from libs import * from collections import defaultdict import world class MapGen(world.WorldHolder): def __init__(self): super().__init__() self.grads = [] for d in range(4): self.grads.append(defaultdict(lambda dim=d: defaultdict(lambda: normalise(np.random.normal(size=dim))) )) 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")) dots.append(np.dot(fract - c, gt[ci])) 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 = np.astype(np.floor(4 + 4 * self.perlin( "height", np.add(wr.pos[[0, 2]], (i, j)), np.array([10, 20]) ) - wr.pos[1]), int) if h > 0: wr.grid[i, :min(h, wr.r), j] = 3 if h < wr.r and h >= 0: wr.grid[i, h, j] = 4 inner = 2 <= i < wr.r - 2 and 2 <= j < wr.r - 2 if inner 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 + [i, h + u, j], 5) for u in range(5, 7): for v in range(-7 + u, 8 - u): b = 7 - u - abs(v) for w in range(-b, b + 1): self.voxel_at( wr.pos + [i + v, h + u, j + w], 6 ) return n def make_texture(self, name, dims, mid, offset, period): m, o = vec(mid), vec(offset) ta = np.empty(dims + (3,)) for i in range(dims[1]): for j in range(dims[0]): ta[i, j] = m + o * self.perlin(name, vec((i, j)), period) return np.multiply(255, ta, dtype=FLOAT)