local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/' local worldpath = minetest.get_worldpath() .. '/' local load_map = dofile(modpath .. 'load.lua') local geometry = dofile(modpath .. 'geometry.lua') local function copy_if_needed(filename) local wfilename = worldpath..filename local wfile = io.open(wfilename, 'r') if wfile then wfile:close() return end local mfilename = modpath..filename local mfile = io.open(mfilename, 'r') local wfile = io.open(wfilename, 'w') wfile:write(mfile:read("*all")) mfile:close() wfile:close() end copy_if_needed('size') local sfile = io.open(worldpath..'size') local X = tonumber(sfile:read('*l')) local Z = tonumber(sfile:read('*l')) copy_if_needed('dem') local dem = load_map(worldpath..'dem', 2, true) copy_if_needed('lakes') local lakes = load_map(worldpath..'lakes', 2, true) copy_if_needed('links') local links = load_map(worldpath..'links', 1, false) copy_if_needed('rivers') local rivers = load_map(worldpath..'rivers', 4, false) copy_if_needed('offset_x') local offset_x = load_map(worldpath..'offset_x', 1, true) for k, v in ipairs(offset_x) do offset_x[k] = (v+0.5)/256 end copy_if_needed('offset_y') local offset_z = load_map(worldpath..'offset_y', 1, true) for k, v in ipairs(offset_z) do offset_z[k] = (v+0.5)/256 end local function index(x, z) return z*X+x+1 end local function get_point_location(x, z) local i = index(x, z) return x+offset_x[i], z+offset_z[i] end local function interp(v00, v01, v10, v11, xf, zf) local v0 = v01*xf + v00*(1-xf) local v1 = v11*xf + v10*(1-xf) return v1*zf + v0*(1-zf) end local data = {} local blocksize = 12 local sea_level = 1 local min_catchment = 25 local storage = minetest.get_mod_storage() if storage:contains("blocksize") then blocksize = storage:get_int("blocksize") else storage:set_int("blocksize", blocksize) end if storage:contains("sea_level") then sea_level = storage:get_int("sea_level") else storage:set_int("sea_level", sea_level) end if storage:contains("min_catchment") then min_catchment = storage:get_float("min_catchment") else storage:set_float("min_catchment", min_catchment) end local function generate(minp, maxp, seed) 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") 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") 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. local chulens = maxp.z - minp.z + 1 local polygon_number = {} local polygons = {} local xpmin, xpmax = math.max(math.floor(minp.x/blocksize - 0.5), 0), math.min(math.ceil(maxp.x/blocksize), X-2) local zpmin, zpmax = math.max(math.floor(minp.z/blocksize - 0.5), 0), math.min(math.ceil(maxp.z/blocksize), Z-2) local n = 1 local n_filled = 0 for xp = xpmin, xpmax do for zp=zpmin, zpmax do local iA = index(xp, zp) local iB = index(xp+1, zp) local iC = index(xp+1, zp+1) local iD = index(xp, zp+1) local poly_x = {offset_x[iA]+xp, offset_x[iB]+xp+1, offset_x[iC]+xp+1, offset_x[iD]+xp} local poly_z = {offset_z[iA]+zp, offset_z[iB]+zp, offset_z[iC]+zp+1, offset_z[iD]+zp+1} local bounds = {} local xmin = math.max(math.floor(blocksize*math.min(unpack(poly_x)))+1, minp.x) local xmax = math.min(math.floor(blocksize*math.max(unpack(poly_x))), maxp.x) for x=xmin, xmax do bounds[x] = {} end local i1 = 4 for i2=1, 4 do -- Loop on 4 edges local x1, x2 = poly_x[i1], poly_x[i2] local lxmin = math.floor(blocksize*math.min(x1, x2))+1 local lxmax = math.floor(blocksize*math.max(x1, x2)) if lxmin <= lxmax then local z1, z2 = poly_z[i1], poly_z[i2] local a = (z1-z2) / (x1-x2) local b = blocksize*(z1 - a*x1) for x=math.max(lxmin, minp.x), math.min(lxmax, maxp.x) do table.insert(bounds[x], a*x+b) end end i1 = i2 end for x=xmin, xmax do local xlist = bounds[x] table.sort(xlist) local c = math.floor(#xlist/2) for l=1, c do local zmin = math.max(math.floor(xlist[l*2-1])+1, minp.z) local zmax = math.min(math.floor(xlist[l*2]), maxp.z) local i = (x-minp.x) * chulens + (zmin-minp.z) + 1 for z=zmin, zmax do polygon_number[i] = n i = i + 1 n_filled = n_filled + 1 end end end polygons[n] = {x=poly_x, z=poly_z, i={iA, iB, iC, iD}} n = n + 1 end end local i = 1 for x = minp.x, maxp.x do for z = minp.z, maxp.z do local npoly = polygon_number[i] if npoly then local poly = polygons[npoly] local xf, zf = geometry.transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize) if xf < 0 or xf > 1 or zf < 0 or zf > 1 then print(xf, zf, x, z) end local i00, i01, i11, i10 = unpack(poly.i) local terrain_height = math.floor(interp( dem[i00], dem[i01], dem[i10], dem[i11], xf, zf )) local lake_height = math.floor(math.min( lakes[i00], lakes[i01], lakes[i10], lakes[i11] )) local is_lake = lake_height > terrain_height local is_river = false if xf < 1/6 then if links[i00] == 1 and rivers[i00] >= min_catchment then is_river = true elseif links[i10] == 3 and rivers[i10] >= min_catchment then is_river = true end end if zf < 1/6 then if links[i00] == 2 and rivers[i00] >= min_catchment then is_river = true elseif links[i01] == 4 and rivers[i01] >= min_catchment then is_river = true end end local ivm = a:index(x, minp.y-1, z) if terrain_height >= minp.y then for y=minp.y, math.min(maxp.y, terrain_height) do if y == terrain_height then if is_lake or y <= sea_level then data[ivm] = c_sand elseif is_river then data[ivm] = c_rwater else data[ivm] = c_lawn end else data[ivm] = c_stone end ivm = ivm + ystride end end if lake_height > sea_level then if is_lake and lake_height > minp.y then for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, lake_height) do data[ivm] = c_rwater ivm = ivm + ystride end end else for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, sea_level) do data[ivm] = c_water ivm = ivm + ystride end end end i = i + 1 end end vm:set_data(data) minetest.generate_ores(vm, minp, maxp) vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() vm:update_liquids() vm:write_to_map() end minetest.register_on_generated(generate)