mod location; mod settlement; mod util; // Reexports pub use self::location::Location; pub use self::settlement::Settlement; use self::util::{ cdf_irwin_hall, uniform_idx_as_vec2, uniform_noise, vec2_as_uniform_idx, InverseCdf, }; use crate::{ all::ForestKind, column::ColumnGen, generator::TownState, util::{seed_expan, FastNoise, Sampler, StructureGen2d}, CONFIG, }; use common::{ terrain::{BiomeKind, TerrainChunkSize}, vol::VolSize, }; use noise::{ BasicMulti, Billow, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex, }; use rand::{Rng, SeedableRng}; use rand_chacha::ChaChaRng; use std::{ collections::HashMap, f32, ops::{Add, Div, Mul, Neg, Sub}, sync::Arc, }; use vek::*; pub const WORLD_SIZE: Vec2 = Vec2 { x: 1024, y: 1024 }; /// Calculates the smallest distance along an axis (x, y) from an edge of /// the world. This value is maximal at WORLD_SIZE / 2 and minimized at the extremes /// (0 or WORLD_SIZE on one or more axes). It then divides the quantity by cell_size, /// so the final result is 1 when we are not in a cell along the edge of the world, and /// ranges between 0 and 1 otherwise (lower when the chunk is closer to the edge). fn map_edge_factor(posi: usize) -> f32 { uniform_idx_as_vec2(posi) .map2(WORLD_SIZE.map(|e| e as i32), |e, sz| { (sz / 2 - (e - sz / 2).abs()) as f32 / 16.0 }) .reduce_partial_min() .max(0.0) .min(1.0) } /// 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. struct GenCdf { humid_base: InverseCdf, temp_base: InverseCdf, alt_base: InverseCdf, chaos: InverseCdf, alt: InverseCdf, alt_no_seawater: InverseCdf, } pub(crate) struct GenCtx { pub turb_x_nz: SuperSimplex, pub turb_y_nz: SuperSimplex, pub chaos_nz: RidgedMulti, pub alt_nz: HybridMulti, pub hill_nz: SuperSimplex, pub temp_nz: SuperSimplex, // Fresh groundwater (currently has no effect, but should influence humidity) pub dry_nz: BasicMulti, // Humidity noise pub humid_nz: Billow, // Small amounts of noise for simulating rough terrain. pub small_nz: BasicMulti, pub rock_nz: HybridMulti, pub cliff_nz: HybridMulti, pub warp_nz: FastNoise, pub tree_nz: BasicMulti, pub cave_0_nz: SuperSimplex, pub cave_1_nz: SuperSimplex, pub structure_gen: StructureGen2d, pub region_gen: StructureGen2d, pub cliff_gen: StructureGen2d, pub fast_turb_x_nz: FastNoise, pub fast_turb_y_nz: FastNoise, pub town_gen: StructureGen2d, } pub struct WorldSim { pub seed: u32, pub(crate) chunks: Vec, pub(crate) locations: Vec, pub(crate) gen_ctx: GenCtx, pub rng: ChaChaRng, } impl WorldSim { pub fn generate(mut seed: u32) -> Self { let seed = &mut seed; let mut gen_seed = || { *seed = seed_expan::diffuse(*seed); *seed }; let mut gen_ctx = GenCtx { turb_x_nz: SuperSimplex::new().set_seed(gen_seed()), turb_y_nz: SuperSimplex::new().set_seed(gen_seed()), chaos_nz: RidgedMulti::new().set_octaves(7).set_seed(gen_seed()), hill_nz: SuperSimplex::new().set_seed(gen_seed()), alt_nz: HybridMulti::new() .set_octaves(8) .set_persistence(0.1) .set_seed(gen_seed()), temp_nz: SuperSimplex::new().set_seed(gen_seed()), dry_nz: BasicMulti::new().set_seed(gen_seed()), small_nz: BasicMulti::new().set_octaves(2).set_seed(gen_seed()), rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(gen_seed()), cliff_nz: HybridMulti::new().set_persistence(0.3).set_seed(gen_seed()), warp_nz: FastNoise::new(gen_seed()), //BasicMulti::new().set_octaves(3).set_seed(gen_seed()), tree_nz: BasicMulti::new() .set_octaves(12) .set_persistence(0.75) .set_seed(gen_seed()), cave_0_nz: SuperSimplex::new().set_seed(gen_seed()), cave_1_nz: SuperSimplex::new().set_seed(gen_seed()), structure_gen: StructureGen2d::new(gen_seed(), 32, 24), region_gen: StructureGen2d::new(gen_seed(), 400, 96), cliff_gen: StructureGen2d::new(gen_seed(), 80, 56), humid_nz: Billow::new() .set_octaves(12) .set_persistence(0.125) .set_frequency(1.0) // .set_octaves(6) // .set_persistence(0.5) .set_seed(gen_seed()), fast_turb_x_nz: FastNoise::new(gen_seed()), fast_turb_y_nz: FastNoise::new(gen_seed()), town_gen: StructureGen2d::new(gen_seed(), 2048, 1024), }; // "Base" of the chunk, to be multiplied by CONFIG.mountain_scale (multiplied value is // from -0.25 * (CONFIG.mountain_scale * 1.1) to 0.25 * (CONFIG.mountain_scale * 0.9), // but value here is from -0.275 to 0.225). let alt_base = uniform_noise(|_, wposf| { Some( (gen_ctx.alt_nz.get((wposf.div(12_000.0)).into_array()) as f32) .sub(0.1) .mul(0.25), ) }); // chaos produces a value in [0.1, 1.24]. It is a meta-level factor intended to reflect how // "chaotic" the region is--how much weird stuff is going on on this terrain. let chaos = uniform_noise(|_posi, wposf| { // From 0 to 1.6, but the distribution before the max is from -1 and 1, so there is a // 50% chance that hill will end up at 0. let hill = (0.0 + gen_ctx .hill_nz .get((wposf.div(1_500.0)).into_array()) .mul(1.0) as f32 + gen_ctx .hill_nz .get((wposf.div(400.0)).into_array()) .mul(0.3) as f32) .add(0.3) .max(0.0); Some( (gen_ctx.chaos_nz.get((wposf.div(3_000.0)).into_array()) as f32) .add(1.0) .mul(0.5) // [0, 1] * [0.25, 1] = [0, 1] (but probably towards the lower end) .mul( (gen_ctx.chaos_nz.get((wposf.div(6_000.0)).into_array()) as f32) .abs() .max(0.25) .min(1.0), ) // Chaos is always increased by a little when we're on a hill (but remember that // hill is 0 about 50% of the time). // [0, 1] + 0.15 * [0, 1.6] = [0, 1.24] .add(0.2 * hill) // We can't have *no* chaos! .max(0.1), ) }); // 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. let alt = 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) // clamped to [0.25, 1], and made 60% larger (so the extra noise is between [-1.6, 1.6], // and the final noise is never more than 160% or less than 40% of the original noise, // depending on altitude). // Adding this to alt_main thus yields a value between -0.4 (if alt_main = 0 and // gen_ctx = -1) and 2.6 (if alt_main = 1 and gen_ctx = 1). When the generated small_nz // value hits -0.625 the value crosses 0, so most of the points are above 0. // // Then, we add 1 and divide by 2 to get a value between 0.3 and 1.8. 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()) as f32) .abs() .powf(1.35); (0.0 + alt_main + (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32) .mul(alt_main.max(0.25)) .mul(0.3) .add(1.0) .mul(0.5)) }; // Now we can compute the final altitude using chaos. // We multiply by chaos clamped to [0.1, 1.24] to get a value between 0.03 and 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). Some((alt_base[posi].1 + alt_main.mul(chaos[posi].1)).mul(map_edge_factor(posi))) }); // Check whether any tiles around this tile are not water (since Lerp will ensure that they // are included). let pure_water = |posi| { let pos = uniform_idx_as_vec2(posi); for x in pos.x - 1..=pos.x + 1 { for y in pos.y - 1..=pos.y + 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 alt[posi].1.mul(CONFIG.mountain_scale) > 0.0 { return false; } } } } true }; // A version of alt that is uniform over *non-seawater* (or land-adjacent seawater) chunks. let alt_no_seawater = uniform_noise(|posi, _wposf| { if pure_water(posi) { None } else { Some(alt[posi].1) } }); // -1 to 1. let temp_base = uniform_noise(|posi, wposf| { if pure_water(posi) { None } else { Some(gen_ctx.temp_nz.get((wposf.div(12000.0)).into_array()) as f32) } }); // 0 to 1, hopefully. let humid_base = uniform_noise(|posi, wposf| { // Check whether any tiles around this tile are water. if pure_water(posi) { None } else { Some( (gen_ctx.humid_nz.get(wposf.div(1024.0).into_array()) as f32) .add(1.0) .mul(0.5), ) } }); let gen_cdf = GenCdf { humid_base, temp_base, alt_base, chaos, alt, alt_no_seawater, }; let mut chunks = Vec::new(); for i in 0..WORLD_SIZE.x * WORLD_SIZE.y { chunks.push(SimChunk::generate(i, &mut gen_ctx, &gen_cdf)); } let mut this = Self { seed: *seed, chunks, locations: Vec::new(), gen_ctx, rng: ChaChaRng::from_seed(seed_expan::rng_state(*seed)), }; this.seed_elements(); this } /// Prepare the world for simulation pub fn seed_elements(&mut self) { let mut rng = self.rng.clone(); let cell_size = 16; let grid_size = WORLD_SIZE / cell_size; let loc_count = 100; let mut loc_grid = vec![None; grid_size.product()]; let mut locations = Vec::new(); // Seed the world with some locations for _ in 0..loc_count { let cell_pos = Vec2::new( self.rng.gen::() % grid_size.x, self.rng.gen::() % grid_size.y, ); let wpos = (cell_pos * cell_size + cell_size / 2) .map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e as i32 * sz as i32 + sz as i32 / 2 }); locations.push(Location::generate(wpos, &mut rng)); loc_grid[cell_pos.y * grid_size.x + cell_pos.x] = Some(locations.len() - 1); } // Find neighbours let mut loc_clone = locations .iter() .map(|l| l.center) .enumerate() .collect::>(); for i in 0..locations.len() { let pos = locations[i].center; loc_clone.sort_by_key(|(_, l)| l.distance_squared(pos)); loc_clone.iter().skip(1).take(2).for_each(|(j, _)| { locations[i].neighbours.insert(*j); locations[*j].neighbours.insert(i); }); } // Simulate invasion! let invasion_cycles = 25; for _ in 0..invasion_cycles { for i in 0..grid_size.x { for j in 0..grid_size.y { if loc_grid[j * grid_size.x + i].is_none() { const R_COORDS: [i32; 5] = [-1, 0, 1, 0, -1]; let idx = self.rng.gen::() % 4; let loc = Vec2::new(i as i32 + R_COORDS[idx], j as i32 + R_COORDS[idx + 1]) .map(|e| e as usize); loc_grid[j * grid_size.x + i] = loc_grid.get(loc.y * grid_size.x + loc.x).cloned().flatten(); } } } } // Place the locations onto the world let gen = StructureGen2d::new(self.seed, cell_size as u32, cell_size as u32 / 2); for i in 0..WORLD_SIZE.x { for j in 0..WORLD_SIZE.y { let chunk_pos = Vec2::new(i as i32, j as i32); let block_pos = Vec2::new( chunk_pos.x * TerrainChunkSize::SIZE.x as i32, chunk_pos.y * TerrainChunkSize::SIZE.y as i32, ); let _cell_pos = Vec2::new(i / cell_size, j / cell_size); // Find the distance to each region let near = gen.get(chunk_pos); let mut near = near .iter() .map(|(pos, seed)| RegionInfo { chunk_pos: *pos, block_pos: pos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e * sz as i32 }), dist: (pos - chunk_pos).map(|e| e as f32).magnitude(), seed: *seed, }) .collect::>(); // 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.map(|e| e as usize) / cell_size; self.get_mut(chunk_pos).unwrap().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 }); let town_size = 200; let in_town = self .get(chunk_pos) .unwrap() .location .as_ref() .map(|l| { locations[l.loc_idx].center.distance_squared(block_pos) < town_size * town_size }) .unwrap_or(false); if in_town { self.get_mut(chunk_pos).unwrap().spawn_rate = 0.0; } } } // Stage 2 - towns! let mut maybe_towns = HashMap::new(); for i in 0..WORLD_SIZE.x { for j in 0..WORLD_SIZE.y { let chunk_pos = Vec2::new(i as i32, j as i32); let wpos = chunk_pos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e * sz as i32 + sz as i32 / 2 }); let near_towns = self.gen_ctx.town_gen.get(wpos); let town = near_towns .iter() .min_by_key(|(pos, _seed)| wpos.distance_squared(*pos)); if let Some((pos, _)) = town { let maybe_town = maybe_towns .entry(*pos) .or_insert_with(|| { TownState::generate(*pos, &mut ColumnGen::new(self), &mut rng) .map(|t| Arc::new(t)) }) .as_mut() // Only care if we're close to the town .filter(|town| { Vec2::from(town.center()).distance_squared(wpos) < town.radius().add(64).pow(2) }) .cloned(); self.get_mut(chunk_pos).unwrap().structures.town = maybe_town; } } } self.rng = rng; self.locations = locations; } pub fn get(&self, chunk_pos: Vec2) -> Option<&SimChunk> { if chunk_pos .map2(WORLD_SIZE, |e, sz| e >= 0 && e < sz as i32) .reduce_and() { Some(&self.chunks[vec2_as_uniform_idx(chunk_pos)]) } else { None } } pub fn get_wpos(&self, wpos: Vec2) -> Option<&SimChunk> { self.get(wpos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e / sz as i32 })) } pub fn get_mut(&mut self, chunk_pos: Vec2) -> 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)]) } else { None } } pub fn get_base_z(&self, chunk_pos: Vec2) -> Option { self.get(chunk_pos).and_then(|_| { (0..2) .map(|i| (0..2).map(move |j| (i, j))) .flatten() .map(|(i, j)| { self.get(chunk_pos + Vec2::new(i, j)) .map(|c| c.get_base_z()) }) .flatten() .fold(None, |a: Option, x| a.map(|a| a.min(x)).or(Some(x))) }) } pub fn get_interpolated(&self, pos: Vec2, mut f: F) -> Option where T: Copy + Default + Add + Mul, F: FnMut(&SimChunk) -> T, { let pos = pos.map2(TerrainChunkSize::SIZE.into(), |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() { 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)) } } pub struct SimChunk { pub chaos: f32, pub alt_base: f32, pub alt: f32, pub temp: f32, pub humidity: f32, pub rockiness: f32, pub is_cliffs: bool, pub near_cliffs: bool, pub tree_density: f32, pub forest_kind: ForestKind, pub spawn_rate: f32, pub location: Option, pub structures: Structures, } #[derive(Copy, Clone)] pub struct RegionInfo { pub chunk_pos: Vec2, pub block_pos: Vec2, pub dist: f32, pub seed: u32, } #[derive(Clone)] pub struct LocationInfo { pub loc_idx: usize, pub near: Vec, } #[derive(Clone)] pub struct Structures { pub town: Option>, } impl SimChunk { fn generate(posi: usize, gen_ctx: &mut GenCtx, gen_cdf: &GenCdf) -> Self { let pos = uniform_idx_as_vec2(posi); let wposf = (pos * TerrainChunkSize::SIZE.map(|e| e as i32)).map(|e| e as f64); let (_, alt_base) = gen_cdf.alt_base[posi]; let map_edge_factor = map_edge_factor(posi); let (_, chaos) = gen_cdf.chaos[posi]; let (humid_uniform, _) = gen_cdf.humid_base[posi]; let (_, alt_pre) = gen_cdf.alt[posi]; let (alt_uniform, _) = gen_cdf.alt_no_seawater[posi]; let (temp_uniform, _) = gen_cdf.temp_base[posi]; // Take the weighted average of our randomly generated base humidity, the scaled // negative altitude, and other random variable (to add some noise) to yield the // final humidity. Note that we are using the "old" version of chaos here. const HUMID_WEIGHTS: [f32; 2] = [1.0, 1.0]; let humidity = cdf_irwin_hall(&HUMID_WEIGHTS, [humid_uniform, 1.0 - alt_uniform]); // We also correlate temperature negatively with altitude using different weighting than we // use for humidity. const TEMP_WEIGHTS: [f32; 2] = [2.0, 1.0]; let temp = cdf_irwin_hall(&TEMP_WEIGHTS, [temp_uniform, 1.0 - alt_uniform]) // Convert to [-1, 1] .sub(0.5) .mul(2.0); let alt_base = alt_base.mul(CONFIG.mountain_scale); let alt = CONFIG .sea_level .mul(map_edge_factor) .add(alt_pre.mul(CONFIG.mountain_scale)); let cliff = gen_ctx.cliff_nz.get((wposf.div(2048.0)).into_array()) as f32 + chaos * 0.2; // Logistic regression. Make sure x ∈ (0, 1). let logit = |x: f32| x.ln() - x.neg().ln_1p(); // 0.5 + 0.5 * tanh(ln(1 / (1 - 0.1) - 1) / (2 * (sqrt(3)/pi))) let logistic_2_base = 3.0f32.sqrt().mul(f32::consts::FRAC_2_PI); // Assumes μ = 0, σ = 1 let logistic_cdf = |x: f32| x.div(logistic_2_base).tanh().mul(0.5).add(0.5); // No trees in the ocean or with zero humidity (currently) let tree_density = if alt <= CONFIG.sea_level + 5.0 { 0.0 } else { let tree_density = (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()) as f32) .mul(1.5) .add(1.0) .mul(0.5) .mul(1.2 - chaos * 0.95) .add(0.05) .max(0.0) .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 { // Weighted logit sum. logistic_cdf(logit(humidity) + 0.5 * logit(tree_density)) } // rescale to (-0.95, 0.95) .sub(0.5) .mul(0.95) .add(0.5) }; Self { chaos, alt_base, alt, temp, humidity, rockiness: (gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32) .sub(0.1) .mul(1.3) .max(0.0), is_cliffs: cliff > 0.5 && alt > CONFIG.sea_level + 5.0, near_cliffs: cliff > 0.2, tree_density, forest_kind: if temp > 0.0 { if temp > CONFIG.desert_temp { 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 } else if humidity > CONFIG.forest_hum { ForestKind::Palm } else if humidity > CONFIG.desert_hum { // Low but not desert humidity, so we should really have some other // terrain... ForestKind::Savannah } else { ForestKind::Savannah } } else if temp > CONFIG.tropical_temp { if humidity > CONFIG.jungle_hum { ForestKind::Mangrove } else if humidity > CONFIG.forest_hum { // NOTE: Probably the wrong kind of tree for this climate. ForestKind::Oak } else if humidity > CONFIG.desert_hum { // Low but not desert... need something besides savannah. ForestKind::Savannah } else { ForestKind::Savannah } } else { 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. // For now we just treet them like other rainforests. ForestKind::Oak } else if humidity > CONFIG.forest_hum { // Moderate climate, moderate humidity. ForestKind::Oak } else if humidity > CONFIG.desert_hum { // With moderate temperature and low humidity, we should probably see // something different from savannah, but oh well... ForestKind::Savannah } else { ForestKind::Savannah } } } else { // For now we don't take humidity into account for cold climates (but we really // should!) except that we make sure we only have snow pines when there is snow. if temp <= CONFIG.snow_temp && humidity > CONFIG.forest_hum { ForestKind::SnowPine } else if humidity > CONFIG.desert_hum { ForestKind::Pine } else { // Should really have something like tundra. ForestKind::Pine } }, spawn_rate: 1.0, location: None, structures: Structures { town: None }, } } pub fn get_base_z(&self) -> f32 { self.alt - self.chaos * 50.0 - 16.0 } pub fn get_name(&self, world: &WorldSim) -> Option { if let Some(loc) = &self.location { Some(world.locations[loc.loc_idx].name().to_string()) } else { None } } 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 } } }