diff --git a/COPYING.md b/COPYING.md
index 84563ec05..c9879793f 100644
--- a/COPYING.md
+++ b/COPYING.md
@@ -38,12 +38,6 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-
-----
-
-*Simplex Noise Generator*, version 2012-03-09 by Stefan Gustavson
-
-Released as public domain
----
@@ -131,27 +125,433 @@ Sound from
----
-LuaJ
+ Product License - GraalVM Community Edition
-Copyright (c) 2007 LuaJ. All rights reserved.
+This is a release of GraalVM Community Edition. GraalVM Community Edition
+consists of multiple modules. The software as a whole, as well as the JVMCI
+and VisualVM modules, are released under version 2 of the GNU General Public
+License with the “Classpath” Exception.
+The text of the foregoing licenses is reproduced below.
-Permission is hereby granted, free of charge, to any person obtaining a copy
-of this software and associated documentation files (the "Software"), to deal
-in the Software without restriction, including without limitation the rights
-to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the Software is
-furnished to do so, subject to the following conditions:
+Copyright (c) 2015, 2019, Oracle and/or its affiliates. All rights reserved.
-The above copyright notice and this permission notice shall be included in
-all copies or substantial portions of the Software.
+===========================================================================
+
+The GNU General Public License (GPL)
+
+Version 2, June 1991
+
+Copyright (C) 1989, 1991 Free Software Foundation, Inc.
+59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+Everyone is permitted to copy and distribute verbatim copies of this license
+document, but changing it is not allowed.
+
+Preamble
+
+The licenses for most software are designed to take away your freedom to share
+and change it. By contrast, the GNU General Public License is intended to
+guarantee your freedom to share and change free software--to make sure the
+software is free for all its users. This General Public License applies to
+most of the Free Software Foundation's software and to any other program whose
+authors commit to using it. (Some other Free Software Foundation software is
+covered by the GNU Library General Public License instead.) You can apply it to
+your programs, too.
+
+When we speak of free software, we are referring to freedom, not price. Our
+General Public Licenses are designed to make sure that you have the freedom to
+distribute copies of free software (and charge for this service if you wish),
+that you receive source code or can get it if you want it, that you can change
+the software or use pieces of it in new free programs; and that you know you
+can do these things.
+
+To protect your rights, we need to make restrictions that forbid anyone to deny
+you these rights or to ask you to surrender the rights. These restrictions
+translate to certain responsibilities for you if you distribute copies of the
+software, or if you modify it.
+
+For example, if you distribute copies of such a program, whether gratis or for
+a fee, you must give the recipients all the rights that you have. You must
+make sure that they, too, receive or can get the source code. And you must
+show them these terms so they know their rights.
+
+We protect your rights with two steps: (1) copyright the software, and (2)
+offer you this license which gives you legal permission to copy, distribute
+and/or modify the software.
+
+Also, for each author's protection and ours, we want to make certain that
+everyone understands that there is no warranty for this free software. If the
+software is modified by someone else and passed on, we want its recipients to
+know that what they have is not the original, so that any problems introduced
+by others will not reflect on the original authors' reputations.
+
+Finally, any free program is threatened constantly by software patents. We
+wish to avoid the danger that redistributors of a free program will
+individually obtain patent licenses, in effect making the program proprietary.
+To prevent this, we have made it clear that any patent must be licensed for
+everyone's free use or not licensed at all.
+
+The precise terms and conditions for copying, distribution and modification
+follow.
+
+TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+0. This License applies to any program or other work which contains a notice
+ placed by the copyright holder saying it may be distributed under the terms of
+ this General Public License. The "Program", below, refers to any such program
+ or work, and a "work based on the Program" means either the Program or any
+ derivative work under copyright law: that is to say, a work containing the
+ Program or a portion of it, either verbatim or with modifications and/or
+ translated into another language. (Hereinafter, translation is included
+ without limitation in the term "modification".) Each licensee is addressed as
+ "you".
+
+Activities other than copying, distribution and modification are not covered by
+this License; they are outside its scope. The act of running the Program is
+not restricted, and the output from the Program is covered only if its contents
+constitute a work based on the Program (independent of having been made by
+running the Program). Whether that is true depends on what the Program does.
+
+1. You may copy and distribute verbatim copies of the Program's source code as
+ you receive it, in any medium, provided that you conspicuously and
+ appropriately publish on each copy an appropriate copyright notice and
+ disclaimer of warranty; keep intact all the notices that refer to this License
+ and to the absence of any warranty; and give any other recipients of the
+ Program a copy of this License along with the Program.
+
+You may charge a fee for the physical act of transferring a copy, and you may
+at your option offer warranty protection in exchange for a fee.
+
+2. You may modify your copy or copies of the Program or any portion of it, thus
+ forming a work based on the Program, and copy and distribute such modifications
+ or work under the terms of Section 1 above, provided that you also meet all of
+ these conditions:
+
+ a) You must cause the modified files to carry prominent notices stating
+ that you changed the files and the date of any change.
+
+ b) You must cause any work that you distribute or publish, that in whole or
+ in part contains or is derived from the Program or any part thereof, to be
+ licensed as a whole at no charge to all third parties under the terms of
+ this License.
+
+ c) If the modified program normally reads commands interactively when run,
+ you must cause it, when started running for such interactive use in the
+ most ordinary way, to print or display an announcement including an
+ appropriate copyright notice and a notice that there is no warranty (or
+ else, saying that you provide a warranty) and that users may redistribute
+ the program under these conditions, and telling the user how to view a copy
+ of this License. (Exception: if the Program itself is interactive but does
+ not normally print such an announcement, your work based on the Program is
+ not required to print an announcement.)
+
+These requirements apply to the modified work as a whole. If identifiable
+sections of that work are not derived from the Program, and can be reasonably
+considered independent and separate works in themselves, then this License, and
+its terms, do not apply to those sections when you distribute them as separate
+works. But when you distribute the same sections as part of a whole which is a
+work based on the Program, the distribution of the whole must be on the terms
+of this License, whose permissions for other licensees extend to the entire
+whole, and thus to each and every part regardless of who wrote it.
+
+Thus, it is not the intent of this section to claim rights or contest your
+rights to work written entirely by you; rather, the intent is to exercise the
+right to control the distribution of derivative or collective works based on
+the Program.
+
+In addition, mere aggregation of another work not based on the Program with the
+Program (or with a work based on the Program) on a volume of a storage or
+distribution medium does not bring the other work under the scope of this
+License.
+
+3. You may copy and distribute the Program (or a work based on it, under
+ Section 2) in object code or executable form under the terms of Sections 1 and
+ 2 above provided that you also do one of the following:
+
+ a) Accompany it with the complete corresponding machine-readable source
+ code, which must be distributed under the terms of Sections 1 and 2 above
+ on a medium customarily used for software interchange; or,
+
+ b) Accompany it with a written offer, valid for at least three years, to
+ give any third party, for a charge no more than your cost of physically
+ performing source distribution, a complete machine-readable copy of the
+ corresponding source code, to be distributed under the terms of Sections 1
+ and 2 above on a medium customarily used for software interchange; or,
+
+ c) Accompany it with the information you received as to the offer to
+ distribute corresponding source code. (This alternative is allowed only
+ for noncommercial distribution and only if you received the program in
+ object code or executable form with such an offer, in accord with
+ Subsection b above.)
+
+The source code for a work means the preferred form of the work for making
+modifications to it. For an executable work, complete source code means all
+the source code for all modules it contains, plus any associated interface
+definition files, plus the scripts used to control compilation and installation
+of the executable. However, as a special exception, the source code
+distributed need not include anything that is normally distributed (in either
+source or binary form) with the major components (compiler, kernel, and so on)
+of the operating system on which the executable runs, unless that component
+itself accompanies the executable.
+
+If distribution of executable or object code is made by offering access to copy
+from a designated place, then offering equivalent access to copy the source
+code from the same place counts as distribution of the source code, even though
+third parties are not compelled to copy the source along with the object code.
+
+4. You may not copy, modify, sublicense, or distribute the Program except as
+ expressly provided under this License. Any attempt otherwise to copy, modify,
+ sublicense or distribute the Program is void, and will automatically terminate
+ your rights under this License. However, parties who have received copies, or
+ rights, from you under this License will not have their licenses terminated so
+ long as such parties remain in full compliance.
+
+5. You are not required to accept this License, since you have not signed it.
+ However, nothing else grants you permission to modify or distribute the Program
+ or its derivative works. These actions are prohibited by law if you do not
+ accept this License. Therefore, by modifying or distributing the Program (or
+ any work based on the Program), you indicate your acceptance of this License to
+ do so, and all its terms and conditions for copying, distributing or modifying
+ the Program or works based on it.
+
+6. Each time you redistribute the Program (or any work based on the Program),
+ the recipient automatically receives a license from the original licensor to
+ copy, distribute or modify the Program subject to these terms and conditions.
+ You may not impose any further restrictions on the recipients' exercise of the
+ rights granted herein. You are not responsible for enforcing compliance by
+ third parties to this License.
+
+7. If, as a consequence of a court judgment or allegation of patent
+ infringement or for any other reason (not limited to patent issues), conditions
+ are imposed on you (whether by court order, agreement or otherwise) that
+ contradict the conditions of this License, they do not excuse you from the
+ conditions of this License. If you cannot distribute so as to satisfy
+ simultaneously your obligations under this License and any other pertinent
+ obligations, then as a consequence you may not distribute the Program at all.
+ For example, if a patent license would not permit royalty-free redistribution
+ of the Program by all those who receive copies directly or indirectly through
+ you, then the only way you could satisfy both it and this License would be to
+ refrain entirely from distribution of the Program.
+
+If any portion of this section is held invalid or unenforceable under any
+particular circumstance, the balance of the section is intended to apply and
+the section as a whole is intended to apply in other circumstances.
+
+It is not the purpose of this section to induce you to infringe any patents or
+other property right claims or to contest validity of any such claims; this
+section has the sole purpose of protecting the integrity of the free software
+distribution system, which is implemented by public license practices. Many
+people have made generous contributions to the wide range of software
+distributed through that system in reliance on consistent application of that
+system; it is up to the author/donor to decide if he or she is willing to
+distribute software through any other system and a licensee cannot impose that
+choice.
+
+This section is intended to make thoroughly clear what is believed to be a
+consequence of the rest of this License.
+
+8. If the distribution and/or use of the Program is restricted in certain
+ countries either by patents or by copyrighted interfaces, the original
+ copyright holder who places the Program under this License may add an explicit
+ geographical distribution limitation excluding those countries, so that
+ distribution is permitted only in or among countries not thus excluded. In
+ such case, this License incorporates the limitation as if written in the body
+ of this License.
+
+9. The Free Software Foundation may publish revised and/or new versions of the
+ General Public License from time to time. Such new versions will be similar in
+ spirit to the present version, but may differ in detail to address new problems
+ or concerns.
+
+Each version is given a distinguishing version number. If the Program
+specifies a version number of this License which applies to it and "any later
+version", you have the option of following the terms and conditions either of
+that version or of any later version published by the Free Software Foundation.
+If the Program does not specify a version number of this License, you may
+choose any version ever published by the Free Software Foundation.
+
+10. If you wish to incorporate parts of the Program into other free programs
+ whose distribution conditions are different, write to the author to ask for
+ permission. For software which is copyrighted by the Free Software Foundation,
+ write to the Free Software Foundation; we sometimes make exceptions for this.
+ Our decision will be guided by the two goals of preserving the free status of
+ all derivatives of our free software and of promoting the sharing and reuse of
+ software generally.
+
+NO WARRANTY
+
+11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR
+ THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
+ STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE
+ PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
+ INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
+ PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE,
+ YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL
+ ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE
+ PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+ GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR
+ INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA
+ BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
+ FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER
+ OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+
+END OF TERMS AND CONDITIONS
+
+How to Apply These Terms to Your New Programs
+
+If you develop a new program, and you want it to be of the greatest possible
+use to the public, the best way to achieve this is to make it free software
+which everyone can redistribute and change under these terms.
+
+To do so, attach the following notices to the program. It is safest to attach
+them to the start of each source file to most effectively convey the exclusion
+of warranty; and each file should have at least the "copyright" line and a
+pointer to where the full notice is found.
+
+ One line to give the program's name and a brief idea of what it does.
+
+ Copyright (C)
+
+ This program is free software; you can redistribute it and/or modify it
+ under the terms of the GNU General Public License as published by the Free
+ Software Foundation; either version 2 of the License, or (at your option)
+ any later version.
+
+ This program is distributed in the hope that it will be useful, but WITHOUT
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ more details.
+
+ You should have received a copy of the GNU General Public License along
+ with this program; if not, write to the Free Software Foundation, Inc., 59
+ Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this when it
+starts in an interactive mode:
+
+ Gnomovision version 69, Copyright (C) year name of author Gnomovision comes
+ with ABSOLUTELY NO WARRANTY; for details type 'show w'. This is free
+ software, and you are welcome to redistribute it under certain conditions;
+ type 'show c' for details.
+
+The hypothetical commands 'show w' and 'show c' should show the appropriate
+parts of the General Public License. Of course, the commands you use may be
+called something other than 'show w' and 'show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your school,
+if any, to sign a "copyright disclaimer" for the program, if necessary. Here
+is a sample; alter the names:
+
+ Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+ 'Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+ signature of Ty Coon, 1 April 1989
+
+ Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs. If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library. If this is what you want to do, use the GNU Library General Public
+License instead of this License.
+
+
+"CLASSPATH" EXCEPTION TO THE GPL
+
+Certain source files distributed by Oracle America and/or its affiliates
+are subject to the following clarification and special exception to the GPLv2,
+based on the GNU Project exception for its Classpath libraries, known as the
+GNU Classpath Exception, but only where Oracle has expressly included in the
+particular source file's header the words "Oracle designates this particular
+file as subject to the "Classpath" exception as provided by Oracle in the
+LICENSE file that accompanied this code."
+
+You should also note that Oracle includes multiple, independent programs in
+this software package. Some of those programs are provided under licenses
+deemed incompatible with the GPLv2 by the Free Software Foundation and others.
+For example, the package includes programs licensed under the Apache License,
+Version 2.0. Such programs are licensed to you under their original licenses.
+
+Oracle facilitates your further distribution of this package by adding the
+Classpath Exception to the necessary parts of its GPLv2 code, which permits you
+to use that code in combination with other independent modules not licensed
+under the GPLv2. However, note that this would not permit you to commingle code
+under an incompatible license with Oracle's GPLv2 licensed code by, for
+example, cutting and pasting such code into a file also containing Oracle's
+GPLv2 licensed code and then distributing the result.
+
+Additionally, if you were to remove the Classpath Exception from any of the
+files to which it applies and distribute the result, you would likely be
+required to license some or all of the other code in that distribution under
+the GPLv2 as well, and since the GPLv2 is incompatible with the license terms
+of some items included in the distribution by Oracle, removing the Classpath
+Exception could therefore effectively compromise your ability to further
+distribute the package.
+
+Proceed with caution and we recommend that you obtain the advice of a lawyer
+skilled in open source matters before removing the Classpath Exception or
+making modifications to this package which may subsequently be redistributed
+and/or involve the use of third party software.
+
+CLASSPATH EXCEPTION
+
+Linking this library statically or dynamically with other modules is making a
+combined work based on this library. Thus, the terms and conditions of the GNU
+General Public License version 2 cover the whole combination.
+
+As a special exception, the copyright holders of this library give you
+permission to link this library with independent modules to produce an
+executable, regardless of the license terms of these independent modules, and
+to copy and distribute the resulting executable under terms of your choice,
+provided that you also meet, for each linked independent module, the terms and
+conditions of the license of that module. An independent module is a module
+which is not derived from or based on this library. If you modify this library,
+you may extend this exception to your version of the library, but you are not
+obligated to do so. If you do not wish to do so, delete this exception
+statement from your version.
+
+===========================================================================
+
+ WRITTEN OFFER FOR SOURCE CODE
+For any software that you receive from Oracle in binary form which is licensed
+under an open source license that gives you the right to receive the source
+code for that binary, you can obtain a copy of the applicable source code by
+visiting http://www.oracle.com/goto/opensourcecode. If the source code for the
+binary was not provided to you with the binary, you can also receive a copy of
+the source code on physical media by submitting a written request to the
+address listed below or by sending an email to Oracle using the following link:
+http://www.oracle.com/goto/opensourcecode/request.
+
+Oracle America, Inc.
+Attn: Senior Vice President
+Development and Engineering Legal
+500 Oracle Parkway, 10th Floor
+Redwood Shores, CA 94065
+
+Your request should include:
+• The name of the binary for which you are requesting the source code
+• The name and version number of the Oracle product containing the binary
+• The date you received the Oracle product
+• Your name
+• Your company name (if applicable)
+• Your return mailing address and email, and
+• A telephone number in the event we need to reach you.
+
+We may charge you a fee to cover the cost of physical media and processing.
+Your request must be sent
+a. within three (3) years of the date you received the Oracle product that
+included the binary that is the subject of your request, or
+b. in the case of code licensed under the GPL v3 for as long as Oracle
+offers spare parts or customer support for that product model.
+
+===========================================================================
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-THE SOFTWARE.
----
diff --git a/src/net/torvald/terrarum/CreditSingleton.kt b/src/net/torvald/terrarum/CreditSingleton.kt
index c85bc8d4b..10d11e42e 100644
--- a/src/net/torvald/terrarum/CreditSingleton.kt
+++ b/src/net/torvald/terrarum/CreditSingleton.kt
@@ -1,24 +1,12 @@
package net.torvald.terrarum
-import net.torvald.terrarum.langpack.Lang
-
object CreditSingleton {
val credit: List; get() =
- ("${Lang["CREDITS_PROGRAMMER"]}\n\nCuriousTorvald (minjaesong)\n\n\n" +
- "${Lang["CREDITS_ARTIST_PLURAL"]}\n\nCuriousTorvald (minjaesong)\nRoundworld (leedonggeun)\n\n\n" +
- "${Lang["CREDITS_POLYGLOT"]}\n\n\n" +
- "${Lang["CREDITS_SOUNDTRACK"]}: FreeSound.org\n" +
+ ("Programming, Arts, Directed by CuriousTorvald (minjaesong)\n" +
+ "Sound Effects by FreeSound.org and Klankbeeld\n" +
+ "Translation Database by the Polyglot Project\n" +
"""
-Klankbeeld
-
-
-
-
-Copyright Information
-
-
-
Terrarum
diff --git a/src/net/torvald/terrarum/modulebasegame/worldgenerator/SimplexNoise.kt b/src/net/torvald/terrarum/modulebasegame/worldgenerator/SimplexNoise.kt
deleted file mode 100644
index 61dc10536..000000000
--- a/src/net/torvald/terrarum/modulebasegame/worldgenerator/SimplexNoise.kt
+++ /dev/null
@@ -1,73 +0,0 @@
-package net.torvald.terrarum.modulebasegame.worldgenerator
-
-import net.torvald.random.HQRNG
-import com.jme3.math.FastMath
-
-class SimplexNoise
-/**
- * @param largestFeature
- * *
- * @param persistence higher the value, rougher the output
- * *
- * @param seed
- */
-(internal var largestFeature: Int, internal var persistence: Float, internal var seed: Long) {
-
- internal var octaves: Array
- internal var frequencys: FloatArray
- internal var amplitudes: FloatArray
-
- init {
-
- //receives a number (e.g. 128) and calculates what power of 2 it is (e.g. 2^7)
- val numberOfOctaves = FastMath.intLog2(largestFeature)
- val rnd = HQRNG(seed)
-
- octaves = Array(numberOfOctaves, {i -> SimplexNoise_octave(rnd.nextInt())})
- frequencys = FloatArray(numberOfOctaves)
- amplitudes = FloatArray(numberOfOctaves)
-
- for (i in 0..numberOfOctaves - 1) {
- octaves[i] = SimplexNoise_octave(rnd.nextInt())
-
- frequencys[i] = FastMath.pow(2f, i.toFloat())
- amplitudes[i] = FastMath.pow(persistence, (octaves.size - i).toFloat())
-
-
- }
-
- }
-
-
- fun getNoise(x: Int, y: Int): Float {
-
- var result = 0f
-
- for (i in octaves.indices) {
- //float frequency = FastMath.pow(2,i);
- //float amplitude = FastMath.pow(persistence,octaves.length-i);
-
- result += (octaves[i].noise((x / frequencys[i]).toDouble(), (y / frequencys[i]).toDouble()) * amplitudes[i]).toFloat()
- }
-
-
- return result
-
- }
-
- fun getNoise(x: Int, y: Int, z: Int): Float {
-
- var result = 0f
-
- for (i in octaves.indices) {
- val frequency = FastMath.pow(2f, i.toFloat())
- val amplitude = FastMath.pow(persistence, (octaves.size - i).toFloat())
-
- result += (octaves[i].noise((x / frequency).toDouble(), (y / frequency).toDouble(), (z / frequency).toDouble()) * amplitude).toFloat()
- }
-
-
- return result
-
- }
-}
diff --git a/src/net/torvald/terrarum/modulebasegame/worldgenerator/SimplexNoise_octave.kt b/src/net/torvald/terrarum/modulebasegame/worldgenerator/SimplexNoise_octave.kt
deleted file mode 100644
index 53a242b80..000000000
--- a/src/net/torvald/terrarum/modulebasegame/worldgenerator/SimplexNoise_octave.kt
+++ /dev/null
@@ -1,457 +0,0 @@
-package net.torvald.terrarum.modulebasegame.worldgenerator
-
-/*
- * A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
- *
- * Based on example code by Stefan Gustavson (stegu@itn.liu.se).
- * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
- * Better rank ordering method by Stefan Gustavson in 2012.
- *
- * This could be speeded up even further, but it's useful as it is.
- *
- * Version 2012-03-09
- *
- * This code was placed in the public domain by its original author,
- * Stefan Gustavson. You may use it as you see fit, but
- * attribution is appreciated.
- *
- */
-
-import net.torvald.random.HQRNG
-
-class SimplexNoise_octave(seed: Int) { // Simplex noise in 2D, 3D and 4D
-
- private var p = ShortArray(p_supply.size)
-
- // To remove the need for index wrapping, double the permutation table length
- private val perm = ShortArray(512)
- private val permMod12 = ShortArray(512)
-
- init {
- p = p_supply.clone()
-
- if (seed == RANDOMSEED) {
- throw IllegalArgumentException("Seed cannot be zero.")
- }
-
- //the random for the swaps
- val rand = HQRNG(seed.toLong())
-
- //the seed determines the swaps that occur between the default order and the order we're actually going to use
- for (i in 0..NUMBEROFSWAPS - 1) {
- val swapFrom = rand.nextInt(p.size)
- val swapTo = rand.nextInt(p.size)
-
- val temp = p[swapFrom]
- p[swapFrom] = p[swapTo]
- p[swapTo] = temp
- }
-
-
- for (i in 0..511) {
- perm[i] = p[i and 255]
- permMod12[i] = (perm[i] % 12).toShort()
- }
- }
-
-
- // 2D simplex noise
- fun noise(xin: Double, yin: Double): Double {
- val n0: Double
- val n1: Double
- val n2: Double // Noise contributions from the three corners
- // Skew the input space to determine which simplex cell we're in
- val s = (xin + yin) * F2 // Hairy factor for 2D
- val i = fastfloor(xin + s)
- val j = fastfloor(yin + s)
- val t = (i + j) * G2
- val X0 = i - t // Unskew the cell origin back to (x,y) space
- val Y0 = j - t
- val x0 = xin - X0 // The x,y distances from the cell origin
- val y0 = yin - Y0
- // For the 2D case, the simplex shape is an equilateral triangle.
- // Determine which simplex we are in.
- val i1: Int
- val j1: Int // Offsets for second (middle) corner of simplex in (i,j) coords
- if (x0 > y0) {
- i1 = 1
- j1 = 0
- } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
- else {
- i1 = 0
- j1 = 1
- } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
- // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
- // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
- // c = (3-sqrt(3))/6
- val x1 = x0 - i1 + G2 // Offsets for middle corner in (x,y) unskewed coords
- val y1 = y0 - j1 + G2
- val x2 = x0 - 1.0 + 2.0 * G2 // Offsets for last corner in (x,y) unskewed coords
- val y2 = y0 - 1.0 + 2.0 * G2
- // Work out the hashed gradient indices of the three simplex corners
- val ii = i and 255
- val jj = j and 255
- val gi0 = permMod12[ii + perm[jj]].toInt()
- val gi1 = permMod12[ii + i1 + perm[jj + j1].toInt()].toInt()
- val gi2 = permMod12[ii + 1 + perm[jj + 1].toInt()].toInt()
- // Calculate the contribution from the three corners
- var t0 = 0.5 - x0 * x0 - y0 * y0
- if (t0 < 0)
- n0 = 0.0
- else {
- t0 *= t0
- n0 = t0 * t0 * dot(grad3[gi0], x0, y0) // (x,y) of grad3 used for 2D gradient
- }
- var t1 = 0.5 - x1 * x1 - y1 * y1
- if (t1 < 0)
- n1 = 0.0
- else {
- t1 *= t1
- n1 = t1 * t1 * dot(grad3[gi1], x1, y1)
- }
- var t2 = 0.5 - x2 * x2 - y2 * y2
- if (t2 < 0)
- n2 = 0.0
- else {
- t2 *= t2
- n2 = t2 * t2 * dot(grad3[gi2], x2, y2)
- }
- // Add contributions from each corner to get the final noise value.
- // The result is scaled to return values in the interval [-1,1].
- return 70.0 * (n0 + n1 + n2)
- }
-
-
- // 3D simplex noise
- fun noise(xin: Double, yin: Double, zin: Double): Double {
- val n0: Double
- val n1: Double
- val n2: Double
- val n3: Double // Noise contributions from the four corners
- // Skew the input space to determine which simplex cell we're in
- val s = (xin + yin + zin) * F3 // Very nice and simple skew factor for 3D
- val i = fastfloor(xin + s)
- val j = fastfloor(yin + s)
- val k = fastfloor(zin + s)
- val t = (i + j + k) * G3
- val X0 = i - t // Unskew the cell origin back to (x,y,z) space
- val Y0 = j - t
- val Z0 = k - t
- val x0 = xin - X0 // The x,y,z distances from the cell origin
- val y0 = yin - Y0
- val z0 = zin - Z0
- // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
- // Determine which simplex we are in.
- val i1: Int
- val j1: Int
- val k1: Int // Offsets for second corner of simplex in (i,j,k) coords
- val i2: Int
- val j2: Int
- val k2: Int // Offsets for third corner of simplex in (i,j,k) coords
- if (x0 >= y0) {
- if (y0 >= z0) {
- i1 = 1
- j1 = 0
- k1 = 0
- i2 = 1
- j2 = 1
- k2 = 0
- } // X Y Z order
- else if (x0 >= z0) {
- i1 = 1
- j1 = 0
- k1 = 0
- i2 = 1
- j2 = 0
- k2 = 1
- } // X Z Y order
- else {
- i1 = 0
- j1 = 0
- k1 = 1
- i2 = 1
- j2 = 0
- k2 = 1
- } // Z X Y order
- }
- else {
- // x0 y0) rankx++ else ranky++
- if (x0 > z0) rankx++ else rankz++
- if (x0 > w0) rankx++ else rankw++
- if (y0 > z0) ranky++ else rankz++
- if (y0 > w0) ranky++ else rankw++
- if (z0 > w0) rankz++ else rankw++
- val i1: Int
- val j1: Int
- val k1: Int
- val l1: Int // The integer offsets for the second simplex corner
- val i2: Int
- val j2: Int
- val k2: Int
- val l2: Int // The integer offsets for the third simplex corner
- val i3: Int
- val j3: Int
- val k3: Int
- val l3: Int // The integer offsets for the fourth simplex corner
- // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
- // Many values of c will never occur, since e.g. x>y>z>w makes x= 3) 1 else 0
- j1 = if (ranky >= 3) 1 else 0
- k1 = if (rankz >= 3) 1 else 0
- l1 = if (rankw >= 3) 1 else 0
- // Rank 2 denotes the second largest coordinate.
- i2 = if (rankx >= 2) 1 else 0
- j2 = if (ranky >= 2) 1 else 0
- k2 = if (rankz >= 2) 1 else 0
- l2 = if (rankw >= 2) 1 else 0
- // Rank 1 denotes the second smallest coordinate.
- i3 = if (rankx >= 1) 1 else 0
- j3 = if (ranky >= 1) 1 else 0
- k3 = if (rankz >= 1) 1 else 0
- l3 = if (rankw >= 1) 1 else 0
- // The fifth corner has all coordinate offsets = 1, so no need to compute that.
- val x1 = x0 - i1 + G4 // Offsets for second corner in (x,y,z,w) coords
- val y1 = y0 - j1 + G4
- val z1 = z0 - k1 + G4
- val w1 = w0 - l1 + G4
- val x2 = x0 - i2 + 2.0 * G4 // Offsets for third corner in (x,y,z,w) coords
- val y2 = y0 - j2 + 2.0 * G4
- val z2 = z0 - k2 + 2.0 * G4
- val w2 = w0 - l2 + 2.0 * G4
- val x3 = x0 - i3 + 3.0 * G4 // Offsets for fourth corner in (x,y,z,w) coords
- val y3 = y0 - j3 + 3.0 * G4
- val z3 = z0 - k3 + 3.0 * G4
- val w3 = w0 - l3 + 3.0 * G4
- val x4 = x0 - 1.0 + 4.0 * G4 // Offsets for last corner in (x,y,z,w) coords
- val y4 = y0 - 1.0 + 4.0 * G4
- val z4 = z0 - 1.0 + 4.0 * G4
- val w4 = w0 - 1.0 + 4.0 * G4
- // Work out the hashed gradient indices of the five simplex corners
- val ii = i and 255
- val jj = j and 255
- val kk = k and 255
- val ll = l and 255
- val gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32
- val gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1].toInt()].toInt()].toInt()] % 32
- val gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2].toInt()].toInt()].toInt()] % 32
- val gi3 = perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3].toInt()].toInt()].toInt()] % 32
- val gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1].toInt()].toInt()].toInt()] % 32
- // Calculate the contribution from the five corners
- var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0
- if (t0 < 0)
- n0 = 0.0
- else {
- t0 *= t0
- n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0)
- }
- var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1
- if (t1 < 0)
- n1 = 0.0
- else {
- t1 *= t1
- n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1)
- }
- var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2
- if (t2 < 0)
- n2 = 0.0
- else {
- t2 *= t2
- n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2)
- }
- var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3
- if (t3 < 0)
- n3 = 0.0
- else {
- t3 *= t3
- n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3)
- }
- var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4
- if (t4 < 0)
- n4 = 0.0
- else {
- t4 *= t4
- n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4)
- }
- // Sum up and scale the result to cover the range [-1,1]
- return 27.0 * (n0 + n1 + n2 + n3 + n4)
- }
-
- // Inner class to speed upp gradient computations
- // (array access is a lot slower than member access)
- private class Grad {
- internal var x: Double = 0.toDouble()
- internal var y: Double = 0.toDouble()
- internal var z: Double = 0.toDouble()
- internal var w: Double = 0.toDouble()
-
- internal constructor(x: Double, y: Double, z: Double) {
- this.x = x
- this.y = y
- this.z = z
- }
-
- internal constructor(x: Double, y: Double, z: Double, w: Double) {
- this.x = x
- this.y = y
- this.z = z
- this.w = w
- }
- }
-
- companion object {
-
- var RANDOMSEED = 0
- private val NUMBEROFSWAPS = 400
-
- private val grad3 = arrayOf(Grad(1.0, 1.0, 0.0), Grad(-1.0, 1.0, 0.0), Grad(1.0, -1.0, 0.0), Grad(-1.0, -1.0, 0.0), Grad(1.0, 0.0, 1.0), Grad(-1.0, 0.0, 1.0), Grad(1.0, 0.0, -1.0), Grad(-1.0, 0.0, -1.0), Grad(0.0, 1.0, 1.0), Grad(0.0, -1.0, 1.0), Grad(0.0, 1.0, -1.0), Grad(0.0, -1.0, -1.0))
-
- private val grad4 = arrayOf(Grad(0.0, 1.0, 1.0, 1.0), Grad(0.0, 1.0, 1.0, -1.0), Grad(0.0, 1.0, -1.0, 1.0), Grad(0.0, 1.0, -1.0, -1.0), Grad(0.0, -1.0, 1.0, 1.0), Grad(0.0, -1.0, 1.0, -1.0), Grad(0.0, -1.0, -1.0, 1.0), Grad(0.0, -1.0, -1.0, -1.0), Grad(1.0, 0.0, 1.0, 1.0), Grad(1.0, 0.0, 1.0, -1.0), Grad(1.0, 0.0, -1.0, 1.0), Grad(1.0, 0.0, -1.0, -1.0), Grad(-1.0, 0.0, 1.0, 1.0), Grad(-1.0, 0.0, 1.0, -1.0), Grad(-1.0, 0.0, -1.0, 1.0), Grad(-1.0, 0.0, -1.0, -1.0), Grad(1.0, 1.0, 0.0, 1.0), Grad(1.0, 1.0, 0.0, -1.0), Grad(1.0, -1.0, 0.0, 1.0), Grad(1.0, -1.0, 0.0, -1.0), Grad(-1.0, 1.0, 0.0, 1.0), Grad(-1.0, 1.0, 0.0, -1.0), Grad(-1.0, -1.0, 0.0, 1.0), Grad(-1.0, -1.0, 0.0, -1.0), Grad(1.0, 1.0, 1.0, 0.0), Grad(1.0, 1.0, -1.0, 0.0), Grad(1.0, -1.0, 1.0, 0.0), Grad(1.0, -1.0, -1.0, 0.0), Grad(-1.0, 1.0, 1.0, 0.0), Grad(-1.0, 1.0, -1.0, 0.0), Grad(-1.0, -1.0, 1.0, 0.0), Grad(-1.0, -1.0, -1.0, 0.0))
-
- private val p_supply = shortArrayOf(151, 160, 137, 91, 90, 15, //this contains all the numbers between 0 and 255, these are put in a random order depending upon the seed
- 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180)
-
- // Skewing and unskewing factors for 2, 3, and 4 dimensions
- private val F2 = 0.5 * (Math.sqrt(3.0) - 1.0)
- private val G2 = (3.0 - Math.sqrt(3.0)) / 6.0
- private val F3 = 1.0 / 3.0
- private val G3 = 1.0 / 6.0
- private val F4 = (Math.sqrt(5.0) - 1.0) / 4.0
- private val G4 = (5.0 - Math.sqrt(5.0)) / 20.0
-
- // This method is a *lot* faster than using (int)Math.floor(x)
- private fun fastfloor(x: Double): Int {
- val xi = x.toInt()
- return if (x < xi) xi - 1 else xi
- }
-
- private fun dot(g: Grad, x: Double, y: Double): Double {
- return g.x * x + g.y * y
- }
-
- private fun dot(g: Grad, x: Double, y: Double, z: Double): Double {
- return g.x * x + g.y * y + g.z * z
- }
-
- private fun dot(g: Grad, x: Double, y: Double, z: Double, w: Double): Double {
- return g.x * x + g.y * y + g.z * z + g.w * w
- }
- }
-
-}
\ No newline at end of file
diff --git a/src/net/torvald/terrarum/modulebasegame/worldgenerator/WorldGenerator.kt.unused b/src/net/torvald/terrarum/modulebasegame/worldgenerator/WorldGenerator.kt.unused
deleted file mode 100644
index cd3f82aff..000000000
--- a/src/net/torvald/terrarum/modulebasegame/worldgenerator/WorldGenerator.kt.unused
+++ /dev/null
@@ -1,1045 +0,0 @@
-package net.torvald.terrarum.modulebasegame.worldgenerator
-
-import com.jme3.math.FastMath
-import com.sudoplay.joise.Joise
-import com.sudoplay.joise.module.*
-import net.torvald.random.HQRNG
-import net.torvald.terrarum.App
-import net.torvald.terrarum.App.printdbg
-import net.torvald.terrarum.blockproperties.Block
-import net.torvald.terrarum.blockproperties.BlockCodex
-import net.torvald.terrarum.concurrent.ThreadParallel
-import net.torvald.terrarum.gameworld.GameWorld
-import java.util.*
-import kotlin.math.roundToInt
-
-@Deprecated("Old non-thread-safe version", ReplaceWith("Terragen", "net.torvald.terrarum.modulebasegame.worldgenerator"))
-object WorldGenerator {
-
- internal lateinit var world: GameWorld
- internal lateinit var random: Random
- //private static float[] noiseArray;
- var SEED: Long = 0
- set(value) {
- field = value
- world.generatorSeed = value
- }
- var WIDTH: Int = 0
- var HEIGHT: Int = 0
-
- //private lateinit var heightMap: IntArray
- private lateinit var terrainMap: Array
-
- var DIRT_LAYER_DEPTH: Int = 0
- var TERRAIN_AVERAGE_HEIGHT: Int = 0
- private var minimumFloatingIsleHeight: Int = 0
-
- private val NOISE_GRAD_START = 0.67
- private val NOISE_GRAD_END = 0.56
-
- private val NOISE_SIMPLEX_ORE_START = 1.42
- private val NOISE_SIMPLEX_ORE_END = 1.28
-
- val TERRAIN_UNDULATION = 200
-
- val SIMPLEXGEN_LARGEST_FEATURE = 200
-
- var OCEAN_WIDTH = 400
- var SHORE_WIDTH = 120
- val MAX_OCEAN_DEPTH = 200
-
- var GLACIER_MOUNTAIN_WIDTH = 900
- val GLACIER_MOUNTAIN_HEIGHT = 300
-
- private val CAVEGEN_THRE_START = 0.4
- private val CAVEGEN_THRE_END = 0.1
-
-
- private var worldOceanPosition: Int = -1
- private val TYPE_OCEAN_LEFT = 0
- private val TYPE_OCEAN_RIGHT = 1
-
- private val GRASSCUR_UP = 0
- private val GRASSCUR_RIGHT = 1
- private val GRASSCUR_DOWN = 2
- private val GRASSCUR_LEFT = 3
-
- internal val TILE_MACRO_ALL = -1
-
- private var floatingIslandDownMax = 0
-
- private var realMinimumHeight = 708 // minimum height on current setting. 705 + some headroom
-
- fun attachMap(world: GameWorld) {
- this.world = world
- WIDTH = world.width
- HEIGHT = world.height
-
- val widthMulFactor = WIDTH / 8192f
-
- DIRT_LAYER_DEPTH = (100 * HEIGHT / 1024f).toInt()
- minimumFloatingIsleHeight = (25 * (HEIGHT / 1024f)).toInt()
- TERRAIN_AVERAGE_HEIGHT = HEIGHT / 3
-
- OCEAN_WIDTH = Math.round(OCEAN_WIDTH * widthMulFactor)
- SHORE_WIDTH = Math.round(SHORE_WIDTH * widthMulFactor)
- GLACIER_MOUNTAIN_WIDTH = Math.round(GLACIER_MOUNTAIN_WIDTH * widthMulFactor)
-
-
-
- // just a code took from island generator
- floatingIslandDownMax = minimumFloatingIsleHeight * 2 + FloatingIslandsPreset.MAX_HEIGHT
-
- /*if (TERRAIN_AVERAGE_HEIGHT - TERRAIN_UNDULATION.div(2) -floatingIslandDownMax <= 0) {
- throw RuntimeException("Terrain height is too small -- must be greater than " +
- "${HEIGHT - (TERRAIN_AVERAGE_HEIGHT - TERRAIN_UNDULATION.div(2) -floatingIslandDownMax)}"
- )
- }*/
- if (HEIGHT < realMinimumHeight) {
- throw RuntimeException("Terrain height must be greater than $realMinimumHeight")
- }
- }
-
- /**
- * Generate terrain and override attached map
- */
- fun generateMap() {
- random = HQRNG(SEED)
- printdbg(this, "Seed: " + SEED)
-
- worldOceanPosition = if (random.nextBoolean()) TYPE_OCEAN_LEFT else TYPE_OCEAN_RIGHT
-
- //heightMap = raise2(MAX_HILL_HEIGHT / 2)
- //generateOcean(heightMap)
- //placeGlacierMount(heightMap)
- //heightMapToObjectMap(heightMap)
-
-
- terrainMap = raise3()
-
-
- fillMapByNoiseMap()
-
- /**
- * Done: more perturbed overworld (harder to supra-navigate)
- * Done: veined ore distribution (metals) -- use veined simplex noise
- * Done: clustered gem distribution (clusters: [Ruby, Sapphire], Amethyst, Yellow topaz, emerald, diamond) -- use regular simplex noise
- * Todo: Lakes! Aquifers! Lava chambers!
- * Todo: deserts (variants: SAND_DESERT, SAND_RED)
- * Todo: volcano(es?)
- * 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(
- // TODO cave one featured in http://accidentalnoise.sourceforge.net/minecraftworlds.html
- TaggedJoise("Carving caves", noiseCave(), 1.0, TILE_MACRO_ALL, TILE_MACRO_ALL, Block.AIR, NoiseFilterSqrt, CAVEGEN_THRE_START, CAVEGEN_THRE_END)
-// , TaggedJoise("Collapsing caves", noiseBlobs(0.5), 0.3, Block.AIR, Block.STONE, Block.STONE, NoiseFilterUniform)
-//
- //, TaggedJoise("Putting stone patches on the ground", noiseBlobs(0.8), 1.02f, intArrayOf(Block.DIRT, Block.GRASS), Block.DIRT, Block.STONE, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
- //, TaggedJoise("Placing dirt spots in the cave", noiseBlobs(0.5), 0.98f, Block.STONE, Block.STONE, Block.DIRT, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
- //, TaggedJoise("Quarrying some stone into gravels", noiseBlobs(0.5), 0.98f, Block.STONE, Block.STONE, Block.GRAVEL, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
-//
- //, TaggedJoise("Growing copper veins", noiseRidged(1.7f, 1.7f), 1.68f, Block.STONE, Block.STONE, Block.ORE_COPPER)
- //, TaggedJoise("Cutting copper veins", noiseBlobs(0.4f, 0.4f), 0.26f, Block.ORE_COPPER, Block.STONE, Block.STONE)
-//
- //, TaggedJoise("Growing iron veins", noiseRidged(1.7f, 1.7f), 1.68f, Block.STONE, Block.STONE, Block.ORE_IRON)
- //, TaggedJoise("Cutting iron veins", noiseBlobs(0.7f, 0.7f), 0.26f, Block.ORE_IRON, Block.STONE, Block.STONE)
-//
- //, TaggedJoise("Growing silver veins", noiseRidged(1.7f, 1.7f), 1.71f, Block.STONE, Block.STONE, Block.ORE_SILVER)
- //, TaggedJoise("Cutting silver veins", noiseBlobs(0.7f, 0.7f), 0.26f, Block.ORE_SILVER, Block.STONE, Block.STONE)
-//
- //, TaggedJoise("Growing gold veins", noiseRidged(1.7f, 1.7f), 1.73f, Block.STONE, Block.STONE, Block.ORE_GOLD)
- //, TaggedJoise("Cutting gold veins", noiseBlobs(0.7f, 0.7f), 0.26f, Block.ORE_GOLD, Block.STONE, Block.STONE)
-// // FIXME gem clusters are too large
- //, TaggedJoise("Growing topaz clusters", noiseBlobs(0.9f, 0.9f), 2f, Block.STONE, Block.STONE, Block.RAW_TOPAZ)
- //, TaggedJoise("Growing aluminium oxide clusters", noiseBlobs(0.9f, 0.9f), 1.7f, Block.STONE, Block.STONE, intArrayOf(Block.RAW_RUBY, Block.RAW_SAPPHIRE))
- //, TaggedJoise("Growing emerald clusters", noiseBlobs(0.9f, 0.9f), 1.7f, Block.STONE, Block.STONE, Block.RAW_EMERALD)
- //, TaggedJoise("Growing hearts of white", noiseBlobs(0.9f, 0.9f), 1.83f, Block.STONE, Block.STONE, Block.RAW_DIAMOND)
- //, TaggedJoise("Growing hearts of violet", noiseRidged(2.5f, 2.5f), 1.75f, Block.STONE, Block.STONE, Block.RAW_AMETHYST)
-//
- //, TaggedJoise("Cutting over-grown hearts", noiseBlobs(0.7f, 0.7f), 0.17f, Block.RAW_AMETHYST, Block.STONE, Block.STONE)
- )
- processNoiseLayers(noiseArray)
-
- /** TODO Cobaltite, Ilmenite, Aurichalcum (and possibly pitchblende?) */
-
- floodBottomLava()
- // freeze()
- // fillOcean()
- plantGrass()
-
- //post-process
- generateFloatingIslands()
-
-
- // determine spawn position
- world.spawnY = getSpawnHeight(world.spawnX)
-
-
- // Free some memories
- System.gc()
- }
-
- fun getSpawnHeight(x: Int): Int {
- var y = minimumFloatingIsleHeight * 2 + FloatingIslandsPreset.MAX_HEIGHT
- while (!BlockCodex[world.getTileFromTerrain(x, y)].isSolid) {
- y += 1
- }
- return y
- }
-
- /* 1. Raise */
-
- private fun noiseRidged(xStretch: Double, yStretch: Double): Joise {
- val ridged = ModuleFractal()
- ridged.setType(ModuleFractal.FractalType.RIDGEMULTI)
- ridged.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
- ridged.setNumOctaves(4)
- ridged.setFrequency(1.0)
- ridged.seed = SEED shake random.nextLong()
-
- val ridged_autocorrect = ModuleAutoCorrect()
- ridged_autocorrect.setRange(0.0, 1.0)
- ridged_autocorrect.setSource(ridged)
-
- val ridged_scale = ModuleScaleDomain()
- ridged_scale.setScaleX(xStretch.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 shake 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 shake 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 = SEED shake ridgedMagic
-
- val brownian_select = ModuleSelect()
- brownian_select.setControlSource(ridged)
- brownian_select.setThreshold(0.8)
- brownian_select.setLowSource(0.0)
- brownian_select.setHighSource(1.0)
-
- return Joise(ridged)
- }
-
- /**
- * Note:
- * * Threshold 1.4 for rarer gem clusters, 1.35 for ores
- */
- private fun noiseSimplex(xStretch: Float, yStretch: Float): Joise {
- val simplex = ModuleFractal()
- simplex.seed = SEED
- simplex.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.SIMPLEX)
- simplex.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.LINEAR)
- simplex.setNumOctaves(2)
- simplex.setFrequency(1.0)
-
- val simplex_scale = ModuleScaleDomain()
- simplex_scale.setScaleX(1.0 / xStretch)
- simplex_scale.setScaleY(1.0 / yStretch)
- simplex_scale.setSource(simplex)
-
- return Joise(simplex_scale)
- }
-
- private fun generateOcean(noiseArrayLocal: IntArray): IntArray {
- val oceanLeftP1 = noiseArrayLocal[OCEAN_WIDTH]
- val oceanRightP1 = noiseArrayLocal[noiseArrayLocal.size - OCEAN_WIDTH]
-
- /**
- * Add ocean so that:
-
- * +1| - -
- * 0| - -- ...
- * -1|______ -
-
- * interpolated to
-
- * +1| - -
- * 0| _--- -- ...
- * -1|__- -
-
- * ↑-- Rough, white noise
-
- * -1 means -MAX_HILL_HEIGHT
- */
- for (i in 0..OCEAN_WIDTH - 1) {
- if (worldOceanPosition == TYPE_OCEAN_LEFT) {
- noiseArrayLocal[i] = Math.round(
- interpolateCosine(
- i.toFloat() / OCEAN_WIDTH, (-MAX_OCEAN_DEPTH).toFloat(), oceanLeftP1.toFloat()))
- } else if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
- noiseArrayLocal[noiseArrayLocal.size - OCEAN_WIDTH + i] = Math.round(
- interpolateCosine(
- i.toFloat() / OCEAN_WIDTH, oceanRightP1.toFloat(), (-MAX_OCEAN_DEPTH).toFloat()))
- } else {
- throw RuntimeException("Ocean position were not set correctly.")
- }
- }
-
- return noiseArrayLocal
- }
-
- val TWO_PI = Math.PI * 2.0
-
- /**
- * http://accidentalnoise.sourceforge.net/minecraftworlds.html
- */
- private fun raise3(): Array {
- val noiseMap = Array(HEIGHT, { BitSet(WIDTH) })
-
- // Height = Terrain undulation times 2.
- 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)
-
- /* Lowlands */
-
- val lowland_shape_fractal = ModuleFractal()
- 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(2)
- lowland_shape_fractal.setFrequency(1.0)
- lowland_shape_fractal.seed = SEED shake lowlandMagic
-
- val lowland_autocorrect = ModuleAutoCorrect()
- 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(0.2)
- lowland_scale.setOffset(-0.25)
-
- val lowland_y_scale = ModuleScaleDomain()
- lowland_y_scale.setSource(lowland_scale)
- lowland_y_scale.setScaleY(0.0)
-
- val lowland_terrain = ModuleTranslateDomain()
- 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(2)
- highland_shape_fractal.setFrequency(2.0)
- highland_shape_fractal.seed = SEED shake highlandMagic
-
- val highland_autocorrect = ModuleAutoCorrect()
- highland_autocorrect.setSource(highland_shape_fractal)
- highland_autocorrect.setLow(0.0)
- highland_autocorrect.setHigh(1.0)
-
- val highland_scale = ModuleScaleOffset()
- highland_scale.setSource(highland_autocorrect)
- highland_scale.setScale(0.45)
- highland_scale.setOffset(0.0)
-
- val highland_y_scale = ModuleScaleDomain()
- highland_y_scale.setSource(highland_scale)
- highland_y_scale.setScaleY(0.0)
-
- val highland_terrain = ModuleTranslateDomain()
- 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(4)
- mountain_shape_fractal.setFrequency(1.0)
- mountain_shape_fractal.seed = SEED shake mountainMagic
-
- val mountain_autocorrect = ModuleAutoCorrect()
- mountain_autocorrect.setSource(mountain_shape_fractal)
- mountain_autocorrect.setLow(0.0)
- mountain_autocorrect.setHigh(1.0)
-
- val mountain_scale = ModuleScaleOffset()
- mountain_scale.setSource(mountain_autocorrect)
- 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) // 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.FBM)
- terrain_type_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
- terrain_type_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
- terrain_type_fractal.setNumOctaves(3)
- terrain_type_fractal.setFrequency(0.5)
- terrain_type_fractal.seed = SEED shake selectionMagic
-
- val terrain_autocorrect = ModuleAutoCorrect()
- terrain_autocorrect.setSource(terrain_type_fractal)
- terrain_autocorrect.setLow(0.0)
- terrain_autocorrect.setHigh(1.0)
-
- val terrain_type_cache = ModuleCache()
- terrain_type_cache.setSource(terrain_autocorrect)
-
- val highland_mountain_select = ModuleSelect()
- highland_mountain_select.setLowSource(highland_terrain)
- highland_mountain_select.setHighSource(mountain_terrain)
- highland_mountain_select.setControlSource(terrain_type_cache)
- highland_mountain_select.setThreshold(0.55)
- highland_mountain_select.setFalloff(0.15)
-
- val highland_lowland_select = ModuleSelect()
- highland_lowland_select.setLowSource(lowland_terrain)
- highland_lowland_select.setHighSource(highland_mountain_select)
- highland_lowland_select.setControlSource(terrain_type_cache)
- 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
- printdbg(this, "Raising and eroding terrain...")
- AppLoader.getLoadScreen().addMessage("Raising and eroding terrain...")
- for (y in 0..(TERRAIN_UNDULATION - 1)) {
- for (x in 0..WIDTH) {
- // straight-line sampling
- /*val map: Boolean = (
- joise.get(
- x / SCALE_X,
- y / SCALE_Y
- ) == 1.0)*/
- // 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 * 1.5 - 0.6
- val map: Boolean = joise.get(sampleX, sampleY, sampleZ) == 1.0
-
- noiseMap[y + TERRAIN_AVERAGE_HEIGHT - (TERRAIN_UNDULATION / 2)].set(x, map)
- }
- }
- // fill the area bottom of the above map as 'filled'
- for (y in TERRAIN_AVERAGE_HEIGHT + (TERRAIN_UNDULATION / 2)..HEIGHT - 1) {
- for (x in 0..WIDTH) {
- noiseMap[y].set(x, true)
- }
- }
-
- return noiseMap
- }
-
- /**
- * | ----
- * | ---
- * | ---
- * | --
- * | -
- * | --
- * | ---
- * | ---
- * - ----------------------------
-
- * @param func_x
- * *
- * @return
- */
- private fun getGlacierMountedAmplitude(func_x: Int): Float {
- if (func_x > GLACIER_MOUNTAIN_WIDTH) {
- return 0f
- } else {
- val func_y = GLACIER_MOUNTAIN_HEIGHT / 2f * Math.cos((10 * func_x / (FastMath.PI * GLACIER_MOUNTAIN_WIDTH)).toDouble()).toFloat() + GLACIER_MOUNTAIN_HEIGHT / 2
- return func_y
- }
- }
-
- private fun placeGlacierMount(heightMap: IntArray) {
- printdbg(this, "Putting glacier...")
-
- // raise
- for (i in heightMap.indices) {
- if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
- heightMap[i] += Math.round(getGlacierMountedAmplitude(i))
- } else {
- heightMap[i] += Math.round(getGlacierMountedAmplitude(heightMap.size - i - 1))
- }
- }
- }
-
- /**
- * Cosine interpolation between point a and b.
- * @param x [0.0, 1.0] relative position between a and b
- * *
- * @param a leftmost point
- * *
- * @param b rightmost point
- * *
- * @return
- */
- private fun interpolateCosine(x: Float, a: Float, b: Float): Float {
- val ft = x * FastMath.PI
- val f = (1 - FastMath.cos(ft)) * 0.5f
-
- return a * (1 - f) + b * f
- }
-
- private fun heightMapToObjectMap(fs: IntArray) {
- printdbg(this, "Shaping world as processed...")
-
- // iterate for heightmap
- for (x in 0..WIDTH - 1) {
- val medianPosition = TERRAIN_AVERAGE_HEIGHT
- val pillarOffset = medianPosition - fs[x]
-
- // for pillar length
- for (i in 0..HEIGHT - pillarOffset - 1) {
-
- if (i < DIRT_LAYER_DEPTH) {
- world.setTileTerrain(x, i + pillarOffset, Block.DIRT)
- world.setTileWall(x, i + pillarOffset, Block.DIRT)
- } else {
- world.setTileTerrain(x, i + pillarOffset, Block.STONE)
- world.setTileWall(x, i + pillarOffset, Block.STONE)
- }
-
- }
- }
- }
-
- private fun fillMapByNoiseMap() {
- printdbg(this, "Shaping world...")
- AppLoader.getLoadScreen().addMessage("Reticulating splines...") // RETICULATING SPLINES
- // generate dirt-stone transition line
- // use catmull spline
- val dirtStoneLine = IntArray(WIDTH)
- val POINTS_GAP = 64 // power of two!
- val splineControlPoints = Array((WIDTH / POINTS_GAP) + 1, { Pair(0, 0) })
-
- // get spline points
- for (x in 0..(WIDTH / POINTS_GAP)) {
- for (y in 0..TERRAIN_AVERAGE_HEIGHT + TERRAIN_UNDULATION) {
- splineControlPoints[x] = Pair(x * POINTS_GAP, y)
- if (terrainMap[y].get(splineControlPoints[x].first)) break
- }
- // println("Spline[$x] x: ${splineControlPoints[x].first}, " +
- // "y: ${splineControlPoints[x].second}")
- }
-
- // do interpolation
- for (x in 0..dirtStoneLine.size - 1) {
- val x_1 = x / POINTS_GAP
-
- val splineX0 = splineControlPoints[ clamp(x_1 - 1, 0, dirtStoneLine.size / POINTS_GAP) ].first
- val splineX1 = splineControlPoints[x_1].first
- val splineX2 = splineControlPoints[ clamp(x_1 + 1, 0, dirtStoneLine.size / POINTS_GAP) ].first
- val splineX3 = splineControlPoints[ clamp(x_1 + 2, 0, dirtStoneLine.size / POINTS_GAP) ].first
-
- val splineP0 = splineControlPoints[ clamp(x_1 - 1, 0, dirtStoneLine.size / POINTS_GAP) ].second.toFloat()
- val splineP1 = splineControlPoints[x_1].second.toFloat()
- val splineP2 = splineControlPoints[ clamp(x_1 + 1, 0, dirtStoneLine.size / POINTS_GAP) ].second.toFloat()
- val splineP3 = splineControlPoints[ clamp(x_1 + 2, 0, dirtStoneLine.size / POINTS_GAP) ].second.toFloat()
-
- if (x in POINTS_GAP - 1..WIDTH - 2 * POINTS_GAP) {
- dirtStoneLine[x] = Math.round(FastMath.interpolateHermite(
- (x - splineX1) / POINTS_GAP.toFloat(),
- splineP0,
- splineP1,
- splineP2,
- splineP3
- ))
- }
- else {
- dirtStoneLine[x] = Math.round(FastMath.interpolateHermite(
- (x - splineX1) / POINTS_GAP.toFloat(),
- splineP0,
- splineP1,
- splineP2,
- splineP3
- ))
- }
- }
-
- // scan vertically
- for (x in 0..WIDTH - 1) {
- for (y in 0..HEIGHT - 1) {
- if (terrainMap[clamp(y + DIRT_LAYER_DEPTH, 0, HEIGHT - 1)].get(x)) {
- // map.setTileTerrain(x, y, Block.DIRT)
- // map.setTileWall(x, y, Block.DIRT)
- val tile =
- if (y < dirtStoneLine[x]) Block.DIRT
- else Block.STONE
- world.setTileTerrain(x, y, tile)
- world.setTileWall(x, y, tile)
- }
- }
- }
- }
-
- /* 2. Carve */
-
- /**
- * Carve (place specified block) by noisemap, inversed gradation filter applied.
- * @param map noisemap
- * *
- * @param scarcity higher == rarer
- * * 1.0 is a default value. This value works as a multiplier to the gradient filter.
- * @param tile
- * *
- * @param message
- */
- private fun carveByMap(noisemap: Any, scarcity: Float, tile: Int, message: String,
- filter: NoiseFilter = NoiseFilterQuadratic,
- filterStart: Double = NOISE_GRAD_START,
- filterEnd: Double = NOISE_GRAD_END) {
- printdbg(this, "" + message)
-
- for (y in 0..HEIGHT - 1) {
- for (x in 0..WIDTH - 1) {
- val noise: Float = when (noisemap) {
- is Joise ->
- noisemap.get(
- x.toDouble() / 48.0, // 48: Fixed value
- y.toDouble() / 48.0
- ).toFloat()
-
- is TaggedSimplexNoise -> noisemap.noiseModule.getNoise(
- Math.round(x / noisemap.xStretch),
- Math.round(y / noisemap.yStretch)
- )
-
- else -> throw(IllegalArgumentException("[mapgenerator] Unknown noise module type '${noisemap.javaClass.simpleName}': Only the 'Joise' or 'TaggedSimplexNoise' is valid."))
- }
-
- if (noise > filter.getGrad(y, filterStart, filterEnd) * scarcity) {
- world.setTileTerrain(x, y, tile)
- }
- }
- }
- }
-
- private fun fillByMap(noisemap: Any, scarcity: Float, replaceFrom: Int, replaceTo: Int, message: String,
- filter: NoiseFilter = NoiseFilterQuadratic,
- filterStart: Double = NOISE_GRAD_START,
- filterEnd: Double = NOISE_GRAD_END) {
- printdbg(this, "" + message)
-
- for (y in 0..HEIGHT - 1) {
- for (x in 0..WIDTH - 1) {
- val noise: Float = when (noisemap) {
- is Joise ->
- noisemap.get(
- x.toDouble() / 48.0, // 48: Fixed value
- y.toDouble() / 48.0
- ).toFloat()
-
- is TaggedSimplexNoise -> noisemap.noiseModule.getNoise(
- Math.round(x / noisemap.xStretch),
- Math.round(y / noisemap.yStretch)
- )
-
- else -> throw(IllegalArgumentException("[mapgenerator] Unknown noise module type '${noisemap.javaClass.simpleName}': Only the 'Joise' or 'TaggedSimplexNoise' is valid."))
- }
-
- if (noise > filter.getGrad(y, filterStart, filterEnd) * scarcity
- && world.getTileFromTerrain(x, y) == replaceFrom) {
- world.setTileTerrain(x, y, replaceTo)
- }
- }
- }
- }
-
- private fun fillByMap(noisemap: Any, scarcity: Float, replaceFrom: Int, tile: IntArray, message: String,
- filter: NoiseFilter = NoiseFilterQuadratic,
- filterStart: Double = NOISE_GRAD_START,
- filterEnd: Double = NOISE_GRAD_END) {
- printdbg(this, "" + message)
-
- for (y in 0..HEIGHT - 1) {
- for (x in 0..WIDTH - 1) {
- val noise: Float = when (noisemap) {
- is Joise ->
- noisemap.get(
- x.toDouble() / 48.0, // 48: Fixed value
- y.toDouble() / 48.0
- ).toFloat()
-
- is TaggedSimplexNoise -> noisemap.noiseModule.getNoise(
- Math.round(x / noisemap.xStretch),
- Math.round(y / noisemap.yStretch)
- )
-
- else -> throw(IllegalArgumentException("[mapgenerator] Unknown noise module type '${noisemap.javaClass.simpleName}': Only the 'Joise' or 'TaggedSimplexNoise' is valid."))
- }
-
- if (noise > filter.getGrad(y, filterStart, filterEnd) * scarcity && world.getTileFromTerrain(x, y) == replaceFrom) {
- world.setTileTerrain(x, y, tile[random.nextInt(tile.size)])
- }
- }
- }
- }
-
- private fun processNoiseLayers(noiseRecords: Array) {
- if (AppLoader.MULTITHREAD) {
- // set up indices
- for (i in 0 until AppLoader.THREAD_COUNT) {
- ThreadParallel.map(
- i, "SampleJoiseMap",
- ThreadProcessNoiseLayers(
- HEIGHT.toFloat().div(AppLoader.THREAD_COUNT).times(i).roundToInt(),
- HEIGHT.toFloat().div(AppLoader.THREAD_COUNT).times(i.plus(1)).roundToInt() - 1,
- noiseRecords
- )
- )
- }
-
- ThreadParallel.startAllWaitForDie()
- }
- else {
- ThreadProcessNoiseLayers(0, HEIGHT - 1, noiseRecords).run()
- }
- }
-
- private val islandSpacing = 1024
-
- private fun generateFloatingIslands() {
- printdbg(this, "Placing floating islands...")
- AppLoader.getLoadScreen().addMessage("Placing floating islands...")
-
- val nIslandsMax = Math.round(world.width * 6f / 8192f)
- val nIslandsMin = Math.max(2, Math.round(world.width * 4f / 8192f))
- val nIslands = random.nextInt(Math.max(1, nIslandsMax - nIslandsMin)) + nIslandsMin
- val prevIndex = -1
-
- val tiles = intArrayOf(Block.AIR, Block.STONE, Block.DIRT, Block.GRASS)
-
- for (i in 0..nIslands - 1) {
- var currentIndex = random.nextInt(FloatingIslandsPreset.PRESETS)
- while (currentIndex == prevIndex) {
- currentIndex = random.nextInt(FloatingIslandsPreset.PRESETS)
- }
- val island = FloatingIslandsPreset.generatePreset(currentIndex, random)
-
- val startingPosX = random.nextInt(islandSpacing) + islandSpacing * i
- val startingPosY = minimumFloatingIsleHeight + random.nextInt(minimumFloatingIsleHeight)
-
- for (j in island.indices) {
- for (k in 0..island[0].size - 1) {
- if (island[j][k] > 0) {
- world.setTileTerrain(k + startingPosX, j + startingPosY, tiles[island[j][k]])
- }
- }
- }
- }
- }
-
- /* Flood */
-
- private fun floodBottomLava() {
- /*printdbg(this, "Flooding with lava...")
- LoadScreen.addMessage("Flooding with lava...")
- for (i in HEIGHT * 14 / 15..HEIGHT - 1) {
- for (j in 0..WIDTH - 1) {
- if (world.getTileFromTerrain(j, i) == 0) {
- world.setTileTerrain(j, i, Block.LAVA)
- }
- }
- }*/
- }
-
- /* Plant */
-
- private fun plantGrass() {
- printdbg(this, "Planting grass...")
- AppLoader.getLoadScreen().addMessage("Planting grass...")
-
- /* TODO composing dirt and stone
- * over certain level, use background dirt with stone 'peckles'
- * beetween levels, use background dirt with larger and denser stone peckles.
- * under another certain level, use background stone with dirt peckles.
- */
-
- for (y in TERRAIN_AVERAGE_HEIGHT - TERRAIN_UNDULATION..TERRAIN_AVERAGE_HEIGHT + TERRAIN_UNDULATION - 1) {
- for (x in 0..world.width - 1) {
-
- val thisTile = world.getTileFromTerrain(x, y)
-
- for (i in 0..8) {
- var nearbyWallTile: Int?
- nearbyWallTile = world.getTileFromWall(x + i % 3 - 1, y + i / 3 - 1)
-
- if (nearbyWallTile == null) break;
-
- if (i != 4 && thisTile == Block.DIRT && nearbyWallTile == Block.AIR) {
- world.setTileTerrain(x, y, Block.GRASS)
- break
- }
- }
- }
- }
-
- }
-
- private fun isGrassOrDirt(x: Int, y: Int): Boolean {
- return world.getTileFromTerrain(x, y) == Block.GRASS || world.getTileFromTerrain(x, y) == Block.DIRT
- }
-
- private fun replaceIfTerrain(ifTileRaw: Int, x: Int, y: Int, replaceTileRaw: Int) {
- if (world.getTileFromTerrain(x, y) == ifTileRaw) {
- world.setTileTerrain(x, y, replaceTileRaw)
- }
- }
-
- private fun replaceIfWall(ifTileRaw: Int, x: Int, y: Int, replaceTileRaw: Int) {
- if (world.getTileFromWall(x, y) == ifTileRaw) {
- world.setTileWall(x, y, replaceTileRaw)
- }
- }
-
- /* Post-process */
-
- private fun fillOcean() {
- val thisSandList = intArrayOf(
- Block.SAND, Block.SAND, Block.SAND, Block.SAND,
- Block.SAND_WHITE, Block.SAND_WHITE, Block.SAND_WHITE,
- Block.SAND_BLACK, Block.SAND_BLACK, Block.SAND_GREEN
- )
- val thisRand = HQRNG(SEED shake random.nextLong())
- val thisSand = thisSandList[thisRand.nextInt(thisSandList.size)]
- // val thisSand = Block.SAND_GREEN
-
- val thisSandStr = if (thisSand == Block.SAND_BLACK)
- "black"
- else if (thisSand == Block.SAND_GREEN)
- "green"
- else if (thisSand == Block.SAND)
- "yellow"
- else
- "white"
- printdbg(this, "Beach sand type: $thisSandStr")
-
- var ix = 0
- while (ix < OCEAN_WIDTH * 1.5) {
- //flooding
- if (ix < OCEAN_WIDTH) {
- if (worldOceanPosition == TYPE_OCEAN_LEFT) {
- for (y in getTerrainHeightFromHeightMap(OCEAN_WIDTH)..getTerrainHeightFromHeightMap(ix) - 1) {
- //world.setTileTerrain(ix, y, Block.WATER)
- }
- } else if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
- for (y in getTerrainHeightFromHeightMap(world.width - 1 - OCEAN_WIDTH)..getTerrainHeightFromHeightMap(world.width - 1 - ix) - 1) {
- //world.setTileTerrain(world.width - 1 - ix, y, Block.WATER)
- }
- }
- }
- //sand
- // linearly increase thickness of the sand sheet
- for (iy in 0..40 - ix * 40 / (OCEAN_WIDTH + SHORE_WIDTH) - 1) {
- if (worldOceanPosition == TYPE_OCEAN_LEFT) {
- val terrainPoint = getTerrainHeightFromHeightMap(ix)
-
-
- world.setTileTerrain(ix, terrainPoint + iy, thisSand)
- // clear grass and make the sheet thicker
- world.setTileTerrain(ix, terrainPoint + iy - 1, thisSand)
- } else if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
- val terrainPoint = getTerrainHeightFromHeightMap(world.width - 1 - ix)
-
- world.setTileTerrain(world.width - 1 - ix, terrainPoint + iy, thisSand)
- // clear grass and make the sheet thicker
- world.setTileTerrain(world.width - 1 - ix, terrainPoint + iy - 1, thisSand)
- }
- }
- ix++
- }
- }
-
- private fun freeze() {
- for (y in 0..world.height - 1 - 1) {
- for (x in 0..getFrozenAreaWidth(y) - 1) {
- if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
- replaceIfTerrain(Block.DIRT, x, y, Block.SNOW)
- replaceIfTerrain(Block.STONE, x, y, Block.ICE_NATURAL)
-
- replaceIfWall(Block.DIRT, x, y, Block.SNOW)
- replaceIfWall(Block.STONE, x, y, Block.ICE_NATURAL)
- } else {
- replaceIfTerrain(Block.DIRT, world.width - 1 - x, y, Block.SNOW)
- replaceIfTerrain(Block.STONE, world.width - 1 - x, y, Block.ICE_NATURAL)
-
- replaceIfWall(Block.DIRT, world.width - 1 - x, y, Block.SNOW)
- replaceIfWall(Block.STONE, world.width - 1 - x, y, Block.ICE_NATURAL)
- }
- }
- }
- }
-
- /**
-
- * @return width of the frozen area for mapgenerator.freeze
- */
- private fun getFrozenAreaWidth(y: Int): Int {
- val randDeviation = 7
- // narrower that the actual width
- val width = Math.round(GLACIER_MOUNTAIN_WIDTH * 0.625f)
- val height: Int
- if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
- height = getTerrainHeightFromHeightMap(width)
- } else {
- height = getTerrainHeightFromHeightMap(world.width - 1 - width)
- }
- val k = width / FastMath.sqrt(height.toFloat())
-
- if (y < height) {
- // ground
- return width
- } else {
- // underground
- return Math.round(
- k * FastMath.sqrt(y.toFloat()) + (random.nextInt(3) - 1))
- }
- }
-
- /**
-
- * @param x position of heightmap
- * *
- * @return
- */
- private fun getTerrainHeightFromHeightMap(x: Int): Int {
- TODO()
- }
-
-
- /* Utility */
-
- private fun clampN(clampNumber: Int, num: Int): Int {
- return FastMath.floor((num / clampNumber).toFloat()) * clampNumber
- }
-
- private fun outOfBound(w: Int, h: Int, x: Int, y: Int): Boolean {
- return !(x > 0 && y > 0 && x < w && y < h)
- }
-
- private fun getDistance(x1: Float, y1: Float, x2: Float, y2: Float): Float {
- return FastMath.sqrt(FastMath.pow(x1 - x2, 2f) + FastMath.pow(y2 - y1, 2f))
- }
-
- private fun clamp(x: Int, min: Int, max: Int): Int = if (x < min) min else if (x > max) max else x
-
- data class TaggedSimplexNoise(var noiseModule: SimplexNoise, var xStretch: Float, var yStretch: Float)
-
- data class TaggedJoise(var message: String,
- var noiseModule: Joise, var scarcity: Double,
- var replaceFromTerrain: Any, var replaceFromWall: Int,
- var replaceTo: Any,
- var filter: NoiseFilter = NoiseFilterQuadratic,
- var filterArg1: Double = NOISE_GRAD_START,
- var filterArg2: Double = NOISE_GRAD_END)
-
- // identical to te HQRNG's implementation
- private infix fun Long.shake(other: Long): Long {
- var s0 = this
- var s1 = other
-
- s1 = s1 xor s0
- s0 = s0 shl 55 or s0.ushr(9) xor s1 xor (s1 shl 14)
- s1 = s1 shl 36 or s1.ushr(28)
-
- return s0 + s1
- }
-}
\ No newline at end of file