veloren/world/src/sim/mod.rs

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mod diffusion;
mod erosion;
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mod location;
mod map;
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mod path;
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mod util;
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// Reexports
use self::erosion::Compute;
pub use self::{
diffusion::diffusion,
erosion::{
do_erosion, fill_sinks, get_drainage, get_lakes, get_multi_drainage, get_multi_rec,
get_rivers, mrec_downhill, Alt, RiverData, RiverKind,
},
location::Location,
map::{MapConfig, MapDebug},
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path::PathData,
util::{
cdf_irwin_hall, downhill, get_oceans, local_cells, map_edge_factor, neighbors,
uniform_idx_as_vec2, uniform_noise, uphill, vec2_as_uniform_idx, InverseCdf, ScaleBias,
NEIGHBOR_DELTA,
},
};
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use crate::{
all::ForestKind,
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civ::Place,
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site::Site,
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util::{
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seed_expan, FastNoise, RandomField, StructureGen2d, LOCALITY,
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NEIGHBORS,
},
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CONFIG,
};
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use common::{
assets,
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store::Id,
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terrain::{BiomeKind, TerrainChunkSize},
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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vol::RectVolSize,
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};
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use noise::{
BasicMulti, Billow, Fbm, HybridMulti, MultiFractal, NoiseFn, RangeFunction, RidgedMulti,
Seedable, SuperSimplex, Worley,
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};
use num::{Float, Signed};
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use rand::{Rng, SeedableRng};
use rand_chacha::ChaChaRng;
use rayon::prelude::*;
use serde_derive::{Deserialize, Serialize};
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use std::{
f32, f64,
fs::File,
io::{BufReader, BufWriter},
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ops::{Add, Div, Mul, Neg, Sub},
path::PathBuf,
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};
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use vek::*;
// NOTE: I suspect this is too small (1024 * 16 * 1024 * 16 * 8 doesn't fit in
// an i32), but we'll see what happens, I guess! We could always store sizes >>
// 3. I think 32 or 64 is the absolute limit though, and would require
// substantial changes. Also, 1024 * 16 * 1024 * 16 is no longer
// cleanly representable in f32 (that stops around 1024 * 4 * 1024 * 4, for
// signed floats anyway) but I think that is probably less important since I
// don't think we actually cast a chunk id to float, just coordinates... could
// be wrong though!
pub const WORLD_SIZE: Vec2<usize> = Vec2 {
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x: 1024 * 1,
y: 1024 * 1,
};
/// A structure that holds cached noise values and cumulative distribution
/// functions for the input that led to those values. See the definition of
/// InverseCdf for a description of how to interpret the types of its fields.
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struct GenCdf {
humid_base: InverseCdf,
temp_base: InverseCdf,
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chaos: InverseCdf,
alt: Box<[Alt]>,
basement: Box<[Alt]>,
water_alt: Box<[f32]>,
dh: Box<[isize]>,
/// NOTE: Until we hit 4096 × 4096, this should suffice since integers with
/// an absolute value under 2^24 can be exactly represented in an f32.
flux: Box<[Compute]>,
pure_flux: InverseCdf<Compute>,
alt_no_water: InverseCdf,
rivers: Box<[RiverData]>,
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}
pub(crate) struct GenCtx {
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pub turb_x_nz: SuperSimplex,
pub turb_y_nz: SuperSimplex,
pub chaos_nz: RidgedMulti,
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pub alt_nz: util::HybridMulti,
pub hill_nz: SuperSimplex,
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pub temp_nz: Fbm,
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// Humidity noise
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pub humid_nz: Billow,
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// Small amounts of noise for simulating rough terrain.
pub small_nz: BasicMulti,
pub rock_nz: HybridMulti,
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pub cliff_nz: HybridMulti,
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pub warp_nz: FastNoise,
pub tree_nz: BasicMulti,
pub cave_0_nz: SuperSimplex,
pub cave_1_nz: SuperSimplex,
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pub structure_gen: StructureGen2d,
pub region_gen: StructureGen2d,
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pub cliff_gen: StructureGen2d,
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pub fast_turb_x_nz: FastNoise,
pub fast_turb_y_nz: FastNoise,
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pub town_gen: StructureGen2d,
pub river_seed: RandomField,
pub rock_strength_nz: Fbm,
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pub uplift_nz: Worley,
}
#[derive(Clone, Debug, Deserialize, Serialize)]
pub enum FileOpts {
/// If set, generate the world map and do not try to save to or load from
/// file (default).
Generate,
/// If set, generate the world map and save the world file (path is created
/// the same way screenshot paths are).
Save,
/// If set, load the world file from this path in legacy format (errors if
/// path not found). This option may be removed at some point, since it
/// only applies to maps generated before map saving was merged into
/// master.
LoadLegacy(PathBuf),
/// If set, load the world file from this path (errors if path not found).
Load(PathBuf),
/// If set, look for the world file at this asset specifier (errors if
/// asset is not found).
///
/// NOTE: Could stand to merge this with `Load` and construct an enum that
/// can handle either a PathBuf or an asset specifier, at some point.
LoadAsset(String),
}
impl Default for FileOpts {
fn default() -> Self { Self::Generate }
}
pub struct WorldOpts {
/// Set to false to disable seeding elements during worldgen.
pub seed_elements: bool,
pub world_file: FileOpts,
}
impl Default for WorldOpts {
fn default() -> Self {
Self {
seed_elements: true,
world_file: Default::default(),
}
}
}
/// LEGACY: Remove when people stop caring.
#[derive(Serialize, Deserialize)]
#[repr(C)]
pub struct WorldFileLegacy {
/// Saved altitude height map.
pub alt: Box<[Alt]>,
/// Saved basement height map.
pub basement: Box<[Alt]>,
}
/// Version of the world map intended for use in Veloren 0.5.0.
#[derive(Serialize, Deserialize)]
#[repr(C)]
pub struct WorldMap_0_5_0 {
/// Saved altitude height map.
pub alt: Box<[Alt]>,
/// Saved basement height map.
pub basement: Box<[Alt]>,
}
/// Errors when converting a map to the most recent type (currently,
/// shared by the various map types, but at some point we might switch to
/// version-specific errors if it feels worthwhile).
#[derive(Debug)]
pub enum WorldFileError {
/// Map size was invalid, and it can't be converted to a valid one.
WorldSizeInvalid,
}
/// WORLD MAP.
///
/// A way to store certain components between runs of map generation. Only
/// intended for development purposes--no attempt is made to detect map
/// invalidation or make sure that the map is synchronized with updates to
/// noise-rs, changes to other parameters, etc.
///
/// The map is verisoned to enable format detection between versions of Veloren,
/// so that when we update the map format we don't break existing maps (or at
/// least, we will try hard not to break maps between versions; if we can't
/// avoid it, we can at least give a reasonable error message).
///
/// NOTE: We rely somemwhat heavily on the implementation specifics of bincode
/// to make sure this is backwards compatible. When adding new variants here,
/// Be very careful to make sure tha the old variants are preserved in the
/// correct order and with the correct names and indices, and make sure to keep
/// the #[repr(u32)]!
///
/// All non-legacy versions of world files should (ideally) fit in this format.
/// Since the format contains a version and is designed to be extensible
/// backwards-compatibly, the only reason not to use this forever would be if we
/// decided to move away from BinCode, or store data across multiple files (or
/// something else weird I guess).
///
/// Update this when you add a new map version.
#[derive(Serialize, Deserialize)]
#[repr(u32)]
pub enum WorldFile {
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Veloren0_5_0(WorldMap_0_5_0) = 0,
}
/// Data for the most recent map type. Update this when you add a new map
/// verson.
pub type ModernMap = WorldMap_0_5_0;
/// The default world map.
///
/// TODO: Consider using some naming convention to automatically change this
/// with changing versions, or at least keep it in a constant somewhere that's
/// easy to change.
pub const DEFAULT_WORLD_MAP: &'static str = "world.map.veloren_0_5_0_0";
impl WorldFileLegacy {
#[inline]
/// Idea: each map type except the latest knows how to transform
/// into the the subsequent map version, and each map type including the
/// latest exposes an "into_modern()" method that converts this map type
/// to the modern map type. Thus, to migrate a map from an old format to a
/// new format, we just need to transform the old format to the
/// subsequent map version, and then call .into_modern() on that--this
/// should construct a call chain that ultimately ends up with a modern
/// version.
pub fn into_modern(self) -> Result<ModernMap, WorldFileError> {
if self.alt.len() != self.basement.len()
|| self.alt.len() != WORLD_SIZE.x as usize * WORLD_SIZE.y as usize
{
return Err(WorldFileError::WorldSizeInvalid);
}
let map = WorldMap_0_5_0 {
alt: self.alt,
basement: self.basement,
};
map.into_modern()
}
}
impl WorldMap_0_5_0 {
#[inline]
pub fn into_modern(self) -> Result<ModernMap, WorldFileError> {
if self.alt.len() != self.basement.len()
|| self.alt.len() != WORLD_SIZE.x as usize * WORLD_SIZE.y as usize
{
return Err(WorldFileError::WorldSizeInvalid);
}
Ok(self)
}
}
impl WorldFile {
/// Turns map data from the latest version into a versioned WorldFile ready
/// for serialization. Whenever a new map is updated, just change the
/// variant we construct here to make sure we're using the latest map
/// version.
pub fn new(map: ModernMap) -> Self { WorldFile::Veloren0_5_0(map) }
#[inline]
/// Turns a WorldFile into the latest version. Whenever a new map version
/// is added, just add it to this match statement.
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pub fn into_modern(self) -> Result<ModernMap, WorldFileError> {
match self {
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WorldFile::Veloren0_5_0(map) => map.into_modern(),
}
}
}
pub struct WorldSim {
pub seed: u32,
/// Maximum height above sea level of any chunk in the map (not including
/// post-erosion warping, cliffs, and other things like that).
pub max_height: f32,
pub(crate) chunks: Vec<SimChunk>,
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pub(crate) locations: Vec<Location>,
pub(crate) gen_ctx: GenCtx,
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pub rng: ChaChaRng,
}
impl WorldSim {
pub fn generate(seed: u32, opts: WorldOpts) -> Self {
let mut rng = ChaChaRng::from_seed(seed_expan::rng_state(seed));
// NOTE: Change 1.0 to 4.0, while multiplying grid_size by 4, for a 4x
// improvement in world detail. You may also want to set mins_per_sec to 1 /
// (4.0 * 4.0) in ./erosion.rs, in order to get a similar rate of river
// formation.
let continent_scale = 1.0/*4.0*/
* 5_000.0f64
.div(32.0)
.mul(TerrainChunkSize::RECT_SIZE.x as f64);
let rock_lacunarity = 2.0;
let uplift_scale = 128.0;
let uplift_turb_scale = uplift_scale / 4.0;
// NOTE: Changing order will significantly change WorldGen, so try not to!
let gen_ctx = GenCtx {
turb_x_nz: SuperSimplex::new().set_seed(rng.gen()),
turb_y_nz: SuperSimplex::new().set_seed(rng.gen()),
chaos_nz: RidgedMulti::new()
.set_octaves(7)
.set_frequency(RidgedMulti::DEFAULT_FREQUENCY * (5_000.0 / continent_scale))
.set_seed(rng.gen()),
hill_nz: SuperSimplex::new().set_seed(rng.gen()),
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alt_nz: util::HybridMulti::new()
.set_octaves(8)
.set_frequency((10_000.0 / continent_scale) as f64)
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// persistence = lacunarity^(-(1.0 - fractal increment))
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.set_lacunarity(util::HybridMulti::DEFAULT_LACUNARITY)
.set_persistence(util::HybridMulti::DEFAULT_LACUNARITY.powf(-(1.0 - 0.0)))
.set_offset(0.0)
.set_seed(rng.gen()),
temp_nz: Fbm::new()
.set_octaves(6)
.set_persistence(0.5)
.set_frequency(1.0 / (((1 << 6) * 64) as f64))
.set_lacunarity(2.0)
.set_seed(rng.gen()),
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small_nz: BasicMulti::new().set_octaves(2).set_seed(rng.gen()),
rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(rng.gen()),
cliff_nz: HybridMulti::new().set_persistence(0.3).set_seed(rng.gen()),
warp_nz: FastNoise::new(rng.gen()),
tree_nz: BasicMulti::new()
.set_octaves(12)
.set_persistence(0.75)
.set_seed(rng.gen()),
cave_0_nz: SuperSimplex::new().set_seed(rng.gen()),
cave_1_nz: SuperSimplex::new().set_seed(rng.gen()),
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structure_gen: StructureGen2d::new(rng.gen(), 32, 16),
region_gen: StructureGen2d::new(rng.gen(), 400, 96),
cliff_gen: StructureGen2d::new(rng.gen(), 80, 56),
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humid_nz: Billow::new()
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.set_octaves(9)
.set_persistence(0.4)
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.set_frequency(0.2)
.set_seed(rng.gen()),
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fast_turb_x_nz: FastNoise::new(rng.gen()),
fast_turb_y_nz: FastNoise::new(rng.gen()),
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town_gen: StructureGen2d::new(rng.gen(), 2048, 1024),
river_seed: RandomField::new(rng.gen()),
rock_strength_nz: Fbm::new()
.set_octaves(10)
.set_lacunarity(rock_lacunarity)
// persistence = lacunarity^(-(1.0 - fractal increment))
// NOTE: In paper, fractal increment is roughly 0.25.
.set_persistence(rock_lacunarity.powf(-(1.0 - 0.25)))
.set_frequency(
1.0 * (5_000.0 / continent_scale)
/ (2.0 * TerrainChunkSize::RECT_SIZE.x as f64 * 2.0.powi(10 - 1)),
)
.set_seed(rng.gen()),
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uplift_nz: Worley::new()
.set_seed(rng.gen())
.set_frequency(1.0 / (TerrainChunkSize::RECT_SIZE.x as f64 * uplift_scale))
.set_displacement(1.0)
.set_range_function(RangeFunction::Euclidean),
};
let river_seed = &gen_ctx.river_seed;
let rock_strength_nz = &gen_ctx.rock_strength_nz;
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// Suppose the old world has grid spacing Δx' = Δy', new Δx = Δy.
// We define grid_scale such that Δx = height_scale * Δx' ⇒
// grid_scale = Δx / Δx'.
let grid_scale = 1.0f64 / 4.0/*1.0*/;
// Now, suppose we want to generate a world with "similar" topography, defined
// in this case as having roughly equal slopes at steady state, with the
// simulation taking roughly as many steps to get to the point the
// previous world was at when it finished being simulated.
//
// Some computations with our coupled SPL/debris flow give us (for slope S
// constant) the following suggested scaling parameters to make this
// work: k_fs_scale ≡ (K𝑓 / K𝑓') = grid_scale^(-2m) =
// grid_scale^(-2θn)
let k_fs_scale = |theta, n| grid_scale.powf(-2.0 * (theta * n) as f64);
// k_da_scale ≡ (K_da / K_da') = grid_scale^(-2q)
let k_da_scale = |q| grid_scale.powf(-2.0 * q);
//
// Some other estimated parameters are harder to come by and *much* more
// dubious, not being accurate for the coupled equation. But for the SPL
// only one we roughly find, for h the height at steady state and time τ
// = time to steady state, with Hack's Law estimated b = 2.0 and various other
// simplifying assumptions, the estimate:
// height_scale ≡ (h / h') = grid_scale^(n)
let height_scale = |n: f32| grid_scale.powf(n as f64) as Alt;
// time_scale ≡ (τ / τ') = grid_scale^(n)
let time_scale = |n: f32| grid_scale.powf(n as f64);
//
// Based on this estimate, we have:
// delta_t_scale ≡ (Δt / Δt') = time_scale
let delta_t_scale = |n: f32| time_scale(n);
// alpha_scale ≡ (α / α') = height_scale^(-1)
let alpha_scale = |n: f32| height_scale(n).recip() as f32;
//
// Slightly more dubiously (need to work out the math better) we find:
// k_d_scale ≡ (K_d / K_d') = grid_scale^2 / (/*height_scale * */ time_scale)
let k_d_scale = |n: f32| grid_scale.powi(2) / (/* height_scale(n) * */time_scale(n));
// epsilon_0_scale ≡ (ε₀ / ε₀') = height_scale(n) / time_scale(n)
let epsilon_0_scale = |n| (height_scale(n) / time_scale(n) as Alt) as f32;
// Approximate n for purposes of computation of parameters above over the whole
// grid (when a chunk isn't available).
let n_approx = 1.0;
let max_erosion_per_delta_t = 64.0 * delta_t_scale(n_approx);
let n_steps = 100;
let n_small_steps = 0;
let n_post_load_steps = 0;
// Logistic regression. Make sure x ∈ (0, 1).
let logit = |x: f64| x.ln() - (-x).ln_1p();
// 0.5 + 0.5 * tanh(ln(1 / (1 - 0.1) - 1) / (2 * (sqrt(3)/pi)))
let logistic_2_base = 3.0f64.sqrt() * f64::consts::FRAC_2_PI;
// Assumes μ = 0, σ = 1
let logistic_cdf = |x: f64| (x / logistic_2_base).tanh() * 0.5 + 0.5;
let min_epsilon =
1.0 / (WORLD_SIZE.x as f64 * WORLD_SIZE.y as f64).max(f64::EPSILON as f64 * 0.5);
let max_epsilon = (1.0 - 1.0 / (WORLD_SIZE.x as f64 * WORLD_SIZE.y as f64))
.min(1.0 - f64::EPSILON as f64 * 0.5);
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// No NaNs in these uniform vectors, since the original noise value always
// returns Some.
let ((alt_base, _), (chaos, _)) = rayon::join(
|| {
uniform_noise(|_, wposf| {
// "Base" of the chunk, to be multiplied by CONFIG.mountain_scale (multiplied
// value is from -0.35 * (CONFIG.mountain_scale * 1.05) to
// 0.35 * (CONFIG.mountain_scale * 0.95), but value here is from -0.3675 to
// 0.3325).
Some(
(gen_ctx
.alt_nz
.get((wposf.div(10_000.0)).into_array())
.min(1.0)
.max(-1.0))
.sub(0.05)
.mul(0.35),
)
})
},
|| {
uniform_noise(|_, wposf| {
// From 0 to 1.6, but the distribution before the max is from -1 and 1.6, so
// there is a 50% chance that hill will end up at 0.3 or
// lower, and probably a very high change it will be exactly
// 0.
let hill = (0.0f64
+ gen_ctx
.hill_nz
.get(
(wposf
.mul(32.0)
.div(TerrainChunkSize::RECT_SIZE.map(|e| e as f64))
.div(1_500.0))
.into_array(),
)
.min(1.0)
.max(-1.0)
.mul(1.0)
+ gen_ctx
.hill_nz
.get(
(wposf
.mul(32.0)
.div(TerrainChunkSize::RECT_SIZE.map(|e| e as f64))
.div(400.0))
.into_array(),
)
.min(1.0)
.max(-1.0)
.mul(0.3))
.add(0.3)
.max(0.0);
// chaos produces a value in [0.12, 1.32]. It is a meta-level factor intended
// to reflect how "chaotic" the region is--how much weird
// stuff is going on on this terrain.
Some(
((gen_ctx
.chaos_nz
.get((wposf.div(3_000.0)).into_array())
.min(1.0)
.max(-1.0))
.add(1.0)
.mul(0.5)
// [0, 1] * [0.4, 1] = [0, 1] (but probably towards the lower end)
.mul(
(gen_ctx
.chaos_nz
.get((wposf.div(6_000.0)).into_array())
.min(1.0)
.max(-1.0))
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.abs()
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.max(0.4)
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.min(1.0),
)
// Chaos is always increased by a little when we're on a hill (but remember
// that hill is 0.3 or less about 50% of the time).
// [0, 1] + 0.2 * [0, 1.6] = [0, 1.32]
.add(0.2 * hill)
// We can't have *no* chaos!
.max(0.12)) as f32,
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)
})
},
);
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// We ignore sea level because we actually want to be relative to sea level here
// and want things in CONFIG.mountain_scale units, but otherwise this is
// a correct altitude calculation. Note that this is using the
// "unadjusted" temperature.
//
// No NaNs in these uniform vectors, since the original noise value always
// returns Some.
let (alt_old, _) = uniform_noise(|posi, wposf| {
// This is the extension upwards from the base added to some extra noise from -1
// to 1.
//
// The extra noise is multiplied by alt_main (the mountain part of the
// extension) powered to 0.8 and clamped to [0.15, 1], to get a
// value between [-1, 1] again.
//
// The sides then receive the sequence (y * 0.3 + 1.0) * 0.4, so we have
// [-1*1*(1*0.3+1)*0.4, 1*(1*0.3+1)*0.4] = [-0.52, 0.52].
//
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// Adding this to alt_main thus yields a value between -0.4 (if alt_main = 0 and
// gen_ctx = -1, 0+-1*(0*.3+1)*0.4) and 1.52 (if alt_main = 1 and gen_ctx = 1).
// Most of the points are above 0.
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//
// Next, we add again by a sin of alt_main (between [-1, 1])^pow, getting
// us (after adjusting for sign) another value between [-1, 1], and then this is
// multiplied by 0.045 to get [-0.045, 0.045], which is added to [-0.4, 0.52] to
// get [-0.445, 0.565].
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let alt_main = {
// Extension upwards from the base. A positive number from 0 to 1 curved to be
// maximal at 0. Also to be multiplied by CONFIG.mountain_scale.
let alt_main = (gen_ctx
.alt_nz
.get((wposf.div(2_000.0)).into_array())
.min(1.0)
.max(-1.0))
.abs()
.powf(1.35);
fn spring(x: f64, pow: f64) -> f64 { x.abs().powf(pow) * x.signum() }
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0.0 + alt_main
+ (gen_ctx
.small_nz
.get(
(wposf
.mul(32.0)
.div(TerrainChunkSize::RECT_SIZE.map(|e| e as f64))
.div(300.0))
.into_array(),
)
.min(1.0)
.max(-1.0))
.mul(alt_main.powf(0.8).max(/* 0.25 */ 0.15))
.mul(0.3)
.add(1.0)
.mul(0.4)
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+ spring(alt_main.abs().powf(0.5).min(0.75).mul(60.0).sin(), 4.0).mul(0.045)
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};
// Now we can compute the final altitude using chaos.
// We multiply by chaos clamped to [0.1, 1.32] to get a value between [0.03,
// 2.232] for alt_pre, then multiply by CONFIG.mountain_scale and
// add to the base and sea level to get an adjusted value, then
// multiply the whole thing by map_edge_factor (TODO: compute final
// bounds).
//
// [-.3675, .3325] + [-0.445, 0.565] * [0.12, 1.32]^1.2
// ~ [-.3675, .3325] + [-0.445, 0.565] * [0.07, 1.40]
// = [-.3675, .3325] + ([-0.5785, 0.7345])
// = [-0.946, 1.067]
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Some(
((alt_base[posi].1 + alt_main.mul((chaos[posi].1 as f64).powf(1.2)))
.mul(map_edge_factor(posi) as f64)
.add(
(CONFIG.sea_level as f64)
.div(CONFIG.mountain_scale as f64)
.mul(map_edge_factor(posi) as f64),
)
.sub((CONFIG.sea_level as f64).div(CONFIG.mountain_scale as f64)))
as f32,
)
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});
// Calculate oceans.
let is_ocean = get_oceans(|posi: usize| alt_old[posi].1);
// NOTE: Uncomment if you want oceans to exclusively be on the border of the
// map.
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/* let is_ocean = (0..WORLD_SIZE.x * WORLD_SIZE.y)
.into_par_iter()
.map(|i| map_edge_factor(i) == 0.0)
.collect::<Vec<_>>(); */
let is_ocean_fn = |posi: usize| is_ocean[posi];
let turb_wposf_div = 8.0;
let n_func = |posi| {
if is_ocean_fn(posi) {
return 1.0;
}
1.0
};
let old_height = |posi: usize| {
alt_old[posi].1 * CONFIG.mountain_scale * height_scale(n_func(posi)) as f32
};
// NOTE: Needed if you wish to use the distance to the point defining the Worley
// cell, not just the value within that cell.
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// let uplift_nz_dist = gen_ctx.uplift_nz.clone().enable_range(true);
// Recalculate altitudes without oceans.
// NaNs in these uniform vectors wherever is_ocean_fn returns true.
let (alt_old_no_ocean, _) = uniform_noise(|posi, _| {
if is_ocean_fn(posi) {
None
} else {
Some(old_height(posi))
}
});
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let (uplift_uniform, _) = uniform_noise(|posi, _wposf| {
if is_ocean_fn(posi) {
None
} else {
let oheight = alt_old_no_ocean[posi].0 as f64 - 0.5;
let height = (oheight + 0.5).powf(2.0);
Some(height)
}
});
let alt_old_min_uniform = 0.0;
let alt_old_max_uniform = 1.0;
let inv_func = |x: f64| x;
let alt_exp_min_uniform = inv_func(min_epsilon);
let alt_exp_max_uniform = inv_func(max_epsilon);
let erosion_factor = |x: f64| {
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(inv_func(x) - alt_exp_min_uniform) / (alt_exp_max_uniform - alt_exp_min_uniform)
};
let rock_strength_div_factor = (2.0 * TerrainChunkSize::RECT_SIZE.x as f64) / 8.0;
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let theta_func = |_posi| 0.4;
let kf_func = {
|posi| {
let kf_scale_i = k_fs_scale(theta_func(posi), n_func(posi)) as f64;
if is_ocean_fn(posi) {
return 1.0e-4 * kf_scale_i;
}
let kf_i = // kf = 1.5e-4: high-high (plateau [fan sediment])
// kf = 1e-4: high (plateau)
// kf = 2e-5: normal (dike [unexposed])
// kf = 1e-6: normal-low (dike [exposed])
// kf = 2e-6: low (mountain)
// --
// kf = 2.5e-7 to 8e-7: very low (Cordonnier papers on plate tectonics)
// ((1.0 - uheight) * (1.5e-4 - 2.0e-6) + 2.0e-6) as f32
//
// ACTUAL recorded values worldwide: much lower...
1.0e-6
;
kf_i * kf_scale_i
}
};
let kd_func = {
|posi| {
let n = n_func(posi);
let kd_scale_i = k_d_scale(n);
if is_ocean_fn(posi) {
let kd_i = 1.0e-2 / 4.0;
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return kd_i * kd_scale_i;
}
// kd = 1e-1: high (mountain, dike)
// kd = 1.5e-2: normal-high (plateau [fan sediment])
// kd = 1e-2: normal (plateau)
let kd_i = 1.0e-2 / 4.0;
kd_i * kd_scale_i
}
};
let g_func = |posi| {
if map_edge_factor(posi) == 0.0 {
return 0.0;
}
// G = d* v_s / p_0, where
// v_s is the settling velocity of sediment grains
// p_0 is the mean precipitation rate
// d* is the sediment concentration ratio (between concentration near riverbed
// interface, and average concentration over the water column).
// d* varies with Rouse number which defines relative contribution of bed,
// suspended, and washed loads.
//
// G is typically on the order of 1 or greater. However, we are only guaranteed
// to converge for G ≤ 1, so we keep it in the chaos range of [0.12,
// 1.32].
1.0
};
let epsilon_0_func = |posi| {
// epsilon_0_scale is roughly [using Hack's Law with b = 2 and SPL without
// debris flow or hillslopes] equal to the ratio of the old to new
// area, to the power of -n_i.
let epsilon_0_scale_i = epsilon_0_scale(n_func(posi));
if is_ocean_fn(posi) {
// marine: ε₀ = 2.078e-3
let epsilon_0_i = 2.078e-3 / 4.0;
return epsilon_0_i * epsilon_0_scale_i;
}
let wposf = (uniform_idx_as_vec2(posi) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
.map(|e| e as f64);
let turb_wposf = wposf
.mul(5_000.0 / continent_scale)
.div(TerrainChunkSize::RECT_SIZE.map(|e| e as f64))
.div(turb_wposf_div);
let turb = Vec2::new(
gen_ctx.turb_x_nz.get(turb_wposf.into_array()),
gen_ctx.turb_y_nz.get(turb_wposf.into_array()),
) * uplift_turb_scale
* TerrainChunkSize::RECT_SIZE.map(|e| e as f64);
let turb_wposf = wposf + turb;
let uheight = gen_ctx
.uplift_nz
.get(turb_wposf.into_array())
.min(1.0)
.max(-1.0)
.mul(0.5)
.add(0.5);
let wposf3 = Vec3::new(
wposf.x,
wposf.y,
uheight * CONFIG.mountain_scale as f64 * rock_strength_div_factor,
);
let rock_strength = gen_ctx
.rock_strength_nz
.get(wposf3.into_array())
.min(1.0)
.max(-1.0)
.mul(0.5)
.add(0.5);
let center = 0.4;
let dmin = center - 0.05;
let dmax = center + 0.05;
let log_odds = |x: f64| logit(x) - logit(center);
let ustrength = logistic_cdf(
1.0 * logit(rock_strength.min(1.0f64 - 1e-7).max(1e-7))
+ 1.0 * log_odds(uheight.min(dmax).max(dmin)),
);
// marine: ε₀ = 2.078e-3
// San Gabriel Mountains: ε₀ = 3.18e-4
// Oregon Coast Range: ε₀ = 2.68e-4
// Frogs Hollow (peak production = 0.25): ε₀ = 1.41e-4
// Point Reyes: ε₀ = 8.1e-5
// Nunnock River (fractured granite, least weathered?): ε₀ = 5.3e-5
let epsilon_0_i = ((1.0 - ustrength) * (2.078e-3 - 5.3e-5) + 5.3e-5) as f32 / 4.0;
epsilon_0_i * epsilon_0_scale_i
};
let alpha_func = |posi| {
let alpha_scale_i = alpha_scale(n_func(posi));
if is_ocean_fn(posi) {
// marine: α = 3.7e-2
return 3.7e-2 * alpha_scale_i;
}
let wposf = (uniform_idx_as_vec2(posi) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
.map(|e| e as f64);
let turb_wposf = wposf
.mul(5_000.0 / continent_scale)
.div(TerrainChunkSize::RECT_SIZE.map(|e| e as f64))
.div(turb_wposf_div);
let turb = Vec2::new(
gen_ctx.turb_x_nz.get(turb_wposf.into_array()),
gen_ctx.turb_y_nz.get(turb_wposf.into_array()),
) * uplift_turb_scale
* TerrainChunkSize::RECT_SIZE.map(|e| e as f64);
let turb_wposf = wposf + turb;
let uheight = gen_ctx
.uplift_nz
.get(turb_wposf.into_array())
.min(1.0)
.max(-1.0)
.mul(0.5)
.add(0.5);
let wposf3 = Vec3::new(
wposf.x,
wposf.y,
uheight * CONFIG.mountain_scale as f64 * rock_strength_div_factor,
);
let rock_strength = gen_ctx
.rock_strength_nz
.get(wposf3.into_array())
.min(1.0)
.max(-1.0)
.mul(0.5)
.add(0.5);
let center = 0.4;
let dmin = center - 0.05;
let dmax = center + 0.05;
let log_odds = |x: f64| logit(x) - logit(center);
let ustrength = logistic_cdf(
1.0 * logit(rock_strength.min(1.0f64 - 1e-7).max(1e-7))
+ 1.0 * log_odds(uheight.min(dmax).max(dmin)),
);
// Frog Hollow (peak production = 0.25): α = 4.2e-2
// San Gabriel Mountains: α = 3.8e-2
// marine: α = 3.7e-2
// Oregon Coast Range: α = 3e-2
// Nunnock river (fractured granite, least weathered?): α = 2e-3
// Point Reyes: α = 1.6e-2
// The stronger the rock, the faster the decline in soil production.
let alpha_i = (ustrength * (4.2e-2 - 1.6e-2) + 1.6e-2) as f32;
alpha_i * alpha_scale_i
};
let uplift_fn = |posi| {
if is_ocean_fn(posi) {
return 0.0;
}
let height = (uplift_uniform[posi].1 - alt_old_min_uniform) as f64
/ (alt_old_max_uniform - alt_old_min_uniform) as f64;
let height = height.mul(max_epsilon - min_epsilon).add(min_epsilon);
let height = erosion_factor(height);
assert!(height >= 0.0);
assert!(height <= 1.0);
// u = 1e-3: normal-high (dike, mountain)
// u = 5e-4: normal (mid example in Yuan, average mountain uplift)
// u = 2e-4: low (low example in Yuan; known that lagoons etc. may have u ~
// 0.05). u = 0: low (plateau [fan, altitude = 0.0])
let height = height.mul(max_erosion_per_delta_t);
height as f64
};
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let alt_func = |posi| {
if is_ocean_fn(posi) {
old_height(posi)
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} else {
(old_height(posi) as f64 / CONFIG.mountain_scale as f64) as f32 - 0.5
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}
};
// Parse out the contents of various map formats into the values we need.
let parsed_world_file = (|| {
let map = match opts.world_file {
FileOpts::LoadLegacy(ref path) => {
let file = match File::open(path) {
Ok(file) => file,
Err(err) => {
log::warn!("Couldn't read path for maps: {:?}", err);
return None;
},
};
let reader = BufReader::new(file);
let map: WorldFileLegacy = match bincode::deserialize_from(reader) {
Ok(map) => map,
Err(err) => {
log::warn!(
"Couldn't parse legacy map: {:?}). Maybe you meant to try a \
regular load?",
err
);
return None;
},
};
map.into_modern()
},
FileOpts::Load(ref path) => {
let file = match File::open(path) {
Ok(file) => file,
Err(err) => {
log::warn!("Couldn't read path for maps: {:?}", err);
return None;
},
};
let reader = BufReader::new(file);
let map: WorldFile = match bincode::deserialize_from(reader) {
Ok(map) => map,
Err(err) => {
log::warn!(
"Couldn't parse modern map: {:?}). Maybe you meant to try a \
legacy load?",
err
);
return None;
},
};
map.into_modern()
},
FileOpts::LoadAsset(ref specifier) => {
let reader = match assets::load_file(specifier, &["bin"]) {
Ok(reader) => reader,
Err(err) => {
log::warn!(
"Couldn't read asset specifier {:?} for maps: {:?}",
specifier,
err
);
return None;
},
};
let map: WorldFile = match bincode::deserialize_from(reader) {
Ok(map) => map,
Err(err) => {
log::warn!(
"Couldn't parse modern map: {:?}). Maybe you meant to try a \
legacy load?",
err
);
return None;
},
};
map.into_modern()
},
FileOpts::Generate | FileOpts::Save => return None,
};
match map {
Ok(map) => Some(map),
Err(e) => {
match e {
WorldFileError::WorldSizeInvalid => {
log::warn!("World size of map is invalid.");
},
}
None
},
}
})();
// Perform some erosion.
let (alt, basement) = if let Some(map) = parsed_world_file {
(map.alt, map.basement)
} else {
let (alt, basement) = do_erosion(
max_erosion_per_delta_t as f32,
n_steps,
&river_seed,
// varying conditions
&rock_strength_nz,
// initial conditions
|posi| alt_func(posi),
|posi| alt_func(posi) - if is_ocean_fn(posi) { 0.0 } else { 0.0 },
is_ocean_fn,
// empirical constants
uplift_fn,
|posi| n_func(posi),
|posi| theta_func(posi),
|posi| kf_func(posi),
|posi| kd_func(posi),
|posi| g_func(posi),
|posi| epsilon_0_func(posi),
|posi| alpha_func(posi),
// scaling factors
|n| height_scale(n),
k_d_scale(n_approx),
|q| k_da_scale(q),
);
// Quick "small scale" erosion cycle in order to lower extreme angles.
do_erosion(
1.0f32,
n_small_steps,
&river_seed,
&rock_strength_nz,
|posi| alt[posi] as f32,
|posi| basement[posi] as f32,
is_ocean_fn,
|posi| uplift_fn(posi) * (1.0 / max_erosion_per_delta_t),
|posi| n_func(posi),
|posi| theta_func(posi),
|posi| kf_func(posi),
|posi| kd_func(posi),
|posi| g_func(posi),
|posi| epsilon_0_func(posi),
|posi| alpha_func(posi),
|n| height_scale(n),
k_d_scale(n_approx),
|q| k_da_scale(q),
)
};
// Save map, if necessary.
// NOTE: We wll always save a map with latest version.
let map = WorldFile::new(ModernMap { alt, basement });
(|| {
if let FileOpts::Save = opts.world_file {
use std::time::SystemTime;
// Check if folder exists and create it if it does not
let mut path = PathBuf::from("./maps");
if !path.exists() {
if let Err(err) = std::fs::create_dir(&path) {
log::warn!("Couldn't create folder for map: {:?}", err);
return;
}
}
path.push(format!(
// TODO: Work out a nice bincode file extension.
"map_{}.bin",
SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.map(|d| d.as_millis())
.unwrap_or(0)
));
let file = match File::create(path) {
Ok(file) => file,
Err(err) => {
log::warn!("Couldn't create file for maps: {:?}", err);
return;
},
};
let writer = BufWriter::new(file);
if let Err(err) = bincode::serialize_into(writer, &map) {
log::warn!("Couldn't write map: {:?}", err);
}
}
})();
// Skip validation--we just performed a no-op conversion for this map, so it had
// better be valid!
let ModernMap { alt, basement } = map.into_modern().unwrap();
// Additional small-scale eroson after map load, only used during testing.
let (alt, basement) = if n_post_load_steps == 0 {
(alt, basement)
} else {
do_erosion(
1.0f32,
n_post_load_steps,
&river_seed,
&rock_strength_nz,
|posi| alt[posi] as f32,
|posi| basement[posi] as f32,
is_ocean_fn,
|posi| uplift_fn(posi) * (1.0 / max_erosion_per_delta_t),
|posi| n_func(posi),
|posi| theta_func(posi),
|posi| kf_func(posi),
|posi| kd_func(posi),
|posi| g_func(posi),
|posi| epsilon_0_func(posi),
|posi| alpha_func(posi),
|n| height_scale(n),
k_d_scale(n_approx),
|q| k_da_scale(q),
)
};
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let is_ocean = get_oceans(|posi| alt[posi]);
let is_ocean_fn = |posi: usize| is_ocean[posi];
let mut dh = downhill(|posi| alt[posi], is_ocean_fn);
let (boundary_len, indirection, water_alt_pos, maxh) = get_lakes(|posi| alt[posi], &mut dh);
log::debug!("Max height: {:?}", maxh);
let (mrec, mstack, mwrec) = {
let mut wh = vec![0.0; WORLD_SIZE.x * WORLD_SIZE.y];
get_multi_rec(
|posi| alt[posi],
&dh,
&water_alt_pos,
&mut wh,
WORLD_SIZE.x,
WORLD_SIZE.y,
TerrainChunkSize::RECT_SIZE.x as Compute,
TerrainChunkSize::RECT_SIZE.y as Compute,
maxh,
)
};
let flux_old = get_multi_drainage(&mstack, &mrec, &*mwrec, boundary_len);
let flux_rivers = get_drainage(&water_alt_pos, &dh, boundary_len);
// TODO: Make rivers work with multi-direction flux as well.
// let flux_rivers = flux_old.clone();
let water_height_initial = |chunk_idx| {
let indirection_idx = indirection[chunk_idx];
// Find the lake this point is flowing into.
let lake_idx = if indirection_idx < 0 {
chunk_idx
} else {
indirection_idx as usize
};
let chunk_water_alt = if dh[lake_idx] < 0 {
// This is either a boundary node (dh[chunk_idx] == -2, i.e. water is at sea
// level) or part of a lake that flows directly into the ocean.
// In the former case, water is at sea level so we just return
// 0.0. In the latter case, the lake bottom must have been a
// boundary node in the first place--meaning this node flows directly
// into the ocean. In that case, its lake bottom is ocean, meaning its water is
// also at sea level. Thus, we return 0.0 in both cases.
0.0
} else {
// This chunk is draining into a body of water that isn't the ocean (i.e., a
// lake). Then we just need to find the pass height of the
// surrounding lake in order to figure out the initial water
// height (which fill_sinks will then extend to make
// sure it fills the entire basin).
// Find the height of "our" side of the pass (the part of it that drains into
// this chunk's lake).
let pass_idx = -indirection[lake_idx] as usize;
let pass_height_i = alt[pass_idx];
// Find the pass this lake is flowing into (i.e. water at the lake bottom gets
// pushed towards the point identified by pass_idx).
let neighbor_pass_idx = dh[pass_idx/*lake_idx*/];
// Find the height of the pass into which our lake is flowing.
let pass_height_j = alt[neighbor_pass_idx as usize];
// Find the maximum of these two heights.
let pass_height = pass_height_i.max(pass_height_j);
// Use the pass height as the initial water altitude.
pass_height
};
// Use the maximum of the pass height and chunk height as the parameter to
// fill_sinks.
let chunk_alt = alt[chunk_idx];
chunk_alt.max(chunk_water_alt)
};
// NOTE: If for for some reason you need to avoid the expensive `fill_sinks`
// step here, and we haven't yet replaced it with a faster version, you
// may comment out this line and replace it with the commented-out code
// below; however, there are no guarantees that this
// will work correctly.
let water_alt = fill_sinks(water_height_initial, is_ocean_fn);
/* let water_alt = (0..WORLD_SIZE.x * WORLD_SIZE.y)
.into_par_iter()
.map(|posi| water_height_initial(posi))
.collect::<Vec<_>>(); */
let rivers = get_rivers(&water_alt_pos, &water_alt, &dh, &indirection, &flux_rivers);
let water_alt = indirection
.par_iter()
.enumerate()
.map(|(chunk_idx, &indirection_idx)| {
// Find the lake this point is flowing into.
let lake_idx = if indirection_idx < 0 {
chunk_idx
} else {
indirection_idx as usize
};
if dh[lake_idx] < 0 {
// This is either a boundary node (dh[chunk_idx] == -2, i.e. water is at sea
// level) or part of a lake that flows directly into the
// ocean. In the former case, water is at sea level so we
// just return 0.0. In the latter case, the lake bottom must
// have been a boundary node in the first place--meaning this node flows
// directly into the ocean. In that case, its lake bottom
// is ocean, meaning its water is also at sea level. Thus,
// we return 0.0 in both cases.
0.0
} else {
// This is not flowing into the ocean, so we can use the existing water_alt.
water_alt[chunk_idx] as f32
}
})
.collect::<Vec<_>>()
.into_boxed_slice();
let is_underwater = |chunk_idx: usize| match rivers[chunk_idx].river_kind {
Some(RiverKind::Ocean) | Some(RiverKind::Lake { .. }) => true,
Some(RiverKind::River { .. }) => false, // TODO: inspect width
None => false,
};
// Check whether any tiles around this tile are not water (since Lerp will
// ensure that they are included).
let pure_water = |posi: usize| {
let pos = uniform_idx_as_vec2(posi);
for x in pos.x - 1..(pos.x + 1) + 1 {
for y in pos.y - 1..(pos.y + 1) + 1 {
if x >= 0 && y >= 0 && x < WORLD_SIZE.x as i32 && y < WORLD_SIZE.y as i32 {
let posi = vec2_as_uniform_idx(Vec2::new(x, y));
if !is_underwater(posi) {
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return false;
}
}
}
}
true
};
// NaNs in these uniform vectors wherever pure_water() returns true.
let (((alt_no_water, _), (pure_flux, _)), ((temp_base, _), (humid_base, _))) = rayon::join(
|| {
rayon::join(
|| {
uniform_noise(|posi, _| {
if pure_water(posi) {
None
} else {
// A version of alt that is uniform over *non-water* (or
// land-adjacent water) chunks.
Some(alt[posi] as f32)
}
})
},
|| {
uniform_noise(|posi, _| {
if pure_water(posi) {
None
} else {
Some(flux_old[posi])
}
})
},
)
},
|| {
rayon::join(
|| {
uniform_noise(|posi, wposf| {
if pure_water(posi) {
None
} else {
// -1 to 1.
Some(gen_ctx.temp_nz.get((wposf).into_array()) as f32)
}
})
},
|| {
uniform_noise(|posi, wposf| {
// Check whether any tiles around this tile are water.
if pure_water(posi) {
None
} else {
// 0 to 1, hopefully.
Some(
(gen_ctx.humid_nz.get(wposf.div(1024.0).into_array()) as f32)
.add(1.0)
.mul(0.5),
)
}
})
},
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)
},
);
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let gen_cdf = GenCdf {
humid_base,
temp_base,
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chaos,
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alt,
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basement,
water_alt,
dh,
flux: flux_old,
pure_flux,
alt_no_water,
rivers,
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};
let chunks = (0..WORLD_SIZE.x * WORLD_SIZE.y)
.into_par_iter()
.map(|i| SimChunk::generate(i, &gen_ctx, &gen_cdf))
.collect::<Vec<_>>();
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let mut this = Self {
seed,
max_height: maxh as f32,
chunks,
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locations: Vec::new(),
gen_ctx,
rng,
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};
if opts.seed_elements {
this.seed_elements();
}
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this
}
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pub fn get_size(&self) -> Vec2<u32> { WORLD_SIZE.map(|e| e as u32) }
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/// Draw a map of the world based on chunk information. Returns a buffer of
/// u32s.
pub fn get_map(&self) -> Vec<u32> {
let mut v = vec![0u32; WORLD_SIZE.x * WORLD_SIZE.y];
// TODO: Parallelize again.
MapConfig {
gain: self.max_height,
..MapConfig::default()
}
.generate(&self, |pos, (r, g, b, a)| {
v[pos.y * WORLD_SIZE.x + pos.x] = u32::from_le_bytes([r, g, b, a]);
});
v
}
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/// Prepare the world for simulation
pub fn seed_elements(&mut self) {
let mut rng = self.rng.clone();
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let cell_size = 16;
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let grid_size = WORLD_SIZE / cell_size;
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let loc_count = 100;
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let mut loc_grid = vec![None; grid_size.product()];
let mut locations = Vec::new();
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// Seed the world with some locations
(0..loc_count).for_each(|_| {
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let cell_pos = Vec2::new(
self.rng.gen::<usize>() % grid_size.x,
self.rng.gen::<usize>() % grid_size.y,
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);
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let wpos = (cell_pos * cell_size + cell_size / 2)
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
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e as i32 * sz as i32 + sz as i32 / 2
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});
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locations.push(Location::generate(wpos, &mut rng));
loc_grid[cell_pos.y * grid_size.x + cell_pos.x] = Some(locations.len() - 1);
});
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// Find neighbours
let mut loc_clone = locations
.iter()
.map(|l| l.center)
.enumerate()
.collect::<Vec<_>>();
(0..locations.len()).for_each(|i| {
let pos = locations[i].center.map(|e| e as i64);
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loc_clone.sort_by_key(|(_, l)| l.map(|e| e as i64).distance_squared(pos));
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loc_clone.iter().skip(1).take(2).for_each(|(j, _)| {
locations[i].neighbours.insert(*j);
locations[*j].neighbours.insert(i);
});
});
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// Simulate invasion!
let invasion_cycles = 25;
(0..invasion_cycles).for_each(|_| {
(0..grid_size.y).for_each(|j| {
(0..grid_size.x).for_each(|i| {
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if loc_grid[j * grid_size.x + i].is_none() {
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const R_COORDS: [i32; 5] = [-1, 0, 1, 0, -1];
let idx = self.rng.gen::<usize>() % 4;
let new_i = i as i32 + R_COORDS[idx];
let new_j = j as i32 + R_COORDS[idx + 1];
if new_i >= 0 && new_j >= 0 {
let loc = Vec2::new(new_i as usize, new_j as usize);
loc_grid[j * grid_size.x + i] =
loc_grid.get(loc.y * grid_size.x + loc.x).cloned().flatten();
}
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}
});
});
});
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// Place the locations onto the world
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/*
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let gen = StructureGen2d::new(self.seed, cell_size as u32, cell_size as u32 / 2);
self.chunks
.par_iter_mut()
.enumerate()
.for_each(|(ij, chunk)| {
let chunk_pos = uniform_idx_as_vec2(ij);
let i = chunk_pos.x as usize;
let j = chunk_pos.y as usize;
2019-06-26 00:27:41 +00:00
let block_pos = Vec2::new(
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
chunk_pos.x * TerrainChunkSize::RECT_SIZE.x as i32,
chunk_pos.y * TerrainChunkSize::RECT_SIZE.y as i32,
2019-06-26 00:27:41 +00:00
);
2019-07-01 18:40:41 +00:00
let _cell_pos = Vec2::new(i / cell_size, j / cell_size);
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// Find the distance to each region
let near = gen.get(chunk_pos);
let mut near = near
.iter()
.map(|(pos, seed)| RegionInfo {
chunk_pos: *pos,
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
block_pos: pos
.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e * sz as i32),
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dist: (pos - chunk_pos).map(|e| e as f32).magnitude(),
seed: *seed,
})
.collect::<Vec<_>>();
// Sort regions based on distance
near.sort_by(|a, b| a.dist.partial_cmp(&b.dist).unwrap());
let nearest_cell_pos = near[0].chunk_pos;
if nearest_cell_pos.x >= 0 && nearest_cell_pos.y >= 0 {
let nearest_cell_pos = nearest_cell_pos.map(|e| e as usize) / cell_size;
chunk.location = loc_grid
.get(nearest_cell_pos.y * grid_size.x + nearest_cell_pos.x)
.cloned()
.unwrap_or(None)
.map(|loc_idx| LocationInfo { loc_idx, near });
}
});
2020-04-11 00:09:01 +00:00
*/
2019-08-24 13:23:42 +00:00
// Create waypoints
const WAYPOINT_EVERY: usize = 16;
let this = &self;
let waypoints = (0..WORLD_SIZE.x)
.step_by(WAYPOINT_EVERY)
.map(|i| {
(0..WORLD_SIZE.y)
.step_by(WAYPOINT_EVERY)
.map(move |j| (i, j))
})
.flatten()
.collect::<Vec<_>>()
.into_par_iter()
.filter_map(|(i, j)| {
let mut pos = Vec2::new(i as i32, j as i32);
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let mut chunk = this.get(pos)?;
// Slide the waypoints down hills
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const MAX_ITERS: usize = 64;
for _ in 0..MAX_ITERS {
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let downhill_pos = match chunk.downhill {
Some(downhill) => downhill
.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
e / (sz as i32)
}),
2020-01-26 13:05:28 +00:00
None => return Some(pos),
2020-01-26 14:27:11 +00:00
};
let new_chunk = this.get(downhill_pos)?;
const SLIDE_THRESHOLD: f32 = 5.0;
if new_chunk.is_underwater() || new_chunk.alt + SLIDE_THRESHOLD < chunk.alt {
2020-01-26 14:27:11 +00:00
break;
} else {
chunk = new_chunk;
pos = downhill_pos;
}
}
Some(pos)
})
.collect::<Vec<_>>();
for waypoint in waypoints {
self.get_mut(waypoint).map(|sc| sc.contains_waypoint = true);
}
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self.rng = rng;
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self.locations = locations;
}
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pub fn get(&self, chunk_pos: Vec2<i32>) -> Option<&SimChunk> {
if chunk_pos
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.map2(WORLD_SIZE, |e, sz| e >= 0 && e < sz as i32)
.reduce_and()
{
Some(&self.chunks[vec2_as_uniform_idx(chunk_pos)])
} else {
None
}
}
2020-03-27 13:16:02 +00:00
pub fn get_gradient_approx(&self, chunk_pos: Vec2<i32>) -> Option<f32> {
let a = self.get(chunk_pos)?;
if let Some(downhill) = a.downhill {
2020-04-17 23:29:01 +00:00
let b = self.get(
downhill.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
e / (sz as i32)
}),
)?;
2020-03-27 13:16:02 +00:00
Some((a.alt - b.alt).abs() / TerrainChunkSize::RECT_SIZE.x as f32)
} else {
Some(0.0)
}
}
pub fn get_alt_approx(&self, wpos: Vec2<i32>) -> Option<f32> {
self.get_interpolated(wpos, |chunk| chunk.alt)
2020-04-10 11:16:30 +00:00
}
2019-08-24 13:23:42 +00:00
pub fn get_wpos(&self, wpos: Vec2<i32>) -> Option<&SimChunk> {
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
self.get(
wpos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
2020-04-20 00:17:54 +00:00
e.div_euclid(sz as i32)
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
}),
)
2019-08-24 13:23:42 +00:00
}
2019-06-18 21:22:31 +00:00
pub fn get_mut(&mut self, chunk_pos: Vec2<i32>) -> Option<&mut SimChunk> {
if chunk_pos
.map2(WORLD_SIZE, |e, sz| e >= 0 && e < sz as i32)
.reduce_and()
{
Some(&mut self.chunks[vec2_as_uniform_idx(chunk_pos)])
2019-06-18 21:22:31 +00:00
} else {
None
}
}
pub fn get_base_z(&self, chunk_pos: Vec2<i32>) -> Option<f32> {
if !chunk_pos
.map2(WORLD_SIZE, |e, sz| e > 0 && e < sz as i32 - 2)
.reduce_and()
{
return None;
}
let chunk_idx = vec2_as_uniform_idx(chunk_pos);
local_cells(chunk_idx)
.flat_map(|neighbor_idx| {
let neighbor_pos = uniform_idx_as_vec2(neighbor_idx);
let neighbor_chunk = self.get(neighbor_pos);
let river_kind = neighbor_chunk.and_then(|c| c.river.river_kind);
let has_water = river_kind.is_some() && river_kind != Some(RiverKind::Ocean);
if (neighbor_pos - chunk_pos).reduce_partial_max() <= 1 || has_water {
neighbor_chunk.map(|c| c.get_base_z())
} else {
None
}
})
.fold(None, |a: Option<f32>, x| a.map(|a| a.min(x)).or(Some(x)))
}
pub fn get_interpolated<T, F>(&self, pos: Vec2<i32>, mut f: F) -> Option<T>
where
T: Copy + Default + Add<Output = T> + Mul<f32, Output = T>,
F: FnMut(&SimChunk) -> T,
{
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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let pos = pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
e as f64 / sz as f64
});
let cubic = |a: T, b: T, c: T, d: T, x: f32| -> T {
let x2 = x * x;
// Catmull-Rom splines
let co0 = a * -0.5 + b * 1.5 + c * -1.5 + d * 0.5;
let co1 = a + b * -2.5 + c * 2.0 + d * -0.5;
let co2 = a * -0.5 + c * 0.5;
let co3 = b;
co0 * x2 * x + co1 * x2 + co2 * x + co3
};
let mut x = [T::default(); 4];
for (x_idx, j) in (-1..3).enumerate() {
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let y0 = f(self.get(pos.map2(Vec2::new(j, -1), |e, q| e.max(0.0) as i32 + q))?);
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let y1 = f(self.get(pos.map2(Vec2::new(j, 0), |e, q| e.max(0.0) as i32 + q))?);
let y2 = f(self.get(pos.map2(Vec2::new(j, 1), |e, q| e.max(0.0) as i32 + q))?);
let y3 = f(self.get(pos.map2(Vec2::new(j, 2), |e, q| e.max(0.0) as i32 + q))?);
x[x_idx] = cubic(y0, y1, y2, y3, pos.y.fract() as f32);
}
Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32))
}
/// M. Steffen splines.
///
/// A more expensive cubic interpolation function that can preserve
/// monotonicity between points. This is useful if you rely on relative
/// differences between endpoints being preserved at all interior
/// points. For example, we use this with riverbeds (and water
/// height on along rivers) to maintain the invariant that the rivers always
/// flow downhill at interior points (not just endpoints), without
/// needing to flatten out the river.
pub fn get_interpolated_monotone<T, F>(&self, pos: Vec2<i32>, mut f: F) -> Option<T>
where
T: Copy + Default + Signed + Float + Add<Output = T> + Mul<f32, Output = T>,
F: FnMut(&SimChunk) -> T,
{
// See http://articles.adsabs.harvard.edu/cgi-bin/nph-iarticle_query?1990A%26A...239..443S&defaultprint=YES&page_ind=0&filetype=.pdf
//
// Note that these are only guaranteed monotone in one dimension; fortunately,
// that is sufficient for our purposes.
let pos = pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
e as f64 / sz as f64
});
let secant = |b: T, c: T| c - b;
let parabola = |a: T, c: T| -a * 0.5 + c * 0.5;
let slope = |_a: T, _b: T, _c: T, s_a: T, s_b: T, p_b: T| {
// ((b - a).signum() + (c - b).signum()) * s
(s_a.signum() + s_b.signum()) * (s_a.abs().min(s_b.abs()).min(p_b.abs() * 0.5))
};
let cubic = |a: T, b: T, c: T, d: T, x: f32| -> T {
// Compute secants.
let s_a = secant(a, b);
let s_b = secant(b, c);
let s_c = secant(c, d);
// Computing slopes from parabolas.
let p_b = parabola(a, c);
let p_c = parabola(b, d);
// Get slopes (setting distance between neighbors to 1.0).
let slope_b = slope(a, b, c, s_a, s_b, p_b);
let slope_c = slope(b, c, d, s_b, s_c, p_c);
let x2 = x * x;
// Interpolating splines.
let co0 = slope_b + slope_c - s_b * 2.0;
// = a * -0.5 + c * 0.5 + b * -0.5 + d * 0.5 - 2 * (c - b)
// = a * -0.5 + b * 1.5 - c * 1.5 + d * 0.5;
let co1 = s_b * 3.0 - slope_b * 2.0 - slope_c;
// = (3.0 * (c - b) - 2.0 * (a * -0.5 + c * 0.5) - (b * -0.5 + d * 0.5))
// = a + b * -2.5 + c * 2.0 + d * -0.5;
let co2 = slope_b;
// = a * -0.5 + c * 0.5;
let co3 = b;
co0 * x2 * x + co1 * x2 + co2 * x + co3
};
let mut x = [T::default(); 4];
for (x_idx, j) in (-1..3).enumerate() {
let y0 = f(self.get(pos.map2(Vec2::new(j, -1), |e, q| e.max(0.0) as i32 + q))?);
let y1 = f(self.get(pos.map2(Vec2::new(j, 0), |e, q| e.max(0.0) as i32 + q))?);
let y2 = f(self.get(pos.map2(Vec2::new(j, 1), |e, q| e.max(0.0) as i32 + q))?);
let y3 = f(self.get(pos.map2(Vec2::new(j, 2), |e, q| e.max(0.0) as i32 + q))?);
x[x_idx] = cubic(y0, y1, y2, y3, pos.y.fract() as f32);
}
Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32))
}
/// Bilinear interpolation.
///
/// Linear interpolation in both directions (i.e. quadratic interpolation).
pub fn get_interpolated_bilinear<T, F>(&self, pos: Vec2<i32>, mut f: F) -> Option<T>
where
T: Copy + Default + Signed + Float + Add<Output = T> + Mul<f32, Output = T>,
F: FnMut(&SimChunk) -> T,
{
// (i) Find downhill for all four points.
// (ii) Compute distance from each downhill point and do linear interpolation on
// their heights. (iii) Compute distance between each neighboring point
// and do linear interpolation on their distance-interpolated
// heights.
// See http://articles.adsabs.harvard.edu/cgi-bin/nph-iarticle_query?1990A%26A...239..443S&defaultprint=YES&page_ind=0&filetype=.pdf
//
// Note that these are only guaranteed monotone in one dimension; fortunately,
// that is sufficient for our purposes.
let pos = pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
e as f64 / sz as f64
});
// Orient the chunk in the direction of the most downhill point of the four. If
// there is no "most downhill" point, then we don't care.
let x0 = pos.map2(Vec2::new(0, 0), |e, q| e.max(0.0) as i32 + q);
let p0 = self.get(x0)?;
let y0 = f(p0);
let x1 = pos.map2(Vec2::new(1, 0), |e, q| e.max(0.0) as i32 + q);
let p1 = self.get(x1)?;
let y1 = f(p1);
let x2 = pos.map2(Vec2::new(0, 1), |e, q| e.max(0.0) as i32 + q);
let p2 = self.get(x2)?;
let y2 = f(p2);
let x3 = pos.map2(Vec2::new(1, 1), |e, q| e.max(0.0) as i32 + q);
let p3 = self.get(x3)?;
let y3 = f(p3);
let z0 = y0
.mul(1.0 - pos.x.fract() as f32)
.mul(1.0 - pos.y.fract() as f32);
let z1 = y1.mul(pos.x.fract() as f32).mul(1.0 - pos.y.fract() as f32);
let z2 = y2.mul(1.0 - pos.x.fract() as f32).mul(pos.y.fract() as f32);
let z3 = y3.mul(pos.x.fract() as f32).mul(pos.y.fract() as f32);
Some(z0 + z1 + z2 + z3)
}
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pub fn get_nearest_path(&self, wpos: Vec2<i32>) -> Option<(f32, Vec2<f32>)> {
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let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
e.div_euclid(sz as i32)
});
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let get_chunk_centre = |chunk_pos: Vec2<i32>| {
chunk_pos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
e * sz as i32 + sz as i32 / 2
})
};
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LOCALITY
.iter()
.filter_map(|ctrl| {
let chunk = self.get(chunk_pos + *ctrl)?;
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let ctrl_pos =
get_chunk_centre(chunk_pos + *ctrl).map(|e| e as f32) + chunk.path.offset;
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let chunk_connections = chunk.path.neighbors.count_ones();
if chunk_connections == 0 {
return None;
}
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let (start_pos, _start_idx) = if chunk_connections != 2 {
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(ctrl_pos, None)
} else {
let (start_idx, start_rpos) = NEIGHBORS
.iter()
.copied()
.enumerate()
.find(|(i, _)| chunk.path.neighbors & (1 << *i as u8) != 0)
.unwrap();
let start_pos_chunk = chunk_pos + *ctrl + start_rpos;
(
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get_chunk_centre(start_pos_chunk).map(|e| e as f32)
+ self.get(start_pos_chunk)?.path.offset,
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Some(start_idx),
)
};
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Some(
NEIGHBORS
.iter()
.enumerate()
.filter(move |(i, _)| chunk.path.neighbors & (1 << *i as u8) != 0)
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.filter_map(move |(_, end_rpos)| {
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let end_pos_chunk = chunk_pos + *ctrl + end_rpos;
let end_pos = get_chunk_centre(end_pos_chunk).map(|e| e as f32)
+ self.get(end_pos_chunk)?.path.offset;
let bez = QuadraticBezier2 {
start: (start_pos + ctrl_pos) / 2.0,
ctrl: ctrl_pos,
end: (end_pos + ctrl_pos) / 2.0,
};
let nearest_interval = bez
.binary_search_point_by_steps(wpos.map(|e| e as f32), 16, 0.001)
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.0
.clamped(0.0, 1.0);
let pos = bez.evaluate(nearest_interval);
let dist_sqrd = pos.distance_squared(wpos.map(|e| e as f32));
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Some((dist_sqrd, pos))
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}),
)
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})
.flatten()
.min_by_key(|(dist_sqrd, _)| (dist_sqrd * 1024.0) as i32)
.map(|(dist, pos)| (dist.sqrt(), pos))
}
}
#[derive(Debug)]
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pub struct SimChunk {
pub chaos: f32,
pub alt: f32,
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pub basement: f32,
pub water_alt: f32,
pub downhill: Option<Vec2<i32>>,
pub flux: f32,
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pub temp: f32,
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pub humidity: f32,
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pub rockiness: f32,
pub is_cliffs: bool,
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pub near_cliffs: bool,
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pub tree_density: f32,
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pub forest_kind: ForestKind,
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pub spawn_rate: f32,
pub river: RiverData,
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pub warp_factor: f32,
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pub sites: Vec<Site>,
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pub place: Option<Id<Place>>,
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pub path: PathData,
pub contains_waypoint: bool,
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}
#[derive(Copy, Clone)]
pub struct RegionInfo {
pub chunk_pos: Vec2<i32>,
pub block_pos: Vec2<i32>,
pub dist: f32,
pub seed: u32,
}
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impl SimChunk {
fn generate(posi: usize, gen_ctx: &GenCtx, gen_cdf: &GenCdf) -> Self {
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let pos = uniform_idx_as_vec2(posi);
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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let wposf = (pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32)).map(|e| e as f64);
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let _map_edge_factor = map_edge_factor(posi);
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let (_, chaos) = gen_cdf.chaos[posi];
let alt_pre = gen_cdf.alt[posi] as f32;
let basement_pre = gen_cdf.basement[posi] as f32;
let water_alt_pre = gen_cdf.water_alt[posi];
let downhill_pre = gen_cdf.dh[posi];
let flux = gen_cdf.flux[posi] as f32;
let river = gen_cdf.rivers[posi].clone();
// Can have NaNs in non-uniform part where pure_water returned true. We just
// test one of the four in order to find out whether this is the case.
let (flux_uniform, /* flux_non_uniform */ _) = gen_cdf.pure_flux[posi];
let (alt_uniform, _) = gen_cdf.alt_no_water[posi];
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let (temp_uniform, _) = gen_cdf.temp_base[posi];
let (humid_uniform, _) = gen_cdf.humid_base[posi];
/* // Vertical difference from the equator (NOTE: "uniform" with much lower granularity than
// other uniform quantities, but hopefully this doesn't matter *too* much--if it does, we
// can always add a small x component).
//
// Not clear that we want this yet, let's see.
let latitude_uniform = (pos.y as f32 / WORLD_SIZE.y as f32).sub(0.5).mul(2.0);
// Even less granular--if this matters we can make the sign affect the quantiy slightly.
let abs_lat_uniform = latitude_uniform.abs(); */
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// Take the weighted average of our randomly generated base humidity, and the
// calculated water flux over this point in order to compute humidity.
const HUMID_WEIGHTS: [f32; 2] = [2.0, 1.0];
let humidity = cdf_irwin_hall(&HUMID_WEIGHTS, [humid_uniform, flux_uniform]);
// We also correlate temperature negatively with altitude and absolute latitude,
// using different weighting than we use for humidity.
const TEMP_WEIGHTS: [f32; 2] = [/* 1.5, */ 1.0, 2.0];
let temp = cdf_irwin_hall(
&TEMP_WEIGHTS,
[
temp_uniform,
1.0 - alt_uniform, /* 1.0 - abs_lat_uniform*/
],
)
// Convert to [-1, 1]
.sub(0.5)
.mul(2.0);
let mut alt = CONFIG.sea_level.add(alt_pre);
let basement = CONFIG.sea_level.add(basement_pre);
let water_alt = CONFIG.sea_level.add(water_alt_pre);
let downhill = if downhill_pre == -2 {
None
} else if downhill_pre < 0 {
panic!("Uh... shouldn't this never, ever happen?");
} else {
Some(
uniform_idx_as_vec2(downhill_pre as usize)
* TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
)
};
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//let cliff = gen_ctx.cliff_nz.get((wposf.div(2048.0)).into_array()) as f32 +
// chaos * 0.2;
let cliff = 0.0; // Disable cliffs
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// Logistic regression. Make sure x ∈ (0, 1).
let logit = |x: f64| x.ln() - x.neg().ln_1p();
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// 0.5 + 0.5 * tanh(ln(1 / (1 - 0.1) - 1) / (2 * (sqrt(3)/pi)))
let logistic_2_base = 3.0f64.sqrt().mul(f64::consts::FRAC_2_PI);
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// Assumes μ = 0, σ = 1
let logistic_cdf = |x: f64| x.div(logistic_2_base).tanh().mul(0.5).add(0.5);
let is_underwater = match river.river_kind {
Some(RiverKind::Ocean) | Some(RiverKind::Lake { .. }) => true,
Some(RiverKind::River { .. }) => false, // TODO: inspect width
None => false,
};
let river_xy = Vec2::new(river.velocity.x, river.velocity.y).magnitude();
let river_slope = river.velocity.z / river_xy;
match river.river_kind {
Some(RiverKind::River { cross_section }) => {
if cross_section.x >= 0.5 && cross_section.y >= CONFIG.river_min_height {
/* println!(
"Big area! Pos area: {:?}, River data: {:?}, slope: {:?}",
wposf, river, river_slope
); */
}
if river_slope.abs() >= 0.25 && cross_section.x >= 1.0 {
log::debug!(
"Big waterfall! Pos area: {:?}, River data: {:?}, slope: {:?}",
wposf,
river,
river_slope
);
}
},
Some(RiverKind::Lake { .. }) => {
// Forces lakes to be downhill from the land around them, and adds some noise to
// the lake bed to make sure it's not too flat.
let lake_bottom_nz = (gen_ctx.small_nz.get((wposf.div(20.0)).into_array()) as f32)
.max(-1.0)
.min(1.0)
.mul(3.0);
alt = alt.min(water_alt - 5.0) + lake_bottom_nz;
},
_ => {},
}
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// No trees in the ocean, with zero humidity (currently), or directly on
// bedrock.
let tree_density = if is_underwater {
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0.0
} else {
let tree_density = (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()))
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.mul(1.5)
.add(1.0)
.mul(0.5)
.mul(1.2 - chaos as f64 * 0.95)
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.add(0.05)
.max(0.0)
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.min(1.0);
// Tree density should go (by a lot) with humidity.
if humidity <= 0.0 || tree_density <= 0.0 {
0.0
} else if humidity >= 1.0 || tree_density >= 1.0 {
1.0
} else {
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// Weighted logit sum.
logistic_cdf(logit(humidity as f64) + 0.5 * logit(tree_density))
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}
// rescale to (-0.95, 0.95)
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.sub(0.5)
.mul(0.95)
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.add(0.5)
} as f32;
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Self {
chaos,
flux,
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alt,
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basement: basement.min(alt),
water_alt,
downhill,
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temp,
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humidity,
rockiness: if true {
(gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32)
.sub(0.1)
.mul(1.3)
.max(0.0)
} else {
0.0
},
is_cliffs: cliff > 0.5 && !is_underwater,
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near_cliffs: cliff > 0.2,
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tree_density,
forest_kind: if temp > CONFIG.temperate_temp {
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if temp > CONFIG.desert_temp {
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if humidity > CONFIG.jungle_hum {
// Forests in desert temperatures with extremely high humidity
// should probably be different from palm trees, but we use them
// for now.
ForestKind::Palm
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} else if humidity > CONFIG.forest_hum {
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ForestKind::Palm
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} else if humidity > CONFIG.desert_hum {
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// Low but not desert humidity, so we should really have some other
// terrain...
ForestKind::Savannah
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} else {
ForestKind::Savannah
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}
} else if temp > CONFIG.tropical_temp {
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if humidity > CONFIG.jungle_hum {
if tree_density > 0.0 {
// println!("Mangrove: {:?}", wposf);
}
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ForestKind::Mangrove
} else if humidity > CONFIG.forest_hum {
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// NOTE: Probably the wrong kind of tree for this climate.
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ForestKind::Oak
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} else if humidity > CONFIG.desert_hum {
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// Low but not desert... need something besides savannah.
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ForestKind::Savannah
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} else {
ForestKind::Savannah
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}
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} else {
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if humidity > CONFIG.jungle_hum {
// Temperate climate with jungle humidity...
// https://en.wikipedia.org/wiki/Humid_subtropical_climates are often
// densely wooded and full of water. Semitropical rainforests, basically.
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// For now we just treet them like other rainforests.
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ForestKind::Oak
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} else if humidity > CONFIG.forest_hum {
// Moderate climate, moderate humidity.
ForestKind::Oak
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} else if humidity > CONFIG.desert_hum {
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// With moderate temperature and low humidity, we should probably see
// something different from savannah, but oh well...
ForestKind::Savannah
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} else {
ForestKind::Savannah
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}
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}
} else {
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// For now we don't take humidity into account for cold climates (but we really
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// should!) except that we make sure we only have snow pines when there is snow.
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if temp <= CONFIG.snow_temp {
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ForestKind::SnowPine
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} else if humidity > CONFIG.desert_hum {
ForestKind::Pine
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} else {
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// Should really have something like tundra.
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ForestKind::Pine
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}
},
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spawn_rate: 1.0,
river,
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warp_factor: 1.0,
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sites: Vec::new(),
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place: None,
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path: PathData::default(),
contains_waypoint: false,
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}
}
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pub fn is_underwater(&self) -> bool {
self.water_alt > self.alt || self.river.river_kind.is_some()
}
pub fn get_base_z(&self) -> f32 { self.alt - self.chaos * 50.0 - 16.0 }
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pub fn get_name(&self, _world: &WorldSim) -> Option<String> {
// TODO
None
/*
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if let Some(loc) = &self.location {
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Some(world.locations[loc.loc_idx].name().to_string())
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} else {
None
}
*/
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}
pub fn get_biome(&self) -> BiomeKind {
if self.alt < CONFIG.sea_level {
BiomeKind::Ocean
} else if self.chaos > 0.6 {
BiomeKind::Mountain
} else if self.temp > CONFIG.desert_temp {
BiomeKind::Desert
} else if self.temp < CONFIG.snow_temp {
BiomeKind::Snowlands
} else if self.tree_density > 0.65 {
BiomeKind::Forest
} else {
BiomeKind::Grassland
}
}
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}