diff --git a/core/src/ru/deadsoftware/cavedroid/game/world/GameWorldGenerator.kt b/core/src/ru/deadsoftware/cavedroid/game/world/GameWorldGenerator.kt
index dd64c6a04077d02c1cce66c567311749a304e2f1..004a56b01a945ec581dd084a5e26c390da3de190 100644 (file)
package ru.deadsoftware.cavedroid.game.world
package ru.deadsoftware.cavedroid.game.world
-import com.badlogic.gdx.utils.TimeUtils
-import ru.deadsoftware.cavedroid.game.GameItems
+import com.google.common.primitives.Ints.min
+import ru.deadsoftware.cavedroid.game.GameItemsHolder
+import ru.deadsoftware.cavedroid.game.model.block.Block
+import ru.deadsoftware.cavedroid.game.model.world.Biome
+import ru.deadsoftware.cavedroid.game.model.world.generator.WorldGeneratorConfig
import kotlin.math.abs
import kotlin.math.abs
+import kotlin.math.max
import kotlin.random.Random
import kotlin.random.Random
-object GameWorldGenerator {
+class GameWorldGenerator(
+ private val config: WorldGeneratorConfig,
+ private val gameItemsHolder: GameItemsHolder,
+) {
- private fun generateHeights(width: Int, min: Int, max: Int, random: Random) = IntArray(width).apply {
- set(0, (min + max) / 2)
- for (x in 1 until width) {
- val previous = get(x - 1)
+ private val random = Random(config.seed)
+
+ private val foreMap by lazy { Array(config.width) { Array(config.height) { gameItemsHolder.fallbackBlock } } }
+ private val backMap by lazy { Array(config.width) { Array(config.height) { gameItemsHolder.fallbackBlock } } }
+
+ private val heights by lazy { generateHeights() }
+ private val biomesMap by lazy { generateBiomes() }
+
+ private val plainsPlants = listOf("dandelion", "rose", "tallgrass")
+ private val mushrooms = listOf("mushroom_brown", "mushroom_red",)
+
+ private fun generateHeights(): IntArray {
+ val surfaceHeightRange = config.minSurfaceHeight .. config.maxSurfaceHeight
+ val result = IntArray(config.width)
+
+ result[0] = surfaceHeightRange.random(random)
+
+ for (x in 1 ..< config.width) {
+ val previous = result[x - 1]
var d = random.nextInt(-5, 6).let { if (it !in -4..4) it / abs(it) else 0 }
var d = random.nextInt(-5, 6).let { if (it !in -4..4) it / abs(it) else 0 }
- if (previous + d !in min..max) { d = -d }
- if (lastIndex - x < abs(get(0) - previous) * 3) {
- d = get(0).compareTo(previous).let { if (it != 0) it / abs(it) else 0 }
+ if (previous + d !in surfaceHeightRange) { d = -d }
+
+ if (result.lastIndex - x < abs(result[0] - previous) * 3) {
+ d = result[0].compareTo(previous).let { if (it != 0) it / abs(it) else 0 }
}
}
- set(x, get(x - 1) + d)
+ result[x] = result[x - 1] + d
+ }
+
+ return result
+ }
+
+ private fun generateBiomes(): Map<Int, Biome> {
+ val xSequence = sequence {
+ var lastX = 0
+ var count = 0
+
+ while (lastX < config.width - config.minBiomeSize - 1) {
+ yield(lastX)
+
+ lastX = random.nextInt(lastX + config.minBiomeSize, config.width)
+ count++
+ }
+ }
+
+ return xSequence.associateWith { config.biomes.random(random) }
+ }
+
+ private fun winterBiome(x: Int) {
+ assert(x in 0 ..< config.width) { "x not in range of world width" }
+
+ val surfaceHeight = heights[x]
+
+ val grass = gameItemsHolder.getBlock("grass_snowed")
+ val bedrock = gameItemsHolder.getBlock("bedrock")
+ val dirt = gameItemsHolder.getBlock("dirt")
+ val stone = gameItemsHolder.getBlock("stone")
+ val snow = gameItemsHolder.getBlock("snow")
+
+ foreMap[x][surfaceHeight] = grass
+ foreMap[x][config.height - 1] = bedrock
+ backMap[x][surfaceHeight] = grass
+ backMap[x][config.height - 1] = bedrock
+
+ if (surfaceHeight - 1 < config.seaLevel) {
+ foreMap[x][surfaceHeight - 1] = snow
+ }
+
+ for (y in min(surfaceHeight + 1, config.seaLevel) ..< config.height - 1) {
+ if (y <= surfaceHeight) {
+ backMap[x][y] = dirt
+ continue
+ }
+
+ foreMap[x][y] = when {
+ y < surfaceHeight + random.nextInt(5, 8) -> dirt
+ else -> stone
+ }
+ backMap[x][y] = foreMap[x][y]
+ }
+
+ val plant = random.nextInt(100)
+ if (surfaceHeight < config.seaLevel) {
+ if (plant < 10) {
+ generateSpruce(x)
+ }
+ }
+ }
+
+ private fun plainsBiome(x: Int) {
+ assert(x in 0 ..< config.width) { "x not in range of world width" }
+
+ val surfaceHeight = heights[x]
+
+ val grass = gameItemsHolder.getBlock("grass")
+ val bedrock = gameItemsHolder.getBlock("bedrock")
+ val dirt = gameItemsHolder.getBlock("dirt")
+ val stone = gameItemsHolder.getBlock("stone")
+
+ foreMap[x][surfaceHeight] = grass
+ foreMap[x][config.height - 1] = bedrock
+ backMap[x][surfaceHeight] = grass
+ backMap[x][config.height - 1] = bedrock
+
+ for (y in min(surfaceHeight + 1, config.seaLevel) ..< config.height - 1) {
+ if (y <= surfaceHeight) {
+ backMap[x][y] = dirt
+ continue
+ }
+
+ foreMap[x][y] = when {
+ y < surfaceHeight + random.nextInt(5, 8) -> dirt
+ else -> stone
+ }
+ backMap[x][y] = foreMap[x][y]
+ }
+
+ val plant = random.nextInt(100)
+ if (surfaceHeight < config.seaLevel) {
+ if (plant < 10) {
+ generateOak(x)
+ } else if (plant < 40) {
+ generateTallGrass(x)
+ }
+ }
+ }
+
+ private fun desertBiome(x: Int) {
+ assert(x in 0 ..< config.width) { "x not in range of world width" }
+
+ val surfaceHeight = heights[x]
+
+ val sand = gameItemsHolder.getBlock("sand")
+ val bedrock = gameItemsHolder.getBlock("bedrock")
+ val sandstone = gameItemsHolder.getBlock("sandstone")
+ val stone = gameItemsHolder.getBlock("stone")
+
+
+ foreMap[x][surfaceHeight] = sand
+ foreMap[x][config.height - 1] = bedrock
+ backMap[x][surfaceHeight] = sand
+ backMap[x][config.height - 1] = bedrock
+
+ for (y in min(surfaceHeight + 1, config.seaLevel) ..< config.height - 1) {
+ if (y <= surfaceHeight) {
+ backMap[x][y] = sand
+ continue
+ }
+
+ foreMap[x][y] = when {
+ y < surfaceHeight + random.nextInt(5, 8) -> sand
+ y < surfaceHeight + random.nextInt(0, 2) -> sandstone
+ else -> stone
+ }
+ backMap[x][y] = foreMap[x][y]
+ }
+
+ val plant = random.nextInt(100)
+ if (surfaceHeight < config.seaLevel) {
+ if (plant < 5) {
+ generateCactus(x)
+ } else if (plant < 10) {
+ generateDeadBush(x)
+ }
+ }
+ }
+
+ private fun fillWater() {
+ val water = gameItemsHolder.getBlock("water")
+
+ for (x in 0 ..< config.width) {
+ for (y in config.seaLevel ..< config.height) {
+ if (foreMap[x][y] != gameItemsHolder.fallbackBlock) {
+ break
+ }
+
+ foreMap[x][y] = water
+ }
+ }
+ }
+
+ private fun generateCactus(x: Int) {
+ val cactus = gameItemsHolder.getBlock("cactus")
+ val cactusHeight = random.nextInt(3)
+ val h = heights[x] - 1
+
+ for (y in h downTo max(0, h - cactusHeight)) {
+ foreMap[x][y] = cactus
+ }
+ }
+
+ private fun generateOak(x: Int) {
+ val log = gameItemsHolder.getBlock("log_oak")
+ val leaves = gameItemsHolder.getBlock("leaves_oak")
+ val h = heights[x] - 1
+ val treeH = random.nextInt(5, 7)
+ val height = max(0, h - treeH)
+
+ val top = height - 1
+ if (top >= 0) {
+ foreMap[x][top] = leaves
+ backMap[x][top] = leaves
+ }
+
+ for (x1 in max(0, x - 1) .. min(config.width - 1, x + 1)) {
+ for (y in height .. height + treeH - 4) {
+ foreMap[x1][y] = leaves
+ backMap[x1][y] = leaves
+ }
+ if (random.nextInt(15) < 3) {
+ foreMap[x1][heights[x1] - 1] = gameItemsHolder.getBlock(mushrooms.random(random))
+ }
+ }
+
+ for (y in h downTo height) {
+ backMap[x][y] = log
+ }
+ }
+
+ private fun generateSpruce(x: Int) {
+ val log = gameItemsHolder.getBlock("log_spruce")
+ val leaves = gameItemsHolder.getBlock("leaves_spruce")
+ val h = heights[x] - 1
+ val treeH = random.nextInt(7, 9)
+ val height = max(0, h - treeH)
+
+ val top = height - 1
+ if (top >= 0) {
+ foreMap[x][top] = leaves
+ backMap[x][top] = leaves
+ }
+
+ for (x1 in max(0, x - 1) .. min(config.width - 1, x + 1)) {
+ val y = height
+ foreMap[x1][y] = leaves
+ backMap[x1][y] = leaves
+ }
+
+ for (y in 1..2) {
+ for (x1 in max(0, x - y) .. min(config.width - 1, x + y)) {
+ foreMap[x1][height + 1 + y] = leaves
+ backMap[x1][height + 1 + y] = leaves
+ }
+ }
+
+ for (y in h downTo height) {
+ backMap[x][y] = log
+ }
+ }
+
+ private fun generateTallGrass(x: Int) {
+ val tallGrass = gameItemsHolder.getBlock(plainsPlants.random(random))
+ val h = heights[x] - 1
+ if (h > 0) {
+ foreMap[x][h] = tallGrass
+ }
+ }
+
+ private fun generateDeadBush(x: Int) {
+ val bush = gameItemsHolder.getBlock("deadbush")
+ val h = heights[x] - 1
+ if (h > 0) {
+ foreMap[x][h] = bush
+ }
+ }
+
+ private fun generateOres(x : Int) {
+ val stone = gameItemsHolder.getBlock("stone")
+ val coal = gameItemsHolder.getBlock("coal_ore")
+ val iron = gameItemsHolder.getBlock("iron_ore")
+ val gold = gameItemsHolder.getBlock("gold_ore")
+ val diamond = gameItemsHolder.getBlock("diamond_ore")
+ val lapis = gameItemsHolder.getBlock("lapis_ore")
+
+ for (y in heights[x] ..< config.height) {
+ val res = random.nextInt(10000)
+
+ val h = config.height - y
+ val block = when {
+ res in 0..<25 && h < 16 -> diamond
+ res in 25 ..< 50 && h < 32 -> gold
+ res in 50 ..< 250 && h < 64 -> iron
+ res in 250 ..< 450 && h < 128 -> coal
+ res in 450 ..< (450 + (25 - (abs(h - 16) * (25 / 16)))) -> lapis
+ else -> null
+ }
+
+ if (block != null && foreMap[x][y] == stone) {
+ foreMap[x][y] = block
+ }
}
}
/**
}
}
/**
- * Generates world of given width and height with given seed
- * @param width world width
- * @param height world height
- * @param seed seed for random number generator
- * @return pair of foreground and background layers
+ * Generate world
*/
*/
- fun generate(width: Int, height: Int, seed: Long = TimeUtils.millis()): Pair<Array<IntArray>, Array<IntArray>> {
- val random = Random(seed)
- val foreMap = Array(width) { IntArray(height) }
- val backMap = Array(width) { IntArray(width) }
- val heightsMap = generateHeights(width, height / 2, height * 3 / 4, random)
-
- for (x in 0 until width) {
- val xHeight = heightsMap[x]
-
- foreMap[x][xHeight] = GameItems.getBlockId("grass")
- foreMap[x][height - 1] = GameItems.getBlockId("bedrock")
- backMap[x][xHeight] = GameItems.getBlockId("grass")
- backMap[x][height - 1] = GameItems.getBlockId("bedrock")
-
- for (y in xHeight + 1 until height - 1) {
- foreMap[x][y] = when {
- y < xHeight + random.nextInt(5, 8) -> GameItems.getBlockId("dirt")
- else -> GameItems.getBlockId("stone")
- }
- backMap[x][y] = foreMap[x][y]
+ fun generate(): Pair<Array<Array<Block>>, Array<Array<Block>>> {
+ var biome = Biome.PLAINS
+
+ for (x in 0 until config.width) {
+ biome = biomesMap[x] ?: biome
+
+ when (biome) {
+ Biome.PLAINS -> plainsBiome(x)
+ Biome.DESERT -> desertBiome(x)
+ Biome.WINTER -> winterBiome(x)
}
}
+
+ generateOres(x)
}
}
+
+ fillWater()
+
return Pair(foreMap, backMap)
}
return Pair(foreMap, backMap)
}