Faster and more random generation
By replacing a for loop with Math.log(), it is able to generate a world in ~3 or less seconds compared to the 20+ seconds using a loop. additionally, the use of pseudorandom within the parameters of another pseudorandom function makes it appear more random and unpredictable.
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@ -1,11 +1,7 @@
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/*Version 1.0.0 Pseudorandom world generator*/
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function pseudorandom(key, max = 10){
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let num = max;
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for(let i = 0; i < key; i++){
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num = ((num+(max*0.6))**1.8312312-2) % (max+1);
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}
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return num;
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}
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/*Version 1.1.0 Pseudorandom world generator*/
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function pseudorandom(key, num, max = 1){
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return (Math.log(key)*(num*Math.log(1625.4986772154357))) % max;
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};
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eLists.STONEELEMS = ["rock", "gravel", "tuff", "basalt", "rock_wall"];
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let oreChances = {
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diamond: 0.045,
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@ -31,13 +27,17 @@ class biome {
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if(!paused){togglePause();}
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let fraction = seed/(2**32);
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for(let level of this.yLevels){
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for(let x = 0; x <= width; x++){
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let heightIncrease = (fraction < 0.5) ? -3*(pseudorandom(((1-fraction)*x)*100)/11) : 3*(pseudorandom((fraction*x)*100)/11);
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for(let x = 0; x <= width+2; x++){
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//console.log(x);
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let heightIncrease = (fraction < 0.5) ? -3*pseudorandom(((1-fraction)*(x+1))*(100*pseudorandom(x, 1241, 500)), 1) : 3*pseudorandom(((fraction)*(x+1))*(100*pseudorandom(x, 1241, 500)), 1);
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let h = level + heightIncrease;
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for(let y = 0; y <= h; y++){
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//console.log(x,y);
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let elementsArr = this.layers[this.yLevels.indexOf(level)];
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let elem = elementsArr[Math.floor(((fraction < 0.5) ? elementsArr.length*pseudorandom(((1-fraction)*((x*y)*13))/11) : elementsArr.length*(pseudorandom((fraction*(x*y*17)))/11))%elementsArr.length)];
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let placed = tryCreate(elem, x, height-y);
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let elem = elementsArr[Math.floor(elementsArr.length*pseudorandom((1-fraction)*pseudorandom((x+15)*(y+5), 65343, 500), 2) % elementsArr.length)] || elementsArr[0];
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//if(x == 0 || x == 1){console.log(elem);};
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let placed = tryCreate(elem, x-2, height-y);
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if(placed != null && this.temp != null){
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placed.temp = this.temp;
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}
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@ -75,9 +75,9 @@ class biome {
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generateOreVeins(seed, multi = 1){
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for(let x = 0; x <= width; x++){
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for(let y = 0; y <= height; y++){
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let c = pseudorandom((seed/2**32)*x*y)/11;
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let c = pseudorandom((seed/2**32)*pseudorandom(x*y, 657345, 600), 3);
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if(c <= 0.3){
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let c2 = pseudorandom((seed/2**32)*(x*y)*3)/11;
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let c2 = pseudorandom((seed/2**32)*pseudorandom(x*y, 98755, 750), 4);
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let ore;
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for(let e in oreChances){
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if(c2 <= oreChances[e]){
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@ -96,11 +96,11 @@ class biome {
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x2 += coords[0];
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y2 += coords[1];
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let p2 = getPixel(x2,y2);
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if(p2 != null && eLists.STONEELEMS.includes(p2.element) && (pseudorandom((seed/2**32)*x2*y2)/11) < (0.35*multi)){
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if(p2 != null && eLists.STONEELEMS.includes(p2.element) && (pseudorandom((seed/2**32)*pseudorandom(x2,y2, 350), x2*y2) < (0.35*multi))){
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hasStone = true;
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tryCreate(ore, x2, y2, true);
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}
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if((pseudorandom((seed/2**32)*(x2*y2)*8)/11) < 0.15){
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if(pseudorandom((seed/2**32)*x2*y2, 6) < 0.15){
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a = false;
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break;
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}
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@ -128,7 +128,7 @@ enabledMods.forEach((item)=>{
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biomes.orchard = new biome([["rock","rock","rock","gravel"], ["dirt", "dirt", "dirt", "rock", "gravel"], ["dirt", "dirt", "dirt", "dirt", "mud", "clay_soil", "gravel"]], [25, 30, 38], {afterFunc: (seed)=>{
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for(let i = 0; i < width; i++){
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console.log(i, width);
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let elem = ((pseudorandom((seed/2**32)*i)/11) < 0.15) ? plants.tree[(Math.round(Math.random()*plants.tree.length)) % plants.tree.length] : "grass";
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let elem = (pseudorandom((seed/2**32)*pseudorandom(i, 6544, 500), 7) < 0.15) ? plants.tree[(Math.round(Math.random()*plants.tree.length)) % plants.tree.length] : "grass";
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if(elem != undefined && elem != "grass"){elem += "_seed"};
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elem = (elem == undefined) ? "apple_seed" : elem;
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tryCreate(elem, i, 42);
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@ -140,15 +140,33 @@ elements.PRNGgenerate = {
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category: "tools",
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onSelect: function(){
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let arr = [];
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let txt = shiftDown;
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Object.keys(biomes).forEach(function(b){arr.push(b);})
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promptInput("Leave blank to generate new seed. Your current seed is: " + seed, function(i){
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seed = parseInt(i) || Math.random()*(2**32);
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seed = (i != null && i.toLowerCase() == "c") ? seed : parseFloat(i) || Math.random()*(2**32);
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seed = seed % (2**32);
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promptChoose("", arr, (choice)=>{
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biomes[choice].generate(seed);
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promptText("World generation complete.");
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selectElement('dirt');
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}, "Select a biome to generate: ");
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if(!txt){
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promptChoose("", arr, (choice)=>{
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biomes[choice].generate(seed);
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promptText("World generation complete.");
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selectElement('dirt');
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}, "Select a biome to generate: ");
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} else {
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let str = "";
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for(let key in biomes){
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str += `${key},`;
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}
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str = str.replace(/^,|,$/g, '');
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promptInput("Enter the name of a biome (caps-insensetive) \nBiomes Available: " + str, function(inp){
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if(!arr.includes(inp.toLowerCase())){
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promptText("Invalid selection.");
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}else {
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biomes[inp.toLowerCase()].generate(seed);
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promptText("World generation complete.");
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selectElement('dirt');
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}
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}, "Enter Biome")
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}
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}, "Enter seed:");
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}
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}
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