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world-gen.js
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world-gen.js
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// Copyright 2011-2012 Kevin Reid under the terms of the MIT License as detailed
// in the accompanying file README.md or <http://opensource.org/licenses/MIT>.
(function () {
"use strict";
var AAB = cubes.util.AAB;
var abs = Math.abs;
var Blockset = cubes.Blockset;
var BlockType = cubes.BlockType;
var Body = cubes.Body;
var Circuit = cubes.Circuit;
var CubeRotation = cubes.util.CubeRotation;
var floor = Math.floor;
var max = Math.max;
var min = Math.min;
var mod = cubes.util.mod;
var Player = cubes.Player;
var pow = Math.pow;
var random = Math.random;
var round = Math.round;
var sin = Math.sin;
var sqrt = Math.sqrt;
var UNIT_PX = cubes.util.UNIT_PX;
var UNIT_PY = cubes.util.UNIT_PY;
var UNIT_PZ = cubes.util.UNIT_PZ;
var UNIT_NX = cubes.util.UNIT_NX;
var UNIT_NZ = cubes.util.UNIT_NZ;
var World = cubes.World;
var WorldGen = cubes.WorldGen = Object.freeze({
newWorldBlockType: function (TS, blockset) {
return new BlockType(null, new World([TS,TS,TS], blockset));
},
newProceduralBlockType: function (TS, blockset, patfunc) {
var type = WorldGen.newWorldBlockType(TS, blockset);
type.world.edit(function (x,y,z,value) {
return patfunc([x,y,z]);
});
WorldGen.initLighting(type.world);
return type;
},
newRandomBlockType: function (TS, blockset) {
var f = WorldGen.blockFunctions(TS);
var colorCount;
for (colorCount = 0; colorCount < blockset.length && blockset.get(colorCount).color; colorCount++);
function pickColor() {
return random() < 0.2 ? 0 : floor(random() * colorCount);
}
// TODO: make this more interesting
var c = f.pickEdgeCond(f.flat(pickColor()),
f.pickEdgeCond(f.flat(pickColor()),
f.pickFillCond(f.flat(pickColor()), f.flat(pickColor()))));
return WorldGen.newProceduralBlockType(TS, blockset, c);
},
initLighting: function (world) {
var value = world.lightOutside;
var lighting = world.rawLighting;
var count = lighting.length;
for (var i = 0; i < count; i++) {
lighting[i] = value;
}
},
// Generate a blockset containing RGB colors with the specified number of
// levels in each channel.
colorBlocks: function (reds, greens, blues, constAlpha) {
if (constAlpha === undefined) constAlpha = 1.0;
var max = Blockset.ID_LIMIT - 1;
if (reds*greens*blues >= max)
throw new Error("Color resolution would result in " + reds*greens*blues + " (> " + max + ") colors.");
var colors = [];
for (var i = 0; i < reds*greens*blues; i++) {
colors.push(new BlockType([
mod(i, reds) / (reds-1),
mod(floor(i/reds), greens) / (greens-1),
mod(floor(i/reds/greens), blues) / (blues-1),
constAlpha
], null));
}
return new Blockset(colors);
},
// Given a blockset, return a function which returns the ID of the nearest color block in the blockset, optionally with random dithering. As the color selection process is expensive, the function is memoized; reusing it is cheaper.
//
// Colors will be dithered with a variation up to 'dithering' times the distance between the best match and the available color; therefore any value <= 1 means no dithering.
colorPicker: function (blockset, dithering) {
if ((dithering || 0) < 1) dithering = 1;
var table = {};
var ditheringSq = pow(dithering, 2);
var idToColor = blockset.getAll().map(function (t) { return t.world ? null : t.color; });
function compareMatchRecord(a,b) { return a[1] - b[1]; }
function colorToID(r,g,b,a) {
if (a === undefined) a = 1.0;
// reduce to 8-bit-per-component color from arbitrary float to keep the table small
var rk,bk,gk,ak;
r = (rk = r * 255 | 0) / 255;
g = (gk = g * 255 | 0) / 255;
b = (bk = b * 255 | 0) / 255;
a = (ak = a * 255 | 0) / 255;
var key = rk+","+gk+","+bk+","+ak;
if (!(key in table)) {
var matches = [];
// Compute Euclidean distance for each color in the set.
for (var i = blockset.length - 1; i >= 0; i--) {
var color = idToColor[i];
if (!color) continue; // not a color block
var dr = r-color[0];
var dg = g-color[1];
var db = b-color[2];
var da = (a-color[3]) * 1e6; // alpha match prioritized over color match
matches.push([i, dr*dr+dg*dg+db*db+da*da]);
}
// Sort from lowest to highest distance.
matches.sort(compareMatchRecord);
// Find the maximum distance allowed for picking dither colors.
var ditherBound = matches[0][1] * ditheringSq;
// Cut off the match list at that point.
for (var ditherCount = 0; ditherCount < matches.length && matches[ditherCount][1] <= ditherBound; ditherCount++);
table[key] = matches.slice(0, ditherCount);
}
var candidates = table[key];
// Pick a color randomly from the dither candidates.
// TODO: Do the randomization such that the mean color is the desired color.
return candidates[floor(random() * candidates.length)][0];
}
return colorToID;
},
blockFunctions: function (TS) {
var TL = TS - 1;
var HALF = TL/2; // subtract this to do calculations from block centers
// non-boolean property functions
function vx(b) { return b[0]; }
function vy(b) { return b[1]; }
function vz(b) { return b[2]; }
function s(b) { return te(b) + be(b) + xe(b) + ze(b); }
function rad(b) {
return sqrt(
pow(b[0]-HALF, 2) +
pow(b[1]-HALF, 2) +
pow(b[2]-HALF, 2)
);
}
function maxrad(b) { // distance to closest edge, or distance from center per <http://en.wikipedia.org/wiki/Uniform_norm>, normalized to [0,1]
return max(
abs(b[0]-HALF),
abs(b[1]-HALF),
abs(b[2]-HALF)
)/HALF;
}
function depth(b) { // pixel-count depth from outer surfaces - inverse of maxrad with different scale
return min(b[0],b[1],b[2],TL-b[0],TL-b[2],TL-b[2]);
}
// condition functions
function te(b) { return b[1] === TL ?1:0; }
function tp(b) { return b[1] === TL-1 ?1:0; }
function be(b) { return b[1] === 0 ?1:0; }
function bp(b) { return b[1] === 1 ?1:0; }
function se(b) { return (b[2] === 0 || b[2] === TL || b[0] === 0 || b[0] === TL ) ?1:0; }
function sp(b) { return (b[2] === 1 || b[2] === TL-1 || b[0] === 1 || b[0] === TL-1) ?1:0; }
function xe(b) { return (b[0] === 0 || b[0] === TL) ?1:0; }
function ze(b) { return (b[2] === 0 || b[2] === TL) ?1:0; }
function e(b) { return s(b) > 1 ?1:0; }
function c(b) { return s(b) > 2 ?1:0; }
function speckle(b) { return (floor(b[0]/4) + b[1] + floor(b[2]/2)) % 4; }
function layers(b) { return b[1] % 2; }
// Pattern functions: each returns a function from a coordinate vector to a block id.
function pick(a) {
return a[floor(random() * a.length)];
}
function pickEdgeCond(p1, p2) {
return cond(pick([te,tp,be,bp,se,sp,xe,ze,s,e,c]), p1, p2);
}
function pickFillCond(p1, p2) {
return cond(pick([speckle,layers]), p1, p2);
}
function cond(test, p1, p2) {
return function (b) { return test(b) ? p1(b) : p2(b); };
}
function flat(id) {
return function (b) { return id; };
}
function sphere(x,y,z,r,fill) {
return function (b) {
return pow(b[0]-x+0.5, 2) +
pow(b[1]-y+0.5, 2) +
pow(b[2]-z+0.5, 2)
< r*r
? fill(b) : 0;
};
}
function cube(x,y,z,r,fill) {
return function (b) {
return abs(b[0]-x+0.5) <= r &&
abs(b[1]-y+0.5) <= r &&
abs(b[2]-z+0.5) <= r
? fill(b) : 0;
};
}
function plane(dim, low, high, fill) {
return function (b) {
var v = b[dim] + 0.5;
return v > low && v < high ? fill(b) : 0;
};
}
function cone(axis, origin, fill) {
var perpA = mod(axis + 1, 3);
var perpB = mod(axis + 2, 3);
return function (b) {
return abs(sqrt(pow(b[perpA]-origin[perpA],2) +
pow(b[perpB]-origin[perpB],2))*4 - abs(b[axis]-origin[axis])) <= 2 ? fill(b) : 0;
};
}
function union(p1, p2) { // p2 wherever p1 is empty, else p1
return function (b) {
return p1(b) || p2(b);
};
}
function intersection(p1, p2) { // p1 wherever p2 is nonempty, else empty
return function (b) {
return p2(b) ? p1(b) : 0;
};
}
function subtract(p1, p2) { // p1 wherever p2 is empty, else empty
return function (b) {
return p2(b) ? 0 : p1(b);
};
}
return Object.freeze({
vx: vx,
vy: vy,
vz: vz,
s: s,
rad: rad,
maxrad: maxrad,
depth: depth,
te: te,
tp: tp,
be: be,
bp: bp,
se: se,
sp: sp,
xe: xe,
ze: ze,
e: e,
c: c,
speckle: speckle,
layers: layers,
pick: pick,
pickEdgeCond: pickEdgeCond,
pickFillCond: pickFillCond,
cond: cond,
flat: flat,
sphere: sphere,
cube: cube,
plane: plane,
cone: cone,
union: union,
intersection: intersection,
subtract: subtract
});
},
// Add semi-transparent color blocks used by circuits
addSpecialColorsForCircuits: function (targetSet) {
targetSet.add(new BlockType([0.75,0.75,0.75,0.25], null));
// for selectable transparency
var transparent = new BlockType([0,0,0,0], null);
transparent.name = "nonEmptyTransparent";
targetSet.add(transparent);
},
addLogicBlocks: function (TS, targetSet, baseSet) {
var type;
var TL = TS-1;
var HALF = TL/2;
var f = WorldGen.blockFunctions(TS);
var baseGetSubDatum = baseSet.lookup("logic.getSubDatum");
var baseSetRotation = baseSet.lookup("logic.setRotation");
var baseICOutput = baseSet.lookup("logic.icOutput");
var baseGetContact = baseSet.lookup("logic.getContact");
var nonEmptyTransparent = baseSet.lookup("nonEmptyTransparent");
// appearance utilities
var colorToID = WorldGen.colorPicker(baseSet);
var boxInput = colorToID(0.5,0.75,1);
var boxOutput = colorToID(1,1,0.5);
var boxFunc = colorToID(0.75,0.75,0.75,0.25);
var functionShapeColor = colorToID(0.5,0.5,0.5);
var functionShapePat = f.flat(functionShapeColor);
function boxed(boxColor, insidePat) {
return function (b) {
if ((f.e(b) && (b[0]+b[1]+b[2])%2)) {
return boxColor;
} else {
var inside = insidePat(b);
if (f.s(b)) {
return inside || nonEmptyTransparent;
} else {
return inside;
}
}
};
}
function addOrUpdate(name, behavior, boxColor, pattern) {
pattern = boxed(boxColor, pattern);
var existingID = targetSet.lookup(name);
var type;
if (existingID !== null) {
type = targetSet.get(existingID);
if (!type.world) {
// TODO provide a warnings channel so this sort of thing can propagate up to user level sanely
if (typeof console !== "undefined")
console.warn("cannot update " + name + " from being a color block");
}
} else {
type = WorldGen.newWorldBlockType(TS, baseSet);
targetSet.add(type);
type.name = name;
}
type.world.edit(function (x,y,z,value) { // TODO duplicative of newProceduralBlockType
return pattern([x,y,z]);
});
WorldGen.initLighting(type.world);
type.solid = false;
type.behavior = behavior;
return type;
}
// Add a rotate-based-on-subdata circuit
function selfRotating(y) {
if (baseSetRotation !== null) {
type.world.s(TS/2,y,TS/2, baseGetSubDatum);
type.world.s(TS/2,y,TS/2-1, baseSetRotation);
}
}
type = addOrUpdate(
"logic.wire",
Circuit.behaviors.wire,
boxFunc,
f.flat(0));
type = addOrUpdate(
"logic.junction",
Circuit.behaviors.junction,
boxFunc,
f.sphere(TS/2,TS/2,TS/2, TS*3/16, functionShapePat));
type = addOrUpdate(
"logic.become",
Circuit.behaviors.become,
boxOutput,
f.cube(TS/2,TS/2,TS/2, TS/4, functionShapePat));
type = addOrUpdate(
"logic.count",
Circuit.behaviors.count,
boxFunc,
function (b) {
var my = b[1] - TL/2;
var mz = b[2] - TL/2;
return (b[0] > 2 &&
abs(b[0] - max(abs(my), abs(mz))) < sqrt(2) &&
(abs(mz) > 1 && abs(mz) < 2 ||
abs(my) > 1 && abs(my) < 2))
? functionShapePat(b) : 0;
});
selfRotating(TS/2);
type = addOrUpdate(
"logic.gate",
Circuit.behaviors.gate,
boxFunc,
f.subtract(f.plane(0, TS/2-1, TS/2+1,
f.sphere(TS*0.3,TS/2,TS/2, TS*0.5, functionShapePat)),
f.sphere(TS*0.3,TS/2,TS/2, TS*0.3, functionShapePat)));
selfRotating(TS/2);
type = addOrUpdate(
"logic.getNeighborID",
Circuit.behaviors.getNeighborID,
boxInput,
f.union(f.cone(0, [TL,TL/2,TL/2], functionShapePat),
f.cube(0,TS/2,TS/2,TS/4,functionShapePat)));
selfRotating(0);
type = addOrUpdate(
"logic.getContact",
Circuit.behaviors.getContact,
boxInput,
// TODO better symbol
f.cube(TS*-0.40,TS/2,TS/2,TS*0.45,functionShapePat));
selfRotating(0);
type = addOrUpdate(
"logic.getSubDatum",
Circuit.behaviors.getSubDatum,
boxInput,
f.cone(1, [TL/2,0,TL/2], functionShapePat));
type = addOrUpdate(
"logic.icInput",
Circuit.behaviors.icInput,
boxInput,
function (b) {
var c = b.map(function (coord) { return abs(coord - HALF); }).sort();
return c[2] > c[0]+c[1]+TS*0.125 ? functionShapeColor : 0;
});
type = addOrUpdate(
"logic.icOutput",
Circuit.behaviors.icOutput,
boxOutput,
function (b) {
return abs(b[0]-HALF)+abs(b[1]-HALF)+abs(b[2]-HALF) < TS/2+0.5 ? functionShapeColor : 0;
});
type = addOrUpdate(
"logic.indicator",
Circuit.behaviors.indicator,
boxOutput,
function (b) {
return f.rad([b[0],b[1],b[2]]) > TS*6/16 ? 0 :
b[1] < TS/2 ? colorToID(1,1,1) : colorToID(0,0,0);
});
selfRotating(TS/2-1);
type = addOrUpdate(
"logic.nor",
Circuit.behaviors.nor,
boxFunc,
f.union(f.sphere(TS/2-TS*0.2,TS/2,TS/2, TS*3/16, functionShapePat),
f.sphere(TS/2+TS*0.2,TS/2,TS/2, TS*3/16, functionShapePat)));
selfRotating(TL-1);
type = addOrUpdate(
"logic.put",
Circuit.behaviors.put,
boxOutput,
f.union(f.cone(0, [TS,TL/2,TL/2], functionShapePat),
f.cube(TS,TS/2,TS/2,TS/4,functionShapePat)));
selfRotating(0);
type = addOrUpdate(
"logic.setRotation",
Circuit.behaviors.setRotation,
boxOutput,
f.intersection(
f.subtract(
f.sphere(TS/2,TS/2,TS/2, TS/2, functionShapePat),
f.sphere(TS/2,TS/2,TS/2, TS/2-2, functionShapePat)),
f.union(
f.plane(0, TS/2-1, TS/2+1, functionShapePat),
f.union(
f.plane(1, TS/2-1, TS/2+1, functionShapePat),
f.plane(2, TS/2-1, TS/2+1, functionShapePat)))));
type = addOrUpdate(
"logic.spontaneous",
Circuit.behaviors.spontaneous,
boxInput,
f.cone(1, [TL/2,0,TL/2], f.flat(colorToID(1,1,0))));
// IC blocks (require logic blocks on the next level down)
if (baseICOutput !== null) {
type = addOrUpdate(
"logic.constant",
Circuit.behaviors.ic,
boxFunc,
function (b) {
var r = f.rad(b);
return r < TS/2 && r > HALF && f.plane(0, TS/2-1, TS/2+1, function(){return true;})(b) && abs(b[1]-HALF) > (b[2]-HALF) ? functionShapeColor : 0;
});
type.world.s(2,2,2, baseICOutput);
type.world.s(1,2,2, baseGetSubDatum);
type.world.s(3,2,2, baseGetSubDatum);
type.world.s(2,1,2, baseGetSubDatum);
type.world.s(2,3,2, baseGetSubDatum);
type.world.s(2,2,1, baseGetSubDatum);
type.world.s(2,2,3, baseGetSubDatum);
var specklePat = f.cond(f.speckle,
functionShapePat,
f.flat(colorToID(0.75,0.75,0.75)));
type = addOrUpdate(
"logic.pad",
Circuit.behaviors.ic,
boxInput,
f.sphere(TS/2,TS-0.5,TS/2,TS/2,specklePat));
type.solid = true; // override circuit-block default
type.world.s(2,2,2, baseGetContact, CubeRotation.z270.code);
type.world.s(1,2,2, baseICOutput);
type.world.s(3,2,2, baseICOutput);
type.world.s(2,1,2, baseICOutput);
type.world.s(2,3,2, baseICOutput);
type.world.s(2,2,1, baseICOutput);
type.world.s(2,2,3, baseICOutput);
}
},
newDefaultBlockset: function (TS) {
//var t0 = Date.now();
// Given an object facing the +z direction, these will rotate that face to...
var sixFaceRotations = [0/*+z*/, 2/*-z*/, 4/*+y*/, 4+2/*-y*/, 16+8/*-x*/, 16+11/*+x*/];
var TL = TS - 1;
var HALF = TL/2;
function normalish() {
return (random()+random()+random()+random()+random()+random()) / 6 - 0.5;
}
// --- base blockset ---
// layer 1
var pureColors = WorldGen.colorBlocks(7, 7, 5);
WorldGen.addSpecialColorsForCircuits(pureColors);
// layer 2
var baseLogicAndColors = WorldGen.colorBlocks(7, 6, 5);
WorldGen.addSpecialColorsForCircuits(baseLogicAndColors);
WorldGen.addLogicBlocks(TS, baseLogicAndColors, pureColors);
// layer 3
var fullLogicAndColors = WorldGen.colorBlocks(6, 6, 6);
WorldGen.addSpecialColorsForCircuits(fullLogicAndColors);
WorldGen.addLogicBlocks(TS, fullLogicAndColors, baseLogicAndColors);
var colorSet = fullLogicAndColors; // TODO dup
var brgb = WorldGen.colorPicker(colorSet, 0);
var brgbDither = WorldGen.colorPicker(colorSet, 1.2);
// --- block world generation utilities ---
function genedit(patfunc) {
return WorldGen.newProceduralBlockType(TS, colorSet, patfunc);
}
var f = WorldGen.blockFunctions(TS);
function rgbPat(b) { return brgb(b[0]/TL,b[1]/TL,b[2]/TL); }
// look up all circuit blocks
var ls = {};
for (var i = 0; i < colorSet.length; i++) {
var name = (colorSet.get(i).name || "");
if (/^logic\./.test(name)) {
ls[name.replace(/^logic\./, "")] = i;
}
}
function addSpontaneousConversion(type, targetID) {
if (!ls.constant) {
if (typeof console !== "undefined")
console.warn("constant IC block is unavailable; addSpontaneousConversion fails");
} else {
type.world.s(1,1,1, ls.constant, targetID);
type.world.s(2,1,1, ls.gate); type.world.s(2,1,2, ls.spontaneous);
type.world.s(3,1,1, ls.become);
}
}
function addRotation(type) {
type.world.s(1,3,0, ls.getSubDatum);
type.world.s(1,4,0, ls.setRotation);
type.automaticRotations = sixFaceRotations;
}
//var t15 = Date.now();
// --- default block worlds and block set ---
var type;
var blockset = new Blockset([]);
// color cube - world base and bogus-placeholder
blockset.add(type = genedit(rgbPat));
// ground block
blockset.add(type = genedit(
f.cond(f.te, f.cond(f.speckle, f.flat(brgb(0.67,0.67,0.67)), f.flat(brgb(0.5,0.5,0.5))),
f.cond(f.tp, f.flat(brgb(0.8,0.8,0.8)),
f.cond(f.speckle, f.flat(brgb(0.5,0.5,0.5)), f.flat(brgb(0.2,0.2,0.2)))))));
var ground = type.world;
// ground block #2
blockset.add(type = genedit(
f.cond(f.te, f.cond(f.speckle, f.flat(brgb(0.34,0.67,0.34)), f.flat(brgb(0,0.34,0))),
f.cond(f.tp, f.flat(brgb(0.34,1,0.34)),
f.cond(f.speckle, f.flat(brgb(0,0.34,0)), f.flat(brgb(0,1,1)))))));
// pyramid thing
var pyr1 = blockset.length;
blockset.add(type = genedit(function (b) {
if (abs(b[0] - HALF) + abs(b[1] - HALF) > (TS-0.5)-b[2])
return 0;
return brgb(mod((b[2]+2)/(TS/2), 1), floor((b[2]+2)/(TS/2))*0.5, 0);
}));
type.name = "pyramid";
addRotation(type);
// pyramid thing variant
var pyr2 = blockset.length;
blockset.add(type = genedit(function (b) {
if (abs(b[0] - HALF) + abs(b[1] - HALF) > (TS-0.5)-b[2])
return 0;
return brgb(0, mod((b[2]+2)/(TS/2), 1), floor((b[2]+2)/(TS/2))*0.5);
}));
addRotation(type);
addSpontaneousConversion(blockset.get(pyr1), pyr2);
addSpontaneousConversion(blockset.get(pyr2), pyr1);
// low ground bump
blockset.add(type = genedit(function (b) {
return ground.g(b[0],b[1]+max(TS/2, TS-2*f.depth([b[0],TS/2,b[2]])),b[2]);
}));
type.name = "bump";
// vanish-when-stepped-on ground
blockset.add(type = genedit(function (b) {
return random() > b[1]/TS ? 0 : ground.g(b[0],b[1],b[2]);
}));
type.name = "weakGround";
type.world.s(1, 0, 0, ls.getContact, CubeRotation.z270.code);
type.world.s(0, 1, 0, ls.constant, 0);
type.world.s(1, 1, 0, ls.gate);
type.world.s(2, 1, 0, ls.become);
// light source
blockset.add(type = genedit(
f.sphere(TS/2, TS/2, TS/2, TS/2, f.flat(brgb(1,1,1,1)))));
// TODO: fix lighting algorithm so making this color darker than 1 doesn't make a mess
type.name = "light";
type.light = 3;
// leaves/hedge
blockset.add(type = genedit(function (b) {
var edgeness = f.maxrad(b);
if (random() >= edgeness*0.2) return 0;
var green = random() * 0.75 + 0.25;
var notgreen = random() * green*0.3 + green*0.25;
return brgb(notgreen,green*edgeness,notgreen*(1-edgeness));
}));
type.name = "greenery";
addRotation(type); // allows random orientation to reduce uniformity
// pillar thing
blockset.add(type = genedit(function (b) {
return max(abs(b[0] - TS/2), abs(b[2] - TS/2)) <= TS/4 ? brgbDither(0.5,0.5,0) : 0;
}));
// glass sheet for buildings
blockset.add(type = genedit(
f.cond(function (b) { return (f.xe(b) || f.te(b) || f.be(b)) && b[2] == TL; },
f.flat(brgb(0.9,0.9,0.9)),
f.flat(0))));
type.name = "glass";
addRotation(type);
// "big chunk of stone" block
blockset.add(type = genedit(function (b) {
var g = pow(f.maxrad(b), 0.25) * 0.7 + f.rad(b)/HALF * 0.1 + normalish() * 0.2;
g = min(1, g * 0.8);
return /* b[2] >= 8 ? 0 : */ brgbDither(g,g,g);
}));
type.name = "slab";
var roundMaterial = brgb(0.2,0.2,0.2);
// quarter-round (edge) block
blockset.add(type = genedit(function (b) {
return b[0]*b[0]+b[2]*b[2] <= TS*TS ? roundMaterial : 0;
}));
type.name = "qround";
addRotation(type);
// eighth-round (corner) block
blockset.add(type = genedit(function (b) {
return b[0]*b[0]+b[1]*b[1]+b[2]*b[2] <= TS*TS ? roundMaterial : 0;
}));
type.name = "eround";
addRotation(type);
// WireWorld-ish CA blocks
function hollow(pattern) {
return f.cond(f.s, pattern, f.flat(0));
}
function addCircuit(world, func) {
// TODO: refine this to find an appropriate empty space.
var offsetX = floor(TS/2);
var offsetY = floor(TS/2);
var offsetZ = floor(TS/2);
func(function (x,y,z,id,subdatum) {
world.s(x+offsetX, y+offsetY, z+offsetZ, id, subdatum);
});
}
var headID = blockset.length + 1; // TODO make hardcoded IDs not needed
var tailID = blockset.length + 2;
var wireID = blockset.length;
blockset.add(type = genedit(hollow(f.flat(brgb(0.5, 0.5, 0.5)))));
type.name = "wireworld.wire";
addCircuit(type.world, function (s) {
s(0, +1, 0, ls.junction);
// counter (outputs to 0,1,0)
s(0, 0, 0, ls.count, CubeRotation.z90.code);
s(0, -1, 0, ls.constant, headID);
s(-1, 0, 0, ls.getNeighborID, CubeRotation.identity.code);
s(0, 0, +1, ls.getNeighborID, CubeRotation.y90.code);
s(+1, 0, 0, ls.getNeighborID, CubeRotation.y180.code);
s(0, 0, -1, ls.getNeighborID, CubeRotation.y270.code);
// spontaneous input
s(-1, +1, 0, ls.spontaneous);
// output
s(+1, +1, 0, ls.wire);
s(+2, +1, 0, ls.gate, CubeRotation.y270.code);
s(+2, +1, +1, ls.become);
s(+2, +1, -1, ls.constant, headID);
});
blockset.add(type = genedit(hollow(f.flat(brgb(1.0, 1.0, 0.0)))));
type.name = "wireworld.head";
addCircuit(type.world, function (s) {
s(0, 0, 0, ls.become);
s(-1, 0, 0, ls.constant, tailID);
});
blockset.add(type = genedit(hollow(f.flat(brgb(1.0, 0.5, 0.0)))));
type.name = "wireworld.tail";
addCircuit(type.world, function (s) {
s(0, 0, 0, ls.become);
s(-1, 0, 0, ls.constant, wireID);
});
// random block types
var firstRandom = blockset.length;
var lastRandom = firstRandom + 3;
while (blockset.length <= lastRandom) {
blockset.add(WorldGen.newRandomBlockType(TS, colorSet));
}
blockset.get(firstRandom).name = "random.first";
blockset.get(lastRandom).name = "random.last";
//var t1 = Date.now();
WorldGen.addLogicBlocks(TS, blockset, fullLogicAndColors);
//var t2 = Date.now();
//console.log("Blockset generation", t15 - t0, "ms mid ", t1 - t15, "ms adding logic", t2 - t1, "ms");
return blockset;
}
});
// TODO: refactor this into WorldGen methods
function generateWorlds(config, blockset) {
var topWorld = new World([
config.generate_wx.get(),
config.generate_wy.get(),
config.generate_wz.get(),
], blockset);
var wx = topWorld.wx;
var wy = topWorld.wy;
var wz = topWorld.wz;
var mid = wy / 2;
function generateSimpleBumpy(bottomFunc) {
// The constant is the maximum slope of the 'terrain' function; therefore generate_slope is the maximum slope of the returned terrain.
var slopeScaled = config.generate_slope.get() / 0.904087;
var air = 0;
var bedrock = 1;
var ground = 2;
var pyramid = blockset.lookup("pyramid");
var bump = blockset.lookup("bump");
var light = blockset.lookup("light");
// Using raw array access because it lets us cache the altitude computation by iterating over y last, not because the overhead of .edit() is especially high.
var raw = topWorld.raw;
var rawSubData = topWorld.rawSubData;
//var t0 = Date.now();
for (var x = 0; x < wx; x++) {
var xbase = x*wy*wz;
for (var z = 0; z < wz; z++) {
var terrain = slopeScaled * (
(sin(x/8) + sin(z/8))*1
+ (sin(x/14) + sin(z/14))*3
+ (sin(x/2) + sin(z/2))*0.6);
var top = mid - round(terrain);
var bottom = bottomFunc(x,z,terrain);
for (var y = 0; y < wy; y++) {
var index = xbase + y*wz + z;
var altitude = y - top;
raw[index] = y < bottom ? air :
altitude > 1 ? air :
altitude < 0 ? bedrock :
altitude === 0 ? ground :
/* altitude == 1 */
random() > 0.997 ? light :
random() > 0.99 ? ((rawSubData[index] = 4) && pyramid) :
random() > 0.99 ? bump :
air;
}
}
}
//var t1 = Date.now();
topWorld.notifyRawEdit();
//var t2 = Date.now();
//console.log("Generation", t1 - t0, "ms updating", t2 - t1, "ms");
}
function generateCity() {
// --- Parameters ---
// Blocks
var air = Blockset.ID_EMPTY;
var bedrock = Blockset.ID_BOGUS;
var ground = 3; // TODO magic number
var road = blockset.lookup("slab");
// Dimensions
var roadWidth = 3;
var center = [round((wx-1)/2),mid,round((wz-1)/2)];
// --- Utilities ---
function runAsyncQueue(initial) {
var qin = initial.slice();
var qout = [];
function loop() {
for (var i = 0; i < 30; i++) {
if (!qout.length && qin.length) {
qout = qin;
qout.reverse();
qin = [];
}
if (qout.length) {
var add = qout.pop()();
qin.push.apply(qin, add);
} else {
return;
}
}
setTimeout(loop, 1000/80);
}
loop();
}
function madd(base, delta, scale) {
var r = vec3.create();
r[0] = base[0] + delta[0] * scale;
r[1] = base[1] + delta[1] * scale;
r[2] = base[2] + delta[2] * scale;
return r;
}
function maddy(base, sy, d1, s1) {
var r = vec3.create();
r[0] = base[0] + d1[0] * s1;
r[1] = base[1] + d1[1] * s1 + sy;
r[2] = base[2] + d1[2] * s1;
return r;
}
function addy(base, sy) {
var r = vec3.create(base);
r[1] += sy;
return r;
}
function madd2y(base, sy, d1, s1, d2, s2) {
var r = vec3.create();
r[0] = base[0] + d1[0] * s1 + d2[0] * s2;
r[1] = base[1] + d1[1] * s1 + d2[1] * s2 + sy;
r[2] = base[2] + d1[2] * s1 + d2[2] * s2;
return r;
}
function fill(corner1, corner2, material, subdata) {
var lx = min(corner1[0], corner2[0]);
var ly = min(corner1[1], corner2[1]);
var lz = min(corner1[2], corner2[2]);
var hx = max(corner1[0], corner2[0]);
var hy = max(corner1[1], corner2[1]);
var hz = max(corner1[2], corner2[2]);
for (var x = lx; x <= hx; x++)
for (var y = ly; y <= hy; y++)
for (var z = lz; z <= hz; z++) {
topWorld.s(x, y, z, material, subdata);
}
}
// Return a rotation to bring the +z vector to match the given axis-aligned unit vector.
function frontFaceTo(vec) {
switch (vec3.str(vec)) {
case "[1, 0, 0]" : return 16+11;
case "[0, 1, 0]" : return 4;
case "[0, 0, 1]" : return 0;
case "[-1, 0, 0]": return 16+8;
case "[0, -1, 0]": return 4+2;
case "[0, 0, -1]": return 2;
default: throw new Error("unsuitable direction vector " + vec3.str(vec));
}
}
function clockwise(v) {
return vec3.createFrom(-v[2], v[1], v[0]);
}
function counterclockwise(v) {
return vec3.createFrom(v[2], v[1], -v[0]);
}
var greenery = blockset.lookup("greenery");
function roadBuilder(pos, vel, width) {
return posLoop(pos, vel,
function (p) { return topWorld.gv(p) == ground; },
function (pos) {
var perp = counterclockwise(vel);
topWorld.sv(maddy(pos, 1, perp, -width-1), greenery, floor(random()*CubeRotation.count));
topWorld.sv(maddy(pos, 1, perp, +width+1), greenery, floor(random()*CubeRotation.count));
fill(madd(pos, perp, -width), madd(pos, perp, width), road);
return [];
});
}
function posLoop(initial, delta, condition, body, finish) {
var pos = vec3.create(initial);
function looper() {
var extra = body(pos);
pos = vec3.add(pos, delta, vec3.create());
var after = condition(pos) ? [looper] : finish ? [function () { return finish(pos); }] : [];
return extra.concat(after);
}
return looper;
}
function pick(a) {
return a[floor(random() * a.length)];
}
var glass = blockset.lookup("glass");
var firstRandom = blockset.lookup("random.first");
var slab = blockset.lookup("slab");
function buildingBuilder(origin, u, v, usize, vsize) {
var buildingFloorHeight = 3 + floor(random() * 3);
var material = pick([
firstRandom+0,
firstRandom+1,
firstRandom+2,
firstRandom+3,// TODO use lastRandom
slab,
]);
var height = origin[1] + floor(random() * (wy-origin[1])/buildingFloorHeight) * buildingFloorHeight;
// ground floor
fill(addy(origin, -1), madd2y(origin, -1, u, usize-1, v, vsize-1), material);
return posLoop(origin, vec3.scale(UNIT_PY, buildingFloorHeight, vec3.create()),
function (pos) { return topWorld.gv(pos) == air && pos[1] < height; },
function (pos) {
// building walls ring
var high = madd(madd(pos, u, usize-1), v, vsize-1);
function buildingWall(worigin, wdir, size) {
fill(worigin, maddy(worigin, buildingFloorHeight-2, wdir, size-1), material);
fill(madd(worigin, wdir, 1), maddy(worigin, buildingFloorHeight-2, wdir, size-2), glass, frontFaceTo(clockwise(wdir)));
}
buildingWall(pos, u, usize);
buildingWall(high, vec3.negate(u, vec3.create()), usize);
buildingWall(madd(pos, u, usize-1), v, vsize);
buildingWall(madd(pos, v, vsize-1), vec3.negate(v, vec3.create()), vsize);
// ceiling/floor
fill(madd(pos, UNIT_PY, buildingFloorHeight-1), madd(high, UNIT_PY, buildingFloorHeight-1), material);
return [];
}, function (pos) {
// doorway
var mid1 = madd(origin, u, round(usize/2 - 1));
var mid2 = madd(origin, u, round(usize/2 + 0));
//console.log("making door", vec3.str(mid1), vec3.str(mdid2));
fill(mid1, madd(mid2, UNIT_PY, 1/* door height - 1 */), air);