217 lines
No EOL
7.9 KiB
TypeScript
217 lines
No EOL
7.9 KiB
TypeScript
import { Block } from "../blocks/Block";
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import { Chunk } from "../Chunk";
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import { IGenerator } from "./IGenerator";
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import { Noise2D, makeNoise2D } from "../../external/OpenSimplex2D";
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import { Noise3D, makeNoise3D } from "../../external/OpenSimplex3D";
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import { QueuedBlockUpdate } from "../queuedUpdateTypes/BlockUpdate";
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export class HillyGenerator implements IGenerator {
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private seed:number;
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seedGenerator:() => number;
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private generator:Noise2D;
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private generator1:Noise2D;
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private generator2:Noise2D;
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private generator3:Noise2D;
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private generator4:Noise2D;
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private generator5:Noise2D;
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private generator6:Noise2D;
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private oceanGenerator:Noise2D;
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private hillGenerator:Noise2D;
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private caveGenerator1:Noise3D;
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private caveGenerator2:Noise3D;
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private caveGenerator3:Noise3D;
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private caveGenerator4:Noise3D;
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private underwaterGravelGenerator:Noise2D;
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private underwaterSandGenerator:Noise2D;
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private underwaterClayGenerator:Noise2D;
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private flowerGenerator:Noise2D;
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public constructor(seed:number) {
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this.seed = seed;
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this.seedGenerator = this.mulberry32(this.seed);
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this.generator = this.createGenerator2D();
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this.generator1 = this.createGenerator2D();
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this.generator2 = this.createGenerator2D();
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this.generator3 = this.createGenerator2D();
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this.generator4 = this.createGenerator2D();
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this.generator5 = this.createGenerator2D();
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this.generator6 = this.createGenerator2D();
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this.oceanGenerator = this.createGenerator2D();
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this.hillGenerator = this.createGenerator2D();
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this.caveGenerator1 = this.createGenerator3D();
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this.caveGenerator2 = this.createGenerator3D();
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this.caveGenerator3 = this.createGenerator3D();
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this.caveGenerator4 = this.createGenerator3D();
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this.underwaterGravelGenerator = this.createGenerator2D();
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this.underwaterSandGenerator = this.createGenerator2D();
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this.underwaterClayGenerator = this.createGenerator2D();
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this.flowerGenerator = this.createGenerator2D();
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}
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private createGenerator2D() {
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return makeNoise2D(this.seedGenerator() * Number.MAX_SAFE_INTEGER);
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}
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private createGenerator3D() {
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return makeNoise3D(this.seedGenerator() * Number.MAX_SAFE_INTEGER);
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}
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// This is soooo much faster than using Math.round in here
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private fastRound(num:number) {
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return num >= 0.5 ? (num | 0) + 1 : num | 0;
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}
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// https://stackoverflow.com/a/47593316
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// This is good enough (and fast enough) for what is needed here.
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private mulberry32(a:number) {
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return function() {
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let t = a += 0x6D2B79F5;
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t = Math.imul(t ^ t >>> 15, t | 1);
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t ^= t + Math.imul(t ^ t >>> 7, t | 61);
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return ((t ^ t >>> 14) >>> 0) / 4294967296;
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}
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}
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public generate(chunk:Chunk) {
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const treeRNG = this.mulberry32(this.seed + chunk.x + chunk.z);
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const grassRNG = this.mulberry32(this.seed + chunk.x + chunk.z);
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const flowerRNG = this.mulberry32(this.seed + chunk.x + chunk.z);
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let colY = 0, colDirtMin = 0, colWaterY = 0, orgColY = 0;
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for (let x = 0; x < 16; x++) {
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for (let z = 0; z < 16; z++) {
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const oceanValue = this.oceanGenerator((chunk.x * 16 + x) / 128, (chunk.z * 16 + z) / 128) * 100;
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orgColY = colWaterY = colY = 60 + this.fastRound((
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this.generator((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) * 16 +
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this.generator1((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) * 16 +
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this.generator2((chunk.x * 16 + x) / 8, (chunk.z * 16 + z) / 8) * 8 +
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this.generator3((chunk.x * 16 + x) / 4, (chunk.z * 16 + z) / 4) * 4 +
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this.generator4((chunk.x * 16 + x) / 4, (chunk.z * 16 + z) / 4) * 4 +
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this.generator5((chunk.x * 16 + x) / 10, (chunk.z * 16 + z) / 10) * 10 +
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this.generator6((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) * 16 +
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oceanValue +
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(Math.max(this.hillGenerator((chunk.x * 16 + x) / 128, (chunk.z * 16 + z) / 128), 0) * 50 + Math.min(oceanValue, 0))
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) / 9);
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colDirtMin = colY - 2;
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const sandNoise = this.underwaterSandGenerator((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16);
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if (colY <= 60 && sandNoise > 0.5) {
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chunk.setBlock(Block.sand.blockId, x, colY, z);
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} else {
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chunk.setBlock(Block.grass.blockId, x, colY, z);
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}
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let caveY = colY + 1;
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while (colY-- > 0) {
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if (colY >= colDirtMin) {
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chunk.setBlock(Block.dirt.blockId, x, colY, z);
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} else if (colY === 0) {
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chunk.setBlock(Block.bedrock.blockId, x, colY, z);
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} else {
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chunk.setBlock(Block.stone.blockId, x, colY, z);
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}
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}
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// Generate underwater blocks
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if (colWaterY <= 58) {
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if (this.underwaterGravelGenerator((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) > 0.3) {
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chunk.setBlock(Block.gravel.blockId, x, colWaterY, z);
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} else if (sandNoise > 0.4) {
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chunk.setBlock(Block.sand.blockId, x, colWaterY, z);
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} else if (this.underwaterClayGenerator((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) > 0.5) {
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chunk.setBlock(Block.clay.blockId, x, colWaterY, z);
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} else {
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chunk.setBlock(Block.dirt.blockId, x, colWaterY, z);
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}
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}
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while (colWaterY <= 58) {
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colWaterY++;
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chunk.setBlock(Block.waterStill.blockId, x, colWaterY, z);
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}
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while (caveY-- > 1) {
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if (
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((this.caveGenerator1((chunk.x * 16 + x) / 16, caveY / 16, (chunk.z * 16 + z) / 16) +
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this.caveGenerator2((chunk.x * 16 + x) / 8, caveY / 8, (chunk.z * 16 + z) / 8)) / 2) > 0.45
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//this.caveGenerator3((chunk.x * 16 + x) / 256, caveY / 256, (chunk.z * 16 + z) / 256) > 0.6 ||
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//this.caveGenerator4((chunk.x * 16 + x) / 128, caveY / 128, (chunk.z * 16 + z) / 128) > 0.6
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) {
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if (caveY <= 3) {
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chunk.setBlock(Block.lavaStill.blockId, x, caveY, z);
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} else {
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chunk.setBlock(0, x, caveY, z);
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}
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}
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}
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const queuedChunkBlocks = chunk.world.queuedChunkBlocks;
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if (queuedChunkBlocks.length > 0) {
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const thisCoordPair = Chunk.CreateCoordPair(chunk.x, chunk.z);
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for (let i = queuedChunkBlocks.length - 1; i >= 0; i--) {
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const blockUpdate = queuedChunkBlocks[i];
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if (blockUpdate instanceof QueuedBlockUpdate && blockUpdate.coordPair === thisCoordPair) {
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queuedChunkBlocks.splice(i, 1);
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chunk.setBlockWithMetadata(blockUpdate.blockId, blockUpdate.metadata, blockUpdate.x, blockUpdate.y, blockUpdate.z);
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}
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}
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}
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// Grass and flowers
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if (chunk.getBlockId(x, orgColY, z) === Block.grass.blockId) {
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if (grassRNG() > 0.9) {
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chunk.setBlockWithMetadata(Block.tallGrass.blockId, 1, x, orgColY + 1, z);
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} else if (this.flowerGenerator((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) > 0.5 && flowerRNG() > 0.9) {
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if (flowerRNG() > 0.4) {
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chunk.setBlockWithMetadata(Block.flowerRose.blockId, 1, x, orgColY + 1, z);
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} else {
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chunk.setBlockWithMetadata(Block.flowerDandelion.blockId, 1, x, orgColY + 1, z);
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}
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}
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}
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// TODO: Move trees to it's own generator
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if (chunk.getBlockId(x, orgColY + 1, z) !== Block.waterStill.blockId && chunk.getBlockId(x, orgColY, z) === Block.grass.blockId && treeRNG() > 0.995) {
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const treeType = treeRNG() >= 0.5;
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chunk.setBlock(Block.dirt.blockId, x, orgColY, z);
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let tYT = 0, tY = tYT = orgColY + 4 + this.fastRound(treeRNG() - 0.2), tLY = 0;
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while (tY > orgColY) {
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chunk.setBlockWithMetadata(Block.wood.blockId, treeType ? 2 : 0, x, tY, z);
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if (tLY !== 0 && tLY < 3) {
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for (let tX = -2; tX <= 2; tX++) {
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for (let tZ = -2; tZ <= 2; tZ++) {
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if (tX === 0 && tZ === 0) {
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continue;
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}
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chunk.setBlockWithMetadata(Block.leaves.blockId, treeType ? 2 : 0, x + tX, tY, z + tZ);
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}
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}
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}
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tY--;
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tLY++;
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}
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tY = 0;
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while (tY < 2) {
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for (let tX = -1; tX < 2; tX++) {
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for (let tZ = -1; tZ < 2; tZ++) {
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if (tX === 0 && tZ === 0 && tY !== 1) {
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continue;
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}
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chunk.setBlockWithMetadata(Block.leaves.blockId, treeType ? 2 : 0, x + tX, tYT + tY, z + tZ);
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}
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}
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tY++;
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}
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}
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}
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}
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}
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} |