public void CalculateRain(int width, int height) { for (int y = 0; y < height; y++) { float currentMoisture = Settings.RainfallScale * 10; for (int x = 0; x < width; x++) { float h = Overworld.Map[x, y].Height; bool isWater = h < Settings.SeaLevel; if (isWater) { currentMoisture += MathFunctions.Rand(0.1f, 0.3f); currentMoisture = Math.Min(currentMoisture, Settings.RainfallScale * 20); Overworld.Map[x, y].Rainfall = 0.5f; } else { float rainAmount = currentMoisture * 0.017f * h + currentMoisture * 0.0006f; currentMoisture -= rainAmount; float evapAmount = MathFunctions.Rand(0.01f, 0.02f); currentMoisture += evapAmount; Overworld.Map[x, y].Rainfall = rainAmount * Settings.RainfallScale * Settings.Width * 0.015f; } } } Overworld.Distort(width, height, 5.0f, 0.03f, Overworld.ScalarFieldType.Rainfall); }
private void Voronoi(int width, int height, int numVoronoiPoints) { List <List <Vector2> > vPoints = new List <List <Vector2> >(); List <float> rands = new List <float>(); /* * List<Vector2> edge = new List<Vector2> * { * new Vector2(0, 0), * new Vector2(width, 0), * new Vector2(width, height), * new Vector2(0, height), * new Vector2(0, 0) * }; * * List<Vector2> randEdge = new List<Vector2>(); * for (int i = 1; i < edge.Count; i++) * { * if (MathFunctions.RandEvent(0.5f)) * { * randEdge.Add(edge[i]); * randEdge.Add(edge[i - 1]); * } * } * * vPoints.Add(randEdge); */ for (int i = 0; i < numVoronoiPoints; i++) { Vector2 v = GetEdgePoint(width, height); for (int j = 0; j < 4; j++) { List <Vector2> line = new List <Vector2>(); rands.Add(1.0f); line.Add(v); v += new Vector2(MathFunctions.Rand() - 0.5f, MathFunctions.Rand() - 0.5f) * Settings.Width * 0.5f; line.Add(v); vPoints.Add(line); } } List <VoronoiNode> nodes = new List <VoronoiNode>(); foreach (List <Vector2> pts in vPoints) { for (int j = 0; j < pts.Count - 1; j++) { VoronoiNode node = new VoronoiNode { pointA = pts[j], pointB = pts[j + 1] }; nodes.Add(node); } } for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Faults = GetVoronoiValue(nodes, x, y); } } ScaleMap(Overworld.Map, width, height, Overworld.ScalarFieldType.Faults); Overworld.Distort(width, height, 20, 0.01f, Overworld.ScalarFieldType.Faults); }
public void GenerateWorld(int seed, int width, int height) { #if CREATE_CRASH_LOGS try #endif { Seed = seed; MathFunctions.Random = new ThreadSafeRandom(Seed); Overworld.heightNoise.Seed = seed; CurrentState = GenerationState.Generating; if (Overworld.Name == null) { Overworld.Name = WorldGenerationSettings.GetRandomWorldName(); } LoadingMessage = "Init.."; Overworld.heightNoise.Seed = Seed; worldData = new Color[width * height]; Overworld.Map = new Overworld.MapData[width, height]; Progress = 0.01f; LoadingMessage = "Height Map ..."; float[,] heightMapLookup = null; heightMapLookup = Overworld.GenerateHeightMapLookup(width, height); Overworld.GenerateHeightMapFromLookup(heightMapLookup, width, height, 1.0f, false); Progress = 0.05f; int numRains = (int)Settings.NumRains; int rainLength = 250; int numRainSamples = 3; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Erosion = 1.0f; Overworld.Map[x, y].Weathering = 0; Overworld.Map[x, y].Faults = 1.0f; } } LoadingMessage = "Climate"; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Temperature = ((float)(y) / (float)(height)) * Settings.TemperatureScale; //Overworld.Map[x, y].Rainfall = Math.Max(Math.Min(Overworld.noise(x, y, 1000.0f, 0.01f) + Overworld.noise(x, y, 100.0f, 0.1f) * 0.05f, 1.0f), 0.0f) * RainfallScale; } } //Overworld.Distort(width, height, 60.0f, 0.005f, Overworld.ScalarFieldType.Rainfall); Overworld.Distort(width, height, 30.0f, 0.005f, Overworld.ScalarFieldType.Temperature); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Temperature = Math.Max(Math.Min(Overworld.Map[x, y].Temperature, 1.0f), 0.0f); } } int numVoronoiPoints = (int)Settings.NumFaults; if (UpdatePreview != null) { UpdatePreview(); } Progress = 0.1f; LoadingMessage = "Faults ..."; #region voronoi Voronoi(width, height, numVoronoiPoints); #endregion Overworld.GenerateHeightMapFromLookup(heightMapLookup, width, height, 1.0f, true); Progress = 0.2f; Overworld.GenerateHeightMapFromLookup(heightMapLookup, width, height, 1.0f, true); Progress = 0.25f; if (UpdatePreview != null) { UpdatePreview(); } LoadingMessage = "Erosion..."; #region erosion float[,] buffer = new float[width, height]; Erode(width, height, Settings.SeaLevel, Overworld.Map, numRains, rainLength, numRainSamples, buffer); Overworld.GenerateHeightMapFromLookup(heightMapLookup, width, height, 1.0f, true); #endregion Progress = 0.9f; LoadingMessage = "Blur."; Overworld.Blur(Overworld.Map, width, height, Overworld.ScalarFieldType.Erosion); LoadingMessage = "Generate height."; Overworld.GenerateHeightMapFromLookup(heightMapLookup, width, height, 1.0f, true); LoadingMessage = "Rain"; CalculateRain(width, height); LoadingMessage = "Biome"; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Biome = Overworld.GetBiome(Overworld.Map[x, y].Temperature, Overworld.Map[x, y].Rainfall, Overworld.Map[x, y].Height).Biome; } } LoadingMessage = "Volcanoes"; GenerateVolcanoes(width, height); if (UpdatePreview != null) { UpdatePreview(); } LoadingMessage = "Factions"; FactionLibrary library = new FactionLibrary(); library.Initialize(null, new CompanyInformation()); if (Settings.Natives == null || Settings.Natives.Count == 0) { NativeCivilizations = new List <Faction>(); for (int i = 0; i < Settings.NumCivilizations; i++) { NativeCivilizations.Add(library.GenerateFaction(null, i, Settings.NumCivilizations)); } Settings.Natives = NativeCivilizations; } else { NativeCivilizations = Settings.Natives; if (Settings.NumCivilizations > Settings.Natives.Count) { int count = Settings.Natives.Count; for (int i = count; i < Settings.NumCivilizations; i++) { NativeCivilizations.Add(library.GenerateFaction(null, i, Settings.NumCivilizations)); } } } SeedCivs(Overworld.Map, Settings.NumCivilizations, NativeCivilizations); GrowCivs(Overworld.Map, 200, NativeCivilizations); for (int x = 0; x < width; x++) { Overworld.Map[x, 0] = Overworld.Map[x, 1]; Overworld.Map[x, height - 1] = Overworld.Map[x, height - 2]; } for (int y = 0; y < height; y++) { Overworld.Map[0, y] = Overworld.Map[1, y]; Overworld.Map[width - 1, y] = Overworld.Map[width - 2, y]; } LoadingMessage = "Selecting Spawn Point"; AutoSelectSpawnRegion(); CurrentState = GenerationState.Finished; LoadingMessage = ""; Progress = 1.0f; } #if CREATE_CRASH_LOGS catch (Exception exception) { ProgramData.WriteExceptionLog(exception); throw; } #endif }
public void GenerateWorld(int seed, int width, int height) { #if CREATE_CRASH_LOGS try #endif { GUI.MouseMode = GUISkin.MousePointer.Wait; PlayState.Random = new ThreadSafeRandom(Seed); GenerationComplete = false; LoadingMessage = "Init.."; Overworld.heightNoise.Seed = Seed; worldMap = new Texture2D(Game.GraphicsDevice, width, height); worldData = new Color[width * height]; Overworld.Map = new Overworld.MapData[width, height]; Progress.Value = 0.01f; LoadingMessage = "Height Map ..."; Overworld.GenerateHeightMap(width, height, 1.0f, false); Progress.Value = 0.05f; int numRains = (int)Settings.NumRains; int rainLength = 250; int numRainSamples = 3; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Erosion = 1.0f; Overworld.Map[x, y].Weathering = 0; Overworld.Map[x, y].Faults = 1.0f; } } LoadingMessage = "Climate"; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Temperature = ((float)(y) / (float)(height)) * Settings.TemperatureScale; //Overworld.Map[x, y].Rainfall = Math.Max(Math.Min(Overworld.noise(x, y, 1000.0f, 0.01f) + Overworld.noise(x, y, 100.0f, 0.1f) * 0.05f, 1.0f), 0.0f) * RainfallScale; } } //Overworld.Distort(width, height, 60.0f, 0.005f, Overworld.ScalarFieldType.Rainfall); Overworld.Distort(width, height, 30.0f, 0.005f, Overworld.ScalarFieldType.Temperature); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Temperature = Math.Max(Math.Min(Overworld.Map[x, y].Temperature, 1.0f), 0.0f); } } Overworld.TextureFromHeightMap("Height", Overworld.Map, Overworld.ScalarFieldType.Height, width, height, MapPanel.Lock, worldData, worldMap, Settings.SeaLevel); int numVoronoiPoints = (int)Settings.NumFaults; Progress.Value = 0.1f; LoadingMessage = "Faults ..."; #region voronoi Voronoi(width, height, numVoronoiPoints); #endregion Overworld.GenerateHeightMap(width, height, 1.0f, true); Progress.Value = 0.2f; Overworld.GenerateHeightMap(width, height, 1.0f, true); Progress.Value = 0.25f; Overworld.TextureFromHeightMap("Height", Overworld.Map, Overworld.ScalarFieldType.Height, width, height, MapPanel.Lock, worldData, worldMap, Settings.SeaLevel); LoadingMessage = "Erosion..."; #region erosion float[,] buffer = new float[width, height]; Erode(width, height, Settings.SeaLevel, Overworld.Map, numRains, rainLength, numRainSamples, buffer); Overworld.GenerateHeightMap(width, height, 1.0f, true); #endregion Progress.Value = 0.9f; LoadingMessage = "Blur."; Overworld.Blur(Overworld.Map, width, height, Overworld.ScalarFieldType.Erosion); LoadingMessage = "Generate height."; Overworld.GenerateHeightMap(width, height, 1.0f, true); LoadingMessage = "Rain"; CalculateRain(width, height); LoadingMessage = "Biome"; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Overworld.Map[x, y].Biome = Overworld.GetBiome(Overworld.Map[x, y].Temperature, Overworld.Map[x, y].Rainfall, Overworld.Map[x, y].Height); } } LoadingMessage = "Volcanoes"; GenerateVolcanoes(width, height); Overworld.TextureFromHeightMap("Height", Overworld.Map, Overworld.ScalarFieldType.Height, width, height, MapPanel.Lock, worldData, worldMap, Settings.SeaLevel); LoadingMessage = "Factions"; NativeCivilizations = new List <Faction>(); FactionLibrary library = new FactionLibrary(); library.Initialize(null, "fake", "fake", null, Color.Blue); for (int i = 0; i < Settings.NumCivilizations; i++) { NativeCivilizations.Add(library.GenerateFaction(i, Settings.NumCivilizations)); } SeedCivs(Overworld.Map, Settings.NumCivilizations, NativeCivilizations); GrowCivs(Overworld.Map, 200, NativeCivilizations); for (int x = 0; x < width; x++) { Overworld.Map[x, 0] = Overworld.Map[x, 1]; Overworld.Map[x, height - 1] = Overworld.Map[x, height - 2]; } for (int y = 0; y < height; y++) { Overworld.Map[0, y] = Overworld.Map[1, y]; Overworld.Map[width - 1, y] = Overworld.Map[width - 2, y]; } GenerationComplete = true; MapPanel.Image = new ImageFrame(worldMap, new Rectangle(0, 0, worldMap.Width, worldMap.Height)); MapPanel.LocalBounds = new Rectangle(300, 30, worldMap.Width, worldMap.Height); Progress.Value = 1.0f; IsGenerating = false; GUI.MouseMode = GUISkin.MousePointer.Pointer; DoneGenerating = true; } #if CREATE_CRASH_LOGS catch (Exception exception) { ProgramData.WriteExceptionLog(exception); throw; } #endif }