from libs import * from collections import defaultdict import world class MapGen(world.WorldHolder): def __init__(self): super().__init__() self.grads = [defaultdict(lambda dim=d: defaultdict(lambda: normalise(np.random.normal(size=dim)))) for d in range(4)] self.poissons = {} def perlin(self, name, pos, period): dim = pos.shape[0] gt = self.grads[dim][name] corner, fract = np.divmod(pos, period) fract /= period # https://stackoverflow.com/a/58827205 corners = np.arange(1 << dim)[:, None] >> np.arange(dim) & 1 dots = [] for c in corners: ci = tuple(np.add(c, corner, dtype=int, casting="unsafe")) cg = gt[ci] assert abs(np.linalg.norm(cg) - 1) < 1e-3 dots.append(np.dot(fract - c, cg)) return 2 * smerp(dots, fract) def poisson(self, name, pos, r, period): dim = pos.shape[0] if name in self.poissons: gt = self.poissons[name] else: gt = defaultdict(lambda: np.random.poisson(1 / np.prod(period), np.repeat(r, dim))) self.poissons[name] = gt return gt[tuple((x // r) * r for x in pos)] def world_natural(self, wr): n = 0 for i in range(wr.r): for j in range(wr.r): h = 4 + 4 * self.perlin("height", np.add(wr.pos[[0, 2]], (i, j)), np.array([10, 20])) - wr.pos[1] if h > 0: wr.grid[i, :min(int(h), wr.r), j] = 3 if h < wr.r and h > 0: wr.grid[i, int(h), j] = 4 if 2 <= i < wr.r - 2 and 2 <= j < wr.r - 2 and self.poisson("trees", wr.pos[[0, 2]], wr.r, (6, 6))[i, j] >= 1: for u in range(1, 6): self.voxel_at(wr.pos + [0, h + u, 0], 5) for u in range(5, 7): for v in range(-7 + u, 8 - u): for w in range(-7 + u + abs(v), 8 - u - abs(v)): self.voxel_at(wr.pos + [v, h + u, w], 6) return n def world_min(self, wr): wr.grid[0, 0, 0] = 1 return 1 def world_grid(self, wr): n = 0 for i in range(0, wr.r, 2): for j in range(0, wr.r, 2): for k in range(0, wr.r, 2): wr.grid[i, j, k] = 1 n += 1 return n def world_checker(self, wr): n = 0 for i in range(wr.r): for j in range(wr.r): for k in range(wr.r): if not (i + j + k) % 2: wr.grid[i, j, k] = 1 n += 1 return n