mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 05:41:51 +09:00
terragen: proportion of layer depth is better preserved
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@@ -8,10 +8,8 @@ import net.torvald.terrarum.LoadScreenBase
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.concurrent.sliceEvenly
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.FancyWorldgenLoadScreen
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import kotlin.math.cos
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import kotlin.math.max
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import kotlin.math.pow
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import kotlin.math.sin
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/**
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@@ -54,13 +52,15 @@ class Terragen(world: GameWorld, val highlandLowlandSelectCache: ModuleCache, se
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Block.AIR, Block.DIRT, Block.STONE, Block.STONE_SLATE
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)
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private fun Double.tiered(vararg tiers: Double): Int {
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private fun Double.tiered(tiers: List<Double>): Int {
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tiers.reversed().forEachIndexed { index, it ->
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if (this >= it) return (tiers.lastIndex - index) // why??
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}
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return tiers.lastIndex
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}
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private val terragenTiers = listOf(.0, .5, 1.0, 2.5).map { it * (world.height / 2400.0).pow(0.75) } // pow 1.0 for 1-to-1 scaling; 0.75 is used to make deep-rock layers actually deep for huge world size
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//private fun draw(x: Int, y: Int, width: Int, height: Int, noiseValue: List<Double>, world: GameWorld) {
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private fun draw(x: Int, noises: List<Joise>, st: Double, soff: Double) {
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var dirtStoneTransition = 0
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@@ -73,7 +73,7 @@ class Terragen(world: GameWorld, val highlandLowlandSelectCache: ModuleCache, se
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// DEBUG NOTE: it is the OFFSET FROM THE IDEAL VALUE (observed land height - (HEIGHT * DIVISOR)) that must be constant
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val noiseValue = noises.map { it.get(sx, sy, sz) }
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val terr = noiseValue[0].tiered(.0, .5, .88, 1.88)
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val terr = noiseValue[0].tiered(terragenTiers)
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// mark off the position where the transition occurred
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if (dirtStoneTransition == 0 && terr == 2)
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@@ -349,7 +349,7 @@ internal object TerragenTest : NoiseMaker {
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Block.AIR, Block.DIRT, Block.STONE, Block.STONE_SLATE
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)
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private fun Double.tiered(vararg tiers: Double): Int {
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private fun Double.tiered(tiers: List<Double>): Int {
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tiers.reversed().forEachIndexed { index, it ->
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if (this >= it) return (tiers.lastIndex - index) // why??
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}
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@@ -379,8 +379,10 @@ internal object TerragenTest : NoiseMaker {
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COPPER_ORE, IRON_ORE, COAL_ORE, ZINC_ORE, TIN_ORE, GOLD_ORE, SILVER_ORE, LEAD_ORE
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)
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private val terragenTiers = listOf(.0, .5, 1.0, 2.5).map { it * (NOISEBOX_HEIGHT / 2400.0).pow(0.75) } // pow 1.0 for 1-to-1 scaling; 0.75 is used to make deep-rock layers actually deep for huge world size
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override fun draw(x: Int, y: Int, noiseValue: List<Double>, outTex: Pixmap) {
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val terr = noiseValue[0].tiered(.0, .5, .88, 1.88)
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val terr = noiseValue[0].tiered(terragenTiers)
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val cave = if (noiseValue[1] < 0.5) 0 else 1
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val ore = (noiseValue.subList(2, noiseValue.size)).zip(oreCols).firstNotNullOfOrNull { (n, colour) -> if (n > 0.5) colour else null }
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@@ -712,8 +714,8 @@ internal object TerragenTest : NoiseMaker {
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Joise(generateOreVeinModule(caveAttenuateBiasScaled, seed shake "ores@basegame:7", 0.013, 0.300, 0.476, 1.0)),
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Joise(generateOreVeinModule(caveAttenuateBiasScaled, seed shake "ores@basegame:8", 0.017, 0.020, 0.511, 1.0)),
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Joise(generate1Dline(seed shake 10, 1.88)),
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Joise(generate1Dline(seed shake 10, 1.90)),
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Joise(generate1Dline(seed shake 10, 2.6)),
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Joise(generate1Dline(seed shake 10, 2.62)),
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)
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}
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