--- Procedural generation methods function init_mapgen() uid_seed = 2229 -- arbitrarily chosen number -- Metadata for different biomes -- tile_frequencies tuples are {frequency, sprite_index}, see index_map.md -- frequencies by convention add up to 1000, but this is arbitrary, the -- only concern is the space consumed by the resulting tables. biome_data = { meadow = { biome_frequency = 20, tile_frequencies = { {525, 2}, {200, 5}, {200, 6}, {55, 18}, {19, 3}, {1, 4} } }, grassland = { biome_frequency = 55, tile_frequencies = { {500, 2}, {345, 18}, {4, 3}, {1, 4}, {100, 5}, {50, 6} } }, forest = { biome_frequency = 20, tile_frequencies = { {600, 2}, {200, 4}, {50, 3}, {50, 5}, {40, 7}, {59, 6}, {1, 8} } }, desert = { biome_frequency = 5, tile_frequencies = { {800, 9}, {109, 11}, {60, 13}, {30, 12}, {1, 10} }, } } -- Why is this hard-coded separately from the biome_data? glad you asked. -- Lua's pairs() function appears not to guarantee a consistent return order, -- and we want our world to be deterministically generated, -- so the biome_metadata array needs to have its entries appear consistently. biome_list = {"grassland", "meadow", "forest", "desert"} -- this is the frequency list for the biomes themselves biome_metadata = {} for i=1,#biome_list do local biome = biome_list[i] -- add the biome's name N times to the biome metadata 'hat' for i=1,biome_data[biome].biome_frequency do add(biome_metadata, biome) end build_biome(biome, biome_data[biome]) end end -- build the lookup table for a given biome, based on the biome_meta data for -- that string. function build_biome(biome_name, data) local meta_frequencies = data.tile_frequencies local tile_lookup = {} for i=1,#meta_frequencies do local tuple = meta_frequencies[i] for j=1,tuple[1] do add(tile_lookup, tuple[2]) end end data.tile_lookup = tile_lookup end -- generates a unique identifier for a position -- uses srand() and rand() to get an unpredictable value (is this too slow?) -- the two seed values are randomly chosen. Change them and change the world. function generate_uid(pos_x, pos_y) srand((pos_x + 2229) * (pos_y + 12295)) return flr(rnd(0xffff)) end -- given an {x,y} position, calculates the aligned starting position for the -- biome that position is in. -- biomes are currently defined to be 128x128 function calculate_biome_pos(pos_x, pos_y) return flr(pos_x / 128), flr(pos_y / 128) end -- determines which biome a given world map position should be, -- returns the object out of the biome_data table function get_biome_name(pos_x, pos_y) local biome_pos_x, biome_pos_y = calculate_biome_pos(pos_x, pos_y) local uid = generate_uid(biome_pos_x, biome_pos_y) return biome_metadata[(uid % #biome_metadata) + 1] end -- determine what sprite to render for a given position. -- todo: this needs the ability to have a list of 'changed' tiles to check against. function get_tile(pos_x, pos_y) local biome_name = get_biome_name(pos_x, pos_y) local biome = biome_data[biome_name] local uid = generate_uid(pos_x, pos_y) return biome.tile_lookup[(uid % #biome.tile_lookup) + 1] end -- generate the map and writes to the map area from 0 - block_size, -- assuming 'start' as the top-left corner of the map area to generate. -- writes block_size x block_size tiles -- after a call to generate_map you should always center the camera/player over the map, i.e. -- camera at { (block_size / 2) - 8, (block_size / 2) - 8 } function generate_map(start_x, start_y) for x=0,63 do for y=0,63 do mset(x, y, get_tile(start_x+x, start_y+y)) end end end