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worldeditadditions.erode = { }
dofile ( worldeditadditions.modpath .. " /lib/erode/snowballs.lua " )
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function worldeditadditions . erode . run ( pos1 , pos2 , algorithm , params )
pos1 , pos2 = worldedit.sort_pos ( pos1 , pos2 )
local manip , area = worldedit.manip_helpers . init ( pos1 , pos2 )
local data = manip : get_data ( )
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local heightmap_size = {
z = ( pos2.z - pos1.z ) + 1 ,
x = ( pos2.x - pos1.x ) + 1
}
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local region_height = ( pos2.y - pos1.y ) + 1
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local heightmap = worldeditadditions.make_heightmap ( pos1 , pos2 , manip , area , data )
local heightmap_eroded = worldeditadditions.shallowcopy ( heightmap )
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-- print("[erode.run] algorithm: "..algorithm..", params:");
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-- print(worldeditadditions.format.map(params))
-- worldeditadditions.format.array_2d(heightmap, heightmap_size.x)
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local success , msg , stats
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if algorithm == " snowballs " then
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success , msg = worldeditadditions.erode . snowballs ( heightmap , heightmap_eroded , heightmap_size , region_height , params )
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if not success then return success , msg end
else
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-- FUTURE: Add a new "river" algorithm here that:
-- * Fills in blocks that are srrounded on more than 3 horizontal sides
-- * Destroys blocks that have no horizontal neighbours
-- A bit like cellular automata actually.
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return false , " Error: Unknown algorithm ' " .. algorithm .. " '. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome! "
end
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success , stats = worldeditadditions.apply_heightmap_changes (
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pos1 , pos2 , area , data ,
heightmap , heightmap_eroded , heightmap_size
)
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if not success then return success , stats end
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worldedit.manip_helpers . finish ( manip , data )
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return true , msg , stats
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end