mirror of
https://gitlab.com/gaelysam/mapgen_rivers.git
synced 2024-11-11 05:10:23 +01:00
154 lines
4.3 KiB
Lua
154 lines
4.3 KiB
Lua
mapgen_rivers = {}
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local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
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dofile(modpath .. 'settings.lua')
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local blocksize = mapgen_rivers.blocksize
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local sea_level = mapgen_rivers.sea_level
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local riverbed_slope = mapgen_rivers.riverbed_slope
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local make_polygons = dofile(modpath .. 'polygons.lua')
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local transform_quadri = dofile(modpath .. 'geometry.lua')
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-- Linear interpolation
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local function interp(v00, v01, v11, v10, xf, zf)
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local v0 = v01*xf + v00*(1-xf)
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local v1 = v11*xf + v10*(1-xf)
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return v1*zf + v0*(1-zf)
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end
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local data = {}
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local function generate(minp, maxp, seed)
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local c_stone = minetest.get_content_id("default:stone")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_lawn = minetest.get_content_id("default:dirt_with_grass")
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local c_sand = minetest.get_content_id("default:sand")
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local c_water = minetest.get_content_id("default:water_source")
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local c_rwater = minetest.get_content_id("default:river_water_source")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm:get_data(data)
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local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local ystride = a.ystride -- Tip : the ystride of a VoxelArea is the number to add to the array index to get the index of the position above. It's faster because it avoids to completely recalculate the index.
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local polygons = make_polygons(minp, maxp)
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local i = 1
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local poly = polygons[i]
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if poly then
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local xf, zf = transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize)
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local i00, i01, i11, i10 = unpack(poly.i)
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-- Test the 4 edges to see whether we are in a river or not
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local is_river = false
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local depth_factor = 0
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local r_west, r_north, r_east, r_south = unpack(poly.rivers)
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if xf > r_east then
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is_river = true
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depth_factor = xf-r_east
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xf = 1
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elseif xf < r_west then
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is_river = true
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depth_factor = r_west-xf
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xf = 0
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end
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if zf > r_south then
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is_river = true
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depth_factor = zf-r_south
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zf = 1
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elseif zf < r_north then
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is_river = true
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depth_factor = r_north-zf
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zf = 0
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end
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if not is_river then -- Test corners also
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local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_corners)
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if xf+zf < c_NW then
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is_river = true
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depth_factor = c_NW-xf-zf
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xf, zf = 0, 0
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elseif 1-xf+zf < c_NE then
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is_river = true
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depth_factor = c_NE-1+xf-zf
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xf, zf = 1, 0
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elseif 2-xf-zf < c_SE then
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is_river = true
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depth_factor = c_SE-2+xf+zf
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xf, zf = 1, 1
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elseif xf+1-zf < c_SW then
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is_river = true
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depth_factor = c_SW-xf-1+zf
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xf, zf = 0, 1
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end
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end
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if not is_river then -- Redefine indicesto have 0/1 on the riverbanks (avoids ugly edge cuts, at least for small rivers)
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xf = (xf-r_west) / (r_east-r_west)
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zf = (zf-r_north) / (r_south-r_north)
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end
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local vdem = poly.dem
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local terrain_height = math.floor(0.5+interp(
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vdem[1],
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vdem[2],
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vdem[3],
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vdem[4],
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xf, zf
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))
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local lake_height = math.max(math.floor(poly.lake), terrain_height)
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if is_river then
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terrain_height = math.min(math.max(lake_height, sea_level) - math.floor(1+depth_factor*riverbed_slope), terrain_height)
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end
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local is_lake = lake_height > terrain_height
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local ivm = a:index(x, minp.y-1, z)
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if terrain_height >= minp.y then
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for y=minp.y, math.min(maxp.y, terrain_height) do
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if y == terrain_height then
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if is_lake or y <= sea_level then
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data[ivm] = c_sand
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else
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data[ivm] = c_lawn
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end
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else
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data[ivm] = c_stone
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end
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ivm = ivm + ystride
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end
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end
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if lake_height > sea_level then
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if is_lake and lake_height > minp.y then
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for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, lake_height) do
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data[ivm] = c_rwater
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ivm = ivm + ystride
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end
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end
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else
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for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, sea_level) do
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data[ivm] = c_water
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ivm = ivm + ystride
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end
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end
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end
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i = i + 1
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end
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end
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vm:set_data(data)
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minetest.generate_ores(vm, minp, maxp)
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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minetest.register_on_generated(generate)
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