def generate_world(w=None, seed=117): if w == None: w = world.World(seed=seed) # Set altitudes using simplex noise terrain.generate_simplex_noise_terrain(w.all_boundary_nodes, seed) print("Generating wind speed and heading") wind.generate_wind(w.all_boundary_nodes, w.all_cells, prevailing_wind_bearing=270) # generate overall westerly wind print("Flood-filling oceans starting from the deepest point") terrain.flood_fill_ocean(w.all_boundary_nodes) print("Generating temperatures") temperature.generate_temperature(w.all_boundary_nodes) print( "This world is {}% ocean".format( int( round( 100.0 * float(len([n for n in w.all_boundary_nodes if n.get_feature(["surface", "type"]) == 0])) / float(len(w.all_boundary_nodes)) ) ) ) ) print("Generating rainfall") # precipitation.generate_rainfall() precipitation.generate_rainfall_from_temperature(w.all_boundary_nodes) # Increase voronoi cell density along coastlines terrain.refine_coastlines(seed, w) terrain.grow_random_altitude_spike(w.all_boundary_nodes) return w
def generate_world(w=None, seed=117): if w == None: w = world.World(seed=seed) print("Generating normal altitudes") terrain.generate_uniform_altitudes(w.all_boundary_nodes, target_wateriness=0.55) print("Generating a big mountain and a deep trench") terrain.generate_altitude_extremes(w.all_boundary_nodes) print("Generating wind speed and heading") wind.generate_wind(w.all_boundary_nodes, w.all_cells, prevailing_wind_bearing=270) # generate overall westerly wind print("Flood-filling oceans starting from the deepest point") terrain.flood_fill_ocean(w.all_boundary_nodes) print("Generating temperatures") temperature.generate_temperature(w.all_boundary_nodes) print("This world is {}% ocean".format(int(round(100.0*float(len([n for n in w.all_boundary_nodes if n.get_feature(['surface', 'type']) == 0]))/float(len(w.all_boundary_nodes)))))) print("Generating rainfall") # precipitation.generate_rainfall() precipitation.generate_rainfall_from_temperature(w.all_boundary_nodes) return w