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 = 20 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. for x = minp.x, maxp.x do for z = minp.z, maxp.z do local xb = x/blocksize local zb = z/blocksize local xc = math.floor(xb+0.5) local zc = math.floor(zb+0.5) local x0, z0 if xc >= 0 and zc >= 0 and xc < X and zc < Z then local xoff, zoff = get_point_location(xc, zc) local north, east, south, west if xc > 0 then local x1off, z1off = get_point_location(xc-1, zc) west = geometry.area({xoff, x1off, xb}, {zoff, z1off, zb}) <= 0 else west = zb > zoff end if zc > 0 then local x2off, z2off = get_point_location(xc, zc-1) north = geometry.area({xoff, x2off, xb}, {zoff, z2off, zb}) <= 0 else north = xb > xoff end if xc < X-1 then local x3off, z3off = get_point_location(xc+1, zc) east = geometry.area({xoff, x3off, xb}, {zoff, z3off, zb}) <= 0 else east = zb < zoff end if zc < Z-1 then local x4off, z4off = get_point_location(xc, zc+1) south = geometry.area({xoff, x4off, xb}, {zoff, z4off, zb}) <= 0 else south = xb < xoff end if west and not north then x0, z0 = xc-1, zc-1 elseif north and not east then x0, z0 = xc, zc-1 elseif east and not south then x0, z0 = xc, zc elseif south and not west then x0, z0 = xc-1, zc else x0, z0 = xc, zc end end if x0 and z0 and x0 >= 0 and x0 < X-1 and z0 >= 0 and z0 < Z-1 then local x1 = x0+1 local z1 = z0+1 local xf, zf do local xA, zA = get_point_location(x0, z0) local xB, zB = get_point_location(x0, z1) local xC, zC = get_point_location(x1, z1) local xD, zD = get_point_location(x1, z0) xf, zf = geometry.transform_quadri({xA, xB, xC, xD}, {zA, zB, zC, zD}, xb, zb) end local i00 = index(x0,z0) local i01 = index(x1,z0) local i10 = index(x0,z1) local i11 = index(x1,z1) 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 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)