public override void Generate(Color[] pixels, int width, int height)
        {
            base.Generate(pixels, width, height);

            // An array which will contain the procedurally generated heights
            float[] heights = new float[width];

            // Perform midpoint displacement
            Noise.MPD(heights, roughness, () => (float)PRNG.NextDouble());

            // Normalize line to better fit in image
            MMath.Normalize(
                heights,
                height * imagePadding,
                height - height * imagePadding - 1);

            // Fill image with white
            Fill(pixels, Color.white);

            // Draw 2D landscape on image
            for (int x = 0; x < width; x++)
            {
                // Place the pixel in the image
                pixels[(int)heights[x] * width + x] = Color.black;

                // Create a line between unconnected neighbors
                if (x > 0 && Math.Abs(heights[x - 1] - heights[x]) > 1)
                {
                    // Determine high and low neighbor points
                    int xHigh, xLow;
                    int toFill = Math.Abs((int)heights[x - 1] - (int)heights[x]) / 2;
                    int yHigh  = Math.Max((int)heights[x - 1], (int)heights[x]);
                    int yLow   = Math.Min((int)heights[x - 1], (int)heights[x]);
                    if (yHigh == (int)heights[x - 1])
                    {
                        xHigh = x - 1;
                        xLow  = x;
                    }
                    else
                    {
                        xHigh = x;
                        xLow  = x - 1;
                    }

                    // Vertically connect high and low neighbor points
                    for (int dy = 1; dy <= toFill; dy++)
                    {
                        pixels[(yHigh - dy) * width + xHigh] = Color.black;
                        if ((yHigh - dy) != (yLow + dy))
                        {
                            pixels[(yLow + dy) * width + xLow] = Color.black;
                        }
                    }
                }
            }
        }
Example #2
0
 public override void Generate(float[,] heights)
 {
     // Apply faults
     for (int i = 0; i < numFaults; i++)
     {
         Landscape.FaultModifier(
             heights, meanDepth, () => (float)PRNG.NextDouble(),
             decreaseDistance);
     }
 }
        public override void Generate(Color[] pixels, int width, int height)
        {
            base.Generate(pixels, width, height);

            // Fill vector of pixels with random black or white pixels
            for (int i = 0; i < height; i++)
            {
                for (int j = 0; j < width; j++)
                {
                    // Get a random value between 0 and 1
                    double val = PRNG.NextDouble();

                    // Determine color based on obtained random value
                    Color color = val > blackChance ? Color.white : Color.black;

                    // Set color in pixels array
                    pixels[i * width + j] = color;
                }
            }
        }
Example #4
0
        // TODO Move CA1D generic functionality to libGameAI
        public override void Generate(Color[] pixels, int width, int height)
        {
            base.Generate(pixels, width, height);

            // Array of colors to generate according to the three previous
            // bits (2^3 = 8 values)
            Color[] ruleList = new Color[bitsInByte];

            // Local copy of rule
            int localRule = rule;

            // Get colors to generate according to three previous bits
            for (int i = 0; i < bitsInByte; i++)
            {
                int bit = localRule & 1;
                ruleList[i] = bit == 1 ? Color.black : Color.white;
                localRule >>= 1;
            }

            // Initialize first (bottom) line
            if (singleCenterPixel)
            {
                for (int i = 0; i < width; i++)
                {
                    pixels[i] = Color.white;
                }

                // Put just one black pixel in the middle
                pixels[width / 2] = Color.black;
            }
            else
            {
                // Randomly initialize the bottom line
                for (int i = 0; i < width; i++)
                {
                    pixels[i] = PRNG.NextDouble() < 0.5 ? Color.white : Color.black;
                }
            }

            // Run cellular automata rule on image
            for (int i = 1; i < height; i++)
            {
                for (int j = 0; j < width; j++)
                {
                    // Find indexes of rule bits in previous line
                    int i2 = j > 0 ? j - 1 : width - 1;
                    int i1 = j;
                    int i0 = j < width - 1 ? j + 1 : 0;

                    // Get bits in previous line
                    int v2 = pixels[(i - 1) * width + i2] == Color.black ? 1 : 0;
                    int v1 = pixels[(i - 1) * width + i1] == Color.black ? 1 : 0;
                    int v0 = pixels[(i - 1) * width + i0] == Color.black ? 1 : 0;

                    // Get rule index
                    int ruleIdx = (v2 << 2) + (v1 << 1) + v0;

                    // Apply rule to current position
                    pixels[i * width + j] = ruleList[ruleIdx];
                }
            }
        }
 public override void Generate(float[,] heights)
 {
     Landscape.DiamondSquare(heights, maxInitHeight, roughness, () => (float)PRNG.NextDouble());
 }
        // TODO Move CA2D generic functionality to libGameAI
        public override void Generate(Color[] pixels, int width, int height)
        {
            base.Generate(pixels, width, height);

            Color[] aux;
            Color[] buf1 = new Color[pixels.Length];
            Color[] buf2 = new Color[pixels.Length];

            // Randomly place rocks in the scenario
            for (int i = 0; i < height; i++)
            {
                for (int j = 0; j < width; j++)
                {
                    // Put rock or floor, randomly
                    buf1[i * width + j] =
                        PRNG.NextDouble() < initRocks ? ROCK : FLOOR;
                }
            }

            // Run cellular automata
            for (int step = 0; step < steps; step++)
            {
                for (int i = 0; i < height; i++)
                {
                    for (int j = 0; j < width; j++)
                    {
                        // How many rocks around here?
                        int numRocks = CountRocks(buf1, width, height, i, j, neighSize);

                        // Put rock or floor, randomly
                        buf2[i * width + j] =
                            numRocks >= rockThreshold ? ROCK : FLOOR;
                    }
                }

                // Swap buffers
                aux  = buf1;
                buf1 = buf2;
                buf2 = aux;
            }

            // Post-process border rocks for visual effect
            if (drawRockOutline)
            {
                for (int i = 0; i < height; i++)
                {
                    for (int j = 0; j < width; j++)
                    {
                        if (buf1[i * width + j] == ROCK)
                        {
                            // How many rocks around here?
                            int numRocks = CountRocks(buf1, width, height, i, j, 1);

                            if (numRocks < 9)
                            {
                                // Put border rock
                                buf1[i * width + j] = BORDER;
                            }
                        }
                    }
                }
            }

            // Copy buf1 data to pixels
            for (int i = 0; i < pixels.Length; i++)
            {
                pixels[i] = buf1[i];
            }
        }
Example #7
0
        public void TestPRNG()
        {
            const int iterations = 5000000;

            Console.WriteLine();

            int trues   = 0;
            int larger  = 0;
            int smaller = 0;

            for (int i = 0; i < iterations; i++)
            {
                if (PRNG.NextBool())
                {
                    trues++;
                }
                int val = PRNG.Next(5, 8);                 // 5, 6 or 7
                switch (val)
                {
                case 5:
                    smaller++;
                    break;

                case 6:
                    break;

                case 7:
                    larger++;
                    break;

                default:
                    Assert.Fail("Value " + val + " isn't 5, 6 or 7");
                    break;
                }

                // ranged
                var r1 = (int)PRNG.NextUInt32();
                var r2 = (int)PRNG.NextUInt32();
                if (r1 < r2)
                {
                    var rr = PRNG.Next(r1, r2);
                    Assert.IsTrue(rr >= r1 && rr < r2, rr.ToString() + " is not between " + r1 + " and " + r2);
                }
                else if (r1 > r2)
                {
                    var rr = PRNG.Next(r2, r1);
                    Assert.IsTrue(rr >= r2 && rr < r1, rr.ToString() + " is not between " + r2 + " and " + r1);
                }
            }

            var p = (double)trues / (double)iterations;

            Assert.IsTrue(p > 0.495 && p < 0.505);

            const double third  = 1.0 / 3.0;
            const double offset = third * 0.05;
            const double low    = third - offset;
            const double high   = third + offset;

            p = (double)smaller / (double)iterations;
            Assert.IsTrue(p > low && p < high);

            p = (double)larger / (double)iterations;
            Assert.IsTrue(p > low && p < high);

            // make sure nextdouble() and nextfloat() don't generate numbers outside range
            var state = RandomSeed.GetUInt64();

            for (int r = 0; r < 10000000; r++)
            {
                double d = PRNG.NextDouble(ref state);
                Assert.IsTrue(d >= 0.0 && d < 1.0);

                float f = PRNG.NextFloat(ref state);
                Assert.IsTrue(f >= 0.0f && f < 1.0f);
            }
        }