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authorAlexander M Pickering <alex@cogarr.net>2025-01-21 16:02:51 -0600
committerAlexander M Pickering <alex@cogarr.net>2025-01-21 16:02:51 -0600
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+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