374 lines
10 KiB
Lua
374 lines
10 KiB
Lua
-- Parameters
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local DEBUG = true
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-- Mapgen valleys noises
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local np_terrain_height = {
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offset = -10,
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scale = 50,
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spread = {x = 1024, y = 1024, z = 1024},
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seed = 5202,
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octaves = 6,
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persist = 0.4,
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lacunarity = 2.0,
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}
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local np_valley_depth = {
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offset = 5,
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scale = 4,
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spread = {x = 512, y = 512, z = 512},
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seed = -1914,
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octaves = 1,
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persist = 0.0,
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lacunarity = 2.0,
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}
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-- Mod noises
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-- 2D noise for patha
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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 = 1024, y = 1024, z = 1024},
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seed = 11711,
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octaves = 3,
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persist = 0.4
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}
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-- 2D noise for pathb
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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 = 2048, y = 2048, z = 2048},
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seed = 8017,
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octaves = 4,
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persist = 0.4
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}
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-- 2D noise for pathc
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local np_pathc = {
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offset = 0,
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scale = 1,
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spread = {x = 4096, y = 4096, z = 4096},
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seed = 300707,
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octaves = 5,
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persist = 0.4
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}
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-- 2D noise for pathd
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local np_pathd = {
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offset = 0,
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scale = 1,
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spread = {x = 8192, y = 8192, z = 8192},
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seed = 80033,
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octaves = 6,
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persist = 0.4
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}
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-- Do files
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dofile(minetest.get_modpath("roadvalleys") .. "/nodes.lua")
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-- Constants
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local c_roadblack = minetest.get_content_id("roadvalleys:road_black")
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local c_roadslab = minetest.get_content_id("roadvalleys:road_black_slab")
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local c_roadwhite = minetest.get_content_id("roadvalleys:road_white")
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local c_concrete = minetest.get_content_id("roadvalleys:concrete")
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local c_air = minetest.CONTENT_AIR
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local c_ignore = minetest.CONTENT_IGNORE
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local c_stone = minetest.get_content_id("default:stone")
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local c_sastone = minetest.get_content_id("default:sandstone")
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local c_destone = minetest.get_content_id("default:desert_stone")
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local c_ice = minetest.get_content_id("default:ice")
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local c_tree = minetest.get_content_id("default:tree")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_apple = minetest.get_content_id("default:apple")
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local c_jungletree = minetest.get_content_id("default:jungletree")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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local c_pinetree = minetest.get_content_id("default:pine_tree")
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local c_pineneedles = minetest.get_content_id("default:pine_needles")
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local c_snow = minetest.get_content_id("default:snow")
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local c_acaciatree = minetest.get_content_id("default:acacia_tree")
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local c_acacialeaves = minetest.get_content_id("default:acacia_leaves")
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local c_aspentree = minetest.get_content_id("default:aspen_tree")
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local c_aspenleaves = minetest.get_content_id("default:aspen_leaves")
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local c_meselamp = minetest.get_content_id("default:meselamp")
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-- Initialise noise objects to nil
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local nobj_terrain_height = nil
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local nobj_valley_depth = nil
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local nobj_patha = nil
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local nobj_pathb = nil
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local nobj_pathc = nil
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local nobj_pathd = nil
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-- Localise noise buffers
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local nbuf_terrain_height = {}
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local nbuf_valley_depth = {}
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local nbuf_patha = {}
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local nbuf_pathb = {}
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local nbuf_pathc = {}
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local nbuf_pathd = {}
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-- Localise data buffer
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local dbuf = {}
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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 > 0 or maxp.y < 0 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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local sidelen = x1 - x0 + 1
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local emerlen = sidelen + 32
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local overlen = sidelen + 9
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local pmapdims = {x = overlen, y = overlen, z = 1}
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local pmapminp = {x = x0 - 5, y = z0 - 5}
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nobj_terrain_height = nobj_terrain_height or
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minetest.get_perlin_map(np_terrain_height, pmapdims)
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nobj_valley_depth = nobj_valley_depth or
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minetest.get_perlin_map(np_valley_depth, pmapdims)
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nobj_patha = nobj_patha or minetest.get_perlin_map(np_patha, pmapdims)
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nobj_pathb = nobj_pathb or minetest.get_perlin_map(np_pathb, pmapdims)
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nobj_pathc = nobj_pathc or minetest.get_perlin_map(np_pathc, pmapdims)
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nobj_pathd = nobj_pathd or minetest.get_perlin_map(np_pathd, pmapdims)
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local nvals_terrain_height =
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nobj_terrain_height:get2dMap_flat(pmapminp, nbuf_terrain_height)
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local nvals_valley_depth =
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nobj_valley_depth:get2dMap_flat(pmapminp, nbuf_valley_depth)
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local nvals_patha = nobj_patha:get2dMap_flat(pmapminp, nbuf_patha)
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local nvals_pathb = nobj_pathb:get2dMap_flat(pmapminp, nbuf_pathb)
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local nvals_pathc = nobj_pathc:get2dMap_flat(pmapminp, nbuf_pathc)
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local nvals_pathd = nobj_pathd:get2dMap_flat(pmapminp, nbuf_pathd)
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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(dbuf)
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local ni = 1
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for z = z0 - 5, z1 + 4 do
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local n_xprepatha = nil
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local n_xprepathb = nil
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local n_xprepathc = nil
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local n_xprepathd = nil
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-- x0 - 5, z0 - 5 is to setup initial values of 'xprepath_', 'zprepath_'
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for x = x0 - 5, x1 + 4 do
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local n_patha = nvals_patha[ni]
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local n_zprepatha = nvals_patha[(ni - overlen)]
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local n_pathb = nvals_pathb[ni]
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local n_zprepathb = nvals_pathb[(ni - overlen)]
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local n_pathc = nvals_pathc[ni]
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local n_zprepathc = nvals_pathc[(ni - overlen)]
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local n_pathd = nvals_pathd[ni]
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local n_zprepathd = nvals_pathd[(ni - overlen)]
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if x >= x0 - 4 and z >= z0 - 4 then
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local n_terrain_height = nvals_terrain_height[ni]
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local n_valley_depth = nvals_valley_depth[ni]
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-- *** math.floor() fixes scattered bridge elements bug ***
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local tlevel = math.floor(n_terrain_height +
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(n_valley_depth * n_valley_depth))
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-- Add 6 to terrain level so that bridges pass over rivers
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local pathy = math.min(math.max(tlevel + 6, 7), 42)
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if (n_patha >= 0 and n_xprepatha < 0) -- detect sign change of noise
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or (n_patha < 0 and n_xprepatha >= 0)
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or (n_patha >= 0 and n_zprepatha < 0)
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or (n_patha < 0 and n_zprepatha >= 0)
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or (n_pathb >= 0 and n_xprepathb < 0)
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or (n_pathb < 0 and n_xprepathb >= 0)
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or (n_pathb >= 0 and n_zprepathb < 0)
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or (n_pathb < 0 and n_zprepathb >= 0)
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or (n_pathc >= 0 and n_xprepathc < 0)
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or (n_pathc < 0 and n_xprepathc >= 0)
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or (n_pathc >= 0 and n_zprepathc < 0)
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or (n_pathc < 0 and n_zprepathc >= 0)
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or (n_pathd >= 0 and n_xprepathd < 0)
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or (n_pathd < 0 and n_xprepathd >= 0)
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or (n_pathd >= 0 and n_zprepathd < 0)
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or (n_pathd < 0 and n_zprepathd >= 0) then
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-- scan disk 5 nodes above path
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local tunnel = false
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local excatop
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for zz = z - 4, z + 4 do
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local vi = area:index(x - 4, pathy + 5, zz)
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for xx = x - 4, x + 4 do
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local nodid = data[vi]
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if nodid == c_stone
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or nodid == c_destone
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or nodid == c_sastone
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or nodid == c_ice then
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tunnel = true
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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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if tunnel then
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excatop = pathy + 5
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else
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excatop = y1
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end
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-- place path node brush
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local vi = area:index(x, pathy, z)
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data[vi] = c_roadwhite
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for k = -4, 4 do
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local vi = area:index(x - 4, pathy, z + k)
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for i = -4, 4 do
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local radsq = (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2
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if radsq <= 13 then
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local nodid = data[vi]
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if nodid ~= c_roadwhite then
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data[vi] = c_roadblack
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end
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elseif radsq <= 25 then
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local nodid = data[vi]
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if nodid ~= c_roadblack
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and nodid ~= c_roadwhite then
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data[vi] = c_roadslab
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end
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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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-- foundations or bridge structure
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for k = -4, 4 do
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local vi = area:index(x - 4, pathy - 1, z + k)
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for i = -4, 4 do
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local radsq = (math.abs(i)) ^ 2 + (math.abs(k)) ^ 2
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if radsq <= 25 then
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local nodid = data[vi]
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if nodid ~= c_roadblack
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and nodid ~= c_roadwhite
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and nodid ~= c_roadslab then
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data[vi] = c_concrete
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end
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end
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if radsq <= 2 then
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local viu = vi - emerlen
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local nodid = data[viu]
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if nodid ~= c_roadblack
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and nodid ~= c_roadwhite
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and nodid ~= c_roadslab then
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data[viu] = c_concrete
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end
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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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-- bridge columns
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if math.random() <= 0.0625 then
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for xx = x - 1, x + 1 do
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for zz = z - 1, z + 1 do
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local vi = area:index(xx, pathy - 3, zz)
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for y = pathy - 3, y0 - 16, -1 do
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local nodid = data[vi]
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if nodid == c_stone
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or nodid == c_destone
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or nodid == c_sastone then
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break
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else
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data[vi] = c_concrete
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end
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vi = vi - emerlen
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end
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end
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end
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end
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-- excavate above path
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for y = pathy + 1, excatop do
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for zz = z - 4, z + 4 do
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local vi = area:index(x - 4, y, zz)
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for xx = x - 4, x + 4 do
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local nodid = data[vi]
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if tunnel and y == excatop then -- tunnel ceiling
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if nodid ~= c_air
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and nodid ~= c_ignore
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and nodid ~= c_meselamp then
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if (math.abs(zz - z) == 4
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or math.abs(xx - x) == 4)
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and math.random() <= 0.2 then
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data[vi] = c_meselamp
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else
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data[vi] = c_concrete
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end
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end
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elseif y <= pathy + 5 then
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if nodid ~= c_roadblack
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and nodid ~= c_roadslab
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and nodid ~= c_roadwhite then
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data[vi] = c_air
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end
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elseif nodid == c_tree
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or nodid == c_leaves
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or nodid == c_apple
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or nodid == c_jungletree
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or nodid == c_jungleleaves
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or nodid == c_pinetree
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or nodid == c_pineneedles
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or nodid == c_snow
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or nodid == c_acaciatree
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or nodid == c_acacialeaves
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or nodid == c_aspentree
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or nodid == c_aspenleaves then
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data[vi] = c_air
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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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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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n_xprepathc = n_pathc
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n_xprepathd = n_pathd
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ni = ni + 1
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end
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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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if DEBUG then
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print ("[roadvalleys] "..chugent.." ms")
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end
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end)
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