Move generator functions into proper class

This commit is contained in:
Tangent Wantwight 2024-01-13 00:44:05 -05:00
parent 5cc40ef764
commit d755f9e72e
1 changed files with 106 additions and 94 deletions

200
island.ts
View File

@ -5,6 +5,8 @@ const BLOWUP = 4;
const WIDTH = 240;
const HEIGHT = 135;
const DEFAULT_SEED = 128;
type Lookup2d = (x: number, y: number) => number;
function dim(width: number, height: number): Lookup2d {
return function xy(x: number, y: number) {
@ -21,10 +23,26 @@ class IslandGrid {
xy: Lookup2d;
basePos: number;
lobePos1: number;
lobePos2: number;
done = false;
constructor(public width: number, public height: number, seed: number) {
this.data = Array(width * height).fill(0);
this.rng = mulberry32(seed);
this.xy = dim(width, height);
this.basePos = this.data.length >> 1;
this.lobePos1 = this.xy(
(WIDTH >> 1) + (this.rng() % 48) - 24,
(HEIGHT >> 1) + (this.rng() % 48) - 24
);
this.lobePos2 = this.xy(
(WIDTH >> 1) + (this.rng() % 48) - 24,
(HEIGHT >> 1) + (this.rng() % 48) - 24
);
}
public get(x: number, y: number): number {
@ -67,6 +85,80 @@ class IslandGrid {
return hitPositions;
}
public drop(pos: number): void {
const lowerNeighbors: number[] = [];
const check = (adjPos: number) => {
if (this.data[adjPos] < this.data[pos]) {
lowerNeighbors.push(adjPos);
}
};
// try to roll in cardinal directions
check((pos - this.width) % this.data.length);
check((pos - 1) % this.data.length);
check((pos + 1) % this.data.length);
check((pos + this.width) % this.data.length);
if (lowerNeighbors.length > 0) {
const downhill = lowerNeighbors[this.rng() % lowerNeighbors.length];
return this.drop(downhill);
}
// try to roll in diagonal directions
check((pos - this.width - 1) % this.data.length);
check((pos - this.width + 1) % this.data.length);
check((pos + this.width - 1) % this.data.length);
check((pos + this.width + 1) % this.data.length);
if (lowerNeighbors.length > 0) {
const downhill = lowerNeighbors[this.rng() % lowerNeighbors.length];
return this.drop(downhill);
}
// flat, increase elevation
const newValue = ++this.data[pos];
if (newValue == 9) {
this.done = true;
}
}
public dropWithin(tiles: number[]) {
if (tiles.length > 0) {
this.drop(tiles[this.rng() % tiles.length]);
}
}
public step() {
const lowlandTiles1 = this.floodSearch(this.lobePos1, (tile) => tile > 0);
const lowlandTiles2 = this.floodSearch(this.lobePos2, (tile) => tile > 0);
// grow shore
const shoreTiles1 = lowlandTiles1.filter((pos) => this.data[pos] == 0);
this.dropWithin(shoreTiles1);
const shoreTiles2 = lowlandTiles2.filter((pos) => this.data[pos] == 0);
this.dropWithin(shoreTiles2);
// seed beach
const beachTiles = lowlandTiles1.filter((pos) => this.data[pos] == 1);
this.dropWithin(beachTiles);
// expand forest
const forestTiles = lowlandTiles1.filter((pos) => this.data[pos] == 2);
this.dropWithin(forestTiles);
this.dropWithin(forestTiles);
this.dropWithin(forestTiles);
// form mountain
const mountainTiles = this.floodSearch(this.basePos, (tile) => tile > 4);
this.dropWithin(mountainTiles); // GENERATOR
// const erodePos = islandTiles[islands.rng() % islandTiles.length];
// islands.data[erodePos] = Math.max(islands.data[erodePos] - 1, 0);
}
}
function renderIslands(islands: IslandGrid, cx: CanvasRenderingContext2D) {
@ -109,103 +201,13 @@ export function IslandApplet() {
});
cx.scale(BLOWUP, BLOWUP);
const seedInput = h("input", { type: "number", valueAsNumber: 128 });
const seedInput = h("input", { type: "number", valueAsNumber: DEFAULT_SEED });
const seedLabel = h("label", {}, "Seed:", seedInput);
// STATE
let timerId: number;
let islands = new IslandGrid(WIDTH, HEIGHT, 128);
// GENERATOR
const len = islands.data.length;
const basePos = len >> 1;
const lobePos1 = islands.xy(
(WIDTH >> 1) + (islands.rng() % 48) - 24,
(HEIGHT >> 1) + (islands.rng() % 48) - 24
);
const lobePos2 = islands.xy(
(WIDTH >> 1) + (islands.rng() % 48) - 24,
(HEIGHT >> 1) + (islands.rng() % 48) - 24
);
const width = islands.width;
function drop(pos: number) {
const lowerNeighbors: number[] = [];
function check(adjPos: number) {
if (islands.data[adjPos] < islands.data[pos]) {
lowerNeighbors.push(adjPos);
}
}
// try to roll in cardinal directions
check((pos - width) % len);
check((pos - 1) % len);
check((pos + 1) % len);
check((pos + width) % len);
if (lowerNeighbors.length > 0) {
const downhill = lowerNeighbors[islands.rng() % lowerNeighbors.length];
return drop(downhill);
}
// try to roll in diagonal directions
check((pos - width - 1) % len);
check((pos - width + 1) % len);
check((pos + width - 1) % len);
check((pos + width + 1) % len);
if (lowerNeighbors.length > 0) {
const downhill = lowerNeighbors[islands.rng() % lowerNeighbors.length];
return drop(downhill);
}
// flat, increase elevation
const newValue = ++islands.data[pos];
if (newValue == 9) {
clearInterval(timerId);
}
}
function dropWithin(tiles: number[]) {
if (tiles.length > 0) {
drop(tiles[islands.rng() % tiles.length]);
}
}
function tick() {
const lowlandTiles1 = islands.floodSearch(lobePos1, (tile) => tile > 0);
const lowlandTiles2 = islands.floodSearch(lobePos2, (tile) => tile > 0);
// grow shore
const shoreTiles1 = lowlandTiles1.filter((pos) => islands.data[pos] == 0);
dropWithin(shoreTiles1);
const shoreTiles2 = lowlandTiles2.filter((pos) => islands.data[pos] == 0);
dropWithin(shoreTiles2);
// seed beach
const beachTiles = lowlandTiles1.filter((pos) => islands.data[pos] == 1);
dropWithin(beachTiles);
// expand forest
const forestTiles = lowlandTiles1.filter((pos) => islands.data[pos] == 2);
dropWithin(forestTiles);
dropWithin(forestTiles);
dropWithin(forestTiles);
// form mountain
const mountainTiles = islands.floodSearch(basePos, (tile) => tile > 4);
dropWithin(mountainTiles);
// const erodePos = islandTiles[islands.rng() % islandTiles.length];
// islands.data[erodePos] = Math.max(islands.data[erodePos] - 1, 0);
renderIslands(islands, cx);
}
let islands = new IslandGrid(WIDTH, HEIGHT, DEFAULT_SEED);
// CONTROLS
@ -214,9 +216,19 @@ export function IslandApplet() {
{
onclick: () => {
clearInterval(timerId);
console.log(seedInput.valueAsNumber);
islands = new IslandGrid(WIDTH, HEIGHT, seedInput.valueAsNumber);
timerId = setInterval(tick, 1000 / 30);
timerId = setInterval(function tick() {
islands.step();
islands.step();
islands.step();
if (islands.done) {
clearInterval(timerId);
}
renderIslands(islands, cx);
}, 1000 / 30);
},
},
"Generate"