mirror of
https://gitlab.com/gaelysam/mapgen_rivers.git
synced 2024-11-18 16:40:25 +01:00
257 lines
8.0 KiB
Lua
257 lines
8.0 KiB
Lua
local modpath = mapgen_rivers.modpath
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local mod_data_path = modpath .. 'river_data/'
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if not io.open(mod_data_path .. 'size', 'r') then
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mod_data_path = modpath .. 'demo_data/'
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end
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local world_data_path = mapgen_rivers.world_data_path
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minetest.mkdir(world_data_path)
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dofile(modpath .. 'load.lua')
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mapgen_rivers.grid = {}
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local X = mapgen_rivers.settings.grid_x_size
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local Z = mapgen_rivers.settings.grid_z_size
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local function offset_converter(o)
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return (o + 0.5) * (1/256)
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end
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local load_all = mapgen_rivers.settings.load_all
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-- Try to read file 'size'
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local sfile = io.open(world_data_path..'size', 'r')
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local first_mapgen = true
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if sfile then
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X, Z = tonumber(sfile:read('*l')), tonumber(sfile:read('*l'))
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sfile:close()
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first_mapgen = false
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end
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if first_mapgen then
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-- Generate a map!!
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local pregenerate = dofile(mapgen_rivers.modpath .. '/pregenerate.lua')
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minetest.register_on_mods_loaded(function()
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minetest.log("action", '[mapgen_rivers] Generating grid, this may take a while...')
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pregenerate(load_all)
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if load_all then
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local offset_x = mapgen_rivers.grid.offset_x
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local offset_y = mapgen_rivers.grid.offset_y
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for i=1, X*Z do
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offset_x[i] = offset_converter(offset_x[i])
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offset_y[i] = offset_converter(offset_y[i])
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end
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end
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end)
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end
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-- if data not already loaded
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if not (first_mapgen and load_all) then
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local load_map
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if load_all then
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load_map = mapgen_rivers.load_map
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else
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load_map = mapgen_rivers.interactive_loader
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end
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minetest.register_on_mods_loaded(function()
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if load_all then
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minetest.log("action", '[mapgen_rivers] Loading full grid')
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else
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minetest.log("action", '[mapgen_rivers] Loading grid as interactive loaders')
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end
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local grid = mapgen_rivers.grid
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grid.dem = load_map('dem', 2, true, X*Z)
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grid.lakes = load_map('lakes', 2, true, X*Z)
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grid.dirs = load_map('dirs', 1, false, X*Z)
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grid.rivers = load_map('rivers', 4, false, X*Z)
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grid.offset_x = load_map('offset_x', 1, true, X*Z, offset_converter)
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grid.offset_y = load_map('offset_y', 1, true, X*Z, offset_converter)
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end)
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end
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mapgen_rivers.grid.size = {x=X, y=Z}
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local function index(x, z)
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return z*X+x+1
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end
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local blocksize = mapgen_rivers.settings.blocksize
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local min_catchment = mapgen_rivers.settings.min_catchment
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local max_catchment = mapgen_rivers.settings.max_catchment
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local map_offset = {x=0, z=0}
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if mapgen_rivers.settings.center then
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map_offset.x = blocksize*X/2
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map_offset.z = blocksize*Z/2
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end
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-- Localize for performance
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local floor, ceil, min, max, abs = math.floor, math.ceil, math.min, math.max, math.abs
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local min_catchment = mapgen_rivers.settings.min_catchment / (blocksize*blocksize)
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local wpower = mapgen_rivers.settings.river_widening_power
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local wfactor = 1/(2*blocksize * min_catchment^wpower)
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local function river_width(flow)
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flow = abs(flow)
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if flow < min_catchment then
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return 0
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end
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return min(wfactor * flow ^ wpower, 1)
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end
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local noise_heat -- Need a large-scale noise here so no heat blend
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local elevation_chill = mapgen_rivers.settings.elevation_chill
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local function get_temperature(x, y, z)
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local pos = {x=x, y=z}
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return noise_heat:get2d(pos) - y*elevation_chill
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end
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local glaciers = mapgen_rivers.settings.glaciers
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local glacier_factor = mapgen_rivers.settings.glacier_factor
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local init = false
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-- On map generation, determine into which polygon every point (in 2D) will fall.
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-- Also store polygon-specific data
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local function make_polygons(minp, maxp)
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local grid = mapgen_rivers.grid
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local dem = grid.dem
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local lakes = grid.lakes
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local dirs = grid.dirs
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local rivers = grid.rivers
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local offset_x = grid.offset_x
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local offset_z = grid.offset_y
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if not init then
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if glaciers then
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noise_heat = minetest.get_perlin(mapgen_rivers.noise_params.heat)
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end
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init = true
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end
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local chulens = maxp.x - minp.x + 1
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local polygons = {}
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-- Determine the minimum and maximum coordinates of the polygons that could be on the chunk, knowing that they have an average size of 'blocksize' and a maximal offset of 0.5 blocksize.
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local xpmin, xpmax = max(floor((minp.x+map_offset.x)/blocksize - 0.5), 0), min(ceil((maxp.x+map_offset.x)/blocksize + 0.5), X-2)
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local zpmin, zpmax = max(floor((minp.z+map_offset.z)/blocksize - 0.5), 0), min(ceil((maxp.z+map_offset.z)/blocksize + 0.5), Z-2)
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-- Iterate over the polygons
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for xp = xpmin, xpmax do
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for zp=zpmin, zpmax do
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local iA = index(xp, zp)
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local iB = index(xp+1, zp)
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local iC = index(xp+1, zp+1)
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local iD = index(xp, zp+1)
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-- Extract the vertices of the polygon
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local poly_x = {
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(offset_x[iA]+xp) * blocksize - map_offset.x,
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(offset_x[iB]+xp+1) * blocksize - map_offset.x,
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(offset_x[iC]+xp+1) * blocksize - map_offset.x,
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(offset_x[iD]+xp) * blocksize - map_offset.x,
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}
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local poly_z = {
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(offset_z[iA]+zp) * blocksize - map_offset.z,
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(offset_z[iB]+zp) * blocksize - map_offset.z,
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(offset_z[iC]+zp+1) * blocksize - map_offset.z,
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(offset_z[iD]+zp+1) * blocksize - map_offset.z,
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}
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local polygon = {x=poly_x, z=poly_z, i={iA, iB, iC, iD}}
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local bounds = {} -- Will be a list of the intercepts of polygon edges for every Z position (scanline algorithm)
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-- Calculate the min and max Z positions
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local zmin = max(floor(min(unpack(poly_z)))+1, minp.z)
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local zmax = min(floor(max(unpack(poly_z))), maxp.z)
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-- And initialize the arrays
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for z=zmin, zmax do
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bounds[z] = {}
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end
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local i1 = 4
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for i2=1, 4 do -- Loop on 4 edges
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local z1, z2 = poly_z[i1], poly_z[i2]
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-- Calculate the integer Z positions over which this edge spans
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local lzmin = floor(min(z1, z2))+1
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local lzmax = floor(max(z1, z2))
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if lzmin <= lzmax then -- If there is at least one position in it
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local x1, x2 = poly_x[i1], poly_x[i2]
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-- Calculate coefficient of the equation defining the edge: X=aZ+b
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local a = (x1-x2) / (z1-z2)
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local b = (x1 - a*z1)
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for z=max(lzmin, minp.z), min(lzmax, maxp.z) do
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-- For every Z position involved, add the intercepted X position in the table
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table.insert(bounds[z], a*z+b)
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end
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end
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i1 = i2
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end
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for z=zmin, zmax do
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-- Now sort the bounds list
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local zlist = bounds[z]
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table.sort(zlist)
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local c = floor(#zlist/2)
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for l=1, c do
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-- Take pairs of X coordinates: all positions between them belong to the polygon.
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local xmin = max(floor(zlist[l*2-1])+1, minp.x)
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local xmax = min(floor(zlist[l*2]), maxp.x)
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local i = (z-minp.z) * chulens + (xmin-minp.x) + 1
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for x=xmin, xmax do
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-- Fill the map at these places
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polygons[i] = polygon
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i = i + 1
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end
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end
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end
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local poly_dem = {dem[iA], dem[iB], dem[iC], dem[iD]}
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polygon.dem = poly_dem
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polygon.lake = {lakes[iA], lakes[iB], lakes[iC], lakes[iD]}
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-- Now, rivers.
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-- Load river flux values for the 4 corners
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local riverA = river_width(rivers[iA])
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local riverB = river_width(rivers[iB])
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local riverC = river_width(rivers[iC])
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local riverD = river_width(rivers[iD])
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if glaciers then -- Widen the river
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if get_temperature(poly_x[1], poly_dem[1], poly_z[1]) < 0 then
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riverA = min(riverA*glacier_factor, 1)
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end
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if get_temperature(poly_x[2], poly_dem[2], poly_z[2]) < 0 then
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riverB = min(riverB*glacier_factor, 1)
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end
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if get_temperature(poly_x[3], poly_dem[3], poly_z[3]) < 0 then
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riverC = min(riverC*glacier_factor, 1)
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end
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if get_temperature(poly_x[4], poly_dem[4], poly_z[4]) < 0 then
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riverD = min(riverD*glacier_factor, 1)
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end
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end
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polygon.river_corners = {riverA, 1-riverB, 2-riverC, 1-riverD}
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-- Flow directions
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local dirA, dirB, dirC, dirD = dirs[iA], dirs[iB], dirs[iC], dirs[iD]
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-- Determine the river flux on the edges, by testing dirs values
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local river_west = (dirA==1 and riverA or 0) + (dirD==3 and riverD or 0)
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local river_north = (dirA==2 and riverA or 0) + (dirB==4 and riverB or 0)
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local river_east = 1 - (dirB==1 and riverB or 0) - (dirC==3 and riverC or 0)
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local river_south = 1 - (dirD==2 and riverD or 0) - (dirC==4 and riverC or 0)
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polygon.rivers = {river_west, river_north, river_east, river_south}
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end
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end
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return polygons
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end
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return make_polygons
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