def test_heightmap(): hmap = libtcodpy.heightmap_new(16, 16) repr(hmap) noise = libtcodpy.noise_new(2) # basic operations libtcodpy.heightmap_set_value(hmap, 0, 0, 1) libtcodpy.heightmap_add(hmap, 1) libtcodpy.heightmap_scale(hmap, 1) libtcodpy.heightmap_clear(hmap) libtcodpy.heightmap_clamp(hmap, 0, 0) libtcodpy.heightmap_copy(hmap, hmap) libtcodpy.heightmap_normalize(hmap) libtcodpy.heightmap_lerp_hm(hmap, hmap, hmap, 0) libtcodpy.heightmap_add_hm(hmap, hmap, hmap) libtcodpy.heightmap_multiply_hm(hmap, hmap, hmap) # modifying the heightmap libtcodpy.heightmap_add_hill(hmap, 0, 0, 4, 1) libtcodpy.heightmap_dig_hill(hmap, 0, 0, 4, 1) libtcodpy.heightmap_rain_erosion(hmap, 1, 1, 1) libtcodpy.heightmap_kernel_transform(hmap, 3, [-1, 1, 0], [0, 0, 0], [.33, .33, .33], 0, 1) libtcodpy.heightmap_add_voronoi(hmap, 10, 3, [1, 3, 5]) libtcodpy.heightmap_add_fbm(hmap, noise, 1, 1, 1, 1, 4, 1, 1) libtcodpy.heightmap_scale_fbm(hmap, noise, 1, 1, 1, 1, 4, 1, 1) libtcodpy.heightmap_dig_bezier(hmap, [0, 16, 16, 0], [0, 0, 16, 16], 1, 1, 1, 1) # read data libtcodpy.heightmap_get_value(hmap, 0, 0) libtcodpy.heightmap_get_interpolated_value(hmap, 0, 0) libtcodpy.heightmap_get_slope(hmap, 0, 0) libtcodpy.heightmap_get_normal(hmap, 0, 0, 0) libtcodpy.heightmap_count_cells(hmap, 0, 0) libtcodpy.heightmap_has_land_on_border(hmap, 0) libtcodpy.heightmap_get_minmax(hmap) libtcodpy.noise_delete(noise) libtcodpy.heightmap_delete(hmap)
def generate(self): self.owner.log.message("Generating map...", debug = True) noise = libtcod.noise_new(2, 0.5, 2.0) heightmap = libtcod.heightmap_new(2*self.width, 2*self.height) maxi = 0 mini = 0 self.tiles = [[ Tile() for y in range(self.height) ] for x in range(self.width) ] self.owner.log.message("-- creating heightmap...", debug = True) for x in range(self.width*2): for y in range(self.height*2): f = [3 * float(x) / (2*self.width), 3 * float(y) / (2*self.height)] value = (libtcod.noise_get_fbm(noise, f, 5, libtcod.NOISE_PERLIN))/2 if value > maxi: maxi = value if value < mini: mini = value libtcod.heightmap_set_value(heightmap, x, y, value) # print "-- erode the map" # libtcod.heightmap_rain_erosion(heightmap, self.width*2*self.height*2*2,0.1,0.2) self.owner.log.message("-- normalize heights...", debug = True) self.heightmap = libtcod.heightmap_new(self.width*2, self.height*2) for x in range(self.width*2): for y in range(self.height*2): value = libtcod.heightmap_get_value(heightmap, x, y) if value < 0: value += 1 mini2 = mini + 1 coeff = (value - mini2)/(1-mini2) libtcod.heightmap_set_value(self.heightmap, x, y, -coeff) else: value = value / maxi libtcod.heightmap_set_value(self.heightmap, x, y, value) self.owner.log.message("-- setting up tiles", debug = True) for x in range(self.width): for y in range(self.height): h = libtcod.heightmap_get_value(self.heightmap, x*2, y*2) if h >= 0.05: self.tiles[x][y].terrain = "land" else: self.tiles[x][y].terrain = "water" # self.owner.log.message("-- creating temperature map", debug = True) # noise2 = libtcod.noise_new(2, 0.5, 2.0) # temp_max = 0 # temp_min = 1 # for x in range(self.width): # for y in range(self.height): # f = [3 * float(x) / (self.width), 3 * float(y) / (self.height)] # value = (libtcod.noise_get_fbm(noise2, f, 5, libtcod.NOISE_PERLIN))/2 # value = (value + 1)/2 # if value < temp_min: # temp_min = value # if value > temp_max: # temp_max = value # self.tiles[x][y].temp = value # temp_max = temp_max - temp_min # height_factor = 0.5 # for x in range(self.width): # for y in range(self.height): # temp = (self.tiles[x][y].temp - temp_min)/temp_max # h = libtcod.heightmap_get_value(self.heightmap, x*2, y*2) # if h > 0: # factor = (-h)*height_factor # temp = temp + factor # temp = min(1, temp) # temp = max(0, temp) # self.tiles[x][y].temp = temp self.owner.log.message("-- creating rainfall map", debug = True) noise3 = libtcod.noise_new(2, 0.5, 2.0) self.rainmap = libtcod.heightmap_new(self.width*2, self.height*2) rain_max = 0 rain_min = 1 for x in range(self.width*2): for y in range(self.height*2): f = [5 * float(x) / (self.width*2), 5 * float(y) / (self.height*2)] value = (libtcod.noise_get_fbm(noise3, f, 5, libtcod.NOISE_PERLIN))/2 value = (value + 1)/2 if value < rain_min: rain_min = value if value > rain_max: rain_max = value self.tiles[x/2][y/2].rain = value libtcod.heightmap_set_value(self.rainmap, x, y, value) rain_max = rain_max - rain_min for x in range(self.width*2): for y in range(self.height*2): libtcod.heightmap_set_value(self.rainmap, x, y, (libtcod.heightmap_get_value(self.rainmap, x, y) - rain_min)/rain_max) self.tiles[x/2][y/2].rain = (self.tiles[x/2][y/2].rain - rain_min)/rain_max self.owner.log.message("Terrain complete", debug = True) self.owner.log.message("Painting terrain", debug = True) deep = libtcod.Color(1, 10, 27) mid = libtcod.Color(38, 50, 60) shallow = libtcod.Color(51, 83, 120) water_idx = [0, 70, 210, 255] water_cols = [deep, deep, mid, shallow] water_colormap = libtcod.color_gen_map(water_cols, water_idx) mountaintop = libtcod.Color(145, 196, 88) grass = libtcod.Color(40, 62, 19) foothill = libtcod.Color(57, 81, 34) sand = libtcod.Color(215, 185, 115) watersedge = libtcod.Color(19, 97, 101) land_idx = [0, 15, 20, 128, 255] land_cols = [watersedge, sand, grass, foothill, mountaintop] land_colormap = libtcod.color_gen_map(land_cols, land_idx) # Apply height-based colours for x in range(self.width*2): for y in range(self.height*2): value = libtcod.heightmap_get_value(self.heightmap, x, y) if value < 0: index = int(-value * 255) libtcod.image_put_pixel(self.image, x, y, water_colormap[index]) else: index = int(value * 255) libtcod.image_put_pixel(self.image, x, y, land_colormap[index]) # Adjust colours for desert-plains-forest for x in range(self.width*2): for y in range(self.height*2): if libtcod.heightmap_get_value(self.heightmap, x, y) > 0: rain = libtcod.heightmap_get_value(self.rainmap, x, y) cur_col = libtcod.image_get_pixel(self.image, x, y) cols = [libtcod.light_sepia, cur_col, cur_col, cur_col * 1.1] col_idx = [0, 100, 165, 255] col_map = libtcod.color_gen_map(cols, col_idx) index = int(rain*255) if index > 165 and libtcod.heightmap_get_value(self.heightmap, x, y) > 0.15: self.tiles[x/2][y/2].biome = "forest" self.tiles[x/2][y/2].char = 'T' self.tiles[x/2][y/2].fg_color = grass * 0.7 libtcod.image_put_pixel(self.image, x, y, col_map[index]) self.owner.log.message("-- apply normal shadows", debug = True) for x in range(self.width*2): for y in range(self.height*2): normal = libtcod.heightmap_get_normal(self.heightmap, x, y, 0) nx = normal[0] ny = normal[1] avg = (nx + ny)/2 if avg > 0: avg = 1 else: avg = avg + 1 avg = min(avg/2 + 0.5, 1) col = libtcod.image_get_pixel(self.image, x, y) * avg libtcod.image_put_pixel(self.image, x, y, col) self.owner.log.message("Placing cities", debug=True) self.owner.entities = [] max_cities = 10 num_cities = 0 for i in range(max_cities): x = libtcod.random_get_int(0, 0, self.width - 1) y = libtcod.random_get_int(0, 0, self.height - 1) if self.tiles[x][y].terrain == "land": city = entity.City(self.owner, x, y, '#', libtcod.Color(libtcod.random_get_int(0, 0, 255), libtcod.random_get_int(0, 0, 255), libtcod.random_get_int(0, 0, 255))) self.owner.entities.append(city) num_cities += 1 self.owner.log.message("-- placed " + str(num_cities) + " cities") self.owner.log.message("Map generated", debug = True) self.generated = True