261 lines
7.7 KiB
Lua
261 lines
7.7 KiB
Lua
-- watershedmini 0.2.0 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, textures CC BY-SA
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-- Parameters
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local ZOOM = 16 -- Must be 2^n. Reduce octaves to avoid spread of highest octave being < 1
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local YMIN = -33000 -- Approximate base of realm stone
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local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands
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local YWAT = 1 -- Sea surface y
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local TERCEN = YWAT - 128/ZOOM -- Terrain zero level, average seabed
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local TERSCA = 512/ZOOM -- Vertical terrain scale
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local XLSAMP = 0.1 -- Extra large scale height variation amplitude
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local BASAMP = 0.3 -- Base terrain amplitude
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local MIDAMP = 0.1 -- Mid terrain amplitude
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local CANAMP = 0.4 -- Canyon terrain maximum amplitude
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local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
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local BLENEXP = 2 -- Terrain blend exponent
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local TRIVER = -0.028 -- Densitybase threshold for river surface
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local TSTREAM = -0.004 -- Densitymid threshold for stream surface
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local HITET = 0.35 -- High temperature threshold
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local LOTET = -0.35 -- Low ..
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local ICETET = -0.7 -- Ice ..
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local HIHUT = 0.35 -- High humidity threshold
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local LOHUT = -0.35 -- Low ..
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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/ZOOM, y=192/ZOOM, z=384/ZOOM},
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seed = 593,
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octaves = 4,
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persist = 0.67
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}
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-- 2D noise for mid terrain / streambed height
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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=768/ZOOM, y=768/ZOOM, z=768/ZOOM},
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seed = 85546,
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octaves = 5,
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persist = 0.5
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}
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-- 2D noise for base terrain / riverbed height
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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=4096/ZOOM, y=4096/ZOOM, z=4096/ZOOM},
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seed = 8890,
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octaves = 3,
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persist = 0.33
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}
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-- 2D noise for extra large scale height variation
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local np_xlscale = {
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offset = 0,
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scale = 1,
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spread = {x=8192/ZOOM, y=8192/ZOOM, z=8192/ZOOM},
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seed = -72,
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octaves = 3,
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persist = 0.33
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}
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-- 3D noise for temperature
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local np_temp = {
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offset = 0,
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scale = 1,
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spread = {x=512/ZOOM, y=512/ZOOM, z=512/ZOOM},
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seed = 9130,
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octaves = 3,
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persist = 0.5
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}
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-- 3D noise for humidity
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local np_humid = {
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offset = 0,
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scale = 1,
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spread = {x=512/ZOOM, y=512/ZOOM, z=512/ZOOM},
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seed = -55500,
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octaves = 3,
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persist = 0.5
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}
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-- Stuff
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dofile(minetest.get_modpath("watershedmini").."/nodes.lua")
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-- Set mapgen parameters
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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 ("[watershedmini] chunk minp ("..x0.." "..y0.." "..z0..")")
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-- voxelmanip stuff
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") -- min, max points for emerged area/voxelarea
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} -- voxelarea helper for indexes
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local data = vm:get_data() -- get flat array of voxelarea content ids
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-- content ids
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local c_air = minetest.get_content_id("air")
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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_desand = minetest.get_content_id("default:desert_sand")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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local c_ice = minetest.get_content_id("default:ice")
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local c_freshwater = minetest.get_content_id("watershedmini:freshwater")
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local c_stone = minetest.get_content_id("watershedmini:stone")
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local c_grass = minetest.get_content_id("watershedmini:grass")
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local c_drygrass = minetest.get_content_id("watershedmini:drygrass")
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local c_icydirt = minetest.get_content_id("watershedmini:icydirt")
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local c_appleaf = minetest.get_content_id("watershedmini:appleleaf")
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local c_junleaf = minetest.get_content_id("watershedmini:jungleleaf")
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-- perlinmap stuff
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local sidelen = x1 - x0 + 1 -- chunk sidelength
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local chulens = {x=sidelen, y=sidelen, z=sidelen} -- chunk dimensions
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local minposxyz = {x=x0, y=y0, z=z0} -- 3D and 2D perlinmaps start from these co-ordinates
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local minposxz = {x=x0, y=z0}
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-- 3D and 2D perlinmaps
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local nvals_terrain = minetest.get_perlin_map(np_terrain, chulens):get3dMap_flat(minposxyz)
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local nvals_temp = minetest.get_perlin_map(np_temp, chulens):get3dMap_flat(minposxyz)
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local nvals_humid = minetest.get_perlin_map(np_humid, chulens):get3dMap_flat(minposxyz)
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local nvals_mid = minetest.get_perlin_map(np_mid, chulens):get2dMap_flat(minposxz)
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local nvals_base = minetest.get_perlin_map(np_base, chulens):get2dMap_flat(minposxz)
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local nvals_xlscale = minetest.get_perlin_map(np_xlscale, chulens):get2dMap_flat(minposxz)
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-- mapgen loop
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local nixyz = 1 -- 3D and 2D perlinmap indexes
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local nixz = 1
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for z = z0, z1 do -- for each xy plane progressing northwards
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for y = y0, y1 do -- for each x row progressing upwards
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local vi = area:index(x0, y, z) -- voxelmanip index for first node in this x row
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for x = x0, x1 do -- for each node do
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local n_absterrain = math.abs(nvals_terrain[nixyz])
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local n_temp = nvals_temp[nixyz]
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local n_humid = nvals_humid[nixyz]
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local n_absmid = math.abs(nvals_mid[nixz])
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local n_absbase = math.abs(nvals_base[nixz])
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local n_xlscale = nvals_xlscale[nixz]
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local n_invbase = (1 - n_absbase)
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local terblen = (math.max(n_invbase, 0)) ^ BLENEXP
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
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local densitybase = n_invbase * BASAMP + n_xlscale * XLSAMP + grad
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local densitymid = n_absmid * MIDAMP + densitybase
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local canexp = 0.5 + terblen * 0.5
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local canamp = terblen * CANAMP
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local density = n_absterrain ^ canexp * canamp * n_absmid + densitymid
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local triver = TRIVER * n_absbase -- river threshold
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local tstream = TSTREAM * (1 - n_absmid) -- stream threshold
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local biome = false -- select biome for node
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if n_temp < LOTET then
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if n_humid < LOHUT then
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biome = 1 -- tundra
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elseif n_humid > HIHUT then
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biome = 3 -- taiga
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else
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biome = 2 -- snowy plains
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end
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elseif n_temp > HITET then
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if n_humid < LOHUT then
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biome = 7 -- desert
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elseif n_humid > HIHUT then
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biome = 9 -- rainforest
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else
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biome = 8 -- savanna
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end
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else
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if n_humid < LOHUT then
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biome = 4 -- dry grassland
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elseif n_humid > HIHUT then
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biome = 6 -- deciduous forest
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else
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biome = 5 -- grassland
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end
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end
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if density >= 0 then -- ground
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if y < YWAT then
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data[vi] = c_sand
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elseif biome == 2 or biome == 3 then
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data[vi] = c_snowblock
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elseif grad < -1 then
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data[vi] = c_stone
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elseif biome == 1 then
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data[vi] = c_icydirt
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elseif biome == 4 then
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data[vi] = c_drygrass
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elseif biome == 5 then
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data[vi] = c_appleaf
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elseif biome == 6 then
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data[vi] = c_grass
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elseif biome == 7 then
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data[vi] = c_desand
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elseif biome == 8 then
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data[vi] = c_drygrass
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elseif biome == 9 then
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data[vi] = c_junleaf
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end
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elseif y <= YWAT then -- sea water
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if n_temp <= ICETET then
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data[vi] = c_ice
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else
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data[vi] = c_water
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end
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elseif densitybase >= triver then -- river water
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data[vi] = c_freshwater
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elseif densitybase >= tstream then -- stream water
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data[vi] = c_freshwater
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end
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nixyz = nixyz + 1 -- increment perlinmap and voxelarea indexes along x row
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nixz = nixz + 1
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vi = vi + 1
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end
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nixz = nixz - 80
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end
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nixz = nixz + 80
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end
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-- voxelmanip stuff
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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) -- chunk generation time
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print ("[watershedmini] "..chugent.." ms")
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end)
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