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| author | Alexander M Pickering <alex@cogarr.net> | 2025-01-21 16:02:51 -0600 |
|---|---|---|
| committer | Alexander M Pickering <alex@cogarr.net> | 2025-01-21 16:02:51 -0600 |
| commit | 0370d64b3bd7914be55358817e52bbc8a529a7d3 (patch) | |
| tree | a717bb9582f8a4c8dc7caf0d455e25113c7b8704 /src/prefab/worldgen.moon | |
| parent | da9dd31f504d30f33922cdf362a7c01673a6b927 (diff) | |
| download | ggj25-0370d64b3bd7914be55358817e52bbc8a529a7d3.tar.gz ggj25-0370d64b3bd7914be55358817e52bbc8a529a7d3.tar.bz2 ggj25-0370d64b3bd7914be55358817e52bbc8a529a7d3.zip | |
work
Diffstat (limited to 'src/prefab/worldgen.moon')
| -rw-r--r-- | src/prefab/worldgen.moon | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/src/prefab/worldgen.moon b/src/prefab/worldgen.moon new file mode 100644 index 0000000..846067e --- /dev/null +++ b/src/prefab/worldgen.moon @@ -0,0 +1,58 @@ +args = {...} +require("rng") +self = args[1] + +gen = {} + +-- Logical worldgen +-- Strategy: splatter some rooms on a canvas +-- rooms are {location, width, height, specialty} +-- splatter some large rooms first, in a mostly-straight line, +-- then some medium rooms with a larger spread +-- then a bunch of small rooms with a large spread +-- then connect each room with nearby neighbors + +room_sizes = { + -- avgx, stdx, avgy, stdy + large: { + avg_w: 40 + std_w: 10 + avg_l: 40 + std_l: 10 + } + medium: { + avg_w: 20 + std_w: 5 + avg_l: 20 + std_l: 5 + } + small: { + avg_w: 8 + std_w: 3 + avg_l: 8 + std_l: 3 + } +} +level = { + avg_w: 1000 + std_w: 200 + avg_h: 1000 + std_h: 200 +} +gen.level = (seed) -> + random_gen = rng.generator(seed) + normal = (avg, std, gen) => + -- Box-Muller transform + bm = math.sqrt(-2 * math.log(gen())) * math.cos(2 * math.pi * gen()) + -- Box-Muller gives us std = e^-0.5 , avg = 0 + ((bm / math.exp(-1/2)) * std) + avg + width = random_gen(avg_w, std_w, random_gen) + height = random_gen(avg_h, std_h, random_gen) + rooms = {} + -- Pick a a direction to splatter + direction = random_gen() * 2 * math.pi + rooms[0] = + + + +gen |
