Add perlin based generation for the terrain tiles
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10959ef726
commit
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4 changed files with 50 additions and 6 deletions
1
go.mod
1
go.mod
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@ -3,6 +3,7 @@ module github.com/mdiluz/rove
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go 1.14
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require (
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github.com/aquilax/go-perlin v0.0.0-20191229124216-0af9ce917c28
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github.com/davecgh/go-spew v1.1.1 // indirect
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github.com/golang/protobuf v1.4.2
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github.com/google/uuid v1.1.1
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2
go.sum
2
go.sum
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@ -4,6 +4,8 @@ cloud.google.com/go v0.34.0/go.mod h1:aQUYkXzVsufM+DwF1aE+0xfcU+56JwCaLick0ClmMT
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github.com/BurntSushi/toml v0.3.1 h1:WXkYYl6Yr3qBf1K79EBnL4mak0OimBfB0XUf9Vl28OQ=
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github.com/BurntSushi/toml v0.3.1/go.mod h1:xHWCNGjB5oqiDr8zfno3MHue2Ht5sIBksp03qcyfWMU=
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github.com/antihax/optional v1.0.0/go.mod h1:uupD/76wgC+ih3iEmQUL+0Ugr19nfwCT1kdvxnR2qWY=
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github.com/aquilax/go-perlin v0.0.0-20191229124216-0af9ce917c28 h1:iQUvYFmTKLXaDf3N0YfsJG5vgVtA1La82fHFDkpX5y4=
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github.com/aquilax/go-perlin v0.0.0-20191229124216-0af9ce917c28/go.mod h1:z9Rl7EM4BZY0Ikp2fEN1I5mKSOJ26HQpk0O2TBdN2HE=
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github.com/census-instrumentation/opencensus-proto v0.2.1/go.mod h1:f6KPmirojxKA12rnyqOA5BBL4O983OfeGPqjHWSTneU=
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github.com/client9/misspell v0.3.4/go.mod h1:qj6jICC3Q7zFZvVWo7KLAzC3yx5G7kyvSDkc90ppPyw=
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github.com/cncf/udpa/go v0.0.0-20191209042840-269d4d468f6f h1:WBZRG4aNOuI15bLRrCgN8fCq8E5Xuty6jGbmSNEvSsU=
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@ -4,6 +4,7 @@ import (
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"log"
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"math/rand"
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"github.com/aquilax/go-perlin"
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"github.com/mdiluz/rove/pkg/maths"
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"github.com/mdiluz/rove/pkg/objects"
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"github.com/mdiluz/rove/pkg/vector"
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@ -47,6 +48,9 @@ type Atlas struct {
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// ChunkSize is the x/y dimensions of each square chunk
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ChunkSize int `json:"chunksize"`
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// perlin is the current perlin noise generator
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perlin *perlin.Perlin
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}
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// NewAtlas creates a new empty atlas
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@ -57,6 +61,7 @@ func NewAtlas(chunkSize int) Atlas {
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Chunks: make([]Chunk, 1),
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LowerBound: vector.Vector{X: 0, Y: 0},
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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perlin: perlin.NewPerlin(2, 2, 3, 100),
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}
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// Initialise the first chunk
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a.populate(0)
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@ -102,12 +107,23 @@ func (a *Atlas) populate(chunk int) {
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c.Tiles = make([]byte, a.ChunkSize*a.ChunkSize)
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c.Objects = make(map[int]objects.Object)
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// Set up the tiles
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for i := 0; i < len(c.Tiles); i++ {
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if rand.Intn(3) == 0 {
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c.Tiles[i] = byte(TileRock)
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} else {
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c.Tiles[i] = byte(TileSand)
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origin := a.chunkOriginInWorldSpace(chunk)
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for i := 0; i < a.ChunkSize; i++ {
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for j := 0; j < a.ChunkSize; j++ {
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// Get the perlin noise value for this location
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pl := a.perlin.Noise2D(float64(origin.X+i)/10, float64(origin.Y+j)/10)
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// Choose a tile based on the perlin noise value
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var tile Tile
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switch {
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case pl > 0.1:
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tile = TileSand
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default:
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tile = TileRock
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}
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c.Tiles[j*a.ChunkSize+i] = byte(tile)
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}
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}
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@ -217,6 +233,7 @@ func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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LowerBound: lower,
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UpperBound: upper,
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Chunks: make([]Chunk, size.X*size.Y),
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perlin: a.perlin,
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}
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// Log that we're resizing
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@ -1,6 +1,7 @@
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package atlas
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import (
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"fmt"
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"testing"
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"github.com/mdiluz/rove/pkg/objects"
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@ -248,3 +249,26 @@ func TestAtlas_GetSetCorrect(t *testing.T) {
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}
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}
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}
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func TestAtlas_WorldGen(t *testing.T) {
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a := NewAtlas(8)
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// Spawn a large world
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_, _ = a.QueryPosition(vector.Vector{X: 20, Y: 20})
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// Print out the world for manual evaluation
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num := 20
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for j := num - 1; j >= 0; j-- {
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for i := 0; i < num; i++ {
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t, o := a.QueryPosition(vector.Vector{X: i, Y: j})
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if o.Type != objects.None {
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fmt.Printf("%c", o.Type)
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} else if t != byte(TileNone) {
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fmt.Printf("%c", t)
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} else {
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fmt.Printf(" ")
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}
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}
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fmt.Print("\n")
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}
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}
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