313 lines
11 KiB
C#
313 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using OpenSim.Region.Environment.Interfaces;
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using System;
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namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
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{
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/// <summary>
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/// Hydraulic Erosion Brush
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/// </summary>
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public class ErodeSphere : ITerrainPaintableEffect
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{
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NeighbourSystem type = NeighbourSystem.Moore; // Parameter
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double rainHeight = 0.2;
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int rounds = 10;
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double waterSaturation = 0.30; // Can carry 1% of water in height
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#region Supporting Functions
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private enum NeighbourSystem
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{
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Moore,
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VonNeumann
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} ;
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private int[] Neighbours(NeighbourSystem type, int index)
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{
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int[] coord = new int[2];
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index++;
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switch (type)
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{
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case NeighbourSystem.Moore:
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switch (index)
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{
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case 1:
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coord[0] = -1;
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coord[1] = -1;
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break;
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case 2:
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coord[0] = -0;
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coord[1] = -1;
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break;
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case 3:
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coord[0] = +1;
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coord[1] = -1;
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break;
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case 4:
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coord[0] = -1;
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coord[1] = -0;
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break;
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case 5:
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coord[0] = -0;
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coord[1] = -0;
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break;
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case 6:
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coord[0] = +1;
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coord[1] = -0;
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break;
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case 7:
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coord[0] = -1;
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coord[1] = +1;
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break;
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case 8:
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coord[0] = -0;
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coord[1] = +1;
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break;
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case 9:
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coord[0] = +1;
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coord[1] = +1;
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break;
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default:
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break;
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}
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break;
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case NeighbourSystem.VonNeumann:
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switch (index)
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{
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case 1:
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coord[0] = 0;
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coord[1] = -1;
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break;
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case 2:
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coord[0] = -1;
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coord[1] = 0;
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break;
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case 3:
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coord[0] = +1;
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coord[1] = 0;
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break;
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case 4:
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coord[0] = 0;
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coord[1] = +1;
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break;
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case 5:
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coord[0] = -0;
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coord[1] = -0;
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break;
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default:
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break;
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}
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break;
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}
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return coord;
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}
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#endregion
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#region ITerrainPaintableEffect Members
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public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
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{
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strength = TerrainUtil.MetersToSphericalStrength(strength);
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int x, y;
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// Using one 'rain' round for this, so skipping a useless loop
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// Will need to adapt back in for the Flood brush
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ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
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ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
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// Fill with rain
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for (x = 0; x < water.Width; x++)
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for (y = 0; y < water.Height; y++)
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water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
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for (int i = 0; i < rounds; i++)
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{
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// Erode underlying terrain
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for (x = 0; x < water.Width; x++)
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{
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for (y = 0; y < water.Height; y++)
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{
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double solConst = (1.0 / rounds);
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double sedDelta = water[x, y] * solConst;
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map[x, y] -= sedDelta;
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sediment[x, y] += sedDelta;
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}
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}
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// Move water
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for (x = 0; x < water.Width; x++)
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{
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for (y = 0; y < water.Height; y++)
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{
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if (water[x, y] <= 0)
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continue;
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// Step 1. Calculate average of neighbours
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int neighbours = 0;
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double altitudeTotal = 0.0;
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double altitudeMe = map[x, y] + water[x, y];
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int NEIGHBOUR_ME = 4;
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int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
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for (int j = 0; j < NEIGHBOUR_MAX; j++)
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{
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if (j != NEIGHBOUR_ME)
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{
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int[] coords = Neighbours(type, j);
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coords[0] += x;
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coords[1] += y;
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if (coords[0] > map.Width - 1)
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continue;
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if (coords[1] > map.Height - 1)
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continue;
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if (coords[0] < 0)
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continue;
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if (coords[1] < 0)
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continue;
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// Calculate total height of this neighbour
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double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
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// If it's greater than me...
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if (altitudeNeighbour - altitudeMe < 0)
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{
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// Add it to our calculations
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neighbours++;
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altitudeTotal += altitudeNeighbour;
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}
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}
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}
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if (neighbours == 0)
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continue;
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double altitudeAvg = altitudeTotal / neighbours;
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// Step 2. Allocate water to neighbours.
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for (int j = 0; j < NEIGHBOUR_MAX; j++)
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{
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if (j != NEIGHBOUR_ME)
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{
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int[] coords = Neighbours(type, j);
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coords[0] += x;
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coords[1] += y;
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if (coords[0] > map.Width - 1)
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continue;
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if (coords[1] > map.Height - 1)
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continue;
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if (coords[0] < 0)
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continue;
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if (coords[1] < 0)
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continue;
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// Skip if we dont have water to begin with.
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if (water[x, y] < 0)
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continue;
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// Calculate our delta average
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double altitudeDelta = altitudeMe - altitudeAvg;
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if (altitudeDelta < 0)
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continue;
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// Calculate how much water we can move
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double waterMin = Math.Min(water[x, y], altitudeDelta);
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double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
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/ altitudeTotal);
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double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
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if (sedimentDelta > 0)
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{
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sediment[x, y] -= sedimentDelta;
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sediment[coords[0], coords[1]] += sedimentDelta;
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}
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}
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}
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}
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}
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// Evaporate
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for (x = 0; x < water.Width; x++)
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{
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for (y = 0; y < water.Height; y++)
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{
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water[x, y] *= 1.0 - (rainHeight / rounds);
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double waterCapacity = waterSaturation * water[x, y];
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double sedimentDeposit = sediment[x, y] - waterCapacity;
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if (sedimentDeposit > 0)
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{
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sediment[x, y] -= sedimentDeposit;
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map[x, y] += sedimentDeposit;
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}
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}
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}
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}
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// Deposit any remainder (should be minimal)
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for (x = 0; x < water.Width; x++)
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for (y = 0; y < water.Height; y++)
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if (sediment[x, y] > 0)
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map[x, y] += sediment[x, y];
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}
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#endregion
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}
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}
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