I may have used ai for some of the proc gen..
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game/debug_terrain_tools.odin
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206
game/debug_terrain_tools.odin
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package game
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import "core:fmt"
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import "core:math/noise"
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// Fixed desert finding procedure
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find_desert :: proc(seed: i64) -> (found: bool, pos: Vec2i) {
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search_radius := 1000
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step_size := 20 // Check every 20 blocks to speed up the search
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// Track how many desert tiles we find for debugging
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desert_count := 0
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total_checked := 0
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last_desert_pos := Vec2i{0, 0}
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fmt.println("Searching for deserts with seed:", seed)
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for x := -search_radius; x < search_radius; x += step_size {
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for y := -search_radius; y < search_radius; y += step_size {
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pos := Vec2i{x, y}
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biome := get_biome_type(pos, seed)
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total_checked += 1
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if biome.type == .DESERT {
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desert_count += 1
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last_desert_pos = pos
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fmt.println("Found desert at:", pos)
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if desert_count <= 5 { // Only report the first few to avoid spam
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// Verify by checking adjacent tiles to confirm it's not just a single glitched tile
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desert_size := 0
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check_radius := 3
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for cx := -check_radius; cx <= check_radius; cx += 1 {
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for cy := -check_radius; cy <= check_radius; cy += 1 {
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check_pos := Vec2i{x + cx, y + cy}
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check_biome := get_biome_type(check_pos, seed)
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if check_biome.type == .DESERT {
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desert_size += 1
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}
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}
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}
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fmt.println(" Desert size (in 7x7 area):", desert_size, "out of", (check_radius*2+1)*(check_radius*2+1))
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}
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}
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}
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}
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// Report desert statistics
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desert_percentage := f32(desert_count) / f32(total_checked) * 100.0
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fmt.println("Desert statistics:")
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fmt.println(" Total positions checked:", total_checked)
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fmt.println(" Desert tiles found:", desert_count)
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fmt.println(" Desert percentage:", desert_percentage, "%")
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if desert_count > 0 {
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return true, last_desert_pos // Return the last desert found
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} else {
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fmt.println("No desert found within search radius")
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return false, Vec2i{0, 0}
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}
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}
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// Create a biome distribution map to visualize the actual distribution
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generate_biome_map :: proc(seed: i64, width: int, height: int) {
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biome_counts := [BiomeType]int{}
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total_tiles := width * height
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fmt.println("Generating biome distribution map", width, "x", height)
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// First pass - count biomes
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for y := 0; y < height; y += 1 {
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for x := 0; x < width; x += 1 {
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// Use a different area of the world for better sampling
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world_x := (x - width/2) * 20
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world_y := (y - height/2) * 20
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biome := get_biome_type(Vec2i{world_x, world_y}, seed)
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biome_counts[biome.type] += 1
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// Print a character representing each biome for a ASCII map
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if y % 5 == 0 && x % 5 == 0 { // Print sparse map to fit in console
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c := '?'
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switch biome.type {
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case .DESERT: c = 'D'
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case .GRASSLAND: c = 'G'
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case .FOREST: c = 'F'
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case .LAKE: c = 'L'
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}
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fmt.print(c)
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}
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}
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if y % 5 == 0 {
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fmt.println()
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}
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}
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// Print biome statistics
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fmt.println("\nBiome Distribution:")
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fmt.println(" Total area:", total_tiles, "tiles")
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for biome_type, count in biome_counts {
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percentage := f32(count) / f32(total_tiles) * 100.0
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fmt.println(" ", biome_type, ":", count, "tiles (", percentage, "%)")
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}
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}
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// Debug the noise distribution directly
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debug_noise_values :: proc(seed: i64) {
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// Import math package at the top of your file
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// import "core:math"
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// Collect some sample values to see the actual distribution
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samples := 1000
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temp_values := make([dynamic]f64, 0, samples)
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moisture_values := make([dynamic]f64, 0, samples)
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for i := 0; i < samples; i += 1 {
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// Sample across a wide area
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x := (i % 50) * 100 - 2500
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y := (i / 50) * 100 - 2500
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// Generate values the same way as in get_biome_type
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continent_scale := 0.001
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region_scale := 0.005
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moisture_seed := seed + 20000
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temperature_seed := seed + 30000
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// Get raw noise values
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moisture := noise.noise_2d(moisture_seed, {f64(x) * region_scale, f64(y) * region_scale})
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temperature := noise.noise_2d(temperature_seed, {f64(x) * region_scale, f64(y) * region_scale})
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// Apply the same transformations as in your get_biome_type function
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// Remove this line if you don't have math imported, or replace with your own pow implementation
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// temperature = math.pow(temperature * 0.5 + 0.5, 0.8) * 2.0 - 1.0
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// Normalize to 0-1 range
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normalized_moisture := f64(moisture * 0.5 + 0.5)
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normalized_temperature := f64(temperature * 0.5 + 0.5)
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append_elem(&temp_values, normalized_temperature)
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append_elem(&moisture_values, normalized_moisture)
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}
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// Calculate statistics
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temp_min, temp_max, temp_avg := 1.0, 0.0, 0.0
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moisture_min, moisture_max, moisture_avg := 1.0, 0.0, 0.0
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for i := 0; i < samples; i += 1 {
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temp := temp_values[i]
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moisture := moisture_values[i]
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temp_avg += temp
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moisture_avg += moisture
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temp_min = min(temp_min, temp)
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temp_max = max(temp_max, temp)
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moisture_min = min(moisture_min, moisture)
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moisture_max = max(moisture_max, moisture)
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}
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temp_avg /= f64(samples)
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moisture_avg /= f64(samples)
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// Print statistics
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fmt.println("Temperature values (normalized to 0-1):")
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fmt.println(" Min:", temp_min, "Max:", temp_max, "Avg:", temp_avg)
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fmt.println("Moisture values (normalized to 0-1):")
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fmt.println(" Min:", moisture_min, "Max:", moisture_max, "Avg:", moisture_avg)
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// Count how many points would qualify as deserts with different thresholds
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desert_count_strict := 0
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desert_count_medium := 0
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desert_count_loose := 0
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for i := 0; i < samples; i += 1 {
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temp := temp_values[i]
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moisture := moisture_values[i]
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// Strict: temp > 0.55 && moisture < 0.4
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if temp > 0.55 && moisture < 0.4 {
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desert_count_strict += 1
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}
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// Medium: temp > 0.4 && moisture < 0.6
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if temp > 0.4 && moisture < 0.6 {
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desert_count_medium += 1
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}
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// Loose: temp > 0.3 || moisture < 0.4
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if temp > 0.3 || moisture < 0.4 {
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desert_count_loose += 1
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}
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}
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fmt.println("\nDesert qualification rates with different thresholds:")
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fmt.println(" Strict (temp > 0.55 && moisture < 0.4):",
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f32(desert_count_strict)/f32(samples)*100.0, "%")
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fmt.println(" Medium (temp > 0.4 && moisture < 0.6):",
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f32(desert_count_medium)/f32(samples)*100.0, "%")
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fmt.println(" Loose (temp > 0.3 || moisture < 0.4):",
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f32(desert_count_loose)/f32(samples)*100.0, "%")
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}
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@ -24,9 +24,8 @@ main :: proc() {
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rl.SetTargetFPS(60)
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rl.SetTargetFPS(60)
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player = {
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player = {
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position = {CELL_SIZE * 10000, CELL_SIZE * 10000},
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position = {CELL_SIZE * 10, CELL_SIZE * 10},
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camera = {
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camera = {
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zoom = 4,
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zoom = 4,
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target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
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target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
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@ -38,13 +37,9 @@ main :: proc() {
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load_tilemap()
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load_tilemap()
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defer unload_tilemap()
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defer unload_tilemap()
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world = create_world("test_world", 5761)
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world = create_world("test_world", 23462547245)
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set_tile(&world, tree_tile, {400,400})
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save_world(&world)
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save_world(&world)
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game_loop()
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game_loop()
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}
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}
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@ -58,7 +53,7 @@ game_loop :: proc() {
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update()
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update()
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rl.BeginDrawing()
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rl.BeginDrawing()
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rl.ClearBackground({10,80,10,255})
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rl.ClearBackground(rl.BLACK)
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rl.BeginMode2D(player.camera)
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rl.BeginMode2D(player.camera)
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draw()
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draw()
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@ -69,11 +64,10 @@ game_loop :: proc() {
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player_grid_pos := get_player_grid_position(&player)
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player_grid_pos := get_player_grid_position(&player)
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player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos))
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player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos))
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status_string := rl.TextFormat("POS: [%i,%i] : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, player.mode)
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current_chunk := get_chunk_from_world_pos(&world, player_grid_pos)
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status_string := rl.TextFormat("POS: [%i,%i] : %v | Chunk: %v : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, current_chunk.position, get_biome_from_id(current_chunk.biome_id).name, player.mode)
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rl.DrawText(status_string, 5, 25, 20, rl.RED)
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rl.DrawText(status_string, 5, 25, 20, rl.RED)
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rl.EndDrawing()
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rl.EndDrawing()
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}
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}
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@ -15,9 +15,9 @@ vec2_to_vec2i :: proc(v2:[2]f32) -> Vec2i {
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return {int(v2.x), int(v2.y)}
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return {int(v2.x), int(v2.y)}
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}
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}
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hash_noise :: proc(x, y: int, seed: u32) -> f32 {
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hash_noise :: proc(x, y: int, seed: i64) -> f32 {
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h: u32 = u32(x) * 374761393
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h: i64 = i64(x) * 374761393
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h *= u32(y) * 668265263
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h *= i64(y) * 668265263
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h *= seed
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h *= seed
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h *= 3266489917
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h *= 3266489917
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h >>= 16
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h >>= 16
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@ -32,7 +32,9 @@ player_update :: proc(p : ^Player, w: ^World) {
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handle_player_camera(p)
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handle_player_camera(p)
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if rl.IsKeyPressed(.SPACE) {
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if rl.IsKeyPressed(.SPACE) {
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set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
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// set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
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find_desert(w.seed)
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generate_biome_map(w.seed, 100, 100)
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}
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}
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}
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}
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@ -91,7 +93,7 @@ handle_player_input :: proc(p:^Player, w:^World) {
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// Movement
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// Movement
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target_pos := get_player_grid_position(p)
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target_pos := get_player_grid_position(p)
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dt := rl.GetFrameTime()
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dt := rl.GetFrameTime()
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move_delay : f32 = 0.2
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move_delay : f32 = 0.0
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if p.move_timer > 0 {
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if p.move_timer > 0 {
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p.move_timer -= dt
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p.move_timer -= dt
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}
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}
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@ -199,7 +201,7 @@ get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
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}
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}
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draw_player :: proc(player:^Player) {
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draw_player :: proc(player:^Player) {
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draw_tile({25,0}, player.position, {50,0,80,255})
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draw_tile({25,0}, player.position, {30,100,120,255})
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}
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}
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@ -213,7 +215,7 @@ will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
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#partial switch tile.type {
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#partial switch tile.type {
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case .SOLID:
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case .SOLID:
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return true
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return false
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}
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}
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return false
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return false
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14
game/structures.odin
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14
game/structures.odin
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package game
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Structure :: struct {
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name:string,
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tile_map:[dynamic][dynamic]Tile,
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// Other data here later like NPCs and enemies?
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}
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test_structure := Structure {
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name = "Test",
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tile_map = {
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// Make a structure here?????
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}
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}
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298
game/terrain.odin
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298
game/terrain.odin
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package game
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import "core:math/noise"
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import "core:math"
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import "core:fmt"
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BIOME_SCALE : f64 : 1
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biome_list := map[u32]Biome {
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0 = grasslands_biome,
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1 = forest_biome,
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2 = desert_biome,
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3 = lake_biome,
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}
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BiomeType :: enum {
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GRASSLAND,
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FOREST,
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LAKE,
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DESERT,
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}
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Biome :: struct {
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id:u32,
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name: string,
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type: BiomeType,
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fauna_color: [4]u8,
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valid_structures: [dynamic]u32
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}
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// Define biome constants
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grasslands_biome := Biome {
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id = 0,
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name = "Grasslands",
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type = .GRASSLAND,
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fauna_color = {50, 120, 25, 255},
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valid_structures = {}
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}
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forest_biome := Biome {
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id = 1,
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name = "Forest",
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type = .FOREST,
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||||||
|
fauna_color = {30, 80, 20, 255},
|
||||||
|
valid_structures = {}
|
||||||
|
}
|
||||||
|
|
||||||
|
desert_biome := Biome {
|
||||||
|
id = 2,
|
||||||
|
name = "Desert",
|
||||||
|
type = .DESERT,
|
||||||
|
fauna_color = {200, 180, 100, 255},
|
||||||
|
valid_structures = {}
|
||||||
|
}
|
||||||
|
|
||||||
|
lake_biome := Biome {
|
||||||
|
id = 3,
|
||||||
|
name = "Lake",
|
||||||
|
type = .LAKE,
|
||||||
|
fauna_color = {0, 50, 150, 255},
|
||||||
|
valid_structures = {}
|
||||||
|
}
|
||||||
|
|
||||||
|
get_biome_from_id :: proc(id:u32) -> Biome {
|
||||||
|
return biome_list[id]
|
||||||
|
}
|
||||||
|
|
||||||
|
// // Improved biome selection with multiple noise layers and better scaling
|
||||||
|
// get_biome_type :: proc(world_pos: Vec2i, seed: i64) -> Biome {
|
||||||
|
// // Use multiple noise scales for different features
|
||||||
|
// continent_scale := 0.001 // Very large scale features (continents)
|
||||||
|
// region_scale := 0.005 // Medium scale features (regions)
|
||||||
|
// local_scale := 0.02 // Local variations
|
||||||
|
//
|
||||||
|
// // Use different seed offsets for each noise layer
|
||||||
|
// continent_seed := seed
|
||||||
|
// region_seed := seed + 10000
|
||||||
|
// moisture_seed := seed + 20000
|
||||||
|
// temperature_seed := seed + 30000
|
||||||
|
//
|
||||||
|
// // Generate base continent shapes
|
||||||
|
// continent := noise.noise_2d(continent_seed, {f64(world_pos.x) * continent_scale, f64(world_pos.y) * continent_scale})
|
||||||
|
// // Amplify to get more defined continents
|
||||||
|
// continent = math.pow(continent * 0.5 + 0.5, 1.5) * 2.0 - 1.0
|
||||||
|
//
|
||||||
|
// // Generate regional variations
|
||||||
|
// region := noise.noise_2d(region_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
|
||||||
|
//
|
||||||
|
// // Generate moisture and temperature maps for biome determination
|
||||||
|
// moisture := noise.noise_2d(moisture_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
|
||||||
|
// temperature := noise.noise_2d(temperature_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
|
||||||
|
//
|
||||||
|
// // Local variations (small details)
|
||||||
|
// local_var := noise.noise_2d(seed, {f64(world_pos.x) * local_scale, f64(world_pos.y) * local_scale}) * 0.1
|
||||||
|
//
|
||||||
|
// // Combine all factors with proper weighting
|
||||||
|
// elevation := continent * 0.7 + region * 0.3 + local_var
|
||||||
|
//
|
||||||
|
// // Use temperature and moisture to determine biome type instead of just elevation
|
||||||
|
// // This creates more natural and varied biome transitions
|
||||||
|
//
|
||||||
|
// // Convert noise values to 0-1 range for easier thresholding
|
||||||
|
// normalized_elevation := elevation * 0.5 + 0.5
|
||||||
|
// normalized_moisture := moisture * 0.5 + 0.5
|
||||||
|
// normalized_temperature := temperature * 0.5 + 0.5
|
||||||
|
//
|
||||||
|
// // Lakes appear in low elevation areas
|
||||||
|
// if normalized_elevation < 0.3 {
|
||||||
|
// return lake_biome
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// // Deserts appear in hot, dry areas
|
||||||
|
// if normalized_temperature > 0.6 && normalized_moisture < 0.3 {
|
||||||
|
// return desert_biome
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// // Forests need moderate to high moisture
|
||||||
|
// if normalized_moisture > 0.5 {
|
||||||
|
// return forest_biome
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// // Default to grasslands
|
||||||
|
// return grasslands_biome
|
||||||
|
// }
|
||||||
|
|
||||||
|
get_biome_type :: proc(world_pos: Vec2i, seed: i64) -> Biome {
|
||||||
|
// Use multiple noise scales for different features
|
||||||
|
continent_scale := 0.001 // Very large scale features (continents)
|
||||||
|
region_scale := 0.005 // Medium scale features (regions)
|
||||||
|
local_scale := 0.02 // Local variations
|
||||||
|
|
||||||
|
// Use different seed offsets for each noise layer
|
||||||
|
continent_seed := seed
|
||||||
|
region_seed := seed + 10000
|
||||||
|
moisture_seed := seed + 20000
|
||||||
|
temperature_seed := seed + 30000
|
||||||
|
|
||||||
|
// Generate base continent shapes
|
||||||
|
continent := noise.noise_2d(continent_seed, {f64(world_pos.x) * continent_scale, f64(world_pos.y) * continent_scale})
|
||||||
|
// Amplify to get more defined continents
|
||||||
|
continent = math.pow(continent * 0.5 + 0.5, 1.5) * 2.0 - 1.0
|
||||||
|
|
||||||
|
// Generate regional variations
|
||||||
|
region := noise.noise_2d(region_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
|
||||||
|
|
||||||
|
// Generate moisture and temperature maps for biome determination
|
||||||
|
moisture := noise.noise_2d(moisture_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
|
||||||
|
temperature := noise.noise_2d(temperature_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
|
||||||
|
|
||||||
|
// Adjust temperature to create larger hot regions
|
||||||
|
// This skews the distribution to have more areas with higher temperature
|
||||||
|
temperature = math.pow(temperature * 0.5 + 0.5, 0.8) * 2.0 - 1.0
|
||||||
|
|
||||||
|
// Local variations (small details)
|
||||||
|
local_var := noise.noise_2d(seed, {f64(world_pos.x) * local_scale, f64(world_pos.y) * local_scale}) * 0.1
|
||||||
|
|
||||||
|
// Combine all factors with proper weighting
|
||||||
|
elevation := continent * 0.7 + region * 0.3 + local_var
|
||||||
|
|
||||||
|
// Convert noise values to 0-1 range for easier thresholding
|
||||||
|
normalized_elevation := elevation * 0.5 + 0.5
|
||||||
|
normalized_moisture := moisture * 0.5 + 0.5
|
||||||
|
normalized_temperature := temperature * 0.5 + 0.5
|
||||||
|
|
||||||
|
// DEBUG: Uncomment to log values when testing
|
||||||
|
// fmt.println("pos:", world_pos, "temp:", normalized_temperature, "moisture:", normalized_moisture)
|
||||||
|
|
||||||
|
// Lakes appear in low elevation areas
|
||||||
|
if normalized_elevation < 0.3 {
|
||||||
|
return lake_biome
|
||||||
|
}
|
||||||
|
|
||||||
|
// ADJUSTED: More generous desert conditions
|
||||||
|
// Deserts appear in hot OR dry areas (not requiring both)
|
||||||
|
// This makes deserts more common and creates larger desert regions
|
||||||
|
if normalized_temperature > 0.55 && normalized_moisture < 0.4 {
|
||||||
|
return desert_biome
|
||||||
|
}
|
||||||
|
|
||||||
|
// You could also try this alternative approach that uses temperature-moisture balance:
|
||||||
|
// desert_score := normalized_temperature - normalized_moisture
|
||||||
|
// if desert_score > 0.3 {
|
||||||
|
// return desert_biome
|
||||||
|
// }
|
||||||
|
|
||||||
|
// Forests need moderate to high moisture
|
||||||
|
if normalized_moisture > 0.5 {
|
||||||
|
return forest_biome
|
||||||
|
}
|
||||||
|
|
||||||
|
// Default to grasslands
|
||||||
|
return grasslands_biome
|
||||||
|
}
|
||||||
|
|
||||||
|
// Improved chunk generation that considers neighboring chunks
|
||||||
|
generate_chunk :: proc(pos: Vec2i, seed: i64) -> Chunk {
|
||||||
|
chunk := Chunk{position = pos}
|
||||||
|
|
||||||
|
// Store the biome for this chunk for consistency
|
||||||
|
chunk_center := Vec2i{pos.x * CHUNK_SIZE + CHUNK_SIZE/2, pos.y * CHUNK_SIZE + CHUNK_SIZE/2}
|
||||||
|
biome := get_biome_type(chunk_center, seed)
|
||||||
|
chunk.biome_id = biome.id
|
||||||
|
|
||||||
|
// Generate each tile, allowing for biome blending at edges
|
||||||
|
for x in 0..<CHUNK_SIZE {
|
||||||
|
for y in 0..<CHUNK_SIZE {
|
||||||
|
world_x := pos.x * CHUNK_SIZE + x
|
||||||
|
world_y := pos.y * CHUNK_SIZE + y
|
||||||
|
world_pos := Vec2i{world_x, world_y}
|
||||||
|
|
||||||
|
// Check the tile's specific biome (for transitions)
|
||||||
|
tile_biome := get_biome_type(world_pos, seed)
|
||||||
|
|
||||||
|
// Calculate distances to chunk edges for potential blending
|
||||||
|
edge_dist_x := min(x, CHUNK_SIZE - 1 - x)
|
||||||
|
edge_dist_y := min(y, CHUNK_SIZE - 1 - y)
|
||||||
|
edge_dist := min(edge_dist_x, edge_dist_y)
|
||||||
|
|
||||||
|
// Blend between chunk biome and tile biome near edges
|
||||||
|
// for smoother transitions between chunks
|
||||||
|
biome_to_use := biome
|
||||||
|
if edge_dist < 4 { // Within 4 tiles of chunk edge
|
||||||
|
blend_factor := f32(edge_dist) / 4.0
|
||||||
|
|
||||||
|
// Simple way to blend biomes - just pick one based on blend factor
|
||||||
|
// For a more sophisticated approach, you could actually blend features
|
||||||
|
if hash_noise(world_x, world_y, seed) > blend_factor {
|
||||||
|
biome_to_use = tile_biome
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
chunk.tiles[x][y] = generate_tile(world_pos, seed, biome_to_use)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return chunk
|
||||||
|
}
|
||||||
|
|
||||||
|
// Improved tile generation with biome transition support
|
||||||
|
generate_tile :: proc(pos: Vec2i, seed: i64, biome: Biome) -> Tile {
|
||||||
|
hash_value := hash_noise(pos.x, pos.y, seed)
|
||||||
|
|
||||||
|
// Use multiple noise scales for natural-looking features
|
||||||
|
large_scale := 0.02
|
||||||
|
medium_scale := 0.05
|
||||||
|
small_scale := 0.15
|
||||||
|
|
||||||
|
large_noise := noise.noise_2d(seed, {f64(pos.x) * large_scale, f64(pos.y) * large_scale})
|
||||||
|
medium_noise := noise.noise_2d(seed + 5000, {f64(pos.x) * medium_scale, f64(pos.y) * medium_scale})
|
||||||
|
small_noise := noise.noise_2d(seed + 10000, {f64(pos.x) * small_scale, f64(pos.y) * small_scale})
|
||||||
|
|
||||||
|
// Combine noise at different scales
|
||||||
|
combined_noise := large_noise * 0.6 + medium_noise * 0.3 + small_noise * 0.1
|
||||||
|
|
||||||
|
// Different biomes use the noise differently
|
||||||
|
switch biome.type {
|
||||||
|
case .GRASSLAND:
|
||||||
|
if combined_noise > 0.7 {
|
||||||
|
return tree_tile
|
||||||
|
} else if combined_noise > 0.5 {
|
||||||
|
return grass_tile
|
||||||
|
} else {
|
||||||
|
return nothing_tile
|
||||||
|
}
|
||||||
|
case .FOREST:
|
||||||
|
if combined_noise > 0.8 {
|
||||||
|
return double_tree_tile
|
||||||
|
} else if combined_noise > 0.4 {
|
||||||
|
return tree_tile
|
||||||
|
} else if combined_noise > 0.0 {
|
||||||
|
return grass_tile
|
||||||
|
} else {
|
||||||
|
return nothing_tile
|
||||||
|
}
|
||||||
|
case .DESERT:
|
||||||
|
|
||||||
|
cactus_noise := medium_noise * 0.5 + 0.5 // Normalize to 0-1
|
||||||
|
|
||||||
|
if cactus_noise > 0.7 && hash_value > 0.6 {
|
||||||
|
return cactus_tile
|
||||||
|
} else if combined_noise > 0.85 {
|
||||||
|
return dead_bush_tile
|
||||||
|
} else {
|
||||||
|
return nothing_tile
|
||||||
|
}
|
||||||
|
case .LAKE:
|
||||||
|
// Lakes can have different depths
|
||||||
|
if combined_noise > 0.7 {
|
||||||
|
return shallow_water_tile // You'd need to define this
|
||||||
|
} else {
|
||||||
|
return water_tile
|
||||||
|
}
|
||||||
|
case:
|
||||||
|
return nothing_tile
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
@ -21,6 +21,7 @@ TileType :: enum u8 {
|
|||||||
ResourceType :: enum u8 {
|
ResourceType :: enum u8 {
|
||||||
NOTHING,
|
NOTHING,
|
||||||
TREE,
|
TREE,
|
||||||
|
BONE,
|
||||||
}
|
}
|
||||||
|
|
||||||
InteractionType :: enum u8 {
|
InteractionType :: enum u8 {
|
||||||
@ -29,7 +30,9 @@ InteractionType :: enum u8 {
|
|||||||
ENEMY,
|
ENEMY,
|
||||||
}
|
}
|
||||||
|
|
||||||
nothing_tile := Tile {
|
|
||||||
|
// Premade Tiles
|
||||||
|
nothing_tile := Tile { // The most common tile, makes up the majority of the world.
|
||||||
type = .NOTHING,
|
type = .NOTHING,
|
||||||
tilemap_pos = {0,0},
|
tilemap_pos = {0,0},
|
||||||
color = {0,0,0,255},
|
color = {0,0,0,255},
|
||||||
@ -37,7 +40,7 @@ nothing_tile := Tile {
|
|||||||
resource = .NOTHING
|
resource = .NOTHING
|
||||||
}
|
}
|
||||||
|
|
||||||
grass_tile := Tile {
|
grass_tile := Tile { // Common fauna, more dense in grasslands
|
||||||
type = .FOLIAGE,
|
type = .FOLIAGE,
|
||||||
tilemap_pos = {5,0},
|
tilemap_pos = {5,0},
|
||||||
color = {50,120,25,255},
|
color = {50,120,25,255},
|
||||||
@ -45,7 +48,7 @@ grass_tile := Tile {
|
|||||||
resource = .NOTHING
|
resource = .NOTHING
|
||||||
}
|
}
|
||||||
|
|
||||||
tree_tile := Tile {
|
tree_tile := Tile { // Common grassland fauna, dense population in forests
|
||||||
type = .SOLID,
|
type = .SOLID,
|
||||||
tilemap_pos = {0,1},
|
tilemap_pos = {0,1},
|
||||||
color = {10,60,15,255},
|
color = {10,60,15,255},
|
||||||
@ -53,7 +56,15 @@ tree_tile := Tile {
|
|||||||
interaction = .RESOURCE,
|
interaction = .RESOURCE,
|
||||||
}
|
}
|
||||||
|
|
||||||
bricks_tile := Tile {
|
double_tree_tile := Tile { // Only found in forests, densly packed
|
||||||
|
type = .SOLID,
|
||||||
|
tilemap_pos = {3,2},
|
||||||
|
color = {10,60,15,255},
|
||||||
|
resource = .TREE,
|
||||||
|
interaction = .RESOURCE,
|
||||||
|
}
|
||||||
|
|
||||||
|
bricks_tile := Tile { // Unused, for now
|
||||||
type = .SOLID,
|
type = .SOLID,
|
||||||
tilemap_pos = {10,17},
|
tilemap_pos = {10,17},
|
||||||
color = {140,30,10,255},
|
color = {140,30,10,255},
|
||||||
@ -61,10 +72,50 @@ bricks_tile := Tile {
|
|||||||
interaction = .NOTHING,
|
interaction = .NOTHING,
|
||||||
}
|
}
|
||||||
|
|
||||||
water_tile := Tile {
|
water_tile := Tile { // Only seen in bodies of water
|
||||||
|
type = .WATER,
|
||||||
|
tilemap_pos = {19,1},
|
||||||
|
color = {5,10,70,255},
|
||||||
|
resource = .NOTHING,
|
||||||
|
interaction = .NOTHING,
|
||||||
|
}
|
||||||
|
|
||||||
|
shallow_water_tile := Tile { // Only seen in bodies of water
|
||||||
type = .WATER,
|
type = .WATER,
|
||||||
tilemap_pos = {19,1},
|
tilemap_pos = {19,1},
|
||||||
color = {5,40,80,255},
|
color = {5,40,80,255},
|
||||||
resource = .NOTHING,
|
resource = .NOTHING,
|
||||||
interaction = .NOTHING,
|
interaction = .NOTHING,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
cactus_tile := Tile { // Common desert fauna
|
||||||
|
type = .SOLID,
|
||||||
|
tilemap_pos = {6,1},
|
||||||
|
color = {5,40,0,255},
|
||||||
|
resource = .NOTHING,
|
||||||
|
interaction = .NOTHING,
|
||||||
|
}
|
||||||
|
|
||||||
|
double_cactus_tile := Tile { // Sparse desert fauna
|
||||||
|
type = .SOLID,
|
||||||
|
tilemap_pos = {7,1},
|
||||||
|
color = {5,40,0,255},
|
||||||
|
resource = .NOTHING,
|
||||||
|
interaction = .NOTHING,
|
||||||
|
}
|
||||||
|
|
||||||
|
cow_skull_tile := Tile { // Rare chance of spawning in a desert
|
||||||
|
type = .SOLID,
|
||||||
|
tilemap_pos = {1,15},
|
||||||
|
color = {200,200,200,255},
|
||||||
|
resource = .BONE,
|
||||||
|
interaction = .RESOURCE,
|
||||||
|
}
|
||||||
|
|
||||||
|
dead_bush_tile := Tile { // Common desert fauna
|
||||||
|
type = .FOLIAGE,
|
||||||
|
tilemap_pos = {6,2},
|
||||||
|
color = {145,100,30,255},
|
||||||
|
interaction = .NOTHING,
|
||||||
|
resource = .NOTHING
|
||||||
|
}
|
||||||
|
@ -13,15 +13,16 @@ WORLD_DATA_PATH :: "data/worlds"
|
|||||||
World :: struct {
|
World :: struct {
|
||||||
data_dir: string,
|
data_dir: string,
|
||||||
chunks: map[Vec2i]Chunk,
|
chunks: map[Vec2i]Chunk,
|
||||||
seed: u32
|
seed: i64
|
||||||
}
|
}
|
||||||
|
|
||||||
Chunk :: struct #packed {
|
Chunk :: struct #packed {
|
||||||
position: Vec2i,
|
position: Vec2i,
|
||||||
tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
|
tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
|
||||||
|
biome_id:u32,
|
||||||
}
|
}
|
||||||
|
|
||||||
create_world :: proc(name:string, seed:u32) -> World {
|
create_world :: proc(name:string, seed:i64) -> World {
|
||||||
data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
|
data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
|
||||||
if !os.is_dir(data_dir) {
|
if !os.is_dir(data_dir) {
|
||||||
fmt.printfln("Data dir: %v does not exist", data_dir)
|
fmt.printfln("Data dir: %v does not exist", data_dir)
|
||||||
@ -40,7 +41,7 @@ create_world :: proc(name:string, seed:u32) -> World {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
load_world :: proc(name:string, seed:u32) -> World {
|
load_world :: proc(name:string, seed:i64) -> World {
|
||||||
dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
|
dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
|
||||||
if !os.is_dir(dir) {
|
if !os.is_dir(dir) {
|
||||||
panic("Couldnt load world")
|
panic("Couldnt load world")
|
||||||
@ -89,6 +90,9 @@ save_chunk :: proc(c:^Chunk, w:^World) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Biome ID
|
||||||
|
for byte in transmute([size_of(u32)]u8)c.biome_id {append(&data, byte)}
|
||||||
|
|
||||||
err := os.write_entire_file_or_err(filename, data[:])
|
err := os.write_entire_file_or_err(filename, data[:])
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -138,6 +142,10 @@ load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Load Biome ID
|
||||||
|
mem.copy(transmute([^]u8)&chunk.biome_id, &data[offset], size_of(u32))
|
||||||
|
offset += size_of(u32)
|
||||||
|
|
||||||
return chunk
|
return chunk
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -150,42 +158,6 @@ unload_chunk :: proc(pos:Vec2i, w:^World) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
generate_chunk :: proc(pos:Vec2i, seed:u32) -> Chunk {
|
|
||||||
chunk := Chunk {position = pos}
|
|
||||||
|
|
||||||
for x in 0..<CHUNK_SIZE {
|
|
||||||
for y in 0..<CHUNK_SIZE {
|
|
||||||
world_x := pos.x * CHUNK_SIZE + x
|
|
||||||
world_y := pos.y * CHUNK_SIZE + y
|
|
||||||
|
|
||||||
chunk.tiles[x][y] = generate_tile(world_x, world_y, seed)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return chunk
|
|
||||||
}
|
|
||||||
|
|
||||||
generate_tile :: proc(x, y: int, seed: u32) -> Tile {
|
|
||||||
base_noise := hash_noise(x, y, seed)
|
|
||||||
cluster_noise := hash_noise(x / 3, y / 3, seed + 12345) // Larger scale noise for clusters
|
|
||||||
|
|
||||||
if base_noise < 0.70 {
|
|
||||||
return nothing_tile
|
|
||||||
} else if base_noise < 0.85 {
|
|
||||||
return grass_tile
|
|
||||||
} else if base_noise < 0.95 {
|
|
||||||
if cluster_noise > 0.5 { // Favor trees in cluster regions
|
|
||||||
return tree_tile
|
|
||||||
}
|
|
||||||
return grass_tile
|
|
||||||
} else {
|
|
||||||
if cluster_noise > 0.4 { // Only allow ponds in certain areas
|
|
||||||
return water_tile
|
|
||||||
}
|
|
||||||
return nothing_tile
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
get_chunk :: proc(w:^World, chunk_pos:Vec2i) -> ^Chunk {
|
get_chunk :: proc(w:^World, chunk_pos:Vec2i) -> ^Chunk {
|
||||||
chunk, exists := w.chunks[chunk_pos]
|
chunk, exists := w.chunks[chunk_pos]
|
||||||
|
Loading…
Reference in New Issue
Block a user