terrain generation improvement

This commit is contained in:
TorgaW 2024-04-26 15:51:07 +03:00
parent d1c3766c98
commit 0fe482a152
9 changed files with 187 additions and 23 deletions

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@ -2,6 +2,8 @@
"cSpell.words": [
"Alea",
"amogus",
"DDFBM",
"DWFBM",
"PIXI",
"spritesheet"
]

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@ -4,7 +4,7 @@ import { loadPixelAsset } from "../Utils/Assets.utils";
export async function loadGameAssets()
{
UIAssetsLoaderInfoPipe.update((s)=>{
s.totalToDownload = 5;
s.totalToDownload = 6;
s.downloaded = 0;
});
// await loadPixelAsset("assets/images/amogus.png");
@ -43,6 +43,10 @@ export async function loadGameAssets()
UIAssetsLoaderInfoPipe.update((s)=>{
s.downloaded += 1;
});
await loadPixelAsset("assets/images/world/world_terrain_atlas_overlay.png");
UIAssetsLoaderInfoPipe.update((s)=>{
s.downloaded += 1;
});
await loadPixelAsset("assets/images/selection.png");
UIAssetsLoaderInfoPipe.update((s)=>{
s.downloaded += 1;

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@ -55,13 +55,18 @@ function setupInGameSelector() {
let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y);
// let tChunk = getWorldChunkAt(t.x, t.y);
// let tTerrainTile = tChunk.getFromChunk(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN);
let terrainTile = getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN);
// console.log(terrainTile);
UISelectionInfo.update((s)=>{
s.types = [terrainTile.props.type];
});
t.x = BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale * Math.floor(t.x / (BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale));
t.y = BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale * Math.floor(t.y / (BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale));
sprite0.position.set(t.x, t.y);
};
BC_VIEWPORT.onpointerdown = (e) =>
BC_VIEWPORT.onclick = (e) =>
{
let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y);
// console.log(getNavigationGridTile(t.x, t.y));

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@ -0,0 +1,41 @@
import { Noise } from "noisejs";
import { clampNumber } from "./Math.utils";
function _normalizeNoiseValue(value)
{
return (value+1)*0.5;
}
/**
* Fractal Brownian Motion
* @param {Noise} noiseRef
* @param {Number} octaves
* @param {Number} x
* @param {Number} y
*/
export function FBMSimplex2(noiseRef, octaves = 8, x, y)
{
let value = 0;
let freq = 1.0;
let amplitude = 1.0;
for (let i = 0; i < octaves; i++) {
value += _normalizeNoiseValue(noiseRef.simplex2(x * freq, y * freq)) * amplitude;
amplitude *= 0.35;
freq *= 2.0;
}
return clampNumber(value, 0.0, 1.0);
}
/**
* Domain Warping for FBM
* @param {Noise} noiseRef
* @param {Number} x
* @param {Number} y
* @param {Number} strength
* @param {Number} octaves
*/
export function DWFBMSimplex2(noiseRef, x, y, strength, octaves = 8)
{
let q = [FBMSimplex2(noiseRef, octaves, x, y), FBMSimplex2(noiseRef, octaves, x + 5.2, y + 1.3)];
return FBMSimplex2(noiseRef, octaves, x + q[0]*strength, y + q[1]*strength);
}

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@ -0,0 +1,57 @@
import {Noise} from "noisejs";
import { BC_CHUNKS_SETTINGS, PRNG } from "../../GlobalVariables/GlobalVariables";
import { clampNumber } from "../../Utils/Math.utils";
import { DWFBMSimplex2, FBMSimplex2 } from "../../Utils/Noise.utils";
/**
* Terrain generator
*
* cNoise 1:100 - continent type
* mNoise 1:20 - mountains
*/
let cNoise = new Noise(Math.floor(PRNG() * 999999999999));
let tNoise = new Noise(Math.floor(PRNG() * 999999999999));
export function genTerrain(xMin, xMax, yMin, yMax)
{
/**
* @type {Array<Number>}
*/
let terrainResult = new Array(BC_CHUNKS_SETTINGS.width * BC_CHUNKS_SETTINGS.height);
let mainValue = 0;
let mountainsValue = 0;
let temperatureValue = 0;
let ii = 0;
let jj = 0;
for (let i = xMin; i < xMax; i++) {
jj = 0;
for (let j = yMin; j < yMax; j++) {
mainValue = DWFBMSimplex2(cNoise, i / 1000.0, j / 1000.0, 3.0);
mainValue *= mainValue;
temperatureValue = DWFBMSimplex2(tNoise, i / 1000.0, j / 1000.0, 3.0);
// mainValue = Math.abs(temperatureValue - mainValue);
// if(temperatureValue > 0.5)
// {
mainValue *= DWFBMSimplex2(cNoise, i / 100, j / 100, 3.0);
// }
// mountainsValue = _normalizeNoiseValue(mNoise.simplex2(i / 200, j / 200));
// mainValue += clampNumber(Math.pow(mountainsValue * 2, 5), 0.0, 1.0);
// mainValue = clampNumber(mainValue, 0.0, 0.99);
terrainResult[ii * BC_CHUNKS_SETTINGS.width + jj] = mainValue;
// //soil
// if(continentValue > 0.5)
// {
// terrainResult[ii * BC_CHUNKS_SETTINGS.width + jj] = continentValue;
// }
// else //water
// {
// terrainResult[ii * BC_CHUNKS_SETTINGS.width + jj] = continentValue * 0.3;
// }
jj++;
}
ii++;
}
return terrainResult;
}

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@ -0,0 +1,47 @@
import { Rectangle } from "../../../pixi/pixi.mjs";
class _type_TerrainTilesMapPreDefinition
{
/**
* @type {Array<Rectangle>}
*/
textureVariations;
/**
* @type {Number}
*/
textureVariationsNumber;
/**
* @type {Number}
*/
zIndex;
}
/**
* @type {Array<_type_TerrainTilesMapPreDefinition>}
*/
export const TerrainTilesMapPreDefinition = {
//water
0: {
textureVariations: [new Rectangle(1, 1, 32, 32)],
textureVariationsNumber: 1,
zIndex: 4,
},
//sand
1: {
textureVariations: [new Rectangle(1, 35, 32, 32), new Rectangle(35, 35, 32, 32), new Rectangle(69, 35, 32, 32), new Rectangle(103, 35, 32, 32)],
textureVariationsNumber: 4,
zIndex: 2,
},
//grass
2: {
textureVariations: [new Rectangle(1, 69, 32, 32), new Rectangle(35, 69, 32, 32), new Rectangle(69, 69, 32, 32)],
textureVariationsNumber: 3,
zIndex: 3,
},
//stone
3: {
textureVariations: [new Rectangle(1, 103, 32, 32)],
textureVariationsNumber: 1,
zIndex: 1,
},
};

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@ -9,6 +9,8 @@ import { addGameObjectToGameState } from "../GameState/GameState";
import { VegetationTile, VegetationTileProps } from "./WorldObjects/VegetationTile/VegetationTile";
import { WorldChunksVisibilityUpdater } from "./WorldChunksVisibilityUpdater/WorldChunksVisibilityUpdater";
import { NavigationGridChunk, NavigationGridTile } from "../World/NavigationGrid/NavigationGrid";
import { genTerrain } from "./TerrainGenerator/TerrainGenerator";
import { TerrainTilesMapPreDefinition } from "./TerrainPredefines/TerrainPredefines";
/**
* @type Map<String, WorldChunk>
@ -18,9 +20,9 @@ const WorldChunksStorage = new Map();
/* #### REWRITE PART START ####*/
const terrainSpriteList = {
0: { x: 20, y: 20 }, //water
1: { x: 2, y: 20 }, //sand
2: { x: 2, y: 2 }, //grass
3: { x: 20, y: 2 }, //stone
1: { x: 0, y: 20 }, //sand
2: { x: 0, y: 0 }, //grass
3: { x: 20, y: 0 }, //stone
};
const terrainTypeList = {
0: "ter_water", //water
@ -29,7 +31,7 @@ const terrainTypeList = {
3: "ter_stone", //stone
};
const terrainNavigationCostList = {
0: 100000000000, //water
0: 10, //water
1: 1.7, //sand
2: 1, //grass
3: 1.5, //stone
@ -147,8 +149,8 @@ let noise = new Noise(Math.floor(PRNG() * 188822321));
let noiseErosion = new Noise(Math.floor(PRNG() * 327749029));
let noiseBiomes = new Noise(Math.floor(PRNG() * 927472011));
let terrainCue = new NumberCue([0, 1, 2, 3, 3], [0.0, 0.2, 0.25, 0.9, 1.0]);
let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.45, 0.45, 0.5, 0.5, 0.9, 0.9, 1.0]);
let terrainCue = new NumberCue([0, 1, 2, 3, 3], [0.0, 0.25, 0.5, 0.75, 1.1]);
let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.45, 0.45, 0.5, 0.5, 0.9, 0.9, 1.1]);
/**
*
@ -159,25 +161,30 @@ let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.4
export function fillWorldGenChunk(chunk, x, y) {
let ii = 0;
let jj = 0;
let terrainData = genTerrain(BC_CHUNKS_SETTINGS.width * x, BC_CHUNKS_SETTINGS.width * (x + 1), BC_CHUNKS_SETTINGS.height * y, BC_CHUNKS_SETTINGS.height * (y + 1));
// console.log(terrainData);
for (let i = BC_CHUNKS_SETTINGS.width * x; i < BC_CHUNKS_SETTINGS.width * (x + 1); i++) {
jj = 0;
for (let j = BC_CHUNKS_SETTINGS.height * y; j < BC_CHUNKS_SETTINGS.height * (y + 1); j++) {
let res = (noise.simplex2(i * 0.025, j * 0.025) + 1) / 2;
let resR = (noiseErosion.simplex2(i * 0.3, j * 0.3) + 1) / 2;
let resB = (noiseBiomes.simplex2(i * 0.01, j * 0.01) + 1) / 2;
if (resB > 0.7) {
res = clampNumber(res - resR / 4, 0.0, 0.99);
}
if (resB > 0.5 && res < 0.9 && res >= 0.5) {
res = clampNumber(res + resR / 4, 0.0, 0.99);
}
// let res = (noise.simplex2(i * 0.025, j * 0.025) + 1) / 2;
let res;
res = terrainData[ii * BC_CHUNKS_SETTINGS.width + jj];
// let resR = (noiseErosion.simplex2(i * 0.3, j * 0.3) + 1) / 2;
// let resB = (noiseBiomes.simplex2(i * 0.01, j * 0.01) + 1) / 2;
// if (resB > 0.7) {
// res = clampNumber(res - resR / 4, 0.0, 0.99);
// }
// if (resB > 0.5 && res < 0.9 && res >= 0.5) {
// res = clampNumber(res + resR / 4, 0.0, 0.99);
// }
let sTint = new RGBColor(255, 255, 255).multiplyByNumber(terrainTintCue.getValueAt(res)).toNumber();
res = Math.floor(terrainCue.getValueAt(res));
let terrainTile = new TerrainTile(false);
terrainTile.spriteSheetPath = "assets/images/world/world_terrain_atlas.png";
terrainTile.frame = new Rectangle(terrainSpriteList[res].x, terrainSpriteList[res].y, 16, 16);
let tilePreDefines = TerrainTilesMapPreDefinition[res];
terrainTile.spriteSheetPath = "assets/images/world/world_terrain_atlas_overlay.png";
terrainTile.frame = tilePreDefines.textureVariations[Math.floor(PRNG() * (tilePreDefines.textureVariationsNumber - 1))];
terrainTile.props = new TerrainTileProps(terrainTypeList[res], res * 5, terrainNavigationCostList[res]);
terrainTile.worldPosition = new Point2D(
i * BC_TERRAIN_SETTINGS.scale * BC_TERRAIN_SETTINGS.tileSize,
@ -187,8 +194,9 @@ export function fillWorldGenChunk(chunk, x, y) {
addGameObjectToGameState(terrainTile);
terrainTile.drawObject.tint = sTint;
terrainTile.drawObject.zIndex = 1;
terrainTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * ii, 16 * BC_SPRITES_SETTINGS.scale * jj);
terrainTile.drawObject.zIndex = 1 + tilePreDefines.zIndex;
// terrainTile.drawObject.pivot.set(BC_SPRITES_SETTINGS.defaultSize * 0.5, BC_SPRITES_SETTINGS.defaultSize * 0.5);
terrainTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * (ii) - 8 * BC_SPRITES_SETTINGS.scale, 16 * BC_SPRITES_SETTINGS.scale * (jj) - 8 * BC_SPRITES_SETTINGS.scale);
terrainTile.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);
chunk.addToChunk(terrainTile, ChunkStorageTypes.TYPE_TERRAIN, ii + "_" + jj);
@ -218,7 +226,7 @@ export function fillWorldGenChunk(chunk, x, y) {
addGameObjectToGameState(vegetationTile);
vegetationTile.drawObject.tint = sTint;
vegetationTile.drawObject.zIndex = 2;
vegetationTile.drawObject.zIndex = 10;
vegetationTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * ii, 16 * BC_SPRITES_SETTINGS.scale * jj);
vegetationTile.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);