mod location; mod settlement; // Reexports pub use self::location::Location; pub use self::settlement::Settlement; use crate::{ all::ForestKind, util::{Sampler, StructureGen2d}, CONFIG, }; use common::{ terrain::{BiomeKind, TerrainChunkSize}, vol::VolSize, }; use noise::{BasicMulti, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex}; use rand::{prng::XorShiftRng, Rng, SeedableRng}; use std::ops::{Add, Div, Mul, Neg, Sub}; use vek::*; pub const WORLD_SIZE: Vec2 = Vec2 { x: 1024, y: 1024 }; 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, pub dry_nz: BasicMulti, pub small_nz: BasicMulti, pub rock_nz: HybridMulti, pub cliff_nz: HybridMulti, pub warp_nz: BasicMulti, pub tree_nz: BasicMulti, pub cave_0_nz: SuperSimplex, pub cave_1_nz: SuperSimplex, pub tree_gen: StructureGen2d, pub cliff_gen: StructureGen2d, } pub struct WorldSim { pub seed: u32, pub(crate) chunks: Vec, pub(crate) locations: Vec, pub(crate) gen_ctx: GenCtx, pub rng: XorShiftRng, } impl WorldSim { pub fn generate(seed: u32) -> Self { let mut gen_ctx = GenCtx { turb_x_nz: SuperSimplex::new().set_seed(seed + 0), turb_y_nz: SuperSimplex::new().set_seed(seed + 1), chaos_nz: RidgedMulti::new().set_octaves(7).set_seed(seed + 2), hill_nz: SuperSimplex::new().set_seed(seed + 3), alt_nz: HybridMulti::new() .set_octaves(8) .set_persistence(0.1) .set_seed(seed + 4), temp_nz: SuperSimplex::new().set_seed(seed + 5), dry_nz: BasicMulti::new().set_seed(seed + 6), small_nz: BasicMulti::new().set_octaves(2).set_seed(seed + 7), rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 8), cliff_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 9), warp_nz: BasicMulti::new().set_octaves(3).set_seed(seed + 10), tree_nz: BasicMulti::new() .set_octaves(12) .set_persistence(0.75) .set_seed(seed + 12), cave_0_nz: SuperSimplex::new().set_seed(seed + 13), cave_1_nz: SuperSimplex::new().set_seed(seed + 14), tree_gen: StructureGen2d::new(seed, 32, 24), cliff_gen: StructureGen2d::new(seed, 80, 56), }; let mut chunks = Vec::new(); for x in 0..WORLD_SIZE.x as i32 { for y in 0..WORLD_SIZE.y as i32 { chunks.push(SimChunk::generate(Vec2::new(x, y), &mut gen_ctx)); } } let mut this = Self { seed, chunks, locations: Vec::new(), gen_ctx, rng: XorShiftRng::from_seed([ (seed >> 0) as u8, 0, 0, 0, (seed >> 8) as u8, 0, 0, 0, (seed >> 16) as u8, 0, 0, 0, (seed >> 24) as u8, 0, 0, 0, ]), }; 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; } } } 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[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize]) } else { None } } 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[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize]) } 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 dryness: 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, } #[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, } impl SimChunk { fn generate(pos: Vec2, gen_ctx: &mut GenCtx) -> Self { let wposf = (pos * TerrainChunkSize::SIZE.map(|e| e as i32)).map(|e| e as f64); 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(500.0)).into_array()) .mul(0.3) as f32) .add(0.3) .max(0.0); let temp = gen_ctx.temp_nz.get((wposf.div(12000.0)).into_array()) as f32; let dryness = gen_ctx.dry_nz.get( (wposf .add(Vec2::new( gen_ctx .dry_nz .get((wposf.add(10000.0).div(500.0)).into_array()) * 150.0, gen_ctx.dry_nz.get((wposf.add(0.0).div(500.0)).into_array()) * 150.0, )) .div(2_000.0)) .into_array(), ) as f32; let chaos = (gen_ctx.chaos_nz.get((wposf.div(3_000.0)).into_array()) as f32) .add(1.0) .mul(0.5) .mul( (gen_ctx.chaos_nz.get((wposf.div(6_000.0)).into_array()) as f32) .abs() .max(0.25) .min(1.0), ) .add(0.15 * hill) .mul( temp.sub(CONFIG.desert_temp) .neg() .mul(12.0) .max(0.35) .min(1.0), ) .max(0.1); let alt_base = (gen_ctx.alt_nz.get((wposf.div(12_000.0)).into_array()) as f32) .mul(250.0) .sub(25.0); let alt_main = (gen_ctx.alt_nz.get((wposf.div(2_000.0)).into_array()) as f32) .abs() .powf(1.35); let map_edge_factor = pos .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); let alt = (CONFIG.sea_level + alt_base + (0.0 + alt_main + (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32) .mul(alt_main.max(0.25)) .mul(1.6)) .add(1.0) .mul(0.5) .mul(chaos) .mul(CONFIG.mountain_scale)) * map_edge_factor; let cliff = gen_ctx.cliff_nz.get((wposf.div(2048.0)).into_array()) as f32 + chaos * 0.2; Self { chaos, alt_base, alt, temp, dryness, 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 && dryness > 0.05 && alt > CONFIG.sea_level + 5.0 && dryness.abs() > 0.075, near_cliffs: cliff > 0.25, 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) .mul(if alt > CONFIG.sea_level + 5.0 { 1.0 } else { 0.0 }) .max(0.0), forest_kind: if temp > 0.0 { if temp > CONFIG.desert_temp { ForestKind::Palm } else if temp > CONFIG.tropical_temp { ForestKind::Savannah } else { ForestKind::Oak } } else { if temp > CONFIG.snow_temp { ForestKind::Pine } else { ForestKind::SnowPine } }, spawn_rate: 1.0, location: 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 } } }