312 lines
8.6 KiB
Lua
312 lines
8.6 KiB
Lua
-- riverdev 0.4.2 by paramat
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-- For latest stable Minetest and back to 0.4.8
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-- Depends default
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-- License: code WTFPL
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-- Parameters
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local YMIN = -33000
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local YMAX = 33000
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local YWATER = 1
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local YSAND = 4 -- Top of beach y
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local YTER = -64 -- Deepest seabed y
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local TERSCA = 512 -- Terrain vertical scale in nodes
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local BASAMP = 0.3 -- Base amplitude. Ridge network structure
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local MIDAMP = 0.05 -- Mid amplitude. River valley structure
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local TERAMP = 0.65 -- 3D noise terrain amplitude. Path valley structure
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local TSTONE = 0.02
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local TRIVER = -0.018
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local TRSAND = -0.02
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local TPFLO = 0.02 -- Width of flora clearing around paths
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local APPCHA = 1 / 4 ^ 2 -- Appletree maximum chance per grass node. 1 / n ^ 2 where n = average minimum distance between flora
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-- 3D noise for terrain
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local np_terrain = {
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offset = 0,
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scale = 1,
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spread = {x=384, y=192, z=384},
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seed = 5900033,
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octaves = 5,
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persist = 0.67
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}
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-- 2D noise for mid terrain / river
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local np_mid = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 85546,
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octaves = 5,
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persist = 0.4
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}
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-- 2D noise for base terrain
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local np_base = {
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offset = 0,
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scale = 1,
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spread = {x=2048, y=2048, z=2048},
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seed = -990054,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noises for patha / top terrain
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local np_patha = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 7000023,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noises for pathb / top terrain
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local np_pathb = {
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offset = 0,
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scale = 1,
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spread = {x=512, y=512, z=512},
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seed = 23,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noise for trees
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local np_tree = {
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offset = 0,
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scale = 1,
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spread = {x=256, y=256, z=256},
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seed = 133338,
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octaves = 3,
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persist = 0.6
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}
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-- Stuff
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riverdev = {}
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dofile(minetest.get_modpath("riverdev").."/functions.lua")
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dofile(minetest.get_modpath("riverdev").."/nodes.lua")
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minetest.register_on_mapgen_init(function(mgparams)
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minetest.set_mapgen_params({mgname="singlenode"})
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end)
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y < YMIN or maxp.y > YMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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print ("[riverdev] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_water = minetest.get_content_id("default:water_source")
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local c_sand = minetest.get_content_id("default:sand")
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local c_wood = minetest.get_content_id("default:wood")
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local c_dirt = minetest.get_content_id("riverdev:dirt")
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local c_grass = minetest.get_content_id("riverdev:grass")
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local c_stone = minetest.get_content_id("riverdev:stone")
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local c_path = minetest.get_content_id("riverdev:path")
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local c_freshwater = minetest.get_content_id("riverdev:freshwater")
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local c_mixwater = minetest.get_content_id("riverdev:mixwater")
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local c_freshwaterflow = minetest.get_content_id("riverdev:freshwaterflow")
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local c_mixwaterflow = minetest.get_content_id("riverdev:mixwaterflow")
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local sidelen = x1 - x0 + 1 -- chunk sidelen
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local chulensxyz = {x=sidelen+1, y=sidelen+2, z=sidelen+1}
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local minposxyz = {x=x0-1, y=y0-1, z=z0-1}
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local chulensxz = {x=sidelen+1, y=sidelen+1, z=sidelen} -- different because here x=x, y=z
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local minposxz = {x=x0-1, y=z0-1}
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulensxyz):get3dMap_flat(minposxyz)
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local nvals_mid = minetest.get_perlin_map(np_mid, chulensxz):get2dMap_flat(minposxz)
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local nvals_base = minetest.get_perlin_map(np_base, chulensxz):get2dMap_flat(minposxz)
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local nvals_patha = minetest.get_perlin_map(np_patha, chulensxz):get2dMap_flat(minposxz)
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local nvals_pathb = minetest.get_perlin_map(np_pathb, chulensxz):get2dMap_flat(minposxz)
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local nvals_tree = minetest.get_perlin_map(np_tree, chulensxz):get2dMap_flat(minposxz)
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local viu = area:index(x0, y0-1, z0)
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local ungen = data[viu] == c_ignore
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local nixyz = 1
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local nixz = 1
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local stable = {}
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local under = {}
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for z = z0 - 1, z1 do
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for y = y0 - 1, y1 + 1 do
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local vi = area:index(x0-1, y, z)
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local viu = area:index(x0-1, y-1, z)
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local n_xprepatha = false
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local n_xprepathb = false
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for x = x0 - 1, x1 do
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local si = x - x0 + 2
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local nodid = data[vi]
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local nodidu = data[viu]
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local chunkxz = x >= x0 and z >= z0
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local n_tree = math.min(math.max(nvals_tree[nixz], 0), 1)
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local n_patha = nvals_patha[nixz]
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local n_abspatha = math.abs(n_patha)
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local n_zprepatha = nvals_patha[(nixz - sidelen - 1)]
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local n_pathb = nvals_pathb[nixz]
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local n_abspathb = math.abs(n_pathb)
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local n_zprepathb = nvals_pathb[(nixz - sidelen - 1)]
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local n_terrain = (nvals_terrain[nixyz] + 2) / 2
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local n_absmid = (math.abs(nvals_mid[nixz])) ^ 0.8
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local n_absbase = (math.abs(nvals_base[nixz])) ^ 0.8
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local n_invbase = (1 - n_absbase)
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local grad = (YTER - y) / TERSCA
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local densitybase = n_invbase * BASAMP + grad
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local densitymid = n_absmid * MIDAMP + densitybase
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local density = n_terrain * n_invbase * n_absmid * n_abspatha ^ 1.2 * n_abspathb ^ 1.2 * TERAMP + densitymid
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local tstone = TSTONE * (1 + grad * 2)
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local triver = TRIVER * n_absbase
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local trsand = TRSAND * n_absbase
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local wood = densitybase > trsand * 2 and density < 0
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if chunkxz and y == y0 - 1 then -- overgeneration, initialise tables
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under[si] = 0
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if ungen then -- guess by calculating density
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if density >= 0 then
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stable[si] = 2
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else
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stable[si] = 0
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end
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else -- scan top layer of chunk below
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if nodid == c_air
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or nodid == c_water
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or nodid == c_freshwater
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or nodid == c_freshwaterflow
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or nodid == c_mixwater
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or nodid == c_mixwaterflow then
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stable[si] = 0
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else
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stable[si] = 2
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end
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end
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elseif chunkxz and y >= y0 and y <= y1 then -- chunk generation
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if density >= tstone then -- stone
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data[vi] = c_stone
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stable[si] = stable[si] + 1
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under[si] = 0
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elseif y > YSAND
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and ((not wood and density < 0 and under[si] ~= 0)
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or (wood and densitybase > trsand * 2 and densitybase < trsand * 2 + 0.002))
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and (((n_patha >= 0 and n_xprepatha < 0) or (n_patha < 0 and n_xprepatha >= 0)) -- patha
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or ((n_patha >= 0 and n_zprepatha < 0) or (n_patha < 0 and n_zprepatha >= 0))
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or ((n_pathb >= 0 and n_xprepathb < 0) or (n_pathb < 0 and n_xprepathb >= 0)) -- pathb
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or ((n_pathb >= 0 and n_zprepathb < 0) or (n_pathb < 0 and n_zprepathb >= 0))) then
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if wood and math.random() < 0.1 then
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local vi = area:index(x, y-2, z)
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for j = 1, 16 do
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data[vi] = c_wood
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vi = vi - 112
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end
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end
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for k = -1, 1 do
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local vi = area:index(x-1, y-1, z+k)
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for i = -1, 1 do
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if wood then
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data[vi] = c_wood
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else
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data[vi] = c_path
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end
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vi = vi + 1
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end
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end
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stable[si] = 0
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under[si] = 0
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elseif density >= 0 and density < tstone and stable[si] >= 2 then -- fine materials
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if y <= YSAND + math.random() * 2
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or densitybase >= trsand + math.random() * 0.002 then
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data[vi] = c_sand
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under[si] = 2
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else
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data[vi] = c_dirt
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under[si] = 1
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end
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elseif y <= YWATER and density < tstone then -- sea water
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data[vi] = c_water
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stable[si] = 0
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under[si] = 0
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elseif densitybase >= triver then -- river water
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if y == YWATER + 1 then
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data[vi] = c_mixwater
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else
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data[vi] = c_freshwater
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end
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stable[si] = 0
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under[si] = 0
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elseif density < 0 and under[si] ~= 0 then -- air above surface
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if under[si] == 1 and nodidu ~= c_path then
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if math.random() < APPCHA * n_tree
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and n_abspatha > TPFLO and n_abspathb > TPFLO then
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riverdev_appletree(x, y, z, area, data)
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else
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data[viu] = c_grass
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end
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end
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stable[si] = 0
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under[si] = 0
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else -- air
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stable[si] = 0
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under[si] = 0
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end
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elseif chunkxz and y == y1 + 1 then -- overgeneration, detect surface, add surface nodes
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if density < 0 and under[si] ~= 0 then
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if under[si] == 1 and nodidu ~= c_path then
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data[viu] = c_grass
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end
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end
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end
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n_xprepatha = n_patha
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n_xprepathb = n_pathb
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nixyz = nixyz + 1
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nixz = nixz + 1
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vi = vi + 1
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viu = viu + 1
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end
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nixz = nixz - sidelen - 1
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end
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nixz = nixz + sidelen + 1
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[riverdev] "..chugent.." ms")
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end)
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