sandboxels/mods/world_gen_test.js

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2023-04-10 19:59:16 -04:00
//https://www.michaelbromley.co.uk/blog/simple-1d-noise-in-javascript/
var Simple1DNoise = function() {
var MAX_VERTICES = 256;
var MAX_VERTICES_MASK = MAX_VERTICES -1;
var amplitude = 1;
var scale = 1;
var r = [];
for ( var i = 0; i < MAX_VERTICES; ++i ) {
r.push(Math.random());
}
var getVal = function( x ){
var scaledX = x * scale;
var xFloor = Math.floor(scaledX);
var t = scaledX - xFloor;
var tRemapSmoothstep = t * t * ( 3 - 2 * t );
/// Modulo using %
var xMin = xFloor % MAX_VERTICES_MASK;
var xMax = ( xMin + 1 ) % MAX_VERTICES_MASK;
var y = lerp( r[ xMin ], r[ xMax ], tRemapSmoothstep );
return y * amplitude;
};
/**
* Linear interpolation function.
* @param a The lower integer value
* @param b The upper integer value
* @param t The value between the two
* @returns {number}
*/
var lerp = function(a, b, t ) {
return a * ( 1 - t ) + b * t;
};
// return the API
return {
getVal: getVal,
setAmplitude: function(newAmplitude) {
amplitude = newAmplitude;
},
setScale: function(newScale) {
scale = newScale;
}
};
};
function newHeightMap(pixelType, pixelType2, offset, amplitude1, amplitude2, scale1, scale2) {
return {
color: "#000000",
behavior: behaviors.WALL,
category: "special",
hidden: true,
state: "solid",
offset: 0.5,
pixelType: pixelType,
pixelType2: pixelType2,
offset: offset,
amplitude1: amplitude1,
amplitude2: amplitude2,
scale1: scale1,
scale2: scale2,
generator: new Simple1DNoise(),
generator2: new Simple1DNoise(),
tick: function(pixel) {
generator = this.generator;
generator2 = this.generator2;
generator.setAmplitude(this.amplitude1);
generator.setScale(this.scale1);
generator2.setAmplitude(this.amplitude2);
generator2.setScale(this.scale2);
let value = generator.getVal(pixel.x/width) + generator2.getVal(pixel.x/width);
if(value + this.offset < pixel.y/height) {
let element = this.pixelType;
if(Array.isArray(element))
{
element = element[Math.floor(Math.random() * element.length)];
}
if(element == null)
{
deletePixel(pixel.x,pixel.y);
} else {
changePixel(pixel,element);
}
} else {
let element = this.pixelType2;
if(Array.isArray(element))
{
element = element[Math.floor(Math.random() * element.length)];
}
if(element == null)
{
deletePixel(pixel.x,pixel.y);
} else {
changePixel(pixel,element);
}
}
}
};
}
elements.dunes_height_map = newHeightMap("sand", null, 0, 0.75, 0.05, 2.5, 20);
elements.oasis_height_map = newHeightMap("sand", "water_height", 0.25, 0.75, 0.05, 2.5, 20);
elements.water_height = newHeightMap("water", null, 0.5, 0, 0, 1, 1);
worldgentypes.dunes = {
fill: [
[0, "dunes_height_map"]
]
};
worldgentypes.oasis = {
fill: [
[0, "oasis_height_map"]
]
};
if (enabledMods.includes("mods/chem.js")) {
elements.ptfe_height_map = newHeightMap("polytetrafluoroethylene", "foof_height", 0.25, 0.75, 0.05, 2.5, 20);
elements.foof_height = newHeightMap("FOOF", Array(100).fill(null).concat(["oxygen","fluorine"]), 0.5, 0, 0, 1, 1);
worldgentypes.FOOF_sea = {
fill: [
[0, "ptfe_height_map"]
],
temperature: -120
};
elements.francium_height_map = newHeightMap("tungsten", "francium_height", 0.125, 1, 0.2, 2.5, 20);
elements.francium_height = newHeightMap("molten_francium", Array(100).fill(null).concat(["radon","radiation","radiation","radiation"]), 0.5, 0, 0, 1, 1);
worldgentypes.francium_lake = {
fill: [
[0, "francium_height_map"]
],
temperature: 30
};
}
//override function until fix
worldGen = function (worldtype) {
if(worldtype.fill) {
for (var x = 1; x < width; x++) {
for (var y = 0; y < height; y++) {
var element = null;
for (let i = 0; i < worldtype.fill.length; i++) {
if((height-y)/height > worldtype.fill[i][0]) {
element = worldtype.fill[i][1]
} else {
break;
}
}
if (element) {
createPixel(element,x,y);
if (worldtype.temperature) {
pixelMap[x][y].temp = worldtype.temperature;
}
}
}
}
} else {
var complexity = worldtype.complexity || 20;
var heightVariance = worldtype.heightVariance || 0.5;
var baseHeight = height-(height*(worldtype.baseHeight || 0.5));
var layers = worldtype.layers || {0:"rock"};
var yoffsets = generateTerrainHeights(width,heightVariance,complexity);
// 2D world vertical generator
for (var x = 1; x < width; x++) {
var yoffset = yoffsets[x];
var worldHeight = baseHeight+yoffset;
for (var y = 0; y < height; y++) {
// Change element type based on y, from grass > dirt > rock > basalt
if (y > worldHeight) {
// distance from the bottom of worldHeight
var frombottom = worldHeight-(y-worldHeight);
var element = null;
for (var i in layers) {
var layer = layers[i];
if (layer[0] == 0 && yoffset < 0) {
layer[0] = yoffset;
}
if (frombottom > worldHeight*layer[0] && Math.random() < (layer[2] || 1)) {
if (elements[layer[1]]) {
element = layer[1];
break
}
}
}
if (element) {
createPixel(element,x,y);
if (worldtype.temperature) {
pixelMap[x][y].temp = worldtype.temperature;
}
}
}
}
}
// decor
if (worldtype.decor) {
for (var i = 0; i < worldtype.decor.length; i++) {
var decor = worldtype.decor[i];
var element = decor[0];
var chance = decor[1];
for (var x = 1; x < width; x++) {
var y = decor[2] || 5;
// add or subtract worldtype.decorVariance from y
y += Math.round(Math.random()*(worldtype.decorVariance||2) - (worldtype.decorVariance||2)/2);
if (Math.random() < chance && isEmpty(x,y)) {
createPixel(element,x,y);
if (worldtype.temperature) {
pixelMap[x][y].temp = worldtype.temperature;
}
if (decor[3]) {
pixelMap[x][y].color = pixelColorPick(pixelMap[x][y],decor[3])
}
}
}
}
}
}
}