/* * * MIT License * * Copyright (c) 2020 TerraForged * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package com.terraforged.core.world.climate; import com.terraforged.core.cell.Cell; import com.terraforged.core.world.GeneratorContext; import com.terraforged.core.world.terrain.Terrain; import me.dags.noise.Module; import me.dags.noise.Source; import me.dags.noise.source.Rand; public class Climate { private final float seaLevel; private final float lowerHeight; private final float midHeight = 0.45F; private final float upperHeight = 0.75F; private final float moistureModifier = 0.1F; private final float temperatureModifier = 0.05F; private final Rand rand; private final Module treeLine; private final Module offsetX; private final Module offsetY; private final ClimateModule biomeNoise; public Climate(GeneratorContext context) { this.biomeNoise = new ClimateModule(context.seed, context.settings); this.treeLine = Source.perlin(context.seed.next(), context.settings.generator.biome.biomeSize * 2, 1) .scale(context.levels.scale(25)) // 30 units worth of variance .bias(context.levels.ground(40)) // start at-least 30 units above ground level .clamp(0, 1); this.rand = new Rand(Source.builder().seed(context.seed.next())); this.offsetX = context.settings.generator.biomeEdgeNoise.build(context.seed.next()); this.offsetY = context.settings.generator.biomeEdgeNoise.build(context.seed.next()); this.seaLevel = context.levels.water; this.lowerHeight = context.levels.ground; } public Rand getRand() { return rand; } public float getOffsetX(float x, float z, int distance) { return offsetX.getValue(x, z) * distance; } public float getOffsetZ(float x, float z, int distance) { return offsetY.getValue(x, z) * distance; } public float getTreeLine(float x, float z) { return treeLine.getValue(x, z); } public void apply(Cell cell, float x, float z, boolean mask) { biomeNoise.apply(cell, x, z, mask); modifyTemp(cell, x, z); } private void modifyTemp(Cell cell, float x, float z) { float height = cell.value; if (height > upperHeight) { cell.temperature = Math.max(0, cell.temperature - temperatureModifier); return; } // temperature decreases away from 'midHeight' towards 'upperHeight' if (height > midHeight) { float delta = (height - midHeight) / (upperHeight - midHeight); cell.temperature = Math.max(0, cell.temperature - (delta * temperatureModifier)); return; } height = Math.max(lowerHeight, height); // temperature increases away from 'midHeight' towards 'lowerHeight' if (height >= lowerHeight) { float delta = 1 - ((height - lowerHeight) / (midHeight - lowerHeight)); cell.temperature = Math.min(1, cell.temperature + (delta * temperatureModifier)); } } }