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No files matched your search
@@ -4,18 +4,26 @@ Eventually, it's supposed to be a survival/crafting game with space travel. Henc
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Using the heightmap generator from here: https://github.com/TangentFoxy/heightmap
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Using the heightmap generator from here: https://github.com/TangentFoxy/heightmap
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## Tasks
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## Tasks
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- [ ] Make a GitHub mirror for this repo.
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- [x] Make a GitHub mirror for this repo.
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- [ ] Remove heightmap library
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- [ ] Remove heightmap library
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- [ ] Update ReadMe
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- [ ] Update ReadMe
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- [ ] ReadMe should also point out where the simplex implementation comes from
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- [ ] ReadMe should also point out where the simplex implementation comes from
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- [ ] Update the `simplex` library to the latest version with FBM
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- [x] Update the `simplex` library to the latest version with FBM
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- [ ] Round the new map generator to a planet shape
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- [x] Round the new map generator to a planet shape
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- [ ] Move `tile_size` out of the map generator (this is a render feature, not a map feature)
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- [ ] Move `tile_size` out of the map generator (this is a render feature, not a map feature)
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- [ ] Turn the new map gen into a wrapper kind of like my heightmap wrapper? (This is sorta already done in a sloppy way.)
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- [x] Turn the new map gen into a wrapper kind of like my heightmap wrapper? (This is sorta already done in a sloppy way.)
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- [ ] Rebuild the multi-noise map system.
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- [ ] Rebuild the multi-noise map system.
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- [ ] Renormalize to Earth extremes. :D (This will probably give bad initial results and need extensive changes.)
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- [ ] Renormalize to Earth extremes. :D (This will probably give bad initial results and need extensive changes.)
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- [ ] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges!
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- [x] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges!
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- [ ] Rename `humidity` to `rainfall`.
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(This was done with -1 to 1)
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- [x] Rename `humidity` to `rainfall`.
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- [ ] make documentation of how this is all working so I can remember when I forget to work on it for a while
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- [ ] make documentation of how this is all working so I can remember when I forget to work on it for a while
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### Long-Term
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- [ ] Do all terrain generation within a radius check so unnecessary work isn't done and discarded.
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- [ ] Terrain generation steps should happen within a single loop wherever possible?
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## Reference
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- Out of 52 seeds randomly tested, the current code creates a temperature range between -80.64 and 33.78 C.
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(Tasks/Issues are stored in the ReadMe instead of using a webUI issue tracker due to how using such a tracker negatively influences portability of the project.)
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(Tasks/Issues are stored in the ReadMe instead of using a webUI issue tracker due to how using such a tracker negatively influences portability of the project.)
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@@ -0,0 +1,62 @@
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DDG summary:
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aquatic -> freshwater / marine,
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grassland (2nd largest?),
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forest -> tropical / temperate,
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desert,
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tundra,
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---
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Wikipedia:
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ice sheet / polar desert,
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tundra (tree growth hindered by cold and short growing seasons; arctic, alpine, antarctic; shrubs, grasses, mosses, lichen; soil high N & P, biomass, methane, CO2, permafrost),
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taiga (boreal forest, snow forest, coniferous forest; pines, spruces, larches; largest land biome),
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temperate broadleaf forest,
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temperate steppe and savanna,
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subtropical evergreen forest,
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Mediterranean vegetation,
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monsoon forests and mosaic,
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arid desert,
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xeric shrubland,
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dry steppe and thorn forest,
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semiarid desert,
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grass savanna,
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tree savanna,
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dry forest and woodland savanna,
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tropical rainforest (evergreen?),
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alpine tundra,
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montane forests and grasslands,
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- what variables control whether it develops a forest or grassland?
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alts:
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deciduous forest (not evergreen - can be cold or dry to cause leaves to fall; trees, shrubs, perennials),
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high plateaus (flat raised plains),
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---
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savanna seems to just mean grassland with some shrubs and trees? (dry)
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steppe is grasslands with NO trees (dry, often cold)
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meadow is wet grasslands
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hypoxic / anoxic waters FORM dead zones (nutrient concentration -> bloom, low water movement, high temperature; deepest waters?), gyre centers (ocean currents)
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- use of absolute deepest water as a shortcut should be fine,
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- use of highest temperature in water would also be a decent shortcut
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("continentalness" may be useful)
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tropical just means low latitude - these are small
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montane just means mountain
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(one mm of rainfall == 1 L/m^3)
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---
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coastal forest? (tropical moist broadleaf)
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montanes are often forested?
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what's the difference between a swamp and marsh? and bog?
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I should sprinkle volcanoes in (but that would work better with some kind of fault sim)
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- these form jungle/forest easier? more nutrients in soil
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what's a moorland?
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jungle vs rainforest?
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rifts and rivers?
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temperature should decrease by 0.0065 per meter (but this only holds above water?)
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@@ -0,0 +1,166 @@
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local lume = require "lib.lume"
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local simplex_map = require "lib.simplex_map"
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local biomes_list = {
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-- checked in order, first candidate always selected
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[800] = {
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name = "sea ice",
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altitude = {min = -math.huge, max = 0.1},
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temperature = {min = -math.huge, max = -1.8},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0.6, 0.6, 1, 1},
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},
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[900] = {
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name = "deep ocean",
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altitude = {min = -math.huge, max = -0.09},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0, 0, 0.25, 1},
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},
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[950] = {
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name = "shallow ocean",
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altitude = {min = 0.05, max = 0.1},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0.1, 0.1, 0.6, 1},
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},
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-- [2050] = { -- this was too inappropriately placed every time
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-- name = "fresh water lake", -- NOTE experimental
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-- altitude = {min = 0.1, max = math.huge},
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-- temperature = {min = -math.huge, max = math.huge},
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-- rainfall = {min = 0.9, max = math.huge},
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-- color = {1, 0, 0, 1}, -- TEMP red to stand out, should be 0.1, 0.1, 1, 1
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-- },
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[1000] = {
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name = "ocean",
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altitude = {min = -math.huge, max = 0.1},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0, 0, 0.5, 1},
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},
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[1010] = {
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name = "sandy beach",
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altitude = {min = 0.1, max = 0.12},
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temperature = {min = -1.4, max = math.huge},
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rainfall = {min = -0.5, max = math.huge},
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color = {1, 1, 0.33, 1},
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},
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[1500] = {
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name = "frozen", -- NOTE probably temporary? (will be overwritten by higher priority subdivisions)
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altitude = {min = -math.huge, max = math.huge},
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temperature = {min = -math.huge, max = -1.85},
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rainfall = {min = -math.huge, max = math.huge},
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color = {1, 1, 1, 1},
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},
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[2000] = {
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name = "snowline",
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altitude = {min = 0.515, max = math.huge},
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temperature = {min = -math.huge, max = -1.85},
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rainfall = {min = -math.huge, max = math.huge},
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color = {1, 1, 1, 1},
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},
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[2100] = {
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name = "alpine zone",
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altitude = {min = 0.52, max = math.huge},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0.8, 0.8, 0.8, 1},
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},
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[2200] = {
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name = "subalpine zone",
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altitude = {min = 0.48, max = math.huge},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0.67, 0.67, 0.67, 1},
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},
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[2300] = {
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name = "montane zone",
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altitude = {min = 0.4, max = math.huge},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0.67, 0.67, 0.5, 1},
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},
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[9999] = {
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name = "template",
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altitude = {min = -math.huge, max = math.huge},
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temperature = {min = -math.huge, max = math.huge},
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rainfall = {min = -math.huge, max = math.huge},
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color = {0, 0, 0, 1},
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},
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}
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local generate = function()
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local map = {}
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map.size = 500
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map.tile_size = 1 -- TODO should be in rendering, not map, the map doesn't care about tile_size
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map.altitude = simplex_map.generate{
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size = map.size, scale = 0.004, -- min = 0, max = 1, -- TEMP min/max range set to representable values
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octaves = 5, lacunarity = 2.01, gain = 0.51,
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}
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map.temperature = simplex_map.generate{
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size = map.size, scale = 0.005, -- min = 0, max = 1, -- TEMP range adjusted for easy representation
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octaves = 3, lacunarity = 1.99, gain = 0.49,
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}
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map.rainfall = simplex_map.generate{
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size = map.size, scale = 0.006, -- min = 0, max = 1, -- TEMP easy representation range
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octaves = 1,
|
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}
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local biome_order = {}
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for order in pairs(biomes_list) do
|
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biome_order[#biome_order + 1] = order
|
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end
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table.sort(biome_order)
|
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local map_center, radius_squared = map.size / 2, (map.size / 2)^2
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map.biome = {}
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for x = 1, map.size do
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map.biome[x] = {}
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for y = 1, map.size do
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if lume.distance(x, y, map_center, map_center, true) < radius_squared then
|
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local altitude = map.altitude[x][y]
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local temperature = map.temperature[x][y]
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local rainfall = map.rainfall[x][y]
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|
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-- modify temperature based on altitude
|
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temperature = temperature - 2 * altitude
|
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-- modify temperature based on latitude
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local polar_distance = math.abs(y - map_center)^1.5
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local max_temperature_delta = 0.2
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temperature = temperature - (polar_distance / map.size * 2 * max_temperature_delta)
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map.temperature[x][y] = temperature
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-- choose biome
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for _, order in ipairs(biome_order) do
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local biome = biomes_list[order]
|
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if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
|
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if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
|
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|
if rainfall >= biome.rainfall.min and rainfall <= biome.rainfall.max then
|
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map.biome[x][y] = biome.color
|
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-- map.biome[x][y] = {rainfall, rainfall, rainfall, 1} -- TEMP what does the map actually look like?
|
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break
|
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|
end
|
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|
end
|
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end
|
||||||
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end
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else
|
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|
-- clear non-planet area
|
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|
-- NOTE this potentially leaves behind empty x tables
|
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map.altitude[x][y] = nil
|
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map.temperature[x][y] = nil
|
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map.rainfall[x][y] = nil
|
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end
|
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end
|
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end
|
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|
||||||
|
simplex_map.recalculate_range(map.altitude)
|
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|
simplex_map.recalculate_range(map.temperature)
|
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|
simplex_map.recalculate_range(map.rainfall)
|
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|
||||||
|
return map
|
||||||
|
end
|
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|
||||||
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return {
|
||||||
|
generate = generate,
|
||||||
|
}
|
||||||
@@ -0,0 +1,27 @@
|
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|
local running_average = {
|
||||||
|
trackers = {}
|
||||||
|
}
|
||||||
|
|
||||||
|
local trackers = running_average.trackers
|
||||||
|
|
||||||
|
running_average.track = function(name, value)
|
||||||
|
if not trackers[name] then
|
||||||
|
trackers[name] = { running_total = 0, count = 0, }
|
||||||
|
end
|
||||||
|
local track = trackers[name]
|
||||||
|
|
||||||
|
track.running_total = track.running_total + value
|
||||||
|
track.count = track.count + 1
|
||||||
|
|
||||||
|
return track.running_total / track.count
|
||||||
|
end
|
||||||
|
|
||||||
|
running_average.average = function(name)
|
||||||
|
return trackers[name] and trackers[name].running_total / trackers[name].count
|
||||||
|
end
|
||||||
|
|
||||||
|
running_average.count = function(name)
|
||||||
|
return trackers[name] and trackers[name].count
|
||||||
|
end
|
||||||
|
|
||||||
|
return running_average
|
||||||
@@ -556,4 +556,21 @@ function simplex.Seed(seed)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- TODO test functionality
|
||||||
|
function simplex.FractalBrownianMotion2D(x, y, octaves, lacunarity, gain)
|
||||||
|
octaves = octaves or 4
|
||||||
|
lacunarity = lacunarity or 2
|
||||||
|
gain = gain or 0.5
|
||||||
|
|
||||||
|
local total, amplitude, frequency, peak_amplitude = 0, 1, 1, 0
|
||||||
|
for i = 1, octaves do
|
||||||
|
total = total + amplitude * simplex.Noise2D(x * frequency, y * frequency)
|
||||||
|
peak_amplitude = peak_amplitude + amplitude
|
||||||
|
amplitude = amplitude * gain
|
||||||
|
frequency = frequency * lacunarity
|
||||||
|
end
|
||||||
|
|
||||||
|
return total / peak_amplitude -- normalize to [-1, 1]
|
||||||
|
end
|
||||||
|
|
||||||
return simplex
|
return simplex
|
||||||
@@ -0,0 +1,81 @@
|
|||||||
|
local simplex = require "lib.simplex"
|
||||||
|
|
||||||
|
local simplex_map = {}
|
||||||
|
|
||||||
|
simplex_map.min = function(map)
|
||||||
|
local r = math.huge
|
||||||
|
for i=1,#map do
|
||||||
|
if map[i] then
|
||||||
|
for j=1,#map[1] do
|
||||||
|
local v = map[i][j]
|
||||||
|
if v and r > v then r = v end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return r
|
||||||
|
end
|
||||||
|
simplex_map.max = function(map)
|
||||||
|
local r = -math.huge
|
||||||
|
for i=1,#map do
|
||||||
|
if map[i] then
|
||||||
|
for j=1,#map[1] do
|
||||||
|
local v = map[i][j]
|
||||||
|
if v and r < v then r = v end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return r
|
||||||
|
end
|
||||||
|
|
||||||
|
simplex_map.recalculate_range = function(map)
|
||||||
|
map.min = simplex_map.min(map)
|
||||||
|
map.max = simplex_map.max(map)
|
||||||
|
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
|
||||||
|
simplex_map.recalculate_range(map)
|
||||||
|
return map -- superfluous
|
||||||
|
end
|
||||||
|
|
||||||
|
simplex_map.generate = function(size, scale, min, max, octaves, lacunarity, gain)
|
||||||
|
if type(size) == "table" then
|
||||||
|
scale = size.scale
|
||||||
|
min = size.min
|
||||||
|
max = size.max
|
||||||
|
octaves = size.octaves
|
||||||
|
lacunarity = size.lacunarity
|
||||||
|
gain = size.gain
|
||||||
|
|
||||||
|
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[x] = {}
|
||||||
|
for y = 1, map.size do
|
||||||
|
map[x][y] = simplex.FractalBrownianMotion2D(x * scale, y * scale, octaves, lacunarity, gain)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if min or max then
|
||||||
|
min = min or 0
|
||||||
|
max = max or 1
|
||||||
|
simplex_map.normalize(map, min, max)
|
||||||
|
end
|
||||||
|
|
||||||
|
return map
|
||||||
|
end
|
||||||
|
|
||||||
|
return simplex_map
|
||||||
+16
-3
@@ -1,11 +1,17 @@
|
|||||||
local map_generator = require "map_nextgen"
|
math.randomseed(os.time())
|
||||||
|
|
||||||
|
local map_generator = require "final_map"
|
||||||
local lovebird = require "lib.lovebird"
|
local lovebird = require "lib.lovebird"
|
||||||
local lume = require "lib.lume"
|
local lume = require "lib.lume"
|
||||||
|
local running_average = require "lib.running_average"
|
||||||
|
local simplex_map = require "lib.simplex_map"
|
||||||
|
|
||||||
local map
|
local map
|
||||||
|
|
||||||
love.load = function()
|
love.load = function()
|
||||||
map = map_generator.generate()
|
map = map_generator.generate()
|
||||||
|
print("Min Temperature", map.temperature.min, "Average", running_average.track("minT", map.temperature.min))
|
||||||
|
print("Max Temperature", map.temperature.max, "Average", running_average.track("maxT", map.temperature.max))
|
||||||
|
|
||||||
-- if true then return end
|
-- if true then return end
|
||||||
|
|
||||||
@@ -66,10 +72,11 @@ love.draw = function()
|
|||||||
|
|
||||||
for x = 1, map.size do
|
for x = 1, map.size do
|
||||||
for y = 1, map.size do
|
for y = 1, map.size do
|
||||||
-- print(x, y) -- TEMP why am I getting an out of bounds?
|
local value = map.biome[x][y]
|
||||||
local value = map.terrain[x][y]
|
-- local value = map.temperature[x][y]
|
||||||
if value then
|
if value then
|
||||||
love.graphics.setColor(value)
|
love.graphics.setColor(value)
|
||||||
|
-- love.graphics.setColor( (value + map.temperature.max) / (map.temperature.max + math.abs(map.temperature.min)) , 0, 0, 1)
|
||||||
love.graphics.rectangle("fill", x * map.tile_size, y * map.tile_size, map.tile_size, map.tile_size)
|
love.graphics.rectangle("fill", x * map.tile_size, y * map.tile_size, map.tile_size, map.tile_size)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -81,5 +88,11 @@ love.keypressed = function(key)
|
|||||||
love.event.quit()
|
love.event.quit()
|
||||||
elseif key == "r" then
|
elseif key == "r" then
|
||||||
love.load()
|
love.load()
|
||||||
|
elseif key == "t" then
|
||||||
|
print(running_average.count("minT"))
|
||||||
|
elseif key == "=" then
|
||||||
|
map.tile_size = map.tile_size * 2
|
||||||
|
elseif key == "-" then
|
||||||
|
map.tile_size = map.tile_size / 2
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
+126
-50
@@ -1,73 +1,149 @@
|
|||||||
-- NOTE the API of this file should probably change?
|
-- NOTE the API of this file should probably change?
|
||||||
|
|
||||||
local simplex = require "lib.simplex"
|
local lume = require "lib.lume"
|
||||||
|
local simplex_map = require "lib.simplex_map"
|
||||||
|
|
||||||
|
local biomes = {
|
||||||
|
-- biomes are checked in order, with the first candidate always being selected
|
||||||
|
[800] = {
|
||||||
|
name = "sea ice",
|
||||||
|
altitude = {min = -math.huge, max = 0},
|
||||||
|
temperature = {min = -math.huge, max = -2},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.6, 0.6, 1, 1},
|
||||||
|
},
|
||||||
|
[900] = {
|
||||||
|
name = "deep ocean",
|
||||||
|
altitude = {min = -math.huge, max = -5000},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0, 0, 0.25, 1},
|
||||||
|
},
|
||||||
|
[1000] = {
|
||||||
|
name = "ocean (definition, 0 meters)",
|
||||||
|
altitude = {min = -math.huge, max = 0},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0, 0, 0.5, 1},
|
||||||
|
},
|
||||||
|
[1500] = {
|
||||||
|
name = "frozen (definition, 0 C)",
|
||||||
|
altitude = {min = -math.huge, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = 0},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {1, 1, 1, 1},
|
||||||
|
},
|
||||||
|
[2000] = {
|
||||||
|
name = "snowline (middle estimate)",
|
||||||
|
altitude = {min = 4000, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {1, 1, 1, 1},
|
||||||
|
},
|
||||||
|
[2100] = {
|
||||||
|
name = "alpine zone",
|
||||||
|
altitude = {min = 3500, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.8, 0.8, 0.8, 1},
|
||||||
|
},
|
||||||
|
[2200] = {
|
||||||
|
name = "subalpine zone",
|
||||||
|
altitude = {min = 3000, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.67, 0.67, 0.67, 1},
|
||||||
|
},
|
||||||
|
[2300] = {
|
||||||
|
name = "montane zone",
|
||||||
|
altitude = {min = 2500, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
rainfall = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.67, 0.67, 0.5, 1},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
local generate = function()
|
local generate = function()
|
||||||
simplex.Seed(math.random())
|
|
||||||
|
|
||||||
local map = {}
|
local map = {}
|
||||||
map.size = 500
|
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.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
|
map.altitude = simplex_map.generate{ -- will be converted to meters
|
||||||
|
size = map.size, scale = 0.001, min = 0, max = 1,
|
||||||
|
octaves = 7, lacunarity = 2, gain = 0.5,
|
||||||
|
}
|
||||||
|
map.temperature = simplex_map.generate{ -- in celsius
|
||||||
|
-- -20 to 45 chosen by looking at the temperature range shown on https://openclimatemap.org/
|
||||||
|
size = map.size, scale = 0.005, min = 20, max = 65, -- approximate target extremes of -89.2 to 56.7
|
||||||
|
octaves = 2, lacunarity = 2, gain = 0.5,
|
||||||
|
}
|
||||||
|
map.rainfall = simplex_map.generate{ -- in millimeters of rainfall
|
||||||
|
size = map.size, scale = 0.005, -- min = 18, max = 3240,
|
||||||
|
octaves = 1, lacunarity = 2, gain = 0.5,
|
||||||
|
}
|
||||||
|
|
||||||
|
local function earthlike_altitude_adjustment(altitude)
|
||||||
|
-- TODO replace with a simpler function?
|
||||||
|
return 6099 - 114909 * altitude + 830891 * altitude^2 - 2.72e6 * altitude^3 + 4.19e6 * altitude^4 - 3.02e6 * altitude^5 + 815866 * altitude^6
|
||||||
|
end
|
||||||
|
|
||||||
local scale = 0.005
|
|
||||||
local min, max = math.huge, -math.huge
|
|
||||||
for x = 1, map.size do
|
for x = 1, map.size do
|
||||||
map.altitude[x] = {}
|
|
||||||
for y = 1, map.size do
|
for y = 1, map.size do
|
||||||
local value = simplex.Noise2D(x * scale, y * scale)
|
map.altitude[x][y] = earthlike_altitude_adjustment(map.altitude[x][y])
|
||||||
if value > max then max = value end
|
|
||||||
if value < min then min = value end
|
|
||||||
map.altitude[x][y] = value
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
print("Altitude", "Min:", min, "Max:", max)
|
map.altitude.min = simplex_map.min(map.altitude)
|
||||||
|
map.altitude.max = simplex_map.max(map.altitude)
|
||||||
|
|
||||||
-- TEMP hacked in copy to fix the issue so I can make sure everything is correct aaa
|
local biome_order = {}
|
||||||
local function min(t)
|
for order in pairs(biomes) do
|
||||||
local r = t[1][1]
|
biome_order[#biome_order + 1] = order
|
||||||
for i=1,#t do
|
|
||||||
for j=1,#t[1] do
|
|
||||||
if r > t[i][j] then r = t[i][j] end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return r
|
|
||||||
end
|
end
|
||||||
local function max(t)
|
table.sort(biome_order)
|
||||||
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
|
|
||||||
end
|
|
||||||
return r
|
|
||||||
end
|
|
||||||
local function normalize(map, new_min, new_max)
|
|
||||||
local minimum = min(map)
|
|
||||||
local initialRange = 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)
|
|
||||||
return map -- superfluous
|
|
||||||
end
|
|
||||||
normalize(map.altitude, 0, 1)
|
|
||||||
|
|
||||||
map.terrain = {}
|
local radius_squared = (map.size / 2)^2
|
||||||
|
map.biome = {}
|
||||||
for x = 1, map.size do
|
for x = 1, map.size do
|
||||||
map.terrain[x] = {}
|
map.biome[x] = {}
|
||||||
for y = 1, map.size do
|
for y = 1, map.size do
|
||||||
local value = map.altitude[x][y]
|
if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius_squared then
|
||||||
map.terrain[x][y] = {value, value, value, 1}
|
local altitude = map.altitude[x][y]
|
||||||
|
local temperature = map.temperature[x][y]
|
||||||
|
local rainfall = map.rainfall[x][y]
|
||||||
|
|
||||||
|
-- modify temperature based on altitude
|
||||||
|
if altitude > 0 then
|
||||||
|
temperature = temperature - 0.0065 * altitude -- -6.5 C / km
|
||||||
|
else
|
||||||
|
temperature = temperature + altitude / 1000 -- -1 C / km (deep water adjustment)
|
||||||
|
end
|
||||||
|
-- modify temperature by latitude
|
||||||
|
local polar_distance = math.abs(y - (map.size / 2))^1.3 -- experimenting with slight non-linearity
|
||||||
|
local max_temperature_delta = 10
|
||||||
|
temperature = temperature - (polar_distance / map.size * 2 * max_temperature_delta)
|
||||||
|
-- 'save' temperature changes
|
||||||
|
map.temperature[x][y] = temperature
|
||||||
|
|
||||||
|
-- choose biome
|
||||||
|
for _, order in ipairs(biome_order) do
|
||||||
|
local biome = biomes[order]
|
||||||
|
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
|
||||||
|
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
|
||||||
|
if rainfall >= biome.rainfall.min and rainfall <= biome.rainfall.max then
|
||||||
|
map.biome[x][y] = biome.color
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
-- clear non-planet zones
|
||||||
|
map.altitude[x][y] = nil
|
||||||
|
map.temperature[x][y] = nil
|
||||||
|
map.rainfall[x][y] = nil
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- NOTE this is missing the radius modifier, so it's a square map
|
|
||||||
|
|
||||||
return map
|
return map
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
Reference in new issue
Block a user