I may have used ai for some of the proc gen..
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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},
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valid_structures = {}
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}
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desert_biome := Biome {
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id = 2,
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name = "Desert",
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type = .DESERT,
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fauna_color = {200, 180, 100, 255},
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valid_structures = {}
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}
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lake_biome := Biome {
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id = 3,
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name = "Lake",
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type = .LAKE,
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fauna_color = {0, 50, 150, 255},
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valid_structures = {}
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}
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get_biome_from_id :: proc(id:u32) -> Biome {
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return biome_list[id]
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}
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// // Improved biome selection with multiple noise layers and better scaling
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// get_biome_type :: proc(world_pos: Vec2i, seed: i64) -> Biome {
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// // Use multiple noise scales for different features
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// continent_scale := 0.001 // Very large scale features (continents)
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// region_scale := 0.005 // Medium scale features (regions)
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// local_scale := 0.02 // Local variations
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//
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// // Use different seed offsets for each noise layer
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// continent_seed := seed
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// region_seed := seed + 10000
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// moisture_seed := seed + 20000
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// temperature_seed := seed + 30000
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//
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// // Generate base continent shapes
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// continent := noise.noise_2d(continent_seed, {f64(world_pos.x) * continent_scale, f64(world_pos.y) * continent_scale})
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// // Amplify to get more defined continents
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// continent = math.pow(continent * 0.5 + 0.5, 1.5) * 2.0 - 1.0
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//
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// // Generate regional variations
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// region := noise.noise_2d(region_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
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//
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// // Generate moisture and temperature maps for biome determination
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// moisture := noise.noise_2d(moisture_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
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// temperature := noise.noise_2d(temperature_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
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//
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// // Local variations (small details)
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// local_var := noise.noise_2d(seed, {f64(world_pos.x) * local_scale, f64(world_pos.y) * local_scale}) * 0.1
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//
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// // Combine all factors with proper weighting
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// elevation := continent * 0.7 + region * 0.3 + local_var
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//
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// // Use temperature and moisture to determine biome type instead of just elevation
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// // This creates more natural and varied biome transitions
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//
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// // Convert noise values to 0-1 range for easier thresholding
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// normalized_elevation := elevation * 0.5 + 0.5
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// normalized_moisture := moisture * 0.5 + 0.5
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// normalized_temperature := temperature * 0.5 + 0.5
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//
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// // Lakes appear in low elevation areas
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// if normalized_elevation < 0.3 {
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// return lake_biome
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// }
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//
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// // Deserts appear in hot, dry areas
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// if normalized_temperature > 0.6 && normalized_moisture < 0.3 {
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// return desert_biome
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// }
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//
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// // Forests need moderate to high moisture
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// if normalized_moisture > 0.5 {
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// return forest_biome
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// }
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//
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// // Default to grasslands
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// return grasslands_biome
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// }
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get_biome_type :: proc(world_pos: Vec2i, seed: i64) -> Biome {
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// Use multiple noise scales for different features
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continent_scale := 0.001 // Very large scale features (continents)
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region_scale := 0.005 // Medium scale features (regions)
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local_scale := 0.02 // Local variations
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// Use different seed offsets for each noise layer
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continent_seed := seed
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region_seed := seed + 10000
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moisture_seed := seed + 20000
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temperature_seed := seed + 30000
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// Generate base continent shapes
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continent := noise.noise_2d(continent_seed, {f64(world_pos.x) * continent_scale, f64(world_pos.y) * continent_scale})
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// Amplify to get more defined continents
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continent = math.pow(continent * 0.5 + 0.5, 1.5) * 2.0 - 1.0
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// Generate regional variations
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region := noise.noise_2d(region_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
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// Generate moisture and temperature maps for biome determination
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moisture := noise.noise_2d(moisture_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
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temperature := noise.noise_2d(temperature_seed, {f64(world_pos.x) * region_scale, f64(world_pos.y) * region_scale})
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// Adjust temperature to create larger hot regions
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// This skews the distribution to have more areas with higher temperature
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temperature = math.pow(temperature * 0.5 + 0.5, 0.8) * 2.0 - 1.0
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// Local variations (small details)
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local_var := noise.noise_2d(seed, {f64(world_pos.x) * local_scale, f64(world_pos.y) * local_scale}) * 0.1
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// Combine all factors with proper weighting
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elevation := continent * 0.7 + region * 0.3 + local_var
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// Convert noise values to 0-1 range for easier thresholding
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normalized_elevation := elevation * 0.5 + 0.5
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normalized_moisture := moisture * 0.5 + 0.5
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normalized_temperature := temperature * 0.5 + 0.5
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// DEBUG: Uncomment to log values when testing
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// fmt.println("pos:", world_pos, "temp:", normalized_temperature, "moisture:", normalized_moisture)
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// Lakes appear in low elevation areas
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if normalized_elevation < 0.3 {
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return lake_biome
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}
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// ADJUSTED: More generous desert conditions
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// Deserts appear in hot OR dry areas (not requiring both)
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// This makes deserts more common and creates larger desert regions
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if normalized_temperature > 0.55 && normalized_moisture < 0.4 {
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return desert_biome
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}
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// You could also try this alternative approach that uses temperature-moisture balance:
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// desert_score := normalized_temperature - normalized_moisture
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// if desert_score > 0.3 {
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// return desert_biome
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// }
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// Forests need moderate to high moisture
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if normalized_moisture > 0.5 {
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return forest_biome
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}
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// Default to grasslands
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return grasslands_biome
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}
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// Improved chunk generation that considers neighboring chunks
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generate_chunk :: proc(pos: Vec2i, seed: i64) -> Chunk {
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chunk := Chunk{position = pos}
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// Store the biome for this chunk for consistency
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chunk_center := Vec2i{pos.x * CHUNK_SIZE + CHUNK_SIZE/2, pos.y * CHUNK_SIZE + CHUNK_SIZE/2}
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biome := get_biome_type(chunk_center, seed)
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chunk.biome_id = biome.id
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// Generate each tile, allowing for biome blending at edges
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for x in 0..<CHUNK_SIZE {
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for y in 0..<CHUNK_SIZE {
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world_x := pos.x * CHUNK_SIZE + x
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world_y := pos.y * CHUNK_SIZE + y
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world_pos := Vec2i{world_x, world_y}
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// Check the tile's specific biome (for transitions)
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tile_biome := get_biome_type(world_pos, seed)
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// Calculate distances to chunk edges for potential blending
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edge_dist_x := min(x, CHUNK_SIZE - 1 - x)
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edge_dist_y := min(y, CHUNK_SIZE - 1 - y)
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edge_dist := min(edge_dist_x, edge_dist_y)
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// Blend between chunk biome and tile biome near edges
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// for smoother transitions between chunks
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biome_to_use := biome
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if edge_dist < 4 { // Within 4 tiles of chunk edge
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blend_factor := f32(edge_dist) / 4.0
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// Simple way to blend biomes - just pick one based on blend factor
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// For a more sophisticated approach, you could actually blend features
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if hash_noise(world_x, world_y, seed) > blend_factor {
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biome_to_use = tile_biome
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}
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}
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chunk.tiles[x][y] = generate_tile(world_pos, seed, biome_to_use)
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}
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}
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return chunk
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}
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// Improved tile generation with biome transition support
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generate_tile :: proc(pos: Vec2i, seed: i64, biome: Biome) -> Tile {
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hash_value := hash_noise(pos.x, pos.y, seed)
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// Use multiple noise scales for natural-looking features
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large_scale := 0.02
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medium_scale := 0.05
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small_scale := 0.15
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large_noise := noise.noise_2d(seed, {f64(pos.x) * large_scale, f64(pos.y) * large_scale})
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medium_noise := noise.noise_2d(seed + 5000, {f64(pos.x) * medium_scale, f64(pos.y) * medium_scale})
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small_noise := noise.noise_2d(seed + 10000, {f64(pos.x) * small_scale, f64(pos.y) * small_scale})
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// Combine noise at different scales
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combined_noise := large_noise * 0.6 + medium_noise * 0.3 + small_noise * 0.1
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// Different biomes use the noise differently
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switch biome.type {
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case .GRASSLAND:
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if combined_noise > 0.7 {
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return tree_tile
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} else if combined_noise > 0.5 {
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return grass_tile
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} else {
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return nothing_tile
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}
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case .FOREST:
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if combined_noise > 0.8 {
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return double_tree_tile
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} else if combined_noise > 0.4 {
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return tree_tile
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} else if combined_noise > 0.0 {
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return grass_tile
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} else {
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return nothing_tile
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}
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case .DESERT:
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cactus_noise := medium_noise * 0.5 + 0.5 // Normalize to 0-1
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if cactus_noise > 0.7 && hash_value > 0.6 {
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return cactus_tile
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} else if combined_noise > 0.85 {
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return dead_bush_tile
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} else {
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return nothing_tile
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}
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case .LAKE:
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// Lakes can have different depths
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if combined_noise > 0.7 {
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return shallow_water_tile // You'd need to define this
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} else {
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return water_tile
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}
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case:
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return nothing_tile
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}
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}
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