mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 22:01:52 +09:00
Merge branch 'newworldgen'
# Conflicts: # .idea/workspace.xml # src/net/torvald/terrarum/gameactors/Actor.kt Former-commit-id: 533aeed3cd26565478a3b8c602c9e9aa7e15b43f Former-commit-id: e7e851ed9734b47cc05144df1c6187ea50f7ecab
This commit is contained in:
@@ -194,7 +194,7 @@ constructor() : BasicGameState() {
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///////////////////////////
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TilePropUtil.dynamicLumFuncTickClock()
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world.updateWorldTime(delta)
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WorldSimulator(player, delta)
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//WorldSimulator(player, delta)
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WeatherMixer.update(gc, delta)
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TileStats.update()
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if (!(CommandDict["setgl"] as SetGlobalLightOverride).lightOverride)
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@@ -300,8 +300,8 @@ constructor() : BasicGameState() {
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private fun setAppTitle() {
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Terrarum.appgc.setTitle(
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Terrarum.NAME +
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" — F: ${Terrarum.appgc.fps} (${Terrarum.TARGET_INTERNAL_FPS})" +
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" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M")
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" — F: ${Terrarum.appgc.fps} (${Terrarum.TARGET_INTERNAL_FPS})")
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//" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M")
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}
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override fun render(gc: GameContainer, sbg: StateBasedGame, gwin: Graphics) {
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@@ -405,12 +405,12 @@ constructor() : BasicGameState() {
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// velocity
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worldG.color = GameFontBase.codeToCol["g"]
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worldG.drawString(
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"${0x7F.toChar()}X ${actor.velocity.x}", // doesn't work for NPCs/Player
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"${0x7F.toChar()}X ${actor.moveDelta.x}",
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actor.hitbox.posX.toFloat(),
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actor.hitbox.pointedY.toFloat() + 4 + 8
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)
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worldG.drawString(
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"${0x7F.toChar()}Y ${actor.velocity.y}",
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"${0x7F.toChar()}Y ${actor.moveDelta.y}",
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actor.hitbox.posX.toFloat(),
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actor.hitbox.pointedY.toFloat() + 4 + 8 * 2
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)
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281
src/net/torvald/terrarum/StateNoiseTester.kt
Normal file
281
src/net/torvald/terrarum/StateNoiseTester.kt
Normal file
@@ -0,0 +1,281 @@
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package net.torvald.terrarum
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import com.sudoplay.joise.Joise
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import com.sudoplay.joise.module.*
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.concurrent.ThreadParallel
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import net.torvald.terrarum.gameactors.roundInt
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import org.newdawn.slick.Color
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.Graphics
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import org.newdawn.slick.ImageBuffer
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import org.newdawn.slick.state.BasicGameState
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import org.newdawn.slick.state.StateBasedGame
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import java.util.*
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/**
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* WARNING! HAS SERIOUS MEMORY LEAK
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*
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* Created by SKYHi14 on 2017-01-30.
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*/
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class StateNoiseTester : BasicGameState() {
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companion object {
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val imagesize = 512
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val sampleDensity = 1.0
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val noiseImageBuffer = ImageBuffer(imagesize, imagesize)
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var generating = false
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}
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override fun init(p0: GameContainer?, p1: StateBasedGame?) {
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generateNoiseImage()
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}
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private fun noise(seed: Long): Joise {
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/* Init */
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val joiseSeed = seed
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val lowlandMagic: Long = 0x44A21A114DBE56 // maria lindberg
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val highlandMagic: Long = 0x0114E091 // olive oyl
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val mountainMagic: Long = 0x115AA4DE2504 // lisa anderson
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val selectionMagic: Long = 0x44E10D9B100 // melody blue
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val ground_gradient = ModuleGradient()
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ground_gradient.setGradient(0.0, 0.0, 0.0, 1.0)
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/* Lowlands */
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val lowland_shape_fractal = ModuleFractal()
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lowland_shape_fractal.setType(ModuleFractal.FractalType.FBM)
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lowland_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
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lowland_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
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lowland_shape_fractal.setNumOctaves(2)
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lowland_shape_fractal.setFrequency(1.0)
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lowland_shape_fractal.seed = joiseSeed xor lowlandMagic
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val lowland_autocorrect = ModuleAutoCorrect()
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lowland_autocorrect.setSource(lowland_shape_fractal)
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lowland_autocorrect.setLow(0.0)
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lowland_autocorrect.setHigh(1.0)
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val lowland_scale = ModuleScaleOffset()
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lowland_scale.setSource(lowland_autocorrect)
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lowland_scale.setScale(0.2)
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lowland_scale.setOffset(-0.25)
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val lowland_y_scale = ModuleScaleDomain()
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lowland_y_scale.setSource(lowland_scale)
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lowland_y_scale.setScaleY(0.0)
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val lowland_terrain = ModuleTranslateDomain()
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lowland_terrain.setSource(ground_gradient)
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lowland_terrain.setAxisYSource(lowland_y_scale)
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/* highlands */
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val highland_shape_fractal = ModuleFractal()
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highland_shape_fractal.setType(ModuleFractal.FractalType.RIDGEMULTI)
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highland_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
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highland_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
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highland_shape_fractal.setNumOctaves(2)
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highland_shape_fractal.setFrequency(2.0)
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highland_shape_fractal.seed = joiseSeed xor highlandMagic
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val highland_autocorrect = ModuleAutoCorrect()
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highland_autocorrect.setSource(highland_shape_fractal)
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highland_autocorrect.setLow(0.0)
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highland_autocorrect.setHigh(1.0)
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val highland_scale = ModuleScaleOffset()
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highland_scale.setSource(highland_autocorrect)
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highland_scale.setScale(0.45)
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highland_scale.setOffset(0.0)
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val highland_y_scale = ModuleScaleDomain()
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highland_y_scale.setSource(highland_scale)
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highland_y_scale.setScaleY(0.0)
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val highland_terrain = ModuleTranslateDomain()
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highland_terrain.setSource(ground_gradient)
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highland_terrain.setAxisYSource(highland_y_scale)
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/* mountains */
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val mountain_shape_fractal = ModuleFractal()
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mountain_shape_fractal.setType(ModuleFractal.FractalType.BILLOW)
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mountain_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
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mountain_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
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mountain_shape_fractal.setNumOctaves(4)
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mountain_shape_fractal.setFrequency(1.0)
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mountain_shape_fractal.seed = joiseSeed xor mountainMagic
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val mountain_autocorrect = ModuleAutoCorrect()
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mountain_autocorrect.setSource(mountain_shape_fractal)
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mountain_autocorrect.setLow(0.0)
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mountain_autocorrect.setHigh(1.0)
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val mountain_scale = ModuleScaleOffset()
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mountain_scale.setSource(mountain_autocorrect)
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mountain_scale.setScale(0.75)
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mountain_scale.setOffset(0.25)
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val mountain_y_scale = ModuleScaleDomain()
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mountain_y_scale.setSource(mountain_scale)
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mountain_y_scale.setScaleY(0.1) // controls "quirkiness" of the mountain
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val mountain_terrain = ModuleTranslateDomain()
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mountain_terrain.setSource(ground_gradient)
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mountain_terrain.setAxisYSource(mountain_y_scale)
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/* selection */
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val terrain_type_fractal = ModuleFractal()
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terrain_type_fractal.setType(ModuleFractal.FractalType.FBM)
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terrain_type_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
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terrain_type_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
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terrain_type_fractal.setNumOctaves(3)
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terrain_type_fractal.setFrequency(0.5)
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terrain_type_fractal.seed = joiseSeed xor selectionMagic
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val terrain_autocorrect = ModuleAutoCorrect()
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terrain_autocorrect.setSource(terrain_type_fractal)
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terrain_autocorrect.setLow(0.0)
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terrain_autocorrect.setHigh(1.0)
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val terrain_type_cache = ModuleCache()
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terrain_type_cache.setSource(terrain_autocorrect)
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val highland_mountain_select = ModuleSelect()
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highland_mountain_select.setLowSource(highland_terrain)
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highland_mountain_select.setHighSource(mountain_terrain)
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highland_mountain_select.setControlSource(terrain_type_cache)
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highland_mountain_select.setThreshold(0.55)
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highland_mountain_select.setFalloff(0.15)
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val highland_lowland_select = ModuleSelect()
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highland_lowland_select.setLowSource(lowland_terrain)
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highland_lowland_select.setHighSource(highland_mountain_select)
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highland_lowland_select.setControlSource(terrain_type_cache)
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highland_lowland_select.setThreshold(0.25)
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highland_lowland_select.setFalloff(0.15)
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val ground_select = ModuleSelect()
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ground_select.setLowSource(0.0)
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ground_select.setHighSource(1.0)
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ground_select.setThreshold(0.5)
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ground_select.setControlSource(highland_lowland_select)
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val joise = Joise(ground_select)
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return joise
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}
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fun generateNoiseImage() {
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val noiseModule = noise(HQRNG().nextLong()) // change noise function here
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for (y in 0..imagesize - 1) {
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for (x in 0..imagesize - 1) {
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noiseImageBuffer.setRGBA(x, y, 0, 0, 0, 255)
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}
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}
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for (i in 0..Terrarum.THREADS - 1) {
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ThreadParallel.map(
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i,
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ThreadRunNoiseSampling(
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imagesize.toFloat().div(Terrarum.THREADS).times(i).roundInt(),
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imagesize.toFloat().div(Terrarum.THREADS).times(i.plus(1)).roundInt() - 1,
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noiseModule
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),
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"SampleJoiseMap"
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)
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}
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ThreadParallel.startAll()
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}
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override fun update(gc: GameContainer, sbg: StateBasedGame, delta: Int) {
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Terrarum.appgc.setTitle("${Terrarum.NAME} — F: ${Terrarum.appgc.fps}"
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+ " — M: ${Terrarum.memInUse}M / ${Terrarum.totalVMMem}M")
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if (ThreadParallel.allFinished()) generating = false
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}
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override fun getID() = Terrarum.STATE_ID_TOOL_NOISEGEN
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override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
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g.color = Color.red
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g.drawString("Press SPACE to generate new noise", 8f, 8f)
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g.drawString("CPUs: ${Terrarum.THREADS}", Terrarum.WIDTH - 90f, 8f)
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g.background = Color.cyan
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g.drawImage(noiseImageBuffer.image,//noiseImage,
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Terrarum.WIDTH.minus(imagesize).div(2).toFloat(),
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Terrarum.HEIGHT.minus(imagesize).div(2).toFloat()
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)
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}
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override fun keyPressed(key: Int, c: Char) {
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if (c == ' ' && !generating) {
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println("Generating noise, may take a while")
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generating = true
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generateNoiseImage()
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}
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}
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class ThreadRunNoiseSampling(val startIndex: Int, val endIndex: Int, val joise: Joise) : Runnable {
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/*override fun run() {
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for (sy in startIndex..endIndex) {
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for (sx in 0..imagesize - 1) {
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val y = sy.toDouble() / imagesize
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||||
val x = sx.toDouble() / imagesize
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||||
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||||
val sampleOffset = sampleDensity
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// 4-D toroidal sampling (looped H and V)
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||||
val sampleTheta1 = x * Math.PI * 2.0
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||||
val sampleTheta2 = y * Math.PI * 2.0
|
||||
val sampleX = Math.sin(sampleTheta1) * sampleDensity + sampleDensity
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||||
val sampleY = Math.cos(sampleTheta1) * sampleDensity + sampleDensity
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||||
val sampleZ = Math.sin(sampleTheta2) * sampleDensity + sampleDensity
|
||||
val sampleW = Math.cos(sampleTheta2) * sampleDensity + sampleDensity
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||||
|
||||
val noise = joise.get(
|
||||
sampleX, sampleY, sampleZ, sampleW
|
||||
) // autocorrection REQUIRED!
|
||||
|
||||
val noiseCol = noise.times(255f).toInt()
|
||||
noiseImageBuffer.setRGBA(sx, sy, noiseCol, noiseCol, noiseCol, 255)
|
||||
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
override fun run() {
|
||||
for (sy in startIndex..endIndex) {
|
||||
for (sx in 0..imagesize - 1) {
|
||||
val y = sy.toDouble() / imagesize * 1.5 -.6
|
||||
val x = sx.toDouble() / imagesize
|
||||
|
||||
val sampleOffset = sampleDensity
|
||||
// 4-D toroidal sampling (looped H and V)
|
||||
val sampleTheta1 = x * Math.PI * 2.0
|
||||
val sampleX = Math.sin(sampleTheta1) * sampleDensity + sampleDensity
|
||||
val sampleZ = Math.cos(sampleTheta1) * sampleDensity + sampleDensity
|
||||
val sampleY = y
|
||||
|
||||
val noise = joise.get(
|
||||
sampleX, sampleY, sampleZ
|
||||
) // autocorrection REQUIRED!
|
||||
|
||||
val noiseCol = noise.times(255f).toInt()
|
||||
noiseImageBuffer.setRGBA(sx, sy, noiseCol, noiseCol, noiseCol, 255)
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -133,6 +133,7 @@ constructor(gamename: String) : StateBasedGame(gamename) {
|
||||
//addState(StateNoiseTexGen())
|
||||
//addState(StateBlurTest())
|
||||
//addState(StateShaderTest())
|
||||
//addState(StateNoiseTester())
|
||||
|
||||
ingame = StateInGame()
|
||||
addState(ingame)
|
||||
|
||||
@@ -5,6 +5,23 @@ import net.torvald.terrarum.ui.ConsoleWindow
|
||||
import org.apache.commons.codec.digest.DigestUtils
|
||||
|
||||
/**
|
||||
*
|
||||
* Password setting rules:
|
||||
*
|
||||
* For each releases new password should be set. The new password must:
|
||||
* - start with next alphabet of previous password
|
||||
* if previous password started with Z, the new password must start with A
|
||||
* - be a name appear in the Legend of Zelda series which officially released by Nintendo
|
||||
* - be lowercase
|
||||
* - BE CRACKABLE (crackstation.net)
|
||||
*
|
||||
* Example passwords would be:
|
||||
* aryll -> biggoron -> ciela -> ... -> linebeck -> midna -> navi -> ...
|
||||
*
|
||||
* Notes:
|
||||
* do NOT put plaintext anywhere in the code (except for comments maybe)
|
||||
* must use SHA-256
|
||||
*
|
||||
* Created by minjaesong on 16-02-19.
|
||||
*/
|
||||
internal object Authenticator : ConsoleCommand {
|
||||
|
||||
@@ -39,7 +39,7 @@ abstract class Actor(val renderOrder: ActorOrder) : Comparable<Actor>, Runnable
|
||||
* override var referenceID: Int = generateUniqueReferenceID()
|
||||
*/
|
||||
fun generateUniqueReferenceID(): Int {
|
||||
fun itIsNotValid(value: Int) =
|
||||
fun checkForCollision(value: Int) =
|
||||
Terrarum.ingame.theGameHasActor(value) ||
|
||||
value < ItemCodex.ITEM_COUNT_MAX ||
|
||||
value < when (renderOrder) {
|
||||
@@ -58,7 +58,7 @@ abstract class Actor(val renderOrder: ActorOrder) : Comparable<Actor>, Runnable
|
||||
var ret: Int
|
||||
do {
|
||||
ret = HQRNG().nextInt().and(0x7FFFFFFF) // set new ID
|
||||
} while (itIsNotValid(ret)) // check for collision
|
||||
} while (checkForCollision(ret)) // check for collision
|
||||
return ret
|
||||
}
|
||||
|
||||
|
||||
@@ -65,39 +65,31 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
)
|
||||
|
||||
/**
|
||||
* Elevators/Movingwalks/etc.: edit hitbox manually!
|
||||
*
|
||||
* Velocity vector for newtonian sim.
|
||||
* Acceleration: used in code like:
|
||||
* veloY += 3.0
|
||||
* +3.0 is acceleration. You __accumulate__ acceleration to the velocity.
|
||||
*/
|
||||
internal val velocity = Vector2(0.0, 0.0)
|
||||
var veloX: Double
|
||||
get() = velocity.x
|
||||
protected set(value) {
|
||||
velocity.x = value
|
||||
}
|
||||
var veloY: Double
|
||||
get() = velocity.y
|
||||
protected set(value) {
|
||||
velocity.y = value
|
||||
}
|
||||
internal val externalForce = Vector2(0.0, 0.0)
|
||||
|
||||
val moveDelta = Vector2(0.0, 0.0)
|
||||
val moveDelta = Vector2(0.0, 0.0) // moveDelta = velocity + controllerMoveDelta
|
||||
@Transient private val VELO_HARD_LIMIT = 100.0
|
||||
|
||||
/**
|
||||
* for "Controllable" actors
|
||||
*/
|
||||
var controllerVel: Vector2? = if (this is Controllable) Vector2() else null
|
||||
var controllerMoveDelta: Vector2? = if (this is Controllable) Vector2() else null
|
||||
var walkX: Double
|
||||
get() = controllerVel!!.x
|
||||
get() = controllerMoveDelta!!.x
|
||||
protected set(value) {
|
||||
controllerVel!!.x = value
|
||||
controllerMoveDelta!!.x = value
|
||||
}
|
||||
var walkY: Double
|
||||
get() = controllerVel!!.y
|
||||
get() = controllerMoveDelta!!.y
|
||||
protected set(value) {
|
||||
controllerVel!!.y = value
|
||||
controllerMoveDelta!!.y = value
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -155,8 +147,6 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
}
|
||||
get() = 1.0 - elasticity
|
||||
|
||||
@Transient private val CEILING_HIT_ELASTICITY = 0.3
|
||||
|
||||
var density = 1000.0
|
||||
set(value) {
|
||||
if (value < 0)
|
||||
@@ -342,7 +332,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
* @param acc : Acceleration in Vector2
|
||||
*/
|
||||
fun applyForce(acc: Vector2) {
|
||||
velocity += acc.times(speedMultByTile)
|
||||
externalForce += acc * speedMultByTile
|
||||
}
|
||||
|
||||
private val bounceDampenVelThreshold = 0.5
|
||||
@@ -375,8 +365,8 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
}
|
||||
|
||||
// hard limit velocity
|
||||
veloX = veloX.bipolarClamp(VELO_HARD_LIMIT)
|
||||
veloY = veloY.bipolarClamp(VELO_HARD_LIMIT)
|
||||
externalForce.x = externalForce.x.bipolarClamp(VELO_HARD_LIMIT)
|
||||
externalForce.y = externalForce.y.bipolarClamp(VELO_HARD_LIMIT)
|
||||
|
||||
// Set 'next' position (hitbox) from canonical and walking velocity
|
||||
setNewNextHitbox()
|
||||
@@ -391,8 +381,12 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
applyNormalForce()
|
||||
}
|
||||
|
||||
setHorizontalFriction()
|
||||
if (immobileBody || isPlayerNoClip) { // TODO also hanging on the rope, etc.
|
||||
if (!immobileBody) { // TODO test no friction on immobileBody
|
||||
setHorizontalFriction()
|
||||
}
|
||||
//if (immobileBody || isPlayerNoClip) { // TODO also hanging on the rope, etc.
|
||||
// TODO test no friction on immobileBody
|
||||
if (isPlayerNoClip) { // TODO also hanging on the rope, etc.
|
||||
setVerticalFriction()
|
||||
}
|
||||
|
||||
@@ -429,28 +423,28 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
if (!(isCollidingSide(hitbox, COLLIDING_LEFT) && walkX < 0)
|
||||
|| !(isCollidingSide(hitbox, COLLIDING_RIGHT) && walkX > 0)
|
||||
) {
|
||||
moveDelta.x = veloX + walkX
|
||||
moveDelta.x = externalForce.x + walkX
|
||||
}
|
||||
|
||||
// decide whether to ignore walkY
|
||||
if (!(isCollidingSide(hitbox, COLLIDING_TOP) && walkY < 0)
|
||||
|| !(isCollidingSide(hitbox, COLLIDING_BOTTOM) && walkY > 0)
|
||||
) {
|
||||
moveDelta.y = veloY + walkY
|
||||
moveDelta.y = externalForce.y + walkY
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (!isCollidingSide(hitbox, COLLIDING_LEFT)
|
||||
|| !isCollidingSide(hitbox, COLLIDING_RIGHT)
|
||||
) {
|
||||
moveDelta.x = veloX
|
||||
moveDelta.x = externalForce.x
|
||||
}
|
||||
|
||||
// decide whether to ignore walkY
|
||||
if (!isCollidingSide(hitbox, COLLIDING_TOP)
|
||||
|| !isCollidingSide(hitbox, COLLIDING_BOTTOM)
|
||||
) {
|
||||
moveDelta.y = veloY
|
||||
moveDelta.y = externalForce.y
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -466,18 +460,18 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
* weight; gravitational force in action
|
||||
* W = mass * G (9.8 [m/s^2])
|
||||
*/
|
||||
val W: Vector2 = gravitation * mass
|
||||
val W: Vector2 = gravitation * Terrarum.TARGET_FPS.toDouble()
|
||||
/**
|
||||
* Area
|
||||
*/
|
||||
val A: Double = scale * scale
|
||||
val A: Double = (scale * baseHitboxW / METER) * (scale * baseHitboxW / METER)
|
||||
/**
|
||||
* Drag of atmosphere
|
||||
* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
|
||||
*/
|
||||
val D: Vector2 = Vector2(veloX.magnSqr(), veloY.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
|
||||
val D: Vector2 = Vector2(moveDelta.x.magnSqr(), moveDelta.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
|
||||
|
||||
val V: Vector2 = (W - D) / mass * SI_TO_GAME_ACC
|
||||
val V: Vector2 = (W - D) / Terrarum.TARGET_FPS.toDouble() * SI_TO_GAME_ACC
|
||||
|
||||
applyForce(V)
|
||||
}
|
||||
@@ -488,7 +482,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
// axis Y. Using operand >= and hitting the ceiling will lock the player to the position
|
||||
if (moveDelta.y > 0.0) { // was moving downward?
|
||||
if (isColliding(nextHitbox, COLLIDING_TOP)) { // hit the ceiling
|
||||
hitAndForciblyReflectY()
|
||||
hitAndReflectY() //hitAndForciblyReflectY()
|
||||
grounded = false
|
||||
}
|
||||
else if (isColliding(nextHitbox)) {
|
||||
@@ -512,9 +506,12 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
}
|
||||
}
|
||||
// axis X
|
||||
if (isTouchingSide(nextHitbox, COLLIDING_LEFT) || isTouchingSide(nextHitbox, COLLIDING_RIGHT)
|
||||
&& moveDelta.x != 0.0) { // check right and left
|
||||
if (isTouchingSide(nextHitbox, COLLIDING_LEFT) || isTouchingSide(nextHitbox, COLLIDING_RIGHT)) { // check right and left
|
||||
// the actor is hitting the wall
|
||||
|
||||
// FIXME balls are stuck in this
|
||||
if (referenceID != 321321321)
|
||||
println("$this trying to reflectX")
|
||||
hitAndReflectX()
|
||||
}
|
||||
}
|
||||
@@ -534,7 +531,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
val ccdDelta = (nextHitbox.toVector() - hitbox.toVector())
|
||||
if (ccdDelta.x != 0.0 || ccdDelta.y != 0.0) {
|
||||
//ccdDelta.set(ccdDelta.setMagnitude(CCD_TICK)) // fixed tick
|
||||
val displacement = Math.min(1.0.div(velocity.magnitude * 2), 0.5) // adaptive tick
|
||||
val displacement = Math.min(1.0.div(moveDelta.magnitude * 2), 0.5) // adaptive tick
|
||||
ccdDelta.set(ccdDelta.setMagnitude(displacement))
|
||||
}
|
||||
|
||||
@@ -551,35 +548,44 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
}
|
||||
|
||||
private fun hitAndReflectX() {
|
||||
if ((veloX * elasticity).abs() > Epsilon.E) {
|
||||
veloX *= -elasticity
|
||||
if ((externalForce.x * elasticity).abs() >= MINIMUM_BOUNCE_THRESHOLD) { // > Epsilon.E) {
|
||||
externalForce.x *= -elasticity
|
||||
if (this is Controllable) walkX *= -elasticity
|
||||
}
|
||||
else {
|
||||
veloX = 0.0
|
||||
externalForce.x = 0.0
|
||||
if (this is Controllable) walkX = 0.0
|
||||
}
|
||||
}
|
||||
|
||||
private fun hitAndReflectY() {
|
||||
if ((veloY * elasticity).abs() > Epsilon.E) {
|
||||
veloY *= -elasticity
|
||||
if (externalForce.y.abs() >= MINIMUM_BOUNCE_THRESHOLD) { //> Epsilon.E) {
|
||||
externalForce.y *= -elasticity
|
||||
if (this is Controllable) walkY *= -elasticity
|
||||
}
|
||||
else {
|
||||
veloY = 0.0
|
||||
externalForce.y = 0.0
|
||||
if (this is Controllable) walkY *= 0.0
|
||||
}
|
||||
}
|
||||
|
||||
@Transient private val CEILING_HIT_ELASTICITY = 0.3
|
||||
@Transient private val MINIMUM_BOUNCE_THRESHOLD = 0.1
|
||||
|
||||
/**
|
||||
* prevents sticking to the ceiling
|
||||
*/
|
||||
private fun hitAndForciblyReflectY() {
|
||||
if (veloY.abs() * CEILING_HIT_ELASTICITY > A_PIXEL)
|
||||
veloY = -veloY * CEILING_HIT_ELASTICITY
|
||||
else
|
||||
veloY = veloY.sign() * -A_PIXEL
|
||||
// TODO HARK! I have changed veloX/Y to moveDelta.x/y
|
||||
if (moveDelta.y < 0) {
|
||||
if (moveDelta.y.abs() * CEILING_HIT_ELASTICITY > A_PIXEL)
|
||||
moveDelta.y = -moveDelta.y * CEILING_HIT_ELASTICITY
|
||||
else
|
||||
moveDelta.y = moveDelta.y.sign() * -A_PIXEL
|
||||
}
|
||||
else {
|
||||
throw Error("Check this out bitch (moveDelta.y = ${moveDelta.y})")
|
||||
}
|
||||
}
|
||||
|
||||
private fun isColliding(hitbox: Hitbox) = isColliding(hitbox, 0)
|
||||
@@ -792,13 +798,13 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
BASE_FRICTION * if (grounded) feetFriction else bodyFriction
|
||||
}
|
||||
|
||||
if (veloX < 0) {
|
||||
veloX += friction
|
||||
if (veloX > 0) veloX = 0.0 // compensate overshoot
|
||||
if (externalForce.x < 0) {
|
||||
externalForce.x += friction
|
||||
if (externalForce.x > 0) externalForce.x = 0.0 // compensate overshoot
|
||||
}
|
||||
else if (veloX > 0) {
|
||||
veloX -= friction
|
||||
if (veloX < 0) veloX = 0.0 // compensate overshoot
|
||||
else if (externalForce.x > 0) {
|
||||
externalForce.x -= friction
|
||||
if (externalForce.x < 0) externalForce.x = 0.0 // compensate overshoot
|
||||
}
|
||||
|
||||
if (this is Controllable) {
|
||||
@@ -819,13 +825,13 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
|
||||
else
|
||||
BASE_FRICTION * bodyFriction
|
||||
|
||||
if (veloY < 0) {
|
||||
veloY += friction
|
||||
if (veloY > 0) veloX = 0.0 // compensate overshoot
|
||||
if (externalForce.y < 0) {
|
||||
externalForce.y += friction
|
||||
if (externalForce.y > 0) externalForce.y = 0.0 // compensate overshoot
|
||||
}
|
||||
else if (veloY > 0) {
|
||||
veloY -= friction
|
||||
if (veloY < 0) veloY = 0.0 // compensate overshoot
|
||||
else if (externalForce.y > 0) {
|
||||
externalForce.y -= friction
|
||||
if (externalForce.y < 0) externalForce.y = 0.0 // compensate overshoot
|
||||
}
|
||||
|
||||
if (this is Controllable) {
|
||||
|
||||
@@ -56,7 +56,7 @@ object PlayerBuilderSigrid {
|
||||
|
||||
p.actorValue[AVKey.INTELLIGENT] = true
|
||||
|
||||
//p.actorValue[AVKey.LUMINOSITY] = Color(0x434aff).to10bit()
|
||||
p.actorValue[AVKey.LUMINOSITY] = Color(0x434aff).to10bit()
|
||||
|
||||
p.actorValue[AVKey.BASEDEFENCE] = 141
|
||||
|
||||
|
||||
@@ -53,7 +53,7 @@ open class ProjectileSimple(
|
||||
posPre = Point2d(fromPoint.x, fromPoint.y)
|
||||
// lightbox sized 8x8 centered to the bullet
|
||||
lightBoxList.add(Hitbox(-4.0, -4.0, 8.0, 8.0))
|
||||
this.velocity.set(velocity)
|
||||
//this.externalForce.set(velocity)
|
||||
|
||||
damage = bulletDatabase[type][OFFSET_DAMAGE] as Int
|
||||
displayColour = bulletDatabase[type][OFFSET_COL] as Color
|
||||
@@ -63,7 +63,7 @@ open class ProjectileSimple(
|
||||
setHitboxDimension(2, 2, 0, 0) // should be following sprite's properties if there IS one
|
||||
|
||||
|
||||
velocity.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
|
||||
externalForce.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -60,8 +60,8 @@ internal class AILuaAPI(g: Globals, actor: ActorWithSprite) {
|
||||
t["posX"] = actor.hitbox.centeredX.toLua()
|
||||
t["posY"] = actor.hitbox.centeredY.toLua()
|
||||
|
||||
t["veloX"] = actor.veloX.toLua()
|
||||
t["veloY"] = actor.veloY.toLua()
|
||||
t["veloX"] = actor.moveDelta.x.toLua()
|
||||
t["veloY"] = actor.moveDelta.y.toLua()
|
||||
|
||||
t["width"] = actor.hitbox.width.toLua()
|
||||
t["height"] = actor.hitbox.height.toLua()
|
||||
|
||||
@@ -150,10 +150,10 @@ object CollisionSolver {
|
||||
|
||||
// if they actually makes collision (e.g. player vs ball), solve it
|
||||
if (a makesCollisionWith b) {
|
||||
val ux_1 = a.veloX
|
||||
val ux_2 = b.veloX
|
||||
val uy_1 = a.veloY
|
||||
val uy_2 = b.veloY
|
||||
val ux_1 = a.moveDelta.x
|
||||
val ux_2 = b.moveDelta.x
|
||||
val uy_1 = a.moveDelta.y
|
||||
val uy_2 = b.moveDelta.y
|
||||
val m1 = a.mass
|
||||
val m2 = b.mass
|
||||
|
||||
|
||||
@@ -24,8 +24,8 @@ class ThreadProcessNoiseLayers(val startIndex: Int, val endIndex: Int,
|
||||
val sampleTheta = (x.toDouble() / WorldGenerator.WIDTH) * WorldGenerator.TWO_PI
|
||||
val sampleOffset = (WorldGenerator.WIDTH / sampleDensity) / 8.0
|
||||
val sampleX = Math.sin(sampleTheta) * sampleOffset + sampleOffset // plus sampleOffset to make only
|
||||
val sampleY = Math.cos(sampleTheta) * sampleOffset + sampleOffset // positive points are to be sampled
|
||||
val sampleZ = y / sampleDensity
|
||||
val sampleZ = Math.cos(sampleTheta) * sampleOffset + sampleOffset // positive points are to be sampled
|
||||
val sampleY = y / sampleDensity
|
||||
val noise: Double = record.noiseModule.get(sampleX, sampleY, sampleZ)
|
||||
|
||||
val fromTerr = record.replaceFromTerrain
|
||||
|
||||
@@ -38,9 +38,7 @@ object WorldGenerator {
|
||||
private val NOISE_SIMPLEX_ORE_START = 1.42
|
||||
private val NOISE_SIMPLEX_ORE_END = 1.28
|
||||
|
||||
private val HILL_WIDTH = 256 // power of two!
|
||||
//private val MAX_HILL_HEIGHT = 100
|
||||
private val TERRAIN_UNDULATION = 250
|
||||
private val TERRAIN_UNDULATION = 200
|
||||
|
||||
private val SIMPLEXGEN_LARGEST_FEATURE = 200
|
||||
|
||||
@@ -51,8 +49,8 @@ object WorldGenerator {
|
||||
private var GLACIER_MOUNTAIN_WIDTH = 900
|
||||
private val GLACIER_MOUNTAIN_HEIGHT = 300
|
||||
|
||||
private val CAVEGEN_THRE_START = 0.95
|
||||
private val CAVEGEN_THRE_END = 0.67
|
||||
private val CAVEGEN_THRE_START = 0.4
|
||||
private val CAVEGEN_THRE_END = 0.1
|
||||
|
||||
|
||||
private var worldOceanPosition: Int = -1
|
||||
@@ -109,12 +107,18 @@ object WorldGenerator {
|
||||
* Todo: Lakes! Aquifers! Lava chambers!
|
||||
* Todo: deserts (variants: SAND_DESERT, SAND_RED)
|
||||
* Todo: volcano(es?)
|
||||
* Done: variants of beach (SAND, SAND_BEACH, SAND_BLACK, SAND_GREEN)
|
||||
* TODO: variants of beach (SAND, SAND_BEACH, SAND_BLACK, SAND_GREEN)
|
||||
*
|
||||
*
|
||||
* Hark! We use cylindrical sampling
|
||||
*
|
||||
* x, z: X-axis sampling
|
||||
* y: Y-axis sampling
|
||||
*/
|
||||
|
||||
val noiseArray = arrayOf(
|
||||
TaggedJoise("Carving caves", noiseRidged(1.7, 1.4), 1.0, TILE_MACRO_ALL, TILE_MACRO_ALL, Tile.AIR, NoiseFilterSqrt, CAVEGEN_THRE_START, CAVEGEN_THRE_END)
|
||||
, TaggedJoise("Collapsing caves", noiseBlobs(0.5), 0.3, Tile.AIR, Tile.STONE, Tile.STONE, NoiseFilterUniform)
|
||||
// TODO cave one featured in http://accidentalnoise.sourceforge.net/minecraftworlds.html
|
||||
TaggedJoise("Carving caves", noiseCave(), 1.0, TILE_MACRO_ALL, TILE_MACRO_ALL, Tile.AIR, NoiseFilterSqrt, CAVEGEN_THRE_START, CAVEGEN_THRE_END)
|
||||
// , TaggedJoise("Collapsing caves", noiseBlobs(0.5), 0.3, Tile.AIR, Tile.STONE, Tile.STONE, NoiseFilterUniform)
|
||||
//
|
||||
//, TaggedJoise("Putting stone patches on the ground", noiseBlobs(0.8), 1.02f, intArrayOf(Tile.DIRT, Tile.GRASS), Tile.DIRT, Tile.STONE, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
|
||||
//, TaggedJoise("Placing dirt spots in the cave", noiseBlobs(0.5), 0.98f, Tile.STONE, Tile.STONE, Tile.DIRT, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
|
||||
@@ -179,19 +183,69 @@ object WorldGenerator {
|
||||
|
||||
val ridged_scale = ModuleScaleDomain()
|
||||
ridged_scale.setScaleX(xStretch.toDouble())
|
||||
ridged_scale.setScaleY(yStretch.toDouble())
|
||||
ridged_scale.setScaleY(xStretch.toDouble())
|
||||
ridged_scale.setScaleZ(yStretch.toDouble())
|
||||
ridged_scale.setSource(ridged_autocorrect)
|
||||
|
||||
return Joise(ridged_scale)
|
||||
}
|
||||
|
||||
private fun noiseCave(): Joise {
|
||||
val caveMagic: Long = 0x00215741CDF // Urist McDF
|
||||
val cavePerturbMagic: Long = 0xA2410C // Armok
|
||||
val arbitraryScale = 4.0
|
||||
|
||||
|
||||
val cave_shape = ModuleFractal()
|
||||
cave_shape.setType(ModuleFractal.FractalType.RIDGEMULTI)
|
||||
cave_shape.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
|
||||
cave_shape.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
cave_shape.setNumOctaves(1)
|
||||
cave_shape.setFrequency(4.0)
|
||||
cave_shape.seed = SEED xor caveMagic
|
||||
|
||||
val cave_select = ModuleSelect()
|
||||
cave_select.setLowSource(1.0)
|
||||
cave_select.setHighSource(0.0)
|
||||
cave_select.setControlSource(cave_shape)
|
||||
cave_select.setThreshold(0.8)
|
||||
cave_select.setFalloff(0.0)
|
||||
|
||||
val cave_perturb_fractal = ModuleFractal()
|
||||
cave_perturb_fractal.setType(ModuleFractal.FractalType.FBM)
|
||||
cave_perturb_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
|
||||
cave_perturb_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
cave_perturb_fractal.setNumOctaves(6)
|
||||
cave_perturb_fractal.setFrequency(3.0)
|
||||
cave_perturb_fractal.seed = SEED xor cavePerturbMagic
|
||||
|
||||
val cave_perturb_scale = ModuleScaleOffset()
|
||||
cave_perturb_scale.setSource(cave_perturb_fractal)
|
||||
cave_perturb_scale.setScale(0.5)
|
||||
cave_perturb_scale.setOffset(0.0)
|
||||
|
||||
val cave_perturb = ModuleTranslateDomain()
|
||||
cave_perturb.setSource(cave_perturb_fractal)
|
||||
cave_perturb.setAxisXSource(cave_perturb_scale)
|
||||
|
||||
val cave_scale = ModuleScaleDomain()
|
||||
cave_scale.setScaleX(1.0 / arbitraryScale)
|
||||
cave_scale.setScaleZ(1.0 / arbitraryScale)
|
||||
cave_scale.setScaleY(1.0 / arbitraryScale)
|
||||
cave_scale.setSource(cave_perturb)
|
||||
|
||||
return Joise(cave_scale)
|
||||
}
|
||||
|
||||
private fun noiseBlobs(frequency: Double): Joise {
|
||||
val ridgedMagic: Long = 0x4114EC2AF7 // minecraft
|
||||
|
||||
val ridged = ModuleFractal()
|
||||
ridged.setType(ModuleFractal.FractalType.FBM)
|
||||
ridged.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
ridged.setNumOctaves(2)
|
||||
ridged.setFrequency(frequency)
|
||||
ridged.seed = Random().nextLong()
|
||||
ridged.seed = SEED xor ridgedMagic
|
||||
|
||||
val brownian_select = ModuleSelect()
|
||||
brownian_select.setControlSource(ridged)
|
||||
@@ -269,8 +323,15 @@ object WorldGenerator {
|
||||
val noiseMap = Array(HEIGHT, { BitSet(WIDTH) })
|
||||
|
||||
// Height = Terrain undulation times 2.
|
||||
val SCALE_X: Double = (TERRAIN_UNDULATION * 0.5).toDouble()
|
||||
val SCALE_Y: Double = (TERRAIN_UNDULATION * 0.25).toDouble()
|
||||
val SCALE_X: Double = TERRAIN_UNDULATION * 1.33
|
||||
val SCALE_Y: Double = TERRAIN_UNDULATION * 1.0
|
||||
|
||||
/* Init */
|
||||
|
||||
val lowlandMagic: Long = 0x41A21A114DBE56 // Maria Lindberg
|
||||
val highlandMagic: Long = 0x0114E091 // Olive Oyl
|
||||
val mountainMagic: Long = 0x115AA4DE2504 // Lisa Anderson
|
||||
val selectionMagic: Long = 0x41E10D9B100 // Melody Blue
|
||||
|
||||
val ground_gradient = ModuleGradient()
|
||||
ground_gradient.setGradient(0.0, 0.0, 0.0, 1.0)
|
||||
@@ -281,19 +342,19 @@ object WorldGenerator {
|
||||
lowland_shape_fractal.setType(ModuleFractal.FractalType.FBM)
|
||||
lowland_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
|
||||
lowland_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
lowland_shape_fractal.setNumOctaves(4)
|
||||
lowland_shape_fractal.setFrequency(0.6)
|
||||
lowland_shape_fractal.seed = SEED xor random.nextLong()
|
||||
//println(lowland_shape_fractal.seed)
|
||||
lowland_shape_fractal.setNumOctaves(2)
|
||||
lowland_shape_fractal.setFrequency(1.0)
|
||||
lowland_shape_fractal.seed = SEED xor lowlandMagic
|
||||
|
||||
val lowland_autocorrect = ModuleAutoCorrect()
|
||||
lowland_autocorrect.setRange(0.0, 1.0)
|
||||
lowland_autocorrect.setSource(lowland_shape_fractal)
|
||||
lowland_autocorrect.setLow(0.0)
|
||||
lowland_autocorrect.setHigh(1.0)
|
||||
|
||||
val lowland_scale = ModuleScaleOffset()
|
||||
lowland_scale.setSource(lowland_autocorrect)
|
||||
lowland_scale.setScale(0.8)
|
||||
lowland_scale.setOffset(-2.75)
|
||||
lowland_scale.setScale(0.2)
|
||||
lowland_scale.setOffset(-0.25)
|
||||
|
||||
val lowland_y_scale = ModuleScaleDomain()
|
||||
lowland_y_scale.setSource(lowland_scale)
|
||||
@@ -303,25 +364,26 @@ object WorldGenerator {
|
||||
lowland_terrain.setSource(ground_gradient)
|
||||
lowland_terrain.setAxisYSource(lowland_y_scale)
|
||||
|
||||
|
||||
/* highlands */
|
||||
|
||||
val highland_shape_fractal = ModuleFractal()
|
||||
highland_shape_fractal.setType(ModuleFractal.FractalType.RIDGEMULTI)
|
||||
highland_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
|
||||
highland_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
highland_shape_fractal.setNumOctaves(4)
|
||||
highland_shape_fractal.setFrequency(0.5) // horizontal size. Higher == narrower
|
||||
highland_shape_fractal.seed = SEED xor random.nextLong()
|
||||
//println(highland_shape_fractal.seed)
|
||||
highland_shape_fractal.setNumOctaves(2)
|
||||
highland_shape_fractal.setFrequency(2.0)
|
||||
highland_shape_fractal.seed = SEED xor highlandMagic
|
||||
|
||||
val highland_autocorrect = ModuleAutoCorrect()
|
||||
highland_autocorrect.setSource(highland_shape_fractal)
|
||||
highland_autocorrect.setRange(0.0, 1.0)
|
||||
highland_autocorrect.setLow(0.0)
|
||||
highland_autocorrect.setHigh(1.0)
|
||||
|
||||
val highland_scale = ModuleScaleOffset()
|
||||
highland_scale.setSource(highland_autocorrect)
|
||||
highland_scale.setScale(1.4) // vertical size. Higher == taller
|
||||
highland_scale.setOffset(-2.25)
|
||||
highland_scale.setScale(0.45)
|
||||
highland_scale.setOffset(0.0)
|
||||
|
||||
val highland_y_scale = ModuleScaleDomain()
|
||||
highland_y_scale.setSource(highland_scale)
|
||||
@@ -331,55 +393,53 @@ object WorldGenerator {
|
||||
highland_terrain.setSource(ground_gradient)
|
||||
highland_terrain.setAxisYSource(highland_y_scale)
|
||||
|
||||
|
||||
/* mountains */
|
||||
|
||||
val mountain_shape_fractal = ModuleFractal()
|
||||
mountain_shape_fractal.setType(ModuleFractal.FractalType.BILLOW)
|
||||
mountain_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
|
||||
mountain_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
mountain_shape_fractal.setNumOctaves(6)
|
||||
mountain_shape_fractal.setFrequency(0.55)
|
||||
mountain_shape_fractal.seed = SEED xor random.nextLong()
|
||||
//println(mountain_shape_fractal.seed)
|
||||
mountain_shape_fractal.setNumOctaves(4)
|
||||
mountain_shape_fractal.setFrequency(1.0)
|
||||
mountain_shape_fractal.seed = SEED xor mountainMagic
|
||||
|
||||
val mountain_autocorrect = ModuleAutoCorrect()
|
||||
mountain_autocorrect.setSource(mountain_shape_fractal)
|
||||
mountain_autocorrect.setRange(0.0, 1.0)
|
||||
mountain_autocorrect.setLow(0.0)
|
||||
mountain_autocorrect.setHigh(1.0)
|
||||
|
||||
val mountain_scale = ModuleScaleOffset()
|
||||
mountain_scale.setSource(mountain_autocorrect)
|
||||
mountain_scale.setScale(1.66)
|
||||
mountain_scale.setOffset(-1.25)
|
||||
mountain_scale.setScale(0.75)
|
||||
mountain_scale.setOffset(0.25)
|
||||
|
||||
val mountain_y_scale = ModuleScaleDomain()
|
||||
mountain_y_scale.setSource(mountain_scale)
|
||||
mountain_y_scale.setScaleY(0.1)
|
||||
mountain_y_scale.setScaleY(0.1) // controls "quirkiness" of the mountain
|
||||
|
||||
val mountain_terrain = ModuleTranslateDomain()
|
||||
mountain_terrain.setSource(ground_gradient)
|
||||
mountain_terrain.setAxisYSource(mountain_y_scale)
|
||||
|
||||
|
||||
/* selection */
|
||||
|
||||
val terrain_type_fractal = ModuleFractal()
|
||||
terrain_type_fractal.setType(ModuleFractal.FractalType.MULTI)
|
||||
terrain_type_fractal.setType(ModuleFractal.FractalType.FBM)
|
||||
terrain_type_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
|
||||
terrain_type_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
|
||||
terrain_type_fractal.setNumOctaves(5)
|
||||
terrain_type_fractal.setFrequency(0.4) // <= 0.33
|
||||
terrain_type_fractal.seed = SEED xor random.nextLong()
|
||||
//println(terrain_type_fractal.seed)
|
||||
terrain_type_fractal.setNumOctaves(3)
|
||||
terrain_type_fractal.setFrequency(0.5)
|
||||
terrain_type_fractal.seed = SEED xor selectionMagic
|
||||
|
||||
val terrain_autocorrect = ModuleAutoCorrect()
|
||||
terrain_autocorrect.setSource(terrain_type_fractal)
|
||||
terrain_autocorrect.setRange(0.0, 1.0)
|
||||
|
||||
val terrain_type_scale = ModuleScaleDomain()
|
||||
terrain_type_scale.setScaleY(0.33)
|
||||
terrain_type_scale.setSource(terrain_autocorrect)
|
||||
terrain_autocorrect.setLow(0.0)
|
||||
terrain_autocorrect.setHigh(1.0)
|
||||
|
||||
val terrain_type_cache = ModuleCache()
|
||||
terrain_type_cache.setSource(terrain_type_scale)
|
||||
terrain_type_cache.setSource(terrain_autocorrect)
|
||||
|
||||
val highland_mountain_select = ModuleSelect()
|
||||
highland_mountain_select.setLowSource(highland_terrain)
|
||||
@@ -395,13 +455,13 @@ object WorldGenerator {
|
||||
highland_lowland_select.setThreshold(0.25)
|
||||
highland_lowland_select.setFalloff(0.15)
|
||||
|
||||
|
||||
val ground_select = ModuleSelect()
|
||||
ground_select.setLowSource(0.0)
|
||||
ground_select.setHighSource(1.0)
|
||||
ground_select.setThreshold(0.5)
|
||||
ground_select.setControlSource(highland_lowland_select)
|
||||
|
||||
|
||||
val joise = Joise(ground_select)
|
||||
|
||||
// fill the area as Joise map
|
||||
@@ -414,17 +474,17 @@ object WorldGenerator {
|
||||
x / SCALE_X,
|
||||
y / SCALE_Y
|
||||
) == 1.0)*/
|
||||
// circular sampling
|
||||
// cylindrical sampling
|
||||
// Mapping function:
|
||||
// World(x, y) -> Joise(sin x, y, cos x)
|
||||
val sampleTheta = (x.toDouble() / WIDTH) * TWO_PI
|
||||
val sampleOffset = (WIDTH / SCALE_X) / 4.0
|
||||
val sampleX = Math.sin(sampleTheta) * sampleOffset + sampleOffset // plus sampleOffset to make only
|
||||
val sampleZ = Math.cos(sampleTheta) * sampleOffset + sampleOffset // positive points are to be sampled
|
||||
val sampleY = y / SCALE_Y
|
||||
val map: Boolean = (
|
||||
joise.get(sampleX, sampleY, sampleZ) == 1.0
|
||||
)
|
||||
val sampleY = y / SCALE_Y * 1.5 - 0.6
|
||||
val map: Boolean = joise.get(sampleX, sampleY, sampleZ) == 1.0
|
||||
|
||||
// FIXME joise.get(sampleX, sampleY, sampleZ) returns all zero
|
||||
noiseMap[y + TERRAIN_AVERAGE_HEIGHT - (TERRAIN_UNDULATION / 2)].set(x, map)
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user