Better world generation
This commit is contained in:
+3
-1
@@ -20,7 +20,9 @@ export const ID_MASK = 0xFFFF;
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export const STATE_SHIFT = 16;
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export const CHUNK_SIZE = 16;
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export const CHUNK_HEIGHT = 128;
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export const CHUNK_HEIGHT = 256;
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// the top of oceans and rivers
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export const SEA_LEVEL = 64;
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export const CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
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// the player's collision box, position is the middle of its feet
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+27
-313
@@ -1,304 +1,23 @@
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import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D, NoiseFunction3D } from "@paulaboks/rng";
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// generating a chunk: the overworld's terrain (common/worldgen), then ores, then mods' features.
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// runs in chunk workers on the server and every client, which must all get the same blocks
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import { Alea } from "@paulaboks/rng";
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import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
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import type { FeatureChunk } from "$/common/mod_api/worldgen.ts";
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import type { OreJson } from "$/common/mod_data.ts";
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import { generate_overworld } from "./worldgen/overworld.ts";
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import { named_noise_2d, named_noise_3d } from "./worldgen/noise.ts";
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// generation runs in a worker now, so it only needs somewhere to put blocks
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export interface BlockSink {
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add_block(block: { x: number; y: number; z: number; id: string }): void;
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// the surface height and biome of each column, for later passes
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set_column?(x: number, z: number, height: number, biome: string): void;
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}
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export { named_noise_2d, named_noise_3d };
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type Biome =
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| "desert"
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| "plains"
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| "forest"
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| "jungle"
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| "tundra"
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| "taiga"
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| "snow"
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| "savanna"
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| "swamp";
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type OreDef = {
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id: string;
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min_y: number;
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max_y: number;
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scale: number;
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threshold: number;
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};
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const ORES: OreDef[] = [
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{ id: "bworld:coal_ore", min_y: 20, max_y: 120, scale: 0.05, threshold: 0.55 },
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{ id: "bworld:copper_ore", min_y: 10, max_y: 80, scale: 0.06, threshold: 0.6 },
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{ id: "bworld:tin_ore", min_y: 5, max_y: 60, scale: 0.06, threshold: 0.62 },
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{ id: "bworld:iron_ore", min_y: 5, max_y: 50, scale: 0.05, threshold: 0.65 },
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{ id: "bworld:gold_ore", min_y: 0, max_y: 30, scale: 0.04, threshold: 0.7 },
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// the base game's ores, placed like mods' ores.json. the world is 256 tall with the sea at 64
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const BASE_ORES: OreJson[] = [
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{ id: "bworld:coal_ore", replaces: "bworld:stone", min_y: 5, max_y: 200, scale: 0.05, threshold: 0.55 },
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{ id: "bworld:copper_ore", replaces: "bworld:stone", min_y: 5, max_y: 110, scale: 0.06, threshold: 0.6 },
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{ id: "bworld:tin_ore", replaces: "bworld:stone", min_y: 5, max_y: 70, scale: 0.06, threshold: 0.62 },
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{ id: "bworld:iron_ore", replaces: "bworld:stone", min_y: 5, max_y: 80, scale: 0.05, threshold: 0.65 },
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{ id: "bworld:gold_ore", replaces: "bworld:stone", min_y: 5, max_y: 36, scale: 0.04, threshold: 0.7 },
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];
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function get_biome(temp: number, moisture: number): Biome {
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if (temp > 0.6) {
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if (moisture < -0.2) {
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return "desert";
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}
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if (moisture > 0.4) {
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return "jungle";
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}
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return "savanna";
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}
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if (temp > 0) {
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if (moisture > 0.5) {
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return "swamp";
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}
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if (moisture > 0) {
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return "forest";
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}
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return "plains";
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}
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if (temp > -0.5) {
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return "taiga";
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}
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return "tundra";
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}
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function get_surface_block(biome: Biome) {
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if (biome === "desert") {
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return "bworld:sand";
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} else if (biome === "tundra") {
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return "bworld:snow";
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}
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return "bworld:grass";
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}
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function biome_height_modifier(biome: Biome) {
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if (biome === "desert") {
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return 0.2;
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}
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if (biome === "plains") {
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return 0.4;
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}
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if (biome === "forest") {
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return 0.5;
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}
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if (biome === "jungle") {
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return 0.45;
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}
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if (biome === "taiga") {
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return 0.55;
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}
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if (biome === "tundra") {
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return 0.35;
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}
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if (biome === "savanna") {
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return 0.4;
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}
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if (biome === "swamp") {
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return 0.35;
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}
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return 0.4;
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}
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function fractal_noise(noise: NoiseFunction2D, x: number, y: number, octaves = 2) {
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let value = 0;
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let amp = 1;
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let freq = 1;
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let max = 0;
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for (let i = 0; i < octaves; i++) {
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value += noise(x * freq, y * freq) * amp;
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max += amp;
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amp *= 0.5;
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freq *= 2;
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}
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return value / max;
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}
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function get_terrain_height(base: number, biome: Biome, x: number, z: number, noise: NoiseFunction2D) {
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const biomeMod = biome_height_modifier(biome);
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const main = fractal_noise(noise, x * 0.003, z * 0.003) * 15;
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const detail = fractal_noise(noise, x * 0.01, z * 0.01) * 3;
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return Math.floor(base + biomeMod * 20 + main + detail);
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}
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function can_place_tree(tree_map: boolean[][], local_x: number, local_z: number) {
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const TREE_SPACING = 4;
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for (let dx = -TREE_SPACING; dx <= TREE_SPACING; dx++) {
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for (let dz = -TREE_SPACING; dz <= TREE_SPACING; dz++) {
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const nx = local_x + dx;
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const nz = local_z + dz;
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if (nx >= 0 && nx < CHUNK_SIZE && nz >= 0 && nz < CHUNK_SIZE && tree_map[nx][nz]) {
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return false;
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}
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}
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}
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return true;
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}
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function place_tree(dimension: BlockSink, rng: Alea, x: number, y: number, z: number, biome: Biome) {
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const height = Math.floor(rng.next() * 3) + (biome === "jungle" ? 8 : 4);
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const trunk_block = "bworld:log";
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const leaves_block = "bworld:leaves";
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for (let i = 0; i < height; i++) {
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dimension.add_block({ x, y: y + i, z, id: trunk_block });
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}
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for (let dx = -2; dx <= 2; dx++) {
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for (let dz = -2; dz <= 2; dz++) {
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for (let dy = -1; dy <= 1; dy++) {
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if (Math.abs(dx) + Math.abs(dz) + Math.abs(dy) <= 3) {
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dimension.add_block({
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x: x + dx,
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y: y + height + dy,
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z: z + dz,
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id: leaves_block,
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});
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}
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}
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}
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}
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}
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const TREE_THRESHOLD: Record<Biome, number> = {
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forest: 0.5,
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jungle: 0.3,
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taiga: 0.6,
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plains: 0.95,
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desert: 1,
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tundra: 1,
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savanna: 0.65,
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swamp: 0.5,
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snow: 0.8,
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};
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function should_place_tree(feature_noise: NoiseFunction2D, biome: Biome, x: number, z: number) {
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const n = feature_noise(x * 0.1, z * 0.1);
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return n > (TREE_THRESHOLD[biome] ?? 0.8);
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}
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interface SeedNoises {
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height_noise: NoiseFunction2D;
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temp_noise: NoiseFunction2D;
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moisture_noise: NoiseFunction2D;
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feature_noise: NoiseFunction2D;
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ore_noises: NoiseFunction3D[];
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}
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// building the permutation tables is expensive, only do it once per seed
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const noise_cache = new Map<string, SeedNoises>();
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function get_noises(seed: string): SeedNoises {
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let noises = noise_cache.get(seed);
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if (!noises) {
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noises = {
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height_noise: create_noise_2d(new Alea(seed + "_height")),
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temp_noise: create_noise_2d(new Alea(seed + "_temp")),
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moisture_noise: create_noise_2d(new Alea(seed + "_moisture")),
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feature_noise: create_noise_2d(new Alea(seed + "_feature")),
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ore_noises: ORES.map((ore) => create_noise_3d(new Alea(seed + "_" + ore.id))),
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};
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noise_cache.set(seed, noises);
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}
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return noises;
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}
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export function generate_chunk(dimension: BlockSink, cx: number, cz: number, seed = "seed") {
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const { height_noise, temp_noise, moisture_noise, feature_noise, ore_noises } = get_noises(seed);
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// seeded per chunk so every client generates the exact same terrain
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const rng = new Alea(`${seed}_chunk_${cx}_${cz}`);
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const biome_scale = 0.003;
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const terrain_scale = 0.01;
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const tree_map: boolean[][] = Array.from({ length: CHUNK_SIZE }, () => Array(CHUNK_SIZE).fill(false));
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for (let x = 0; x < CHUNK_SIZE; x++) {
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for (let z = 0; z < CHUNK_SIZE; z++) {
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const wx = cx * CHUNK_SIZE + x;
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const wz = cz * CHUNK_SIZE + z;
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const temp = temp_noise(wx * biome_scale, wz * biome_scale);
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const moisture = moisture_noise(wx * biome_scale, wz * biome_scale);
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const biome = get_biome(temp, moisture);
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const height_noise_value = fractal_noise(height_noise, wx * terrain_scale, wz * terrain_scale);
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const base_height = (height_noise_value + 1) * 15 + 50;
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const height = get_terrain_height(base_height, biome, wx, wz, height_noise);
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const surface_block = get_surface_block(biome);
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dimension.set_column?.(wx, wz, height, `bworld:${biome}`);
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for (let y = 0; y <= height; y++) {
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let block = "bworld:stone";
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if (y < height - 3) {
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for (let i = 0; i < ORES.length; i++) {
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const ore = ORES[i];
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if (y >= ore.min_y && y <= ore.max_y) {
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const noise = ore_noises[i](
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wx * ore.scale,
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y * ore.scale,
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wz * ore.scale,
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);
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if (noise > ore.threshold) {
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block = ore.id;
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break;
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}
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}
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}
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}
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if (y === height) {
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block = surface_block;
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} else if (y > height - 4) {
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block = "bworld:dirt";
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}
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if (biome === "swamp" && y === height && rng.next() < 0.2) {
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block = "bworld:water";
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}
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dimension.add_block({ x: wx, y, z: wz, id: block });
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}
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if (should_place_tree(feature_noise, biome, wx, wz) && can_place_tree(tree_map, x, z)) {
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place_tree(dimension, rng, wx, height + 1, wz, biome);
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tree_map[x][z] = true;
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}
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}
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}
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}
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// noise the way mods get it: create_noise_2d(new Alea(seed + "_" + name)), the same as the base terrain's
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const mod_noise_2d = new Map<string, NoiseFunction2D>();
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const mod_noise_3d = new Map<string, NoiseFunction3D>();
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export function named_noise_2d(seed: string, name: string): NoiseFunction2D {
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const key = `${seed}_${name}`;
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let noise = mod_noise_2d.get(key);
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if (!noise) {
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noise = create_noise_2d(new Alea(key));
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mod_noise_2d.set(key, noise);
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}
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return noise;
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}
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export function named_noise_3d(seed: string, name: string): NoiseFunction3D {
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const key = `${seed}_${name}`;
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let noise = mod_noise_3d.get(key);
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if (!noise) {
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noise = create_noise_3d(new Alea(key));
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mod_noise_3d.set(key, noise);
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}
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return noise;
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}
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// what mods add to generation, see "World generation" in MODS.md
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export interface WorldgenSetup {
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ores: OreJson[];
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@@ -308,7 +27,7 @@ export interface WorldgenSetup {
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export interface RawChunk {
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// numeric block ids, only what this chunk generated itself
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blocks: Uint32Array;
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// blocks it generated in other chunks (tree leaves), flattened as x, y, z, numeric id
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// blocks it generated in other chunks (from features like a mod's trees), flattened as x, y, z, numeric id
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spills: Int32Array;
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}
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@@ -347,24 +66,19 @@ export function generate_raw_chunk(
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blocks[y * CHUNK_AREA + lz * CHUNK_SIZE + lx] = nid;
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};
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generate_chunk(
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{
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add_block(block) {
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const nid = block_ids[block.id];
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if (nid !== undefined) {
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set(block.x, block.y, block.z, nid);
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}
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},
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set_column(x, z, height, biome) {
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const index = (z - chunk_z * CHUNK_SIZE) * CHUNK_SIZE + (x - chunk_x * CHUNK_SIZE);
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heights[index] = height;
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biomes[index] = biome;
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},
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},
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chunk_x,
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chunk_z,
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seed,
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);
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const id = (name: string) => {
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const nid = block_ids[name];
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return nid === undefined ? AIR : default_values?.[nid] ?? nid;
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};
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generate_overworld(blocks, heights, biomes, chunk_x, chunk_z, seed, {
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stone: id("bworld:stone"),
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dirt: id("bworld:dirt"),
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grass: id("bworld:grass"),
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sand: id("bworld:sand"),
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snow: id("bworld:snow"),
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water: id("bworld:water"),
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});
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generate_ores(blocks, chunk_x, chunk_z, seed, block_ids, BASE_ORES, default_values);
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if (worldgen) {
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generate_ores(blocks, chunk_x, chunk_z, seed, block_ids, worldgen.ores, default_values);
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@@ -0,0 +1,130 @@
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// noise for world generation. everything is built from named noises, the same ones mods get through
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// FeatureChunk.noise_2d and noise_3d, so a generator using them gives the same world wherever it runs
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import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D, NoiseFunction3D } from "@paulaboks/rng";
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// create_noise_2d(new Alea(seed + "_" + name)), cached since building the permutation tables is slow
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const noise_2d_cache = new Map<string, NoiseFunction2D>();
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const noise_3d_cache = new Map<string, NoiseFunction3D>();
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export function named_noise_2d(seed: string, name: string): NoiseFunction2D {
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const key = `${seed}_${name}`;
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let noise = noise_2d_cache.get(key);
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if (!noise) {
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noise = create_noise_2d(new Alea(key));
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noise_2d_cache.set(key, noise);
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}
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return noise;
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}
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export function named_noise_3d(seed: string, name: string): NoiseFunction3D {
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const key = `${seed}_${name}`;
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let noise = noise_3d_cache.get(key);
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if (!noise) {
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noise = create_noise_3d(new Alea(key));
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noise_3d_cache.set(key, noise);
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}
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return noise;
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}
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// several octaves of simplex noise, like minecraft's NormalNoise: each octave has twice the frequency and half the
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// strength of the last, times its amplitude. wavelength is the size in blocks of the first octave's features, an
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// amplitude of 0 skips that octave. the result is roughly -1 to 1 but bunched in the middle, see Quantiles for an
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// even spread
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export class OctaveNoise2D {
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#octaves: { noise: NoiseFunction2D; frequency: number; amplitude: number }[] = [];
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#total: number;
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constructor(seed: string, name: string, wavelength: number, amplitudes: number[]) {
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amplitudes.forEach((amplitude, i) => {
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if (amplitude !== 0) {
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this.#octaves.push({
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noise: named_noise_2d(seed, `${name}_${i}`),
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frequency: 2 ** i / wavelength,
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amplitude: amplitude / 2 ** i,
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});
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}
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});
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this.#total = amplitudes.reduce((sum, amplitude, i) => sum + amplitude / 2 ** i, 0);
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}
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sample(x: number, z: number) {
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let value = 0;
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for (const { noise, frequency, amplitude } of this.#octaves) {
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value += noise(x * frequency, z * frequency) * amplitude;
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}
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return value / this.#total;
|
||||
}
|
||||
}
|
||||
|
||||
export class OctaveNoise3D {
|
||||
#octaves: { noise: NoiseFunction3D; frequency: number; amplitude: number }[] = [];
|
||||
#total: number;
|
||||
// how much slower it changes vertically than horizontally
|
||||
#vertical_stretch: number;
|
||||
|
||||
constructor(seed: string, name: string, wavelength: number, amplitudes: number[], vertical_stretch = 1) {
|
||||
amplitudes.forEach((amplitude, i) => {
|
||||
if (amplitude !== 0) {
|
||||
this.#octaves.push({
|
||||
noise: named_noise_3d(seed, `${name}_${i}`),
|
||||
frequency: 2 ** i / wavelength,
|
||||
amplitude: amplitude / 2 ** i,
|
||||
});
|
||||
}
|
||||
});
|
||||
this.#total = amplitudes.reduce((sum, amplitude, i) => sum + amplitude / 2 ** i, 0);
|
||||
this.#vertical_stretch = vertical_stretch;
|
||||
}
|
||||
|
||||
sample(x: number, y: number, z: number) {
|
||||
let value = 0;
|
||||
const sy = y / this.#vertical_stretch;
|
||||
for (const { noise, frequency, amplitude } of this.#octaves) {
|
||||
value += noise(x * frequency, sy * frequency, z * frequency) * amplitude;
|
||||
}
|
||||
return value / this.#total;
|
||||
}
|
||||
}
|
||||
|
||||
// maps a noise's bunched up values to an even spread from -1 to 1, so "the lowest 20%" is always below -0.6.
|
||||
// built from the noise's measured percentiles (every 5%, see tools/noise_quantiles.ts), which only depend
|
||||
// on its amplitudes
|
||||
export class Quantiles {
|
||||
#values: readonly number[];
|
||||
|
||||
constructor(values: readonly number[]) {
|
||||
this.#values = values;
|
||||
}
|
||||
|
||||
even(value: number) {
|
||||
const values = this.#values;
|
||||
const last = values.length - 1;
|
||||
if (value <= values[0]) return -1;
|
||||
if (value >= values[last]) return 1;
|
||||
let lo = 0;
|
||||
let hi = last;
|
||||
while (hi - lo > 1) {
|
||||
const mid = (lo + hi) >> 1;
|
||||
if (values[mid] <= value) lo = mid;
|
||||
else hi = mid;
|
||||
}
|
||||
const t = (value - values[lo]) / (values[hi] - values[lo]);
|
||||
return ((lo + t) / last) * 2 - 1;
|
||||
}
|
||||
}
|
||||
|
||||
// helpers
|
||||
|
||||
export function clamp(value: number, min: number, max: number) {
|
||||
return value < min ? min : value > max ? max : value;
|
||||
}
|
||||
|
||||
export function lerp(t: number, from: number, to: number) {
|
||||
return from + (to - from) * t;
|
||||
}
|
||||
|
||||
// 0 below edge0, 1 above edge1, smooth in between
|
||||
export function smoothstep(edge0: number, edge1: number, value: number) {
|
||||
const t = clamp((value - edge0) / (edge1 - edge0), 0, 1);
|
||||
return t * t * (3 - 2 * t);
|
||||
}
|
||||
@@ -0,0 +1,334 @@
|
||||
// fills a chunk with the overworld: the terrain's density sampled on a coarse grid and interpolated (minecraft's
|
||||
// noise cells), caves cut out of it, water up to sea level, then biomes and their surface blocks
|
||||
import { CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, SEA_LEVEL } from "$/common/constants.ts";
|
||||
import { OctaveNoise2D } from "./noise.ts";
|
||||
import { OverworldTerrain, TerrainColumn } from "./terrain.ts";
|
||||
|
||||
// density is sampled every CELL_WIDTH blocks across and CELL_HEIGHT up, caves every CAVE_CELL_HEIGHT up since
|
||||
// tunnels are thinner than terrain features
|
||||
const CELL_WIDTH = 4;
|
||||
const CELL_HEIGHT = 8;
|
||||
const CAVE_CELL_HEIGHT = 4;
|
||||
const CORNERS = CHUNK_SIZE / CELL_WIDTH + 1;
|
||||
const TERRAIN_LEVELS = CHUNK_HEIGHT / CELL_HEIGHT + 1;
|
||||
const CAVE_LEVELS = CHUNK_HEIGHT / CAVE_CELL_HEIGHT + 1;
|
||||
|
||||
// surface blocks only go this far below the ground's height, so cave floors stay stone
|
||||
const SURFACE_REACH = 20;
|
||||
// a column is a cliff when its ground is this much higher or lower than a neighbor's
|
||||
const STEEP = 3.5;
|
||||
// snow covers the tops of everything above this, give or take
|
||||
const SNOW_LINE = SEA_LEVEL + 112;
|
||||
|
||||
// the blocks the overworld is made of, as numeric ids
|
||||
export interface OverworldBlocks {
|
||||
stone: number;
|
||||
dirt: number;
|
||||
grass: number;
|
||||
sand: number;
|
||||
snow: number;
|
||||
water: number;
|
||||
}
|
||||
|
||||
type Palette = "stone" | "dirt" | "grass" | "sand" | "snow";
|
||||
|
||||
// how a biome covers its ground, like minecraft's surface rules
|
||||
interface Surface {
|
||||
top: Palette;
|
||||
filler: Palette;
|
||||
filler_depth: number;
|
||||
// the ground's cover under water
|
||||
underwater_top: Palette;
|
||||
underwater_filler: Palette;
|
||||
// cliffs show bare stone instead of top
|
||||
bare_cliffs: boolean;
|
||||
// stripes of sand, stone and dirt down the cliffs, like badlands
|
||||
strata?: boolean;
|
||||
}
|
||||
|
||||
const GRASSY: Surface = {
|
||||
top: "grass",
|
||||
filler: "dirt",
|
||||
filler_depth: 3,
|
||||
underwater_top: "dirt",
|
||||
underwater_filler: "dirt",
|
||||
bare_cliffs: true,
|
||||
};
|
||||
const SANDY: Surface = {
|
||||
top: "sand",
|
||||
filler: "sand",
|
||||
filler_depth: 4,
|
||||
underwater_top: "sand",
|
||||
underwater_filler: "sand",
|
||||
bare_cliffs: false,
|
||||
};
|
||||
const SNOWY: Surface = { ...GRASSY, top: "snow" };
|
||||
const STONY: Surface = {
|
||||
...GRASSY,
|
||||
top: "stone",
|
||||
filler: "stone",
|
||||
underwater_top: "stone",
|
||||
underwater_filler: "stone",
|
||||
};
|
||||
const SEA_FLOOR: Surface = { ...SANDY, filler_depth: 3 };
|
||||
|
||||
// every biome the overworld has, and its surface. names follow minecraft's and terralith's
|
||||
export const BIOMES: Record<string, Surface> = {
|
||||
"bworld:deep_ocean": SEA_FLOOR,
|
||||
"bworld:deep_frozen_ocean": SEA_FLOOR,
|
||||
"bworld:deep_lukewarm_ocean": SEA_FLOOR,
|
||||
"bworld:ocean": SEA_FLOOR,
|
||||
"bworld:frozen_ocean": SEA_FLOOR,
|
||||
"bworld:warm_ocean": SEA_FLOOR,
|
||||
"bworld:river": { ...GRASSY, underwater_top: "sand", underwater_filler: "sand" },
|
||||
"bworld:frozen_river": { ...SNOWY, underwater_top: "sand", underwater_filler: "sand" },
|
||||
"bworld:beach": SANDY,
|
||||
"bworld:snowy_beach": { ...SANDY, top: "snow" },
|
||||
"bworld:stony_shore": STONY,
|
||||
"bworld:plains": GRASSY,
|
||||
"bworld:meadow": GRASSY,
|
||||
"bworld:forest": GRASSY,
|
||||
"bworld:dark_forest": GRASSY,
|
||||
"bworld:swamp": { ...GRASSY, bare_cliffs: false },
|
||||
"bworld:taiga": GRASSY,
|
||||
"bworld:snowy_plains": SNOWY,
|
||||
"bworld:snowy_taiga": SNOWY,
|
||||
"bworld:savanna": GRASSY,
|
||||
"bworld:jungle": GRASSY,
|
||||
"bworld:desert": SANDY,
|
||||
"bworld:alpine_highlands": GRASSY,
|
||||
"bworld:snowy_slopes": SNOWY,
|
||||
"bworld:stony_peaks": STONY,
|
||||
"bworld:jagged_peaks": { ...STONY, top: "snow" },
|
||||
"bworld:frozen_peaks": { ...SNOWY, filler: "stone" },
|
||||
"bworld:yosemite_cliffs": GRASSY,
|
||||
"bworld:snowy_cliffs": SNOWY,
|
||||
"bworld:painted_mountains": { ...SANDY, filler_depth: 2, bare_cliffs: true, strata: true },
|
||||
"bworld:stony_spires": GRASSY,
|
||||
"bworld:shattered_savanna": GRASSY,
|
||||
"bworld:skylands": GRASSY,
|
||||
};
|
||||
|
||||
// picks a column's biome from its climate and shape, like minecraft's multi noise biome source
|
||||
export function pick_biome(column: TerrainColumn, surface_y: number, steep: boolean): string {
|
||||
const { continentalness: c, erosion: e, pv, temperature: t, humidity: h } = column.climate;
|
||||
const frozen = t < -0.65;
|
||||
const cold = t < -0.3;
|
||||
const warm = t > 0.2;
|
||||
const hot = t > 0.55;
|
||||
|
||||
if (column.island && surface_y >= column.island.bottom) {
|
||||
return "bworld:skylands";
|
||||
}
|
||||
|
||||
if (surface_y < SEA_LEVEL - 1) {
|
||||
if (pv < -0.7 && c > -0.12) return frozen ? "bworld:frozen_river" : "bworld:river";
|
||||
if (c < -0.45) {
|
||||
return frozen ? "bworld:deep_frozen_ocean" : hot ? "bworld:deep_lukewarm_ocean" : "bworld:deep_ocean";
|
||||
}
|
||||
return frozen ? "bworld:frozen_ocean" : hot ? "bworld:warm_ocean" : "bworld:ocean";
|
||||
}
|
||||
if (c < -0.04 && surface_y <= SEA_LEVEL + 4) {
|
||||
return steep ? "bworld:stony_shore" : cold ? "bworld:snowy_beach" : "bworld:beach";
|
||||
}
|
||||
if (pv < -0.8 && c > -0.12 && surface_y <= SEA_LEVEL + 1) {
|
||||
return frozen ? "bworld:frozen_river" : "bworld:river";
|
||||
}
|
||||
|
||||
const above = surface_y - SEA_LEVEL;
|
||||
if (above > 105) {
|
||||
if (cold) return "bworld:frozen_peaks";
|
||||
return column.jaggedness > 0.35 ? "bworld:jagged_peaks" : "bworld:stony_peaks";
|
||||
}
|
||||
if (column.plateau > 0.5) {
|
||||
if (hot && h < 0.1) return "bworld:painted_mountains";
|
||||
return cold ? "bworld:snowy_cliffs" : "bworld:yosemite_cliffs";
|
||||
}
|
||||
if (column.shattered > 0.5) {
|
||||
return warm ? "bworld:shattered_savanna" : "bworld:stony_spires";
|
||||
}
|
||||
if (above > 60) {
|
||||
return cold ? "bworld:snowy_slopes" : "bworld:alpine_highlands";
|
||||
}
|
||||
if (above > 30 && e > -0.2 && !cold && h > -0.3) {
|
||||
return "bworld:meadow";
|
||||
}
|
||||
|
||||
if (frozen) return h > 0 ? "bworld:snowy_taiga" : "bworld:snowy_plains";
|
||||
if (cold) return h > 0 ? "bworld:taiga" : "bworld:plains";
|
||||
if (hot) return h < -0.2 ? "bworld:desert" : h < 0.4 ? "bworld:savanna" : "bworld:jungle";
|
||||
if (warm) return h < -0.3 ? "bworld:savanna" : h > 0.6 ? "bworld:jungle" : "bworld:forest";
|
||||
if (h > 0.5 && e > 0.4) return "bworld:swamp";
|
||||
return h < -0.35 ? "bworld:plains" : h < 0.45 ? "bworld:forest" : "bworld:dark_forest";
|
||||
}
|
||||
|
||||
interface SeedGenerators {
|
||||
terrain: OverworldTerrain;
|
||||
snow_line: OctaveNoise2D;
|
||||
strata: OctaveNoise2D;
|
||||
}
|
||||
|
||||
const generators = new Map<string, SeedGenerators>();
|
||||
|
||||
function generators_for(seed: string): SeedGenerators {
|
||||
let found = generators.get(seed);
|
||||
if (!found) {
|
||||
found = {
|
||||
terrain: new OverworldTerrain(seed),
|
||||
snow_line: new OctaveNoise2D(seed, "snow_line", 96, [1, 1]),
|
||||
strata: new OctaveNoise2D(seed, "strata", 128, [1]),
|
||||
};
|
||||
generators.set(seed, found);
|
||||
}
|
||||
return found;
|
||||
}
|
||||
|
||||
// fills blocks (indexed y * CHUNK_AREA + z * CHUNK_SIZE + x) and each column's surface height and biome
|
||||
export function generate_overworld(
|
||||
blocks: Uint32Array,
|
||||
heights: Int32Array,
|
||||
biomes: string[],
|
||||
chunk_x: number,
|
||||
chunk_z: number,
|
||||
seed: string,
|
||||
ids: OverworldBlocks,
|
||||
) {
|
||||
const { terrain, snow_line, strata } = generators_for(seed);
|
||||
const x0 = chunk_x * CHUNK_SIZE;
|
||||
const z0 = chunk_z * CHUNK_SIZE;
|
||||
|
||||
// density at the corners of every cell
|
||||
const corner_columns: TerrainColumn[] = [];
|
||||
for (let cz = 0; cz < CORNERS; cz++) {
|
||||
for (let cx = 0; cx < CORNERS; cx++) {
|
||||
corner_columns.push(terrain.column(x0 + cx * CELL_WIDTH, z0 + cz * CELL_WIDTH));
|
||||
}
|
||||
}
|
||||
const solid = new Float32Array(CORNERS * CORNERS * TERRAIN_LEVELS);
|
||||
const caves = new Float32Array(CORNERS * CORNERS * CAVE_LEVELS);
|
||||
for (let i = 0; i < corner_columns.length; i++) {
|
||||
const column = corner_columns[i];
|
||||
const x = x0 + (i % CORNERS) * CELL_WIDTH;
|
||||
const z = z0 + Math.floor(i / CORNERS) * CELL_WIDTH;
|
||||
for (let level = 0; level < TERRAIN_LEVELS; level++) {
|
||||
solid[i * TERRAIN_LEVELS + level] = terrain.density(column, x, level * CELL_HEIGHT, z);
|
||||
}
|
||||
// caves only matter below the ground, skip the sky above it
|
||||
const cave_top = column.height + CAVE_CELL_HEIGHT;
|
||||
for (let level = 0; level < CAVE_LEVELS; level++) {
|
||||
const y = level * CAVE_CELL_HEIGHT;
|
||||
caves[i * CAVE_LEVELS + level] = y > cave_top ? 1 : terrain.cave(column, x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
// every column of the chunk plus a ring around it, for how steep the ground is
|
||||
const columns: TerrainColumn[] = [];
|
||||
const ring = CHUNK_SIZE + 2;
|
||||
for (let z = -1; z <= CHUNK_SIZE; z++) {
|
||||
for (let x = -1; x <= CHUNK_SIZE; x++) {
|
||||
columns.push(terrain.column(x0 + x, z0 + z));
|
||||
}
|
||||
}
|
||||
const column_at = (x: number, z: number) => columns[(z + 1) * ring + x + 1];
|
||||
|
||||
for (let z = 0; z < CHUNK_SIZE; z++) {
|
||||
for (let x = 0; x < CHUNK_SIZE; x++) {
|
||||
fill_column(x, z);
|
||||
}
|
||||
}
|
||||
|
||||
function fill_column(x: number, z: number) {
|
||||
const cell_x = Math.min(Math.floor(x / CELL_WIDTH), CORNERS - 2);
|
||||
const cell_z = Math.min(Math.floor(z / CELL_WIDTH), CORNERS - 2);
|
||||
const tx = (x - cell_x * CELL_WIDTH) / CELL_WIDTH;
|
||||
const tz = (z - cell_z * CELL_WIDTH) / CELL_WIDTH;
|
||||
const c00 = cell_z * CORNERS + cell_x;
|
||||
const c10 = c00 + 1;
|
||||
const c01 = c00 + CORNERS;
|
||||
const c11 = c01 + 1;
|
||||
const w00 = (1 - tx) * (1 - tz);
|
||||
const w10 = tx * (1 - tz);
|
||||
const w01 = (1 - tx) * tz;
|
||||
const w11 = tx * tz;
|
||||
// one column through the corner grid, blended between its four corners
|
||||
const blend = (grid: Float32Array, levels: number, level: number) =>
|
||||
grid[c00 * levels + level] * w00 + grid[c10 * levels + level] * w10 +
|
||||
grid[c01 * levels + level] * w01 + grid[c11 * levels + level] * w11;
|
||||
|
||||
const is_solid = new Uint8Array(CHUNK_HEIGHT);
|
||||
for (let y = 0; y < CHUNK_HEIGHT; y++) {
|
||||
const level = Math.min(Math.floor(y / CELL_HEIGHT), TERRAIN_LEVELS - 2);
|
||||
const t = (y - level * CELL_HEIGHT) / CELL_HEIGHT;
|
||||
let density = blend(solid, TERRAIN_LEVELS, level) * (1 - t) + blend(solid, TERRAIN_LEVELS, level + 1) * t;
|
||||
if (density > 0) {
|
||||
const cave_level = Math.min(Math.floor(y / CAVE_CELL_HEIGHT), CAVE_LEVELS - 2);
|
||||
const ct = (y - cave_level * CAVE_CELL_HEIGHT) / CAVE_CELL_HEIGHT;
|
||||
const cave = blend(caves, CAVE_LEVELS, cave_level) * (1 - ct) +
|
||||
blend(caves, CAVE_LEVELS, cave_level + 1) * ct;
|
||||
density = Math.min(density, cave);
|
||||
}
|
||||
is_solid[y] = density > 0 ? 1 : 0;
|
||||
}
|
||||
|
||||
const column = column_at(x, z);
|
||||
let surface_y = CHUNK_HEIGHT - 1;
|
||||
while (surface_y > 0 && !is_solid[surface_y]) surface_y--;
|
||||
|
||||
const ground = column.height;
|
||||
const neighbors = [column_at(x - 1, z), column_at(x + 1, z), column_at(x, z - 1), column_at(x, z + 1)];
|
||||
const steep = neighbors.some((neighbor) => Math.abs(neighbor.height - ground) >= STEEP);
|
||||
const biome = pick_biome(column, surface_y, steep);
|
||||
const surface = BIOMES[biome];
|
||||
const snow_y = SNOW_LINE + snow_line.sample(x0 + x, z0 + z) * 10;
|
||||
const strata_offset = strata.sample(x0 + x, z0 + z) * 4;
|
||||
const island_bottom = column.island ? column.island.bottom - 2 : Infinity;
|
||||
|
||||
heights[z * CHUNK_SIZE + x] = surface_y;
|
||||
biomes[z * CHUNK_SIZE + x] = biome;
|
||||
|
||||
const index = (y: number) => y * CHUNK_AREA + z * CHUNK_SIZE + x;
|
||||
// solid blocks since the last air going down, 0 is a block with air on top
|
||||
let depth = -1;
|
||||
// nothing but air (and sky islands) above so far: water fills it up to sea level
|
||||
let open_sky = true;
|
||||
// whether the ground's surface is under water, for its cover
|
||||
let underwater = false;
|
||||
for (let y = CHUNK_HEIGHT - 1; y >= 0; y--) {
|
||||
if (!is_solid[y]) {
|
||||
depth = -1;
|
||||
if (open_sky && y < SEA_LEVEL) {
|
||||
blocks[index(y)] = ids.water;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
depth += 1;
|
||||
const in_island = y >= island_bottom;
|
||||
if (open_sky && !in_island) {
|
||||
open_sky = false;
|
||||
underwater = y < SEA_LEVEL - 1;
|
||||
}
|
||||
|
||||
// surface rules reach the ground and anything above it, not cave floors
|
||||
let block: Palette = "stone";
|
||||
if (y >= ground - SURFACE_REACH || in_island) {
|
||||
const wet = underwater && !in_island;
|
||||
if (surface.strata && depth > 0 && y > SEA_LEVEL) {
|
||||
block = strata_block(y + strata_offset);
|
||||
} else if (depth === 0) {
|
||||
if (wet) block = surface.underwater_top;
|
||||
else if (y >= snow_y && !in_island) block = steep ? "stone" : "snow";
|
||||
else block = steep && surface.bare_cliffs ? "stone" : surface.top;
|
||||
} else if (depth <= surface.filler_depth) {
|
||||
block = wet ? surface.underwater_filler : surface.filler;
|
||||
}
|
||||
}
|
||||
blocks[index(y)] = ids[block];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// the bands down a painted mountain's cliffs
|
||||
function strata_block(y: number): Palette {
|
||||
const band = ((Math.floor(y / 3) % 6) + 6) % 6;
|
||||
return band === 1 || band === 4 ? "stone" : band === 3 ? "dirt" : "sand";
|
||||
}
|
||||
@@ -0,0 +1,77 @@
|
||||
// minecraft's CubicSpline: a smooth curve through points, where a point's value can itself be a spline of another
|
||||
// input. that nesting is how its terrain (and terralith's) turns continentalness, erosion and peaks and valleys into
|
||||
// heights: a spline over continentalness whose points are splines over erosion, whose points are splines over pv
|
||||
|
||||
export interface SplineInputs {
|
||||
continentalness: number;
|
||||
erosion: number;
|
||||
pv: number;
|
||||
weirdness: number;
|
||||
}
|
||||
|
||||
export type SplineValue = number | Spline;
|
||||
|
||||
export interface SplinePoint {
|
||||
at: number;
|
||||
value: SplineValue;
|
||||
// the slope there, worked out from the neighbors when not given
|
||||
slope?: number;
|
||||
}
|
||||
|
||||
export class Spline {
|
||||
readonly input: keyof SplineInputs;
|
||||
#locations: number[];
|
||||
#values: SplineValue[];
|
||||
#slopes: number[];
|
||||
|
||||
constructor(input: keyof SplineInputs, points: SplinePoint[]) {
|
||||
this.input = input;
|
||||
this.#locations = points.map((point) => point.at);
|
||||
this.#values = points.map((point) => point.value);
|
||||
// catmull-rom slopes between the neighbors, flat at the ends and where values are splines
|
||||
this.#slopes = points.map((point, i) => {
|
||||
if (point.slope !== undefined) return point.slope;
|
||||
const before = points[i - 1];
|
||||
const after = points[i + 1];
|
||||
if (!before || !after || typeof before.value !== "number" || typeof after.value !== "number") {
|
||||
return 0;
|
||||
}
|
||||
return (after.value - before.value) / (after.at - before.at);
|
||||
});
|
||||
}
|
||||
|
||||
get(inputs: SplineInputs): number {
|
||||
const x = inputs[this.input];
|
||||
const locations = this.#locations;
|
||||
const last = locations.length - 1;
|
||||
|
||||
if (x <= locations[0]) {
|
||||
return value_of(this.#values[0], inputs) + this.#slopes[0] * (x - locations[0]);
|
||||
}
|
||||
if (x >= locations[last]) {
|
||||
return value_of(this.#values[last], inputs) + this.#slopes[last] * (x - locations[last]);
|
||||
}
|
||||
|
||||
let i = 0;
|
||||
while (locations[i + 1] < x) i++;
|
||||
const x0 = locations[i];
|
||||
const x1 = locations[i + 1];
|
||||
const width = x1 - x0;
|
||||
const t = (x - x0) / width;
|
||||
const y0 = value_of(this.#values[i], inputs);
|
||||
const y1 = value_of(this.#values[i + 1], inputs);
|
||||
// hermite interpolation, written the way minecraft does it
|
||||
const a = this.#slopes[i] * width - (y1 - y0);
|
||||
const b = -this.#slopes[i + 1] * width + (y1 - y0);
|
||||
return y0 + (y1 - y0) * t + t * (1 - t) * (a + (b - a) * t);
|
||||
}
|
||||
}
|
||||
|
||||
function value_of(value: SplineValue, inputs: SplineInputs) {
|
||||
return typeof value === "number" ? value : value.get(inputs);
|
||||
}
|
||||
|
||||
// a spline through evenly spaced values of one input
|
||||
export function spline(input: keyof SplineInputs, at: number[], values: SplineValue[]) {
|
||||
return new Spline(input, at.map((location, i) => ({ at: location, value: values[i] })));
|
||||
}
|
||||
@@ -0,0 +1,373 @@
|
||||
// the shape of the overworld, built the way minecraft 1.18+ (and terralith on top of it) does it:
|
||||
// large noises for continentalness, erosion and weirdness feed nested splines that give each column a target height,
|
||||
// how jagged its peaks are and how rough its ground is. a 3d density around that height decides what's solid,
|
||||
// and caves are cut out of it. terralith's flavor comes from the extra shapes: terraced plateaus with cliffs,
|
||||
// shattered hills full of overhangs, deep river valleys and gorges, jagged peaks and rare sky islands
|
||||
import { CHUNK_HEIGHT, SEA_LEVEL } from "$/common/constants.ts";
|
||||
import { clamp, lerp, OctaveNoise2D, OctaveNoise3D, Quantiles, smoothstep } from "./noise.ts";
|
||||
import { Spline, spline, SplineInputs } from "./spline.ts";
|
||||
|
||||
// measured with tools/noise_quantiles.ts
|
||||
const QUANTILES_6 = new Quantiles([
|
||||
-0.833,
|
||||
-0.386,
|
||||
-0.311,
|
||||
-0.256,
|
||||
-0.21,
|
||||
-0.17,
|
||||
-0.133,
|
||||
-0.098,
|
||||
-0.065,
|
||||
-0.032,
|
||||
0,
|
||||
0.032,
|
||||
0.065,
|
||||
0.098,
|
||||
0.133,
|
||||
0.17,
|
||||
0.21,
|
||||
0.256,
|
||||
0.311,
|
||||
0.386,
|
||||
0.833,
|
||||
]);
|
||||
const QUANTILES_4 = new Quantiles([
|
||||
-0.917,
|
||||
-0.48,
|
||||
-0.393,
|
||||
-0.328,
|
||||
-0.273,
|
||||
-0.222,
|
||||
-0.174,
|
||||
-0.13,
|
||||
-0.086,
|
||||
-0.042,
|
||||
0,
|
||||
0.042,
|
||||
0.086,
|
||||
0.13,
|
||||
0.174,
|
||||
0.222,
|
||||
0.273,
|
||||
0.328,
|
||||
0.393,
|
||||
0.48,
|
||||
0.917,
|
||||
]);
|
||||
const QUANTILES_3 = new Quantiles([
|
||||
-0.91,
|
||||
-0.468,
|
||||
-0.377,
|
||||
-0.308,
|
||||
-0.249,
|
||||
-0.199,
|
||||
-0.154,
|
||||
-0.113,
|
||||
-0.073,
|
||||
-0.036,
|
||||
0,
|
||||
0.036,
|
||||
0.073,
|
||||
0.113,
|
||||
0.154,
|
||||
0.199,
|
||||
0.249,
|
||||
0.308,
|
||||
0.377,
|
||||
0.468,
|
||||
0.91,
|
||||
]);
|
||||
const QUANTILES_2 = new Quantiles([
|
||||
-0.962,
|
||||
-0.536,
|
||||
-0.439,
|
||||
-0.368,
|
||||
-0.306,
|
||||
-0.248,
|
||||
-0.195,
|
||||
-0.146,
|
||||
-0.096,
|
||||
-0.046,
|
||||
0,
|
||||
0.046,
|
||||
0.096,
|
||||
0.146,
|
||||
0.195,
|
||||
0.248,
|
||||
0.306,
|
||||
0.368,
|
||||
0.439,
|
||||
0.536,
|
||||
0.962,
|
||||
]);
|
||||
const QUANTILES_TEMPERATURE = new Quantiles([
|
||||
-0.973,
|
||||
-0.6,
|
||||
-0.509,
|
||||
-0.44,
|
||||
-0.379,
|
||||
-0.319,
|
||||
-0.254,
|
||||
-0.19,
|
||||
-0.127,
|
||||
-0.063,
|
||||
0,
|
||||
0.063,
|
||||
0.127,
|
||||
0.19,
|
||||
0.254,
|
||||
0.319,
|
||||
0.379,
|
||||
0.44,
|
||||
0.509,
|
||||
0.6,
|
||||
0.973,
|
||||
]);
|
||||
|
||||
// blocks of height per unit of density, how soft the ground's surface is
|
||||
const THICKNESS = 20;
|
||||
// solid ground always ends here, and nothing reaches past the top of the world
|
||||
const TOP_SLIDE_START = CHUNK_HEIGHT - 24;
|
||||
const TOP_SLIDE_END = CHUNK_HEIGHT - 4;
|
||||
const MIN_CAVE_Y = 5;
|
||||
|
||||
// the climate at a column, every value spread evenly from -1 to 1
|
||||
export interface Climate {
|
||||
// ocean far below 0, coast around -0.2, further inland higher
|
||||
continentalness: number;
|
||||
// low is mountains, high is flat land
|
||||
erosion: number;
|
||||
// picks between variants, and its folded form pv
|
||||
weirdness: number;
|
||||
// peaks and valleys: -1 in a valley (rivers), 1 on a peak
|
||||
pv: number;
|
||||
temperature: number;
|
||||
humidity: number;
|
||||
}
|
||||
|
||||
// everything 2d about a column that the density needs, worked out once per column
|
||||
export interface TerrainColumn {
|
||||
climate: Climate;
|
||||
// where the ground's surface is before 3d noise, in blocks
|
||||
height: number;
|
||||
// how much 3d noise moves the ground, in units of density
|
||||
roughness: number;
|
||||
// 0 to 1, how much of it are terraced plateaus and shattered hills
|
||||
plateau: number;
|
||||
shattered: number;
|
||||
// 0 to 1, how pointy its peaks are
|
||||
jaggedness: number;
|
||||
// a sky island above it, when there is one
|
||||
island?: { top: number; bottom: number };
|
||||
}
|
||||
|
||||
// minecraft's peaks and valleys: weirdness folded so both its ends are peaks and its middle a valley
|
||||
export function peaks_and_valleys(weirdness: number) {
|
||||
return 1 - Math.abs(3 * Math.abs(weirdness) - 2);
|
||||
}
|
||||
|
||||
// the valley value holds until -0.85, so rivers have a flat bottom and some width
|
||||
const PV_POINTS = [-1, -0.85, -0.65, -0.35, 0, 0.45, 0.8, 1];
|
||||
const EROSION_POINTS = [-1, -0.6, -0.3, 0, 0.3, 0.6, 1];
|
||||
|
||||
// the heights over land at one level of continentalness, relative to sea level. base lifts everything, mountains
|
||||
// scales how tall they get. each erosion gets a spline over peaks and valleys: a valley value, then how far above
|
||||
// base the ground rises towards the peaks
|
||||
function land(base: number, mountains: number): Spline {
|
||||
const row = (valley: number, rises: number[]) =>
|
||||
spline("pv", PV_POINTS, [valley, valley, ...rises.map((rise) => base + rise * mountains)]);
|
||||
return spline("erosion", EROSION_POINTS, [
|
||||
// barely eroded: huge mountains, their valleys are gorges high above the sea
|
||||
row(base + 14 * mountains, [22, 44, 66, 88, 104, 110]),
|
||||
row(base + 8 * mountains, [14, 28, 42, 54, 62, 66]),
|
||||
// hills and highlands, their valleys carry rivers
|
||||
row(-4, [8, 20, 28, 36, 42, 44]),
|
||||
row(-5, [4, 10, 15, 20, 23, 24]),
|
||||
row(-5, [2, 6, 9, 12, 13, 14]),
|
||||
// worn flat: plains and wetlands
|
||||
row(-4, [1, 3, 5, 7, 8, 8]),
|
||||
row(-3, [0, 1, 2, 3, 3, 3]),
|
||||
]);
|
||||
}
|
||||
|
||||
// target height above sea level
|
||||
const OFFSET = spline(
|
||||
"continentalness",
|
||||
[-1, -0.55, -0.3, -0.18, -0.12, -0.04, 0.2, 0.5, 1],
|
||||
[-46, -32, -18, -8, -2, land(1, 0.3), land(3, 0.65), land(8, 1), land(14, 1.15)],
|
||||
);
|
||||
|
||||
// how pointy peaks get, 0 to 1. only tall, barely eroded mountains have them
|
||||
const JAGGEDNESS = spline("erosion", [-1, -0.6, -0.3, 0], [
|
||||
spline("pv", [-0.2, 0.3, 1], [0, 0.6, 1]),
|
||||
spline("pv", [0, 0.5, 1], [0, 0.4, 0.7]),
|
||||
spline("pv", [0.3, 0.8, 1], [0, 0.2, 0.3]),
|
||||
0,
|
||||
]);
|
||||
|
||||
// 3d noise strength: mountains are rougher than plains
|
||||
const ROUGHNESS = spline("erosion", [-1, -0.5, 0, 0.5, 1], [0.32, 0.22, 0.14, 0.1, 0.06]);
|
||||
|
||||
export class OverworldTerrain {
|
||||
#continentalness: OctaveNoise2D;
|
||||
#erosion: OctaveNoise2D;
|
||||
#weirdness: OctaveNoise2D;
|
||||
#temperature: OctaveNoise2D;
|
||||
#humidity: OctaveNoise2D;
|
||||
#warp_x: OctaveNoise2D;
|
||||
#warp_z: OctaveNoise2D;
|
||||
#jagged: OctaveNoise2D;
|
||||
#plateau: OctaveNoise2D;
|
||||
#shattered: OctaveNoise2D;
|
||||
#sky: OctaveNoise2D;
|
||||
#island_shape: OctaveNoise2D;
|
||||
#island_height: OctaveNoise2D;
|
||||
#ground: OctaveNoise3D;
|
||||
#island_noise: OctaveNoise3D;
|
||||
#cheese: OctaveNoise3D;
|
||||
#spaghetti_a: OctaveNoise3D;
|
||||
#spaghetti_b: OctaveNoise3D;
|
||||
#entrances: OctaveNoise2D;
|
||||
|
||||
constructor(seed: string) {
|
||||
this.#continentalness = new OctaveNoise2D(seed, "continentalness", 1024, [1, 1, 2, 2, 1, 1]);
|
||||
this.#erosion = new OctaveNoise2D(seed, "erosion", 768, [1, 1, 0, 1, 1]);
|
||||
this.#weirdness = new OctaveNoise2D(seed, "weirdness", 256, [1, 2, 1]);
|
||||
this.#temperature = new OctaveNoise2D(seed, "temperature", 1536, [1.5, 0, 1]);
|
||||
this.#humidity = new OctaveNoise2D(seed, "humidity", 512, [1, 1]);
|
||||
this.#warp_x = new OctaveNoise2D(seed, "warp_x", 200, [1, 1]);
|
||||
this.#warp_z = new OctaveNoise2D(seed, "warp_z", 200, [1, 1]);
|
||||
this.#jagged = new OctaveNoise2D(seed, "jagged", 48, [1, 1]);
|
||||
this.#plateau = new OctaveNoise2D(seed, "plateau", 640, [1, 1]);
|
||||
this.#shattered = new OctaveNoise2D(seed, "shattered", 512, [1, 1]);
|
||||
this.#sky = new OctaveNoise2D(seed, "sky", 900, [1, 1]);
|
||||
this.#island_shape = new OctaveNoise2D(seed, "island_shape", 56, [1, 1]);
|
||||
this.#island_height = new OctaveNoise2D(seed, "island_height", 300, [1, 1]);
|
||||
this.#ground = new OctaveNoise3D(seed, "ground", 64, [1, 1, 0.5], 1.2);
|
||||
this.#island_noise = new OctaveNoise3D(seed, "island_noise", 24, [1, 1]);
|
||||
this.#cheese = new OctaveNoise3D(seed, "cheese", 80, [1, 0.5], 0.6);
|
||||
this.#spaghetti_a = new OctaveNoise3D(seed, "spaghetti_a", 64, [1], 0.8);
|
||||
this.#spaghetti_b = new OctaveNoise3D(seed, "spaghetti_b", 64, [1], 0.8);
|
||||
this.#entrances = new OctaveNoise2D(seed, "entrances", 90, [1, 1]);
|
||||
}
|
||||
|
||||
climate(x: number, z: number): Climate {
|
||||
// a small warp, so coasts and biome edges aren't the noise's smooth blobs
|
||||
const wx = x + this.#warp_x.sample(x, z) * 24;
|
||||
const wz = z + this.#warp_z.sample(x, z) * 24;
|
||||
const weirdness = QUANTILES_3.even(this.#weirdness.sample(wx, wz));
|
||||
return {
|
||||
continentalness: QUANTILES_6.even(this.#continentalness.sample(wx, wz)),
|
||||
erosion: QUANTILES_4.even(this.#erosion.sample(wx, wz)),
|
||||
weirdness,
|
||||
pv: peaks_and_valleys(weirdness),
|
||||
temperature: QUANTILES_TEMPERATURE.even(this.#temperature.sample(wx, wz)),
|
||||
humidity: QUANTILES_2.even(this.#humidity.sample(wx, wz)),
|
||||
};
|
||||
}
|
||||
|
||||
column(x: number, z: number): TerrainColumn {
|
||||
const climate = this.climate(x, z);
|
||||
const { continentalness: c, erosion: e } = climate;
|
||||
const inputs: SplineInputs = climate;
|
||||
const inland = smoothstep(-0.1, 0.3, c);
|
||||
|
||||
let height = OFFSET.get(inputs);
|
||||
|
||||
// jagged peaks: sharp ridges pushed up from the tallest mountains
|
||||
const jaggedness = clamp(JAGGEDNESS.get(inputs), 0, 1) * inland;
|
||||
if (jaggedness > 0) {
|
||||
const ridge = 1 - Math.abs(this.#jagged.sample(x, z));
|
||||
height += jaggedness * 26 * ridge * ridge;
|
||||
}
|
||||
|
||||
// terraced plateaus: raised land cut into flat benches and cliffs, like terralith's
|
||||
// yosemite cliffs and painted mountains
|
||||
const plateau = smoothstep(0.35, 0.55, QUANTILES_2.even(this.#plateau.sample(x, z))) *
|
||||
smoothstep(-0.75, -0.45, e) * (1 - smoothstep(0.1, 0.4, e)) * smoothstep(-0.05, 0.1, c);
|
||||
if (plateau > 0 && climate.pv > -0.8) {
|
||||
const raised = height + 20 * plateau;
|
||||
height = lerp(plateau, height, terrace(raised, 16));
|
||||
}
|
||||
|
||||
// shattered hills: ground broken up by strong 3d noise into overhangs, arches and spires
|
||||
const shattered = smoothstep(0.55, 0.75, QUANTILES_2.even(this.#shattered.sample(x, z))) *
|
||||
smoothstep(-0.6, -0.3, e) * (1 - smoothstep(0.3, 0.5, e)) * smoothstep(-0.05, 0.1, c);
|
||||
|
||||
const roughness = ROUGHNESS.get(inputs) + shattered * 0.9;
|
||||
|
||||
return {
|
||||
climate,
|
||||
height: SEA_LEVEL + height,
|
||||
roughness,
|
||||
plateau,
|
||||
shattered,
|
||||
jaggedness,
|
||||
island: this.#island(x, z),
|
||||
};
|
||||
}
|
||||
|
||||
// skylands: rare regions of floating islands, flat topped with long hanging undersides
|
||||
#island(x: number, z: number): TerrainColumn["island"] {
|
||||
const region = smoothstep(0.9, 0.97, QUANTILES_2.even(this.#sky.sample(x, z)));
|
||||
if (region <= 0) {
|
||||
return undefined;
|
||||
}
|
||||
const shape = region * smoothstep(0.05, 0.35, this.#island_shape.sample(x, z));
|
||||
if (shape <= 0) {
|
||||
return undefined;
|
||||
}
|
||||
const center = 178 + this.#island_height.sample(x, z) * 24;
|
||||
return { top: center + 2 + 6 * shape, bottom: center - 4 - 34 * shape * Math.sqrt(shape) };
|
||||
}
|
||||
|
||||
// positive is solid, before caves
|
||||
density(column: TerrainColumn, x: number, y: number, z: number) {
|
||||
let density = (column.height - y) / THICKNESS + column.roughness * this.#ground.sample(x, y, z);
|
||||
|
||||
const island = column.island;
|
||||
if (island && y > island.bottom - 4 && y < island.top + 4) {
|
||||
const solid = Math.min((island.top - y) / 3, (y - island.bottom) / 6) +
|
||||
0.4 * this.#island_noise.sample(x, y, z);
|
||||
density = Math.max(density, solid);
|
||||
}
|
||||
|
||||
if (y > TOP_SLIDE_START) {
|
||||
density -= smoothstep(TOP_SLIDE_START, TOP_SLIDE_END, y) * 4;
|
||||
}
|
||||
if (y < 1) {
|
||||
density = Math.max(density, 1);
|
||||
}
|
||||
return density;
|
||||
}
|
||||
|
||||
// negative where a cave is. caves stay under the ground's skin except at entrances, and never break
|
||||
// the floor of oceans and rivers
|
||||
cave(column: TerrainColumn, x: number, y: number, z: number) {
|
||||
if (y < MIN_CAVE_Y) {
|
||||
return 1;
|
||||
}
|
||||
const depth = column.height - y;
|
||||
if (column.height < SEA_LEVEL + 3 && depth < 14) {
|
||||
return 1;
|
||||
}
|
||||
if (depth < 7 && this.#entrances.sample(x, z) < 0.5) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// cheese caves: big open caverns
|
||||
const cheese = (0.52 - this.#cheese.sample(x, y, z)) * 4;
|
||||
// spaghetti caves: long winding tunnels where two noises are both near zero
|
||||
const a = Math.abs(this.#spaghetti_a.sample(x, y, z));
|
||||
const b = Math.abs(this.#spaghetti_b.sample(x, y, z));
|
||||
const spaghetti = (Math.max(a, b) - 0.07) * 8;
|
||||
return Math.min(cheese, spaghetti);
|
||||
}
|
||||
}
|
||||
|
||||
// flat benches every step blocks, joined by steep cliffs
|
||||
function terrace(height: number, step: number) {
|
||||
const k = height / step;
|
||||
const floor = Math.floor(k);
|
||||
return (floor + smoothstep(0.4, 0.6, k - floor)) * step;
|
||||
}
|
||||
Reference in New Issue
Block a user