/
generators.py
60 lines (52 loc) · 1.49 KB
/
generators.py
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#==========================================IMPORTS==================================#
from random import randint as rand, seed as set_seed
from noise import pnoise1, pnoise2
from hashlib import md5
from math import sqrt
#==========================================HELPERS==================================#
def noise1D(val, seed):
seed = parse_seed(seed)
return pnoise1((val/100.) + seed)
def noise2D(val1, val2, seed):
seed = parse_seed(seed)
return pnoise2((val1/100.) + seed, (val2/100.) + seed)
def translate(value, leftMin, leftMax, rightMin, rightMax):
leftSpan = leftMax - leftMin
rightSpan = rightMax - rightMin
valueScaled = float(value - leftMin) / float(leftSpan)
return rightMin + (valueScaled * rightSpan)
def parse_seed(seed):
h = md5(str(seed)).hexdigest()
s = translate(int(h, 16), 0, 10**38, 0, 100)
return s
def get_chunk(x, seed, generator):
return generator(x, seed)
#======================================GENERATORS===================================#
def basic_hills(x, height, seed):
set_seed(seed)
cs = x * 10
xr = xrange(cs, cs+10)
chunk = {}
for x in xr:
for y in xrange(height):
top = noise1D(x, seed)
if y == top:
chunk[x, y] = "G"
elif y > top:
chunk[x, y] = "K"
elif top-y < rand(3, 7):
chunk[x, y] = "D"
else:
chunk[x, y] = "S"
return chunk
def flat(x, height, seed):
cs = x * 10
xr = xrange(cs, cs+10)
chunk = {}
for x in xr:
for y in xrange(height):
if y >= 400:
chunk[x, y] = "K"
else:
chunk[x, y] = "S"
return chunk