mc-beta-server/server/Generators/GeneratorPerlin.js

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No EOL
8 KiB
JavaScript

const { perlin2D } = require("./perlin.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] = 2;
}
}
// 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] = 3;
else if (y == 0) chunk[y][x][z][0] = 7;
else if (y < topM2) chunk[y][x][z][0] = 1;
}
}
}
// 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] = 9;
if (y < 127 && y > 0) if (chunk[y][x][z][0] == 9 && chunk[y - 1][x][z][0] == 2) chunk[y - 1][x][z][0] = 3;
//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] == 2) {
if (Math.floor(Math.random() * 5) == 0) {
chunk[topBlock + 1][x][z][0] = 31;
chunk[topBlock + 1][x][z][1] = 1;
} else if (Math.floor(Math.random() * 150) == 0) {
chunk[topBlock + 1][x][z][0] = 38;
} else if (Math.floor(Math.random() * 150) == 0) {
chunk[topBlock + 1][x][z][0] = 37;
}
}
// 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), 17]);
treeBlocks.push([(chunkX + x), topBlock + 2, (chunkZ + z), 17]);
treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z), 17]);
treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z), 17]);
treeBlocks.push([(chunkX + x), topBlock + 5, (chunkZ + z), 17]);
// Leaves
// Layer 1
treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 3, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 3, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 3, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 3, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 3, (chunkZ + z) + 2, 18]);
// Layer 2
treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 4, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 4, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) + 2, topBlock + 4, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 4, (chunkZ + z) + 2, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) - 2, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) - 2, topBlock + 4, (chunkZ + z) + 2, 18]);
// Layer 3
treeBlocks.push([(chunkX + x) - 1, topBlock + 5, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x), topBlock + 5, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 5, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 5, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) - 1, topBlock + 5, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 5, (chunkZ + z) - 1, 18]);
// Layer 4
treeBlocks.push([(chunkX + x) - 1, topBlock + 6, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x) + 1, topBlock + 6, (chunkZ + z), 18]);
treeBlocks.push([(chunkX + x), topBlock + 6, (chunkZ + z) - 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 6, (chunkZ + z) + 1, 18]);
treeBlocks.push([(chunkX + x), topBlock + 6, (chunkZ + z), 18]);
}
}
}
return [chunk, treeBlocks];
}