Working towards the beginnings of serious settlement code.
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17 changed files with 2511 additions and 3 deletions
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(list (first %) 'm)
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(nth % 1))
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targets)))))
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(defn value-or-default
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"Return the value of this key `k` in this map `m`, or this `dflt` value if
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there is none."
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[m k dflt]
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(or (when (map? m) (m k)) dflt))
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;; (value-or-default {:x 0 :y 0 :altitude 7} :altitude 8)
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;; (value-or-default {:x 0 :y 0 :altitude 7} :alt 8)
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;; (value-or-default nil :altitude 8)
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158
src/the_great_game/world/heightmap.clj
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158
src/the_great_game/world/heightmap.clj
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(ns the-great-game.world.heightmap
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"Functions dealing with the tessellated multi-layer heightmap."
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(:require [clojure.math.numeric-tower :refer [expt sqrt]]
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[mw-engine.core :refer []]
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[mw-engine.heightmap :refer [apply-heightmap]]
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[mw-engine.utils :refer [get-cell in-bounds? map-world]]
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[the-great-game.utils :refer [value-or-default]]))
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;; It's not at all clear to me yet what the workflow for getting a MicroWorld
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;; map into The Great Game, and whether it passes through Walkmap to get here.
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;; This file as currently written assumes it doesn't.
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;; It's utterly impossible to hold a whole continent at one metre scale in
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;; memory at one time. So we have to be able to regenerate high resolution
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;; surfaces from much lower resolution heightmaps.
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;;
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;; Thus to reproduce a segment of surface at a particular level of detail,
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;; we:
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;; 1. load the base heightmap into a grid (see
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;; `mw-engine.heightmap/apply-heightmap`);
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;; 2. scale the base hightmap to kilometre scale (see `scale-grid`);
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;; 3. exerpt the portion of that that we want to reproduce (see `exerpt-grid`);
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;; 4. interpolate that grid to get the resolution we require (see
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;; `interpolate-grid`);
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;; 5. create an appropriate purturbation grid from the noise map(s) for the
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;; same coordinates to break up the smooth interpolation;
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;; 6. sum the altitudes of the two grids.
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;;
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;; In production this will have to be done **very** fast!
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(def ^:dynamic *base-map* "resources/maps/heightmap.png")
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(def ^:dynamic *noise-map* "resources/maps/noise.png")
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(defn scale-grid
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"multiply all `:x` and `:y` values in this `grid` by this `n`."
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[grid n]
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(map-world grid (fn [w c x] (assoc c :x (* (:x c) n) :y (* (:y c) n)))))
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;; Each of the east-west curve and the north-south curve are of course two
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;; dimensional curves; the east-west curve is in the :x/:z plane and the
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;; north-south curve is in the :y/:z plane (except, perhaps unwisely,
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;; we've been using :altitude to label the :z plane). We have a library
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;; function `walkmap.edge/intersection2d`, but as currently written it
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;; can only find intersections in :x/:y plane.
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;;
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;; TODO: rewrite the function so that it can use arbitrary coordinates.
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;; AFTER TRYING: OK, there are too many assumptions about the way that
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;; function is written to allow for easy rotation. TODO: think!
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(defn interpolate-altitude
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"Return the altitude of the point at `x-offset`, `y-offset` within this
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`cell` having this `src-width`, taken from this `grid`."
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[cell grid src-width x-offset y-offset ]
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(let [c-alt (:altitude cell)
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n-alt (or (:altitude (get-cell grid (:x cell) (dec (:y cell)))) c-alt)
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w-alt (or (:altitude (get-cell grid (inc (:x cell)) (:y cell))) c-alt)
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s-alt (or (:altitude (get-cell grid (:x cell) (inc (:y cell)))) c-alt)
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e-alt (or (:altitude (get-cell grid (dec (:x cell)) (:y cell))) c-alt)]
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;; TODO: construct two curves (arcs of circles good enough for now)
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;; n-alt...c-alt...s-alt and e-alt...c-alt...w-alt;
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;; then interpolate x-offset along e-alt...c-alt...w-alt and y-offset
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;; along n-alt...c-alt...s-alt;
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;; then return the average of the two
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0))
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(defn interpolate-cell
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"Construct a grid (array of arrays) of cells each of width `target-width`
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from this `cell`, of width `src-width`, taken from this `grid`"
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[cell grid src-width target-width]
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(let [offsets (map #(* target-width %) (range (/ src-width target-width)))]
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(into
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[]
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(map
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(fn [r]
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(into
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[]
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(map
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(fn [c]
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(assoc cell
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:x (+ (:x cell) c)
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:y (+ (:y cell) r)
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:altitude (interpolate-altitude cell grid src-width c r)))
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offsets)))
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offsets))))
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(defn interpolate-grid
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"Return a grid interpolated from this `grid` of rows, cols given scaling
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from this `src-width` to this `target-width`"
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[grid src-width target-width]
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(reduce
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concat
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(into
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[]
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(map
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(fn [row]
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(reduce
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(fn [g1 g2]
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(into [] (map #(into [] (concat %1 %2)) g1 g2)))
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(into [] (map #(interpolate-cell % grid src-width target-width) row))))
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grid))))
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(defn excerpt-grid
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"Return that section of this `grid` where the `:x` co-ordinate of each cell
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is greater than or equal to this `x-offset`, the `:y` co-ordinate is greater
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than or equal to this `y-offset`, whose width is not greater than this
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`width`, and whose height is not greater than this `height`."
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[grid x-offset y-offset width height]
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(into
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[]
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(remove
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nil?
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(map
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(fn [row]
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(when
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(and
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(>= (:y (first row)) y-offset)
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(< (:y (first row)) (+ y-offset height)))
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(into
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[]
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(remove
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nil?
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(map
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(fn [cell]
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(when
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(and
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(>= (:x cell) x-offset)
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(< (:x cell) (+ x-offset width)))
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cell))
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row)))))))))
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(defn get-surface
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"Return, as a vector of vectors of cells represented as Clojure maps, a
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segment of surface from this `base-map` as modified by this
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`noise-map` at this `cell-size` starting at this `x-offset` and `y-offset`
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and having this `width` and `height`.
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If `base-map` and `noise-map` are not supplied, the bindings of `*base-map*`
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and `*noise-map*` will be used, respectively.
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`base-map` and `noise-map` may be passed either as strings, assumed to be
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file paths of PNG files, or as MicroWorld style world arrays. It is assumed
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that one pixel in `base-map` represents one square kilometre in the game
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world. It is assumed that `cell-size`, `x-offset`, `y-offset`, `width` and
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`height` are integer numbers of metres."
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([cell-size x-offset y-offset width height]
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(get-surface *base-map* *noise-map* cell-size x-offset y-offset width height))
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([base-map noise-map cell-size x-offset y-offset width height]
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(let [b (if (seq? base-map) base-map (scale-world (apply-heightmap base-map) 1000))
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n (if (seq? noise-map) noise-map (apply-heightmap noise-map))]
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(if (and (in-bounds? b x-offset y-offset)
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(in-bounds? b (+ x-offset width) (+ y-offset height)))
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b ;; actually do stuff
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(throw (Exception. "Surface out of bounds for map.")))
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)))
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7
src/the_great_game/world/mw.clj
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7
src/the_great_game/world/mw.clj
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@ -0,0 +1,7 @@
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(ns the-great-game.world.mw
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"Functions dealing with building a great game world from a MicroWorld world."
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(:require [clojure.math.numeric-tower :refer [expt sqrt]]
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[mw-engine.core :refer []]
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[mw-engine.world :refer []]))
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;; 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.
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