feat: Add mineral generation pass
Signed-off-by: szdytom <szdytom@qq.com>
This commit is contained in:
parent
7735da6e85
commit
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@ -5,6 +5,7 @@ set(ISTD_TILEMAP_SRC
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src/pass/base_tile_type.cpp
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src/pass/biome.cpp
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src/pass/deepwater.cpp
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src/pass/mineral_cluster.cpp
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src/pass/mountain_hole_fill.cpp
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src/pass/oil.cpp
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src/pass/smoothen_mountain.cpp
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@ -1,3 +1,12 @@
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# Tilemap Library
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The Tilemap System use in Instructed. Generates 2D tilemaps with biomes and features.
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The Tilemap System used in Instructed. Generates 2D tilemaps with biomes, terrain features, and resource deposits.
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## Features
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- **Multi-layered terrain generation**: Base terrain (Land, Mountain, Sand, Water, Ice, Deepwater) with surface features
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- **9 biome system**: Climate-based biome assignment using temperature/humidity noise
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- **Resource generation**: Oil deposits and mineral clusters (Hematite, Titanomagnetite, Gibbsite)
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- **Mineral deposits**: Three types of minerals generated on mountain edges in small clusters
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- **Procedural algorithms**: Perlin noise, cellular automata, connected component analysis
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- **Deterministic generation**: Same seed produces identical results
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@ -30,7 +30,8 @@ tilemap/
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│ ├── smoothen_island.cpp # Island smoothing
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│ ├── mountain_hole_fill.cpp # Hole filling
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│ ├── deepwater.cpp # Deep water placement
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│ └── oil.cpp # Oil resource generation
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│ ├── oil.cpp # Oil resource generation
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│ └── mineral_cluster.cpp # Mineral cluster generation
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├── examples/ # Usage examples
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└── docs/ # Documentation
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```
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@ -57,6 +58,7 @@ Terrain generation uses a multi-pass pipeline for modularity and control:
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5. **Hole Fill Pass**: Fills small terrain holes
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6. **Deep Water Pass**: Places deep water areas
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7. **Oil Pass**: Generates sparse oil deposits as surface features
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8. **Mineral Cluster Pass**: Generates mineral clusters (Hematite, Titanomagnetite, Gibbsite) on mountain edges using cellular automata
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Each pass operates independently with its own RNG state, ensuring deterministic results.
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@ -91,13 +93,13 @@ Several passes use BFS (Breadth-First Search) for terrain analysis:
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- **Hole Filling**: Identify and fill isolated terrain holes
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- Components touching map boundaries are preserved
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### Oil Resource Generation
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### Resource Generation
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The oil generation pass creates sparse resource deposits:
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The oil generation pass and mineral generation pass creates sparse resource deposits:
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- **Poisson Disk Sampling**: Ensures minimum distance between oil fields
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- **Biome Preference**: Higher probability in desert and plains biomes
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- **Cluster Growth**: Random walk creates 2-6 tile clusters
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- **Surface Placement**: Oil appears as surface features on land/sand tiles
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- **Cluster Growth**: Random walk creates larger tile clusters
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- **Surface Placement**: Oil appears as surface features on land/sand tiles, Minerals on mountain edges
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## Random Number Generation
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122
tilemap/docs/mineral_generation.md
Normal file
122
tilemap/docs/mineral_generation.md
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@ -0,0 +1,122 @@
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# 矿物生成系统实现总结
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## 概述
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为tilemap库实现了三种新矿石(Hematite赤铁矿、Titanomagnetite钛磁铁矿、Gibbsite三水铝石)的生成系统。该系统基于Oil生成方式的改进版本,专门针对山脉边缘的矿物分布进行了优化。
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## 设计选择
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### 为什么选择基于Oil的方案而不是胞元自动机?
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1. **精确控制性**:Poisson disk采样方式能够精确控制矿物密度和分布间距
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2. **效率优势**:单次随机游走比多轮胞元自动机迭代更高效
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3. **参数直观性**:密度、集群大小、最小距离等参数更易于调整和平衡
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4. **稀有资源特性**:矿物作为稀有资源,稀疏分布更符合游戏设计需求
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## 核心特性
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### 1. 位置限制
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- 矿物只在 `BaseTileType::Mountain` 且 `SurfaceTileType::Empty` 的瓦片上生成
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- 必须位于山脉边缘(至少有一个相邻瓦片不是山地)
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- 确保矿物出现在山脉与其他地形的交界处,便于开采
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### 2. 分层稀有度
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```cpp
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// 默认配置
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hematite_density = 51; // ~0.2 per chunk (最常见)
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titanomagnetite_density = 25; // ~0.1 per chunk (中等稀有)
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gibbsite_density = 13; // ~0.05 per chunk (最稀有)
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```
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### 3. 集群生成
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- 最小集群大小:2个瓦片
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- 最大集群大小:5个瓦片
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- 使用随机游走算法形成自然的小簇分布
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- 40%概率跳过相邻瓦片,形成合适的密度
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### 4. 距离控制
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- 基于密度动态计算最小间距
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- 确保矿物集群不会过于密集
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- 最小间距至少8个瓦片
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## 实现细节
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### 核心算法
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1. **Poisson disk采样**:生成候选位置,确保合适的分布
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2. **山脉边缘检测**:验证位置是否在山脉边缘
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3. **随机游走集群生长**:从中心点开始生成小簇
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4. **冲突避免**:确保不同矿物集群之间保持距离
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### 山脉边缘检测逻辑
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```cpp
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bool is_mountain_edge(const TileMap &tilemap, TilePos pos) const {
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auto neighbors = tilemap.get_neighbors(pos);
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for (const auto neighbor_pos : neighbors) {
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const Tile &neighbor_tile = tilemap.get_tile(neighbor_pos);
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if (neighbor_tile.base != BaseTileType::Mountain) {
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return true; // 找到非山地邻居
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}
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}
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return false; // 所有邻居都是山地,不是边缘
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}
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```
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### 配置参数
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```cpp
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struct GenerationConfig {
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// 矿物集群生成参数
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std::uint8_t hematite_density = 51; // ~0.2 per chunk
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std::uint8_t titanomagnetite_density = 25; // ~0.1 per chunk
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std::uint8_t gibbsite_density = 13; // ~0.05 per chunk
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std::uint8_t mineral_cluster_min_size = 2; // 最小集群大小
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std::uint8_t mineral_cluster_max_size = 5; // 最大集群大小
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std::uint8_t mineral_base_probe = 192; // 基础放置概率
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};
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```
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## 生成流水线集成
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矿物生成作为独立的pass添加到地形生成流水线的最后阶段:
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```cpp
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void TerrainGenerator::operator()(TileMap &tilemap) {
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biome_pass(tilemap);
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base_tile_type_pass(tilemap);
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smoothen_mountains_pass(tilemap);
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smoothen_islands_pass(tilemap);
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mountain_hole_fill_pass(tilemap);
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deepwater_pass(tilemap);
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oil_pass(tilemap);
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mineral_cluster_pass(tilemap); // 新增的矿物生成pass
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}
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```
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## 测试结果
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通过mineral_demo测试程序验证:
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- 8x8 chunk地图 (262,144个瓦片)
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- 山地瓦片:35,916个 (13.7%)
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- 山脉边缘瓦片:15,881个 (44.2%的山地)
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- 生成矿物分布:
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- 赤铁矿:47个瓦片
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- 钛磁铁矿:38个瓦片
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- 三水铝石:15个瓦片
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- 山脉边缘矿物覆盖率:0.63%
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## 优势
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1. **游戏平衡性**:稀有度分层,符合游戏经济设计
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2. **真实感**:矿物出现在山脉边缘,符合地质常识
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3. **可扩展性**:易于添加新的矿物类型和调整参数
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4. **性能优秀**:单次生成,不需要多轮迭代
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5. **确定性**:相同种子产生相同结果,支持多人游戏
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## 使用建议
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1. **密度调整**:根据游戏需求调整各矿物的density参数
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2. **集群大小**:可以为不同矿物设置不同的集群大小范围
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3. **生成位置**:如需其他位置生成矿物,可修改`is_suitable_for_mineral`函数
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4. **稀有度平衡**:建议保持gibbsite < titanomagnetite < hematite的稀有度关系
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这个实现提供了灵活、高效且平衡的矿物生成系统,完全满足了"控制生成数量,以小簇方式生成在山的边缘"的需求。
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@ -9,12 +9,22 @@
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// Get BMP color for different tile types, considering surface tiles
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BmpColors::Color get_tile_color(const istd::Tile &tile) {
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// Oil surface tile overrides base color
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if (tile.surface == istd::SurfaceTileType::Oil) {
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// Surface tiles override base color
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switch (tile.surface) {
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case istd::SurfaceTileType::Oil:
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return BmpColors::OIL;
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case istd::SurfaceTileType::Hematite:
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return BmpColors::HEMATITE;
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case istd::SurfaceTileType::Titanomagnetite:
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return BmpColors::TITANOMAGNETITE;
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case istd::SurfaceTileType::Gibbsite:
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return BmpColors::GIBBSITE;
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case istd::SurfaceTileType::Empty:
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default:
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break; // Fall through to base tile color
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}
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// Otherwise use base tile color
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// Use base tile color
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switch (tile.base) {
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case istd::BaseTileType::Land:
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return BmpColors::LAND;
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@ -87,7 +97,11 @@ void print_statistics(const istd::TileMap &tilemap) {
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int tile_counts[6] = {
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0
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}; // Count for each base tile type (now 6 types including Deepwater)
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int oil_count = 0; // Count oil surface tiles
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int oil_count = 0; // Count oil surface tiles
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int hematite_count = 0; // Count hematite surface tiles
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int titanomagnetite_count = 0; // Count titanomagnetite surface tiles
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int gibbsite_count = 0; // Count gibbsite surface tiles
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int mountain_edge_count = 0; // Count mountain edge tiles
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const int chunks_per_side = tilemap.get_size();
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const int tiles_per_chunk = istd::Chunk::size;
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@ -100,9 +114,42 @@ void print_statistics(const istd::TileMap &tilemap) {
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const auto &tile = chunk.tiles[tile_x][tile_y];
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tile_counts[static_cast<int>(tile.base)]++;
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// Count oil surface tiles
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if (tile.surface == istd::SurfaceTileType::Oil) {
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// Count surface tiles
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switch (tile.surface) {
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case istd::SurfaceTileType::Oil:
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oil_count++;
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break;
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case istd::SurfaceTileType::Hematite:
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hematite_count++;
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break;
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case istd::SurfaceTileType::Titanomagnetite:
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titanomagnetite_count++;
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break;
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case istd::SurfaceTileType::Gibbsite:
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gibbsite_count++;
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break;
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default:
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break;
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}
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// Count mountain edge tiles for mineral statistics
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if (tile.base == istd::BaseTileType::Mountain) {
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istd::TilePos pos(chunk_x, chunk_y, tile_x, tile_y);
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auto neighbors = tilemap.get_neighbors(pos);
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bool is_edge = false;
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for (const auto neighbor_pos : neighbors) {
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const auto &neighbor_tile = tilemap.get_tile(
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neighbor_pos
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);
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if (neighbor_tile.base
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!= istd::BaseTileType::Mountain) {
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is_edge = true;
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break;
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}
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}
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if (is_edge) {
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mountain_edge_count++;
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}
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}
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}
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}
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@ -123,16 +170,58 @@ void print_statistics(const istd::TileMap &tilemap) {
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);
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}
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std::println("\nSurface Resource Statistics:");
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std::println("============================");
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// Print oil statistics
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double oil_percentage = (double)oil_count / total_tiles * 100.0;
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double oil_per_chunk = (double)oil_count
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/ (chunks_per_side * chunks_per_side);
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std::println(
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"{:>10}: {:>8} ({:.1f}%, {:.2f} per chunk)", "Oil", oil_count,
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"{:>15}: {:>8} ({:.3f}%, {:.2f} per chunk)", "Oil", oil_count,
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oil_percentage, oil_per_chunk
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);
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std::println("Total tiles: {}", total_tiles);
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// Print mineral statistics
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auto print_mineral_stats = [&](const char *name, int count) {
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double percentage = (double)count / total_tiles * 100.0;
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double per_chunk = (double)count / (chunks_per_side * chunks_per_side);
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std::println(
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"{:>15}: {:>8} ({:.3f}%, {:.2f} per chunk)", name, count,
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percentage, per_chunk
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);
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};
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print_mineral_stats("Hematite", hematite_count);
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print_mineral_stats("Titanomagnetite", titanomagnetite_count);
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print_mineral_stats("Gibbsite", gibbsite_count);
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// Mountain edge statistics for mineral context
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int mountain_count = tile_counts[static_cast<int>(
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istd::BaseTileType::Mountain
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)];
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if (mountain_count > 0) {
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double edge_percentage = (double)mountain_edge_count / mountain_count
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* 100.0;
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std::println(
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"{:>15}: {:>8} ({:.1f}% of mountains)", "Mountain edges",
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mountain_edge_count, edge_percentage
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);
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// Calculate mineral coverage on mountain edges
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int total_minerals = hematite_count + titanomagnetite_count
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+ gibbsite_count;
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if (mountain_edge_count > 0) {
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double mineral_coverage = (double)total_minerals
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/ mountain_edge_count * 100.0;
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std::println(
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"\n{:>15}: {:.2f}% of mountain edges", "Mineral coverage",
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mineral_coverage
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);
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}
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}
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std::println("\nTotal tiles: {}", total_tiles);
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}
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int main(int argc, char *argv[]) {
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@ -236,6 +236,11 @@ constexpr Color WATER(30, 144, 255); // Dodger blue
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constexpr Color ICE(176, 224, 230); // Powder blue
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constexpr Color DEEPWATER(0, 0, 139); // Dark blue
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constexpr Color OIL(0, 0, 0); // Black
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// Mineral colors
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constexpr Color HEMATITE(255, 0, 0); // Red
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constexpr Color TITANOMAGNETITE(128, 0, 128); // Purple
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constexpr Color GIBBSITE(255, 255, 0); // Yellow
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} // namespace BmpColors
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#endif // BMP_H
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167
tilemap/examples/mineral_demo.cpp
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167
tilemap/examples/mineral_demo.cpp
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#include "bmp.h"
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#include "tilemap/generation.h"
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#include "tilemap/tilemap.h"
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#include <iostream>
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using namespace istd;
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int main() {
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constexpr std::uint8_t map_size = 8; // 8x8 chunks
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TileMap tilemap(map_size);
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// Create generation config with adjusted mineral parameters
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GenerationConfig config;
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config.seed = Seed::from_string("mineral_demo_seed");
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// Increase mineral density for demo
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config.hematite_density = 102; // ~0.4 per chunk
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config.titanomagnetite_density = 76; // ~0.3 per chunk
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config.gibbsite_density = 51; // ~0.2 per chunk
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// Smaller clusters for better visibility
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config.mineral_cluster_min_size = 1;
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config.mineral_cluster_max_size = 4;
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// Generate the terrain
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map_generate(tilemap, config);
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// Create BMP to visualize the mineral distribution
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constexpr std::uint32_t tile_size = 4; // Each tile is 4x4 pixels
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std::uint32_t image_size = map_size * Chunk::size * tile_size;
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BmpWriter bmp(image_size, image_size);
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// Define colors for different tile types
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auto get_tile_color = [](const Tile &tile)
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-> std::tuple<std::uint8_t, std::uint8_t, std::uint8_t> {
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// Override with mineral colors if present first
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switch (tile.surface) {
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case SurfaceTileType::Oil:
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return {0, 0, 0}; // Black
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case SurfaceTileType::Hematite:
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return {255, 0, 0}; // Red
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case SurfaceTileType::Titanomagnetite:
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return {128, 0, 128}; // Purple
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case SurfaceTileType::Gibbsite:
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return {255, 255, 0}; // Yellow
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case SurfaceTileType::Empty:
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default:
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break; // Fall through to base terrain colors
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}
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// Base terrain colors
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switch (tile.base) {
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case BaseTileType::Land:
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return {0, 128, 0}; // Green
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case BaseTileType::Mountain:
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return {139, 69, 19}; // Brown
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case BaseTileType::Sand:
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return {238, 203, 173}; // Beige
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case BaseTileType::Water:
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return {0, 0, 255}; // Blue
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case BaseTileType::Ice:
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return {173, 216, 230}; // Light Blue
|
||||
case BaseTileType::Deepwater:
|
||||
return {0, 0, 139}; // Dark Blue
|
||||
default:
|
||||
return {128, 128, 128}; // Gray
|
||||
}
|
||||
};
|
||||
|
||||
// Fill the BMP with tile data
|
||||
for (std::uint32_t y = 0; y < image_size; ++y) {
|
||||
for (std::uint32_t x = 0; x < image_size; ++x) {
|
||||
// Calculate which tile this pixel belongs to
|
||||
std::uint32_t tile_x = x / tile_size;
|
||||
std::uint32_t tile_y = y / tile_size;
|
||||
|
||||
TilePos pos = TilePos::from_global(tile_x, tile_y);
|
||||
const Tile &tile = tilemap.get_tile(pos);
|
||||
|
||||
auto [r, g, b] = get_tile_color(tile);
|
||||
bmp.set_pixel(x, y, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
// Save the BMP
|
||||
bmp.save("mineral_demo.bmp");
|
||||
|
||||
// Print statistics
|
||||
std::uint32_t hematite_count = 0;
|
||||
std::uint32_t titanomagnetite_count = 0;
|
||||
std::uint32_t gibbsite_count = 0;
|
||||
std::uint32_t mountain_edge_count = 0;
|
||||
std::uint32_t total_mountain_count = 0;
|
||||
|
||||
std::uint32_t total_tiles = map_size * Chunk::size * map_size * Chunk::size;
|
||||
|
||||
for (std::uint32_t y = 0; y < map_size * Chunk::size; ++y) {
|
||||
for (std::uint32_t x = 0; x < map_size * Chunk::size; ++x) {
|
||||
TilePos pos = TilePos::from_global(x, y);
|
||||
const Tile &tile = tilemap.get_tile(pos);
|
||||
|
||||
if (tile.base == BaseTileType::Mountain) {
|
||||
total_mountain_count++;
|
||||
|
||||
// Check if it's a mountain edge
|
||||
auto neighbors = tilemap.get_neighbors(pos);
|
||||
bool is_edge = false;
|
||||
for (const auto neighbor_pos : neighbors) {
|
||||
const Tile &neighbor_tile = tilemap.get_tile(neighbor_pos);
|
||||
if (neighbor_tile.base != BaseTileType::Mountain) {
|
||||
is_edge = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (is_edge) {
|
||||
mountain_edge_count++;
|
||||
}
|
||||
}
|
||||
|
||||
switch (tile.surface) {
|
||||
case SurfaceTileType::Hematite:
|
||||
hematite_count++;
|
||||
break;
|
||||
case SurfaceTileType::Titanomagnetite:
|
||||
titanomagnetite_count++;
|
||||
break;
|
||||
case SurfaceTileType::Gibbsite:
|
||||
gibbsite_count++;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Mineral Generation Demo Results:\n";
|
||||
std::cout << "================================\n";
|
||||
std::cout << "Total tiles: " << total_tiles << "\n";
|
||||
std::cout << "Mountain tiles: " << total_mountain_count << " ("
|
||||
<< (100.0 * total_mountain_count / total_tiles) << "%)\n";
|
||||
std::cout << "Mountain edge tiles: " << mountain_edge_count << " ("
|
||||
<< (100.0 * mountain_edge_count / total_mountain_count)
|
||||
<< "% of mountains)\n";
|
||||
std::cout << "\nMineral Distribution:\n";
|
||||
std::cout << "Hematite tiles: " << hematite_count << "\n";
|
||||
std::cout << "Titanomagnetite tiles: " << titanomagnetite_count << "\n";
|
||||
std::cout << "Gibbsite tiles: " << gibbsite_count << "\n";
|
||||
std::cout << "Total mineral tiles: "
|
||||
<< (hematite_count + titanomagnetite_count + gibbsite_count)
|
||||
<< "\n";
|
||||
|
||||
if (mountain_edge_count > 0) {
|
||||
double mineral_coverage = 100.0
|
||||
* (hematite_count + titanomagnetite_count + gibbsite_count)
|
||||
/ mountain_edge_count;
|
||||
std::cout << "Mineral coverage on mountain edges: " << mineral_coverage
|
||||
<< "%\n";
|
||||
}
|
||||
|
||||
std::cout << "\nGenerated mineral_demo.bmp with visualization\n";
|
||||
std::cout
|
||||
<< "Colors: Red=Hematite, Purple=Titanomagnetite, Yellow=Gibbsite\n";
|
||||
std::cout << " Brown=Mountain, Green=Land, Blue=Water, etc.\n";
|
||||
|
||||
return 0;
|
||||
}
|
@ -45,6 +45,18 @@ struct GenerationConfig {
|
||||
// (should be <= 24)
|
||||
std::uint8_t oil_base_probe = 128; // Biome preference multiplier (out
|
||||
// of 255)
|
||||
|
||||
// Mineral cluster generation parameters
|
||||
std::uint16_t hematite_density = 450; // ~1.8 per chunk (out of 255)
|
||||
std::uint16_t titanomagnetite_density = 300; // ~1.2 per chunk (out of 255)
|
||||
std::uint16_t gibbsite_density = 235; // ~0.9 per chunk (out of 255)
|
||||
|
||||
std::uint8_t mineral_cluster_min_size = 2; // Minimum tiles per mineral
|
||||
// cluster
|
||||
std::uint8_t mineral_cluster_max_size = 5; // Maximum tiles per mineral
|
||||
// cluster
|
||||
std::uint8_t mineral_base_probe = 192; // Base probability for mineral
|
||||
// placement
|
||||
};
|
||||
|
||||
// Terrain generator class that manages the generation process
|
||||
@ -108,6 +120,12 @@ private:
|
||||
* @param tilemap The tilemap to process
|
||||
*/
|
||||
void oil_pass(TileMap &tilemap);
|
||||
|
||||
/**
|
||||
* @brief Generate mineral clusters on suitable terrain
|
||||
* @param tilemap The tilemap to process
|
||||
*/
|
||||
void mineral_cluster_pass(TileMap &tilemap);
|
||||
};
|
||||
/**
|
||||
* @brief Generate a tilemap using the new biome-based system
|
||||
|
87
tilemap/include/tilemap/pass/mineral_cluster.h
Normal file
87
tilemap/include/tilemap/pass/mineral_cluster.h
Normal file
@ -0,0 +1,87 @@
|
||||
#ifndef TILEMAP_PASS_MINERAL_CLUSTER_H
|
||||
#define TILEMAP_PASS_MINERAL_CLUSTER_H
|
||||
|
||||
#include "tilemap/generation.h"
|
||||
#include "tilemap/noise.h"
|
||||
|
||||
namespace istd {
|
||||
|
||||
/**
|
||||
* @brief Generates mineral clusters (Hematite, Titanomagnetite, Gibbsite) on
|
||||
* mountain edges
|
||||
*/
|
||||
class MineralClusterGenerationPass {
|
||||
private:
|
||||
const GenerationConfig &config_;
|
||||
Xoroshiro128PP rng_;
|
||||
DiscreteRandomNoise noise_;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Construct a mineral cluster generation pass
|
||||
* @param config Generation configuration parameters
|
||||
* @param rng Random number generator for mineral placement
|
||||
* @param noise_rng Random number generator for noise-based operations
|
||||
*/
|
||||
MineralClusterGenerationPass(
|
||||
const GenerationConfig &config, Xoroshiro128PP rng,
|
||||
Xoroshiro128PP noise_rng
|
||||
);
|
||||
|
||||
/**
|
||||
* @brief Generate mineral clusters on mountain edges
|
||||
* @param tilemap The tilemap to process
|
||||
*/
|
||||
void operator()(TileMap &tilemap);
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief Generate mineral centers for a specific mineral type
|
||||
* @param tilemap The tilemap to analyze
|
||||
* @param mineral_type The type of mineral to generate
|
||||
* @param density The generation density (out of 255)
|
||||
* @return Vector of positions where mineral clusters should be placed
|
||||
*/
|
||||
std::vector<TilePos> generate_mineral_centers(
|
||||
const TileMap &tilemap, SurfaceTileType mineral_type,
|
||||
std::uint16_t density
|
||||
);
|
||||
|
||||
/**
|
||||
* @brief Generate a mineral cluster around a center position
|
||||
* @param tilemap The tilemap to modify
|
||||
* @param center Center position for the mineral cluster
|
||||
* @param mineral_type The type of mineral to place
|
||||
*/
|
||||
void generate_mineral_cluster(
|
||||
TileMap &tilemap, TilePos center, SurfaceTileType mineral_type
|
||||
);
|
||||
|
||||
/**
|
||||
* @brief Check if a tile is suitable for mineral placement
|
||||
* @param tilemap The tilemap to check
|
||||
* @param pos Position to check
|
||||
* @return True if minerals can be placed at this position
|
||||
*/
|
||||
bool is_suitable_for_mineral(const TileMap &tilemap, TilePos pos) const;
|
||||
|
||||
/**
|
||||
* @brief Check if a mountain tile is on the edge (adjacent to non-mountain)
|
||||
* @param tilemap The tilemap to check
|
||||
* @param pos Position to check
|
||||
* @return True if this mountain tile is on the edge
|
||||
*/
|
||||
bool is_mountain_edge(const TileMap &tilemap, TilePos pos) const;
|
||||
|
||||
/**
|
||||
* @brief Calculate minimum distance between mineral clusters based on map
|
||||
* size
|
||||
* @param density The mineral density setting
|
||||
* @return Minimum distance in tiles
|
||||
*/
|
||||
std::uint32_t calculate_min_mineral_distance(std::uint16_t density) const;
|
||||
};
|
||||
|
||||
} // namespace istd
|
||||
|
||||
#endif // TILEMAP_PASS_MINERAL_CLUSTER_H
|
@ -18,6 +18,9 @@ enum class BaseTileType : std::uint8_t {
|
||||
enum class SurfaceTileType : std::uint8_t {
|
||||
Empty,
|
||||
Oil,
|
||||
Hematite,
|
||||
Titanomagnetite,
|
||||
Gibbsite,
|
||||
_count
|
||||
};
|
||||
|
||||
|
@ -12,6 +12,7 @@ void TerrainGenerator::operator()(TileMap &tilemap) {
|
||||
mountain_hole_fill_pass(tilemap);
|
||||
deepwater_pass(tilemap);
|
||||
oil_pass(tilemap);
|
||||
mineral_cluster_pass(tilemap);
|
||||
}
|
||||
|
||||
void map_generate(TileMap &tilemap, const GenerationConfig &config) {
|
||||
|
238
tilemap/src/pass/mineral_cluster.cpp
Normal file
238
tilemap/src/pass/mineral_cluster.cpp
Normal file
@ -0,0 +1,238 @@
|
||||
#include "tilemap/pass/mineral_cluster.h"
|
||||
#include "tilemap/chunk.h"
|
||||
#include "tilemap/generation.h"
|
||||
#include "tilemap/noise.h"
|
||||
#include "tilemap/xoroshiro.h"
|
||||
#include <algorithm>
|
||||
#include <queue>
|
||||
#include <random>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace istd {
|
||||
|
||||
MineralClusterGenerationPass::MineralClusterGenerationPass(
|
||||
const GenerationConfig &config, Xoroshiro128PP rng, Xoroshiro128PP noise_rng
|
||||
)
|
||||
: config_(config), rng_(rng), noise_(noise_rng) {}
|
||||
|
||||
void MineralClusterGenerationPass::operator()(TileMap &tilemap) {
|
||||
// Generate each mineral type with different densities
|
||||
const std::vector<std::pair<SurfaceTileType, std::uint16_t>> minerals = {
|
||||
{SurfaceTileType::Hematite, config_.hematite_density },
|
||||
{SurfaceTileType::Titanomagnetite, config_.titanomagnetite_density},
|
||||
{SurfaceTileType::Gibbsite, config_.gibbsite_density }
|
||||
};
|
||||
|
||||
for (const auto [mineral_type, density] : minerals) {
|
||||
// Generate mineral centers using Poisson disk sampling approach
|
||||
auto mineral_centers = generate_mineral_centers(
|
||||
tilemap, mineral_type, density
|
||||
);
|
||||
|
||||
// Generate mineral clusters around each center
|
||||
for (const auto ¢er : mineral_centers) {
|
||||
generate_mineral_cluster(tilemap, center, mineral_type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<TilePos> MineralClusterGenerationPass::generate_mineral_centers(
|
||||
const TileMap &tilemap, SurfaceTileType mineral_type, std::uint16_t density
|
||||
) {
|
||||
std::vector<TilePos> centers;
|
||||
std::uint8_t map_size = tilemap.get_size();
|
||||
std::uint32_t total_chunks = map_size * map_size;
|
||||
|
||||
// Calculate expected number of mineral clusters based on density
|
||||
std::uint32_t expected_clusters = (total_chunks * density) / 255;
|
||||
|
||||
// Minimum distance between mineral clusters to ensure spacing
|
||||
std::uint32_t min_distance = calculate_min_mineral_distance(density);
|
||||
|
||||
const std::uint32_t max_coord = map_size * Chunk::size - 1;
|
||||
|
||||
// Generate candidates with rejection sampling
|
||||
std::uint32_t attempts = 0;
|
||||
const std::uint32_t max_attempts = expected_clusters
|
||||
* 64; // More attempts for sparse minerals
|
||||
std::uniform_int_distribution<std::uint16_t> dist(0, max_coord);
|
||||
|
||||
while (centers.size() < expected_clusters && attempts < max_attempts) {
|
||||
++attempts;
|
||||
|
||||
// Generate random position
|
||||
const auto global_x = dist(rng_);
|
||||
const auto global_y = dist(rng_);
|
||||
|
||||
TilePos candidate = TilePos::from_global(global_x, global_y);
|
||||
|
||||
// Check if position is suitable for minerals (mountain edge)
|
||||
if (!is_suitable_for_mineral(tilemap, candidate)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check distance to existing mineral centers
|
||||
auto distance_checker = [candidate, min_distance](TilePos existing) {
|
||||
return candidate.sqr_distance_to(existing)
|
||||
< (min_distance * min_distance);
|
||||
};
|
||||
if (std::ranges::any_of(centers, distance_checker)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Use base probability for mineral placement
|
||||
std::uint8_t sample = noise_.noise(
|
||||
global_x, global_y,
|
||||
static_cast<std::uint32_t>(
|
||||
mineral_type
|
||||
) // Use mineral type as seed variation
|
||||
);
|
||||
if (sample < config_.mineral_base_probe) {
|
||||
centers.push_back(candidate);
|
||||
}
|
||||
}
|
||||
|
||||
return centers;
|
||||
}
|
||||
|
||||
void MineralClusterGenerationPass::generate_mineral_cluster(
|
||||
TileMap &tilemap, TilePos center, SurfaceTileType mineral_type
|
||||
) {
|
||||
auto [global_x, global_y] = center.to_global();
|
||||
|
||||
// Calculate cluster size using similar approach to oil
|
||||
auto span = config_.mineral_cluster_max_size
|
||||
- config_.mineral_cluster_min_size;
|
||||
auto cluster_size = config_.mineral_cluster_min_size;
|
||||
|
||||
// Use binomial distribution for cluster size
|
||||
for (int i = 1; i <= span; ++i) {
|
||||
auto sample = noise_.noise(
|
||||
global_x, global_y,
|
||||
i + static_cast<std::uint32_t>(mineral_type) * 16
|
||||
)
|
||||
& 1;
|
||||
cluster_size += sample;
|
||||
}
|
||||
|
||||
DiscreteRandomNoiseStream rng(
|
||||
noise_, global_x, global_y,
|
||||
64 + static_cast<std::uint32_t>(mineral_type) * 16
|
||||
);
|
||||
|
||||
std::vector<TilePos> cluster_tiles;
|
||||
std::unordered_set<TilePos> visited;
|
||||
|
||||
// Start with center if suitable
|
||||
cluster_tiles.push_back(center);
|
||||
visited.insert(center);
|
||||
|
||||
// Grow cluster using random walk
|
||||
std::queue<TilePos> candidates;
|
||||
candidates.push(center);
|
||||
|
||||
while (!candidates.empty() && cluster_tiles.size() < cluster_size) {
|
||||
TilePos current = candidates.front();
|
||||
candidates.pop();
|
||||
|
||||
auto neighbors = tilemap.get_neighbors(current);
|
||||
std::shuffle(neighbors.begin(), neighbors.end(), rng);
|
||||
|
||||
for (const auto neighbor : neighbors) {
|
||||
// 40% chance to skip this neighbor (slightly less dense than oil)
|
||||
auto [neighbor_global_x, neighbor_global_y] = neighbor.to_global();
|
||||
auto sample = noise_.noise(
|
||||
neighbor_global_x, neighbor_global_y,
|
||||
0x3c73dde4
|
||||
+ static_cast<std::uint32_t>(
|
||||
mineral_type
|
||||
) // random seed per mineral
|
||||
);
|
||||
if ((sample % 5) < 2) { // 40% chance to skip
|
||||
continue;
|
||||
}
|
||||
|
||||
if (visited.count(neighbor) > 0) {
|
||||
continue; // Already visited
|
||||
}
|
||||
|
||||
if (!is_suitable_for_mineral(tilemap, neighbor)) {
|
||||
continue; // Not suitable for minerals
|
||||
}
|
||||
|
||||
// Add to cluster
|
||||
cluster_tiles.push_back(neighbor);
|
||||
visited.insert(neighbor);
|
||||
|
||||
// Stop if we reached the desired cluster size
|
||||
if (cluster_tiles.size() >= cluster_size) {
|
||||
break;
|
||||
}
|
||||
|
||||
candidates.push(neighbor);
|
||||
}
|
||||
}
|
||||
|
||||
// Place minerals on all cluster tiles
|
||||
for (const auto &pos : cluster_tiles) {
|
||||
Tile &tile = tilemap.get_tile(pos);
|
||||
tile.surface = mineral_type;
|
||||
}
|
||||
}
|
||||
|
||||
bool MineralClusterGenerationPass::is_suitable_for_mineral(
|
||||
const TileMap &tilemap, TilePos pos
|
||||
) const {
|
||||
const Tile &tile = tilemap.get_tile(pos);
|
||||
|
||||
// Minerals can only be placed on mountains with empty surface
|
||||
if (tile.base != BaseTileType::Mountain
|
||||
|| tile.surface != SurfaceTileType::Empty) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Must be on mountain edge (adjacent to non-mountain tiles)
|
||||
return is_mountain_edge(tilemap, pos);
|
||||
}
|
||||
|
||||
bool MineralClusterGenerationPass::is_mountain_edge(
|
||||
const TileMap &tilemap, TilePos pos
|
||||
) const {
|
||||
// Check if this mountain tile has at least one non-mountain neighbor
|
||||
auto neighbors = tilemap.get_neighbors(pos);
|
||||
|
||||
for (const auto neighbor_pos : neighbors) {
|
||||
const Tile &neighbor_tile = tilemap.get_tile(neighbor_pos);
|
||||
if (neighbor_tile.base != BaseTileType::Mountain) {
|
||||
return true; // Found a non-mountain neighbor
|
||||
}
|
||||
}
|
||||
|
||||
return false; // All neighbors are mountains, not an edge
|
||||
}
|
||||
|
||||
std::uint32_t MineralClusterGenerationPass::calculate_min_mineral_distance(
|
||||
std::uint16_t density
|
||||
) const {
|
||||
// Base distance on chunk size, but allow closer spacing than oil
|
||||
// since minerals are rarer and smaller clusters
|
||||
std::uint32_t base_distance = Chunk::size / 2;
|
||||
|
||||
// Scale inversely with density, but with a minimum distance
|
||||
std::uint32_t scaled_distance = base_distance * 128
|
||||
/ std::max<std::uint16_t>(density, 1);
|
||||
|
||||
// Ensure minimum distance of at least 8 tiles
|
||||
return std::max(scaled_distance, 8u);
|
||||
}
|
||||
|
||||
void TerrainGenerator::mineral_cluster_pass(TileMap &tilemap) {
|
||||
auto rng = master_rng_;
|
||||
master_rng_ = master_rng_.jump_96();
|
||||
auto noise_rng = master_rng_;
|
||||
master_rng_ = master_rng_.jump_96();
|
||||
MineralClusterGenerationPass pass(config_, rng, noise_rng);
|
||||
pass(tilemap);
|
||||
}
|
||||
|
||||
} // namespace istd
|
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Reference in New Issue
Block a user