const { perlin2D } = require("./perlin.js"); const Block = require("../Blocks/Block.js"); module.exports = function(cx = 0, cz = 0, seed = 0) { // Create bare chunk let chunk = {}; for (let y = 0; y < 128; y++) { chunk[y] = {}; for (let x = 0; x < 16; x++) { chunk[y][x] = {}; for (let z = 0; z < 16; z++) { chunk[y][x][z] = [0, 0]; } } } let stripTopCoord = {}; // History has shown it's better to alloc all at once for (let x = 0; x < 16; x++) { stripTopCoord[x] = {}; for (let z = 0; z < 16; z++) { stripTopCoord[x][z] = 0; } } // Generate top layer of grass for (let x = 0; x < 16; x++) { for (let z = 0; z < 16; z++) { // NOTE: Because of the way this is, it is not random at all. The heightmap is simply offset so uhhh. // TODO: Figure out a better way of dealing with this :) const layer1 = (64 + (perlin2D(((cx << 4) + x) / 15, ((cz << 4) + z) / 15) * 10)); const layer2 = (64 + (perlin2D(((cx + (10 + seed) << 4) + x) / 15, ((cz + (4 + seed) << 4) + z) / 15) * 10)); const layer3_1 = (64 + (perlin2D(((cx + (-15 + seed) << 4) + x) / 15, ((cz + (-2 + seed) << 4) + z) / 15) * 23)); const layer3_2 = (64 + (perlin2D(((cx + (25 + seed) << 4) + x) / 15, ((cz + (-17 + seed) << 4) + z) / 15) * 40)); const layer3 = (layer3_1 + layer3_2) / 2; const average = Math.floor((layer1 + layer2 + layer3) / 3); stripTopCoord[x][z] = average; chunk[average][x][z][0] = Block.grass.blockID; } } // Generate down from the top layer for (let x = 0; x < 16; x++) { for (let z = 0; z < 16; z++) { // Cache these otherwise we'll be doing more maths 128 times for each column and row const topM1 = stripTopCoord[x][z] - 1, topM2 = topM1 - 1; for (let y = stripTopCoord[x][z]; y != -1; y--) { if (y == topM1 || y == topM2) chunk[y][x][z][0] = Block.dirt.blockID; else if (y == 0) chunk[y][x][z][0] = Block.bedrock.blockID; else if (y < topM2) chunk[y][x][z][0] = Block.stone.blockID; } } } // 2nd pass for (let y = 0; y < 128; y++) { for (let x = 0; x < 16; x++) { for (let z = 0; z < 16; z++) { if (chunk[y][x][z][0] == 0 && y < 64) chunk[y][x][z][0] = Block.waterStill.blockID; if (y < 127 && y > 0) if (chunk[y][x][z][0] == Block.waterStill.blockID && chunk[y - 1][x][z][0] == 2) chunk[y - 1][x][z][0] = Block.dirt.blockID; //if (x == 0 && z == 0) chunk[y][x][z] = 57; } } } let treeBlocks = []; const chunkX = cx << 4; const chunkZ = cz << 4; let topBlock = 0; // 3rd pass??? for (let x = 0; x < 16; x++) { for (let z = 0; z < 16; z++) { topBlock = stripTopCoord[x][z]; if (chunk[topBlock][x][z][0] == Block.grass.blockID) { if (Math.floor(Math.random() * 5) == 0) { chunk[topBlock + 1][x][z][0] = Block.tallGrass.blockID; chunk[topBlock + 1][x][z][1] = 1; } else if (Math.floor(Math.random() * 150) == 0) { chunk[topBlock + 1][x][z][0] = Block.rose.blockID; } else if (Math.floor(Math.random() * 150) == 0) { chunk[topBlock + 1][x][z][0] = Block.dandilion.blockID; } } // Need a better way of doing this it currently takes a severely long time (gee I wonder why) if (chunk[topBlock][x][z][0] == 2 && Math.floor(Math.random() * 200) == 0) { chunk[topBlock][x][z][0] = 3; // Logs treeBlocks.push([(chunkX + x), topBlock + 1, (chunkZ + z), Block.wood.blockID]); treeBlocks.push([(chunkX + x), topBlock + 2, (chunkZ + z), Block.wood.blockID]); treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z), Block.wood.blockID]); treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z), Block.wood.blockID]); treeBlocks.push([(chunkX + x), topBlock + 5, (chunkZ + z), Block.wood.blockID]); // Leaves // Layer 1 treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) + 2, Block.leaves.blockID]); // Layer 2 treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) + 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) - 2, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) + 2, Block.leaves.blockID]); // Layer 3 treeBlocks.push([(chunkX + x) - 1, topBlock + 5, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 5, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 5, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 5, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) - 1, topBlock + 5, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z) - 1, Block.leaves.blockID]); // Layer 4 treeBlocks.push([(chunkX + x) - 1, topBlock + 6, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x) + 1, topBlock + 6, (chunkZ + z), Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 6, (chunkZ + z) - 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 6, (chunkZ + z) + 1, Block.leaves.blockID]); treeBlocks.push([(chunkX + x), topBlock + 6, (chunkZ + z), Block.leaves.blockID]); } } } return [chunk, treeBlocks]; }