local wea = worldeditadditions local wea_c = worldeditadditions_core -- ███ ███ █████ ██ ██ ███████ ██████ ██████ -- ████ ████ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ████ ██ ███████ █████ █████ █████ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ███████ ███████ ███████ ██████ -- Generate a flat array of 2D noise. -- Written with help from https://www.redblobgames.com/maps/terrain-from-noise/ -- @param size Vector An x/y vector representing the size of the noise area to generate. -- @param params table|table A table of noise params to use to generate the noise. Values that aren't specified are filled in automatically. If a table of tables is specified, it is interpreted as multiple octaves of noise to apply in sequence. function worldeditadditions.noise.make_2d(size, start_pos, params) params = worldeditadditions.noise.params_apply_default(params) local result = {} for layer_i, layer in ipairs(params) do local generator if layer.algorithm == "perlin" then generator = wea.noise.engines.Perlin.new() elseif layer.algorithm == "perlinmt" then generator = wea.noise.engines.PerlinMT.new() elseif layer.algorithm == "sin" then generator = wea.noise.engines.Sin.new() elseif layer.algorithm == "white" then generator = wea.noise.engines.White.new() elseif layer.algorithm == "red" then generator = wea.noise.engines.Red.new() elseif layer.algorithm == "infrared" then generator = wea.noise.engines.Infrared.new() else -- We don't have any other generators just yet return false, "Error: Unknown noise algorithm '"..tostring(layer.algorithm).."' in layer "..layer_i.." of "..#params.." (available algorithms: "..table.concat(wea.noise.engines.available, ", ")..")." end -- TODO: Optimise performance by making i count backwards in sequence for x = 0, size.x - 1 do for y = 0, size.z - 1 do local i = y*size.x + x local noise_x = (x + 100000+start_pos.x+layer.offset.x) * layer.scale.x local noise_y = (y + 100000+start_pos.z+layer.offset.z) * layer.scale.z local noise_value = generator:noise(noise_x, noise_y, 0) if type(result[i]) ~= "number" then result[i] = 0 end local result_before = result[i] result[i] = result[i] + (noise_value ^ layer.exponent) * layer.multiply + layer.add -- if layer_i == 1 and result[i] > 1 then -- print("NOISE TOO BIG noise_value", noise_value, "noise_x", noise_x, "noise_y", noise_y, "i", i, "result[i]: BEFORE", result_before, "AFTER", result[i]) -- end end end end print("NOISE MAKE_2D\n") wea_c.format.array_2d(result, size.x) -- We don't round here, because otherwise when we apply it it'll be inaccurate return true, result end