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local coords = require"common.coords"
local noise = require"noise"
local chunk = require"common.chunk"
local ChunkS = require"chunk".ChunkS
local CHUNK_SIZE = require"common.constants".CHUNK_SIZE
local function P(amp,scale,seed)
return {
scale=scale,
amp=amp,
gen=noise.PerlinNoise:make(seed)
}
end
-- whether there is a tile there or not
local surface_ng = noise.NoiseAgg:make{P(1,20,1),P(0.5,15,2)}
-- if there is a tile there, what color should it be
local color_ng = noise.NoiseAgg:make{P(1,20,3),P(0.5,15,4)}
local function gen_chunk(chpos)
local htl,hbr = chpos:extents()
local tiles = {}
for q = 0,CHUNK_SIZE-1 do
for r = 0,CHUNK_SIZE-1 do
local p = (htl+coords.Hex:make(q,r)):to_pos()
local ix = chunk.index(q,r)
local nv = surface_ng:at(p.x,p.y)
if nv <= 0 then
tiles[ix] = 0
else
local nv2 = color_ng:at(p.x,p.y)
nv2 = math.max(-0.9999999,math.min(0.9999999,nv2*2.5))
nv2 = (nv2+1)/2
local tv = 1+math.floor(nv2*8)
assert(1<=tv and tv<=8,"oopsy woopsy")
tiles[ix] = tv
end
end
end
local the_chunk = ChunkS:make(chpos,tiles)
return the_chunk
end
return {
gen_chunk=gen_chunk
}
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