reorganizing map gen into modules-ish
This commit is contained in:
+55
-43
@@ -2,66 +2,78 @@
|
||||
|
||||
local simplex = require "lib.simplex"
|
||||
|
||||
local generate = function()
|
||||
simplex.Seed(math.random())
|
||||
local simplex_map = {}
|
||||
|
||||
local map = {}
|
||||
map.size = 500
|
||||
map.tile_size = 1 -- TODO tile_size really shouldn't be the responsibility of the map generator - it's a rendering detail, not a map feature
|
||||
map.altitude = {} -- TEMP only one noise map
|
||||
|
||||
local scale = 0.005
|
||||
local min, max = math.huge, -math.huge
|
||||
for x = 1, map.size do
|
||||
map.altitude[x] = {}
|
||||
for y = 1, map.size do
|
||||
local value = simplex.Noise2D(x * scale, y * scale)
|
||||
if value > max then max = value end
|
||||
if value < min then min = value end
|
||||
map.altitude[x][y] = value
|
||||
end
|
||||
end
|
||||
print("Altitude", "Min:", min, "Max:", max)
|
||||
|
||||
-- TEMP hacked in copy to fix the issue so I can make sure everything is correct aaa
|
||||
local function min(t)
|
||||
local r = t[1][1]
|
||||
for i=1,#t do
|
||||
for j=1,#t[1] do
|
||||
if r > t[i][j] then r = t[i][j] end
|
||||
simplex_map.min = function(map)
|
||||
local r = map[1][1]
|
||||
for i=1,#map do
|
||||
for j=1,#map[1] do
|
||||
if r > map[i][j] then r = map[i][j] end
|
||||
end
|
||||
end
|
||||
return r
|
||||
end
|
||||
local function max(t)
|
||||
local r = t[1][1]
|
||||
for i=1,#t do
|
||||
for j=1,#t[1] do
|
||||
if r < t[i][j] then r = t[i][j] end
|
||||
end
|
||||
simplex_map.max = function(map)
|
||||
local r = map[1][1]
|
||||
for i=1,#map do
|
||||
for j=1,#map[1] do
|
||||
if r < map[i][j] then r = map[i][j] end
|
||||
end
|
||||
end
|
||||
return r
|
||||
end
|
||||
local function normalize(map, new_min, new_max)
|
||||
local minimum = min(map)
|
||||
local initialRange = max(map) - minimum
|
||||
end
|
||||
|
||||
simplex_map.normalize = function(map, new_min, new_max)
|
||||
local minimum = simplex_map.min(map)
|
||||
local initialRange = simplex_map.max(map) - minimum
|
||||
local finalRange = new_max - new_min
|
||||
for i = 1, #map do
|
||||
for j = 1, #map[1] do
|
||||
map[i][j] = (map[i][j] - minimum) / initialRange * finalRange + new_min
|
||||
end
|
||||
end
|
||||
map.min = min(map)
|
||||
map.max = max(map)
|
||||
map.min = simplex_map.min(map)
|
||||
map.max = simplex_map.max(map)
|
||||
return map -- superfluous
|
||||
end
|
||||
normalize(map.altitude, 0, 1)
|
||||
end
|
||||
|
||||
map.terrain = {}
|
||||
simplex_map.generate = function(size, scale, min, max)
|
||||
if type(size) == "table" then
|
||||
scale = size.scale
|
||||
min = size.min
|
||||
max = size.max
|
||||
size = size.size
|
||||
end
|
||||
|
||||
simplex.Seed(math.random())
|
||||
local map = {}
|
||||
map.size = size
|
||||
|
||||
scale = scale or 0.005
|
||||
for x = 1, map.size do
|
||||
map.terrain[x] = {}
|
||||
map[x] = {}
|
||||
for y = 1, map.size do
|
||||
local value = map.altitude[x][y]
|
||||
map[x][y] = simplex.Noise2D(x * scale, y * scale)
|
||||
end
|
||||
end
|
||||
|
||||
min = min or 0
|
||||
max = max or 1
|
||||
simplex_map.normalize(map, min, max)
|
||||
|
||||
return map
|
||||
end
|
||||
|
||||
local generate = function()
|
||||
local map = {}
|
||||
map.size = 500
|
||||
map.tile_size = 1 -- TODO tile_size really shouldn't be the responsibility of the map generator - it's a rendering detail, not a map feature
|
||||
map.altitude = {}
|
||||
|
||||
map.terrain = simplex_map.generate(map.size)
|
||||
for x = 1, map.size do
|
||||
for y = 1, map.size do
|
||||
local value = map.terrain[x][y]
|
||||
map.terrain[x][y] = {value, value, value, 1}
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user