Working towards the beginnings of serious settlement code.

This commit is contained in:
Simon Brooke 2020-06-29 13:51:37 +01:00
parent 29ed2dd0db
commit 0b34d81002
No known key found for this signature in database
GPG key ID: A7A4F18D1D4DF987
17 changed files with 2511 additions and 3 deletions

View file

@ -33,3 +33,13 @@
(list (first %) 'm)
(nth % 1))
targets)))))
(defn value-or-default
"Return the value of this key `k` in this map `m`, or this `dflt` value if
there is none."
[m k dflt]
(or (when (map? m) (m k)) dflt))
;; (value-or-default {:x 0 :y 0 :altitude 7} :altitude 8)
;; (value-or-default {:x 0 :y 0 :altitude 7} :alt 8)
;; (value-or-default nil :altitude 8)

View file

@ -0,0 +1,158 @@
(ns the-great-game.world.heightmap
"Functions dealing with the tessellated multi-layer heightmap."
(:require [clojure.math.numeric-tower :refer [expt sqrt]]
[mw-engine.core :refer []]
[mw-engine.heightmap :refer [apply-heightmap]]
[mw-engine.utils :refer [get-cell in-bounds? map-world]]
[the-great-game.utils :refer [value-or-default]]))
;; It's not at all clear to me yet what the workflow for getting a MicroWorld
;; map into The Great Game, and whether it passes through Walkmap to get here.
;; This file as currently written assumes it doesn't.
;; It's utterly impossible to hold a whole continent at one metre scale in
;; memory at one time. So we have to be able to regenerate high resolution
;; surfaces from much lower resolution heightmaps.
;;
;; Thus to reproduce a segment of surface at a particular level of detail,
;; we:
;; 1. load the base heightmap into a grid (see
;; `mw-engine.heightmap/apply-heightmap`);
;; 2. scale the base hightmap to kilometre scale (see `scale-grid`);
;; 3. exerpt the portion of that that we want to reproduce (see `exerpt-grid`);
;; 4. interpolate that grid to get the resolution we require (see
;; `interpolate-grid`);
;; 5. create an appropriate purturbation grid from the noise map(s) for the
;; same coordinates to break up the smooth interpolation;
;; 6. sum the altitudes of the two grids.
;;
;; In production this will have to be done **very** fast!
(def ^:dynamic *base-map* "resources/maps/heightmap.png")
(def ^:dynamic *noise-map* "resources/maps/noise.png")
(defn scale-grid
"multiply all `:x` and `:y` values in this `grid` by this `n`."
[grid n]
(map-world grid (fn [w c x] (assoc c :x (* (:x c) n) :y (* (:y c) n)))))
;; Each of the east-west curve and the north-south curve are of course two
;; dimensional curves; the east-west curve is in the :x/:z plane and the
;; north-south curve is in the :y/:z plane (except, perhaps unwisely,
;; we've been using :altitude to label the :z plane). We have a library
;; function `walkmap.edge/intersection2d`, but as currently written it
;; can only find intersections in :x/:y plane.
;;
;; TODO: rewrite the function so that it can use arbitrary coordinates.
;; AFTER TRYING: OK, there are too many assumptions about the way that
;; function is written to allow for easy rotation. TODO: think!
(defn interpolate-altitude
"Return the altitude of the point at `x-offset`, `y-offset` within this
`cell` having this `src-width`, taken from this `grid`."
[cell grid src-width x-offset y-offset ]
(let [c-alt (:altitude cell)
n-alt (or (:altitude (get-cell grid (:x cell) (dec (:y cell)))) c-alt)
w-alt (or (:altitude (get-cell grid (inc (:x cell)) (:y cell))) c-alt)
s-alt (or (:altitude (get-cell grid (:x cell) (inc (:y cell)))) c-alt)
e-alt (or (:altitude (get-cell grid (dec (:x cell)) (:y cell))) c-alt)]
;; TODO: construct two curves (arcs of circles good enough for now)
;; n-alt...c-alt...s-alt and e-alt...c-alt...w-alt;
;; then interpolate x-offset along e-alt...c-alt...w-alt and y-offset
;; along n-alt...c-alt...s-alt;
;; then return the average of the two
0))
(defn interpolate-cell
"Construct a grid (array of arrays) of cells each of width `target-width`
from this `cell`, of width `src-width`, taken from this `grid`"
[cell grid src-width target-width]
(let [offsets (map #(* target-width %) (range (/ src-width target-width)))]
(into
[]
(map
(fn [r]
(into
[]
(map
(fn [c]
(assoc cell
:x (+ (:x cell) c)
:y (+ (:y cell) r)
:altitude (interpolate-altitude cell grid src-width c r)))
offsets)))
offsets))))
(defn interpolate-grid
"Return a grid interpolated from this `grid` of rows, cols given scaling
from this `src-width` to this `target-width`"
[grid src-width target-width]
(reduce
concat
(into
[]
(map
(fn [row]
(reduce
(fn [g1 g2]
(into [] (map #(into [] (concat %1 %2)) g1 g2)))
(into [] (map #(interpolate-cell % grid src-width target-width) row))))
grid))))
(defn excerpt-grid
"Return that section of this `grid` where the `:x` co-ordinate of each cell
is greater than or equal to this `x-offset`, the `:y` co-ordinate is greater
than or equal to this `y-offset`, whose width is not greater than this
`width`, and whose height is not greater than this `height`."
[grid x-offset y-offset width height]
(into
[]
(remove
nil?
(map
(fn [row]
(when
(and
(>= (:y (first row)) y-offset)
(< (:y (first row)) (+ y-offset height)))
(into
[]
(remove
nil?
(map
(fn [cell]
(when
(and
(>= (:x cell) x-offset)
(< (:x cell) (+ x-offset width)))
cell))
row)))))))))
(defn get-surface
"Return, as a vector of vectors of cells represented as Clojure maps, a
segment of surface from this `base-map` as modified by this
`noise-map` at this `cell-size` starting at this `x-offset` and `y-offset`
and having this `width` and `height`.
If `base-map` and `noise-map` are not supplied, the bindings of `*base-map*`
and `*noise-map*` will be used, respectively.
`base-map` and `noise-map` may be passed either as strings, assumed to be
file paths of PNG files, or as MicroWorld style world arrays. It is assumed
that one pixel in `base-map` represents one square kilometre in the game
world. It is assumed that `cell-size`, `x-offset`, `y-offset`, `width` and
`height` are integer numbers of metres."
([cell-size x-offset y-offset width height]
(get-surface *base-map* *noise-map* cell-size x-offset y-offset width height))
([base-map noise-map cell-size x-offset y-offset width height]
(let [b (if (seq? base-map) base-map (scale-world (apply-heightmap base-map) 1000))
n (if (seq? noise-map) noise-map (apply-heightmap noise-map))]
(if (and (in-bounds? b x-offset y-offset)
(in-bounds? b (+ x-offset width) (+ y-offset height)))
b ;; actually do stuff
(throw (Exception. "Surface out of bounds for map.")))
)))

View file

@ -0,0 +1,7 @@
(ns the-great-game.world.mw
"Functions dealing with building a great game world from a MicroWorld world."
(:require [clojure.math.numeric-tower :refer [expt sqrt]]
[mw-engine.core :refer []]
[mw-engine.world :refer []]))
;; It's not at all clear to me yet what the workflow for getting a MicroWorld map into The Great Game, and whether it passes through Walkmap to get here. This file as currently written assumes it doesn't.