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82
internal/world/worldgen/worldgen.go
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82
internal/world/worldgen/worldgen.go
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package worldgen
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import (
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"sync"
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packworld "edgaru089.ml/go/gl01/internal/world"
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"github.com/aquilax/go-perlin"
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)
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const (
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Alpha = 5 // Weight forming the noise sum
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Beta = 2 // harmonic scaling/spacing
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N = 3 // iterations
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AltitudeDensity = 10 // Density of the noise in altitude
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Sealevel = 63 // Space with Y=63 and lower should be the sea
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Highest = 72 // Highest part of the terrain
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Lowest = 56 // Lowest part of the terrain
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)
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var perlins map[int64]*perlin.Perlin
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var perlinsLock sync.RWMutex
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func init() {
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perlins = make(map[int64]*perlin.Perlin)
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}
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// Chunk generates the chunk (must with chunkID set!!) with seed.
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func Chunk(chunk *packworld.Chunk, world *packworld.World, seed int64) {
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perlinsLock.RLock()
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p, ok := perlins[seed]
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if !ok {
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perlinsLock.RUnlock()
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perlinsLock.Lock()
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p = perlin.NewPerlin(Alpha, Beta, N, seed)
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perlins[seed] = p
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perlinsLock.Unlock()
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} else {
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perlinsLock.RUnlock()
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}
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//log.Printf("noise=%.5f", p.Noise2D(0.1, 0.1))
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offX := packworld.ChunkSizeX * chunk.X
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offZ := packworld.ChunkSizeZ * chunk.Z
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for x := 0; x < packworld.ChunkSizeX; x++ {
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for z := 0; z < packworld.ChunkSizeZ; z++ {
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height := Lowest + int(float64(Highest-Lowest)*p.Noise2D(
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float64(offX+x)/AltitudeDensity,
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float64(offZ+z)/AltitudeDensity))
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//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x), float64(offZ+z)))
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// covering dirt
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chunk.Id[x][height][z] = packworld.BlockGrass
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//chunk.Id[x][height][z] = packworld.BlockDebugDir
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chunk.Id[x][height-1][z] = packworld.BlockDirt
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chunk.Id[x][height-2][z] = packworld.BlockDirt
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chunk.Id[x][height-3][z] = packworld.BlockDirt
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height -= 4
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// stone in the middle
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for y := height; y >= 1; y-- {
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chunk.Id[x][y][z] = packworld.BlockStone
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}
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// bedrock at the bottom
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chunk.Id[x][0][z] = packworld.BlockBedrock
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// plant trees
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if height >= 50 && height <= 70 {
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if p.Noise2D(float64(offX+x), float64(offZ+z)) > 0.9 {
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}
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}
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}
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}
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chunk.InvalidateRender()
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}
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