modpath = mapgen_rivers.modpath .. "terrainlib_lua/"
else
modpath = minetest.get_modpath(minetest.get_current_modname()) .. "terrainlib_lua/"
end
end
local rivermapper = dofile(modpath .. "rivermapper.lua")
local gaussian = dofile(modpath .. "gaussian.lua")
local function flow(model)
model.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes, 'semirandom')
model.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes)
model.rivers = rivermapper.accumulate(model.dirs, model.rivers)
end

View File

@ -10,50 +10,18 @@
-- Big thanks to them for releasing this paper under a free license ! :)
-- The algorithm here makes use of most of the paper's concepts, including the Planar Borůvka algorithm.
-- Only flow_local and accumulate_flow are custom algorithms.
local function flow_local_semirandom(plist)
-- Determines how water should flow at 1 node scale.
-- The straightforward approach would be "Water will flow to the lowest of the 4 neighbours", but here water flows to one of the lower neighbours, chosen randomly, but probability depends on height difference.
-- This makes rivers better follow the curvature of the topography at large scale, and be less biased by pure N/E/S/W directions.
-- 'plist': array of downward height differences (0 if upward)
local sum = 0
for i=1, #plist do
sum = sum + plist[i] -- Sum of probabilities
end
if sum == 0 then
return 0
end
local r = math.random() * sum
for i=1, #plist do
local p = plist[i]
if r < p then
return i
end
r = r - p
end
return 0
end
-- Maybe implement more flow methods in the future?
local flow_methods = {
semirandom = flow_local_semirandom,
}
-- Applies all steps of the flow routing, to calculate flow direction for every node, and lake surface elevation.
-- It's quite a hard piece of code, but we will go step by step and explain what's going on, so stay with me and... let's goooooooo!
local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are optional tables to reuse for memory optimization, they may contain any data.
method = method or 'semirandom'
local flow_local = flow_methods[method] or flow_local_semirandom
local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional tables to reuse for memory optimization, they may contain any data.
dirs = dirs or {}
lakes = lakes or {}
-- Localize for performance
local tremove = table.remove
local mmax = math.max
local mrand = math.random
local X, Y = dem.X, dem.Y
dirs.X = X
@ -74,14 +42,29 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
for y=1, Y do
for x=1, X do
local zi = dem[i]
local plist = { -- Get the height difference of the 4 neighbours (and 0 if uphill)
y<Y and mmax(zi-dem[i+X], 0) or 0, -- Southward
x<X and mmax(zi-dem[i+1], 0) or 0, -- Eastward
y>1 and mmax(zi-dem[i-X], 0) or 0, -- Northward
x>1 and mmax(zi-dem[i-1], 0) or 0, -- Westward
}
-- Determine how water should flow at 1 node scale.
-- The straightforward approach would be "Water will flow to the lowest of the 4 neighbours", but here water flows to one of the lower neighbours, chosen randomly, with probability depending on height difference.
-- This makes rivers better follow the curvature of the topography at large scale, and be less biased by pure N/E/S/W directions.
local pSouth = y<Y and mmax(zi-dem[i+X], 0) or 0
local pEast = x<X and mmax(zi-dem[i+1], 0) or 0
local pNorth = y>1 and mmax(zi-dem[i-X], 0) or 0
local pWest = x>1 and mmax(zi-dem[i-1], 0) or 0
local d = 0
local sum = pSouth + pEast + pNorth + pWest
local r = mrand() * sum
if sum > 0 then
if r < pSouth then
d = 1
elseif r-pSouth < pEast then
d = 2
elseif r-pSouth-pEast < pNorth then
d = 3
else
d = 4
end
end
local d = flow_local(plist)
-- 'dirs': Direction toward which water flow
-- 'dirs2': Directions from which water comes
dirs[i] = d
@ -110,89 +93,172 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
local links = {}
local basin_links
-- Function to analyse a link between two nodes
local function add_link(i1, i2, b1, isY)
-- i1, i2: coordinates of two nodes
-- b1: basin that contains i1
-- isY: whether the link is in Y direction
local b2
-- Note that basin number #0 represents the outside of the map; or if the coordinate is inside the map, means that the basin number is uninitialized.
if i2 == 0 then -- If outside the map
b2 = 0
else
b2 = basin_id[i2]
if b2 == 0 then -- If basin of i2 is not already computed, skip
return
end
end
if b2 ~= b1 then -- If these two nodes don't belong to the same basin, we have found a link between two adjacent basins
local elev = i2 == 0 and dem[i1] or mmax(dem[i1], dem[i2]) -- Elevation of the highest of the two sides of the link (or only i1 if b2 is map outside)
local l2 = basin_links[b2]
if not l2 then
l2 = {}
basin_links[b2] = l2
end
if not l2.elev or l2.elev > elev then -- If this link is lower than the lowest registered link between these two basins, register it as the new lowest pass
l2.elev = elev
l2.i = mmax(i1,i2)
l2.is_y = isY
l2[1] = b2
l2[2] = b1
end
end
end
for i=1, X*Y do
basin_id[i] = 0
end
for ib=1, nbasins do
-- Here we will recursively search upstream from the singular node to determine its drainage basin
local queue = {singular[ib]} -- Start with the singular node, then this queue will be filled with water donors neighbours
basin_links = {}
links[#links+1] = basin_links
while #queue > 0 do
local i = tremove(queue)
local cur = nbasins
local ib = 0
while cur > 0 do
local i = singular[cur]
cur = cur - 1
if dirs[i] == 0 then
basin_links = {}
links[#links+1] = basin_links
ib = ib + 1
end
basin_id[i] = ib
local d = dirs2[i] -- Get the directions water is coming from
-- Iterate through the 4 directions
-- Loop is unrolled on purpose, for performance (critical part!)
----------
-- EAST --
----------
if d >= 8 then -- River coming from the East
d = d - 8
queue[#queue+1] = i+1
cur = cur + 1
singular[cur] = i+1
-- If no river is coming from the East, we might be at the limit of two basins, thus we need to test adjacency.
elseif i%X > 0 then
add_link(i, i+1, ib, false)
if basin_id[i+1] ~= ib and basin_id[i+1] ~= 0 then
local b2 = basin_id[i+1]
local elev = mmax(dem[i], dem[i+1]) -- Elevation of the highest of the two sides of the link (or only i1 if b2 is map outside)
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i+1, is_y=false}
basin_links[b2] = l2 -- Potential non-linear complexity here
elseif l2.elev > elev then -- If this link is lower than the lowest registered link between these two basins, register it as the new lowest pass
l2.elev = elev
l2.i = i+1
l2.is_y = false
l2[1] = b2
l2[2] = ib
end
end
else -- If the eastern neighbour is outside the map
add_link(i, 0, ib, false)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=false}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = false
l2[1] = 0
l2[2] = ib
end
end
-----------
-- SOUTH --
-----------
if d >= 4 then -- River coming from the South
d = d - 4
queue[#queue+1] = i+X
cur = cur + 1
singular[cur] = i+X
elseif i <= X*(Y-1) then
add_link(i, i+X, ib, true)
if basin_id[i+X] ~= ib and basin_id[i+X] ~= 0 then
local b2 = basin_id[i+X]
local elev = mmax(dem[i], dem[i+X])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i+X, is_y=true}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i+X
l2.is_y = true
l2[1] = b2
l2[2] = ib
end
end
else
add_link(i, 0, ib, true)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=true}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = true
l2[1] = 0
l2[2] = ib
end
end
----------
-- WEST --
----------
if d >= 2 then -- River coming from the West
d = d - 2
queue[#queue+1] = i-1
cur = cur + 1
singular[cur] = i-1
elseif i%X ~= 1 then
add_link(i, i-1, ib, false)
if basin_id[i-1] ~= ib and basin_id[i-1] ~= 0 then
local b2 = basin_id[i-1]
local elev = mmax(dem[i], dem[i-1])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i, is_y=false}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i
l2.is_y = false
l2[1] = b2
l2[2] = ib
end
end
else
add_link(i, 0, ib, false)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=false}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = false
l2[1] = 0
l2[2] = ib
end
end
-----------
-- NORTH --
-----------
if d >= 1 then -- River coming from the North
queue[#queue+1] = i-X
cur = cur + 1
singular[cur] = i-X
elseif i > X then
add_link(i, i-X, ib, true)
if basin_id[i-X] ~= ib and basin_id[i-X] ~= 0 then
local b2 = basin_id[i-X]
local elev = mmax(dem[i], dem[i-X])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i, is_y=true}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i
l2.is_y = true
l2[1] = b2
l2[2] = ib
end
end
else
add_link(i, 0, ib, true)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=true}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = true
l2[1] = 0
l2[2] = ib
end
end
end
end
dirs2 = nil
@ -223,26 +289,31 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
-- Mareš' optimizations mainly consist in skipping elements that have over 8 links, until extra links are removed when other elements are merged.
-- Note that for this step we are only working on basins, not grid nodes.
local lowlevel = {}
for i, n in pairs(nlinks) do
if n <= 8 then
lowlevel[i] = links[i]
cur = 0
local ref = singular -- Reuse table
for i=0, nbasins do
if nlinks[i] <= 8 then
cur = cur + 1
lowlevel[cur] = i
ref[i] = cur
end
end
local basin_graph = {}
for n=1, nbasins do
for i=0, nbasins do
basin_graph[i] = {} -- Initialize (to ensure subtables don't go in the hash part)
end
for i=1, nbasins do
-- Iterate in lowlevel but its contents may change during the loop
-- 'next' called with only one argument always returns an element if table is not empty
local b1, lnk1 = next(lowlevel)
lowlevel[b1] = nil
local b1 = lowlevel[cur]
cur = cur - 1
local lnk1 = links[b1]
local b2
local lowest = math.huge
local lnk1 = links[b1]
local i = 0
-- Look for lowest link
for bn, bdata in pairs(lnk1) do
i = i + 1
if bdata.elev < lowest then
lowest = bdata.elev
b2 = bn
@ -252,13 +323,7 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
-- Add link to the graph, in both directions
local bound = lnk1[b2]
local bb1, bb2 = bound[1], bound[2]
if not basin_graph[bb1] then
basin_graph[bb1] = {}
end
if not basin_graph[bb2] then
basin_graph[bb2] = {}
end
basin_graph[bb1][bb2] = bound
basin_graph[bb1][bb2] = bound -- Potential non-linear complexity here
basin_graph[bb2][bb1] = bound
-- Merge basin b1 into b2
@ -269,7 +334,9 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
nlinks[b2] = nlinks[b2] - 1
-- When the number of links is changing, we need to check whether the basin can be added to / removed from 'lowlevel'
if nlinks[b2] == 8 then
lowlevel[b2] = lnk2
cur = cur + 1
lowlevel[cur] = b2
ref[b2] = cur
end
-- Look for basin 1's neighbours, and add them to basin 2 if they have a lower pass
for bn, bdata in pairs(lnk1) do
@ -279,12 +346,16 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
if lnkn[b2] then -- If bassin bn is also linked to b2
nlinks[bn] = nlinks[bn] - 1 -- Then bassin bn is losing a link because it keeps only one link toward b1/b2 after the merge
if nlinks[bn] == 8 then
lowlevel[bn] = lnkn
cur = cur + 1
lowlevel[cur] = bn
ref[bn] = cur
end
else -- If bn was linked to b1 but not to b2
nlinks[b2] = nlinks[b2] + 1 -- Then b2 is gaining a link to bn because of the merge
if nlinks[b2] == 9 then
lowlevel[b2] = nil
lowlevel[ref[b2]] = lowlevel[cur]
ref[lowlevel[cur]] = ref[b2]
cur = cur - 1
end
end
@ -302,15 +373,17 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
-- To orient the basin graph, we will consider that the ultimate basin water should flow into is the map outside (basin #0). We will start from it and recursively walk upstream to the neighbouring basins, using only links that are in the minimal spanning tree. This gives the flow direction of the links, and thus, the outlet of every basin.
-- This will also give lake elevation, which is the highest link encountered between map outside and the given basin on the spanning tree.
-- And within each basin, we need to modify flow directions to connect the singular node to the outlet.
local queue = {[0] = -math.huge}
local queue = {0}
local queuevalues = {-math.huge}
cur = 1
local basin_lake = {}
for n=1, nbasins do
basin_lake[n] = 0
end
local reverse = {3, 4, 1, 2, [0]=0}
for n=1, nbasins do
local b1, elev1 = next(queue) -- Pop from queue
queue[b1] = nil
while cur > 0 do
local b1, elev1 = queue[cur], queuevalues[cur] -- Pop from queue
cur = cur - 1
basin_lake[b1] = elev1
-- Iterate through b1's neighbours (according to the spanning tree)
for b2, bound in pairs(basin_graph[b1]) do
@ -349,7 +422,9 @@ local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are
until dir == 0 -- Stop when reaching the singular node
-- Add basin b2 into the queue, and keep the highest link elevation, that will define the elevation of the lake in b2
queue[b2] = mmax(elev1, bound.elev)
cur = cur + 1
queue[cur] = b2
queuevalues[cur] = mmax(elev1, bound.elev)
-- Remove b1 from b2's neighbours to avoid coming back to b1
basin_graph[b2][b1] = nil
end
@ -372,31 +447,25 @@ local function accumulate(dirs, waterq)
-- This means: how many nodes will give their water to that given node, directly or indirectly?
-- This is obtained by following rivers downstream and summing up the flow of every tributary, starting with a value of 1 at the sources.
-- This will give non-zero values for every node but only large values will be considered to be rivers.
waterq = waterq or {}
local X, Y = dirs.X, dirs.Y
waterq = waterq or {X=X, Y=Y}
local ndonors = {}
local waterq = {X=X, Y=Y}
for i=1, X*Y do
ndonors[i] = 0
waterq[i] = 1
end
-- Calculate the number of direct donors
for i1=1, X*Y do
local i2
local dir = dirs[i1]
if dir == 1 then
i2 = i1+X
elseif dir == 2 then
i2 = i1+1
elseif dir == 3 then
i2 = i1-X
elseif dir == 4 then
i2 = i1-1
end
if i2 then
ndonors[i2] = ndonors[i2] + 1
for i=1, X*Y do
if dirs[i] == 1 then
ndonors[i+X] = ndonors[i+X] + 1
elseif dirs[i] == 2 then
ndonors[i+1] = ndonors[i+1] + 1
elseif dirs[i] == 3 then
ndonors[i-X] = ndonors[i-X] + 1
elseif dirs[i] == 4 then
ndonors[i-1] = ndonors[i-1] + 1
end
end
@ -438,5 +507,4 @@ end
return {
flow_routing = flow_routing,
accumulate = accumulate,
flow_methods = flow_methods,
}