예제 #1
0
w_point weather_generator::get_weather(const point &location, const calendar &t) const
{
    const double x(location.x / 2000.0);// Integer x position / widening factor of the Perlin function.
    const double y(location.y / 2000.0);// Integer y position / widening factor of the Perlin function.
    // Leaving these in just in case something ELSE goes wrong--KA101
//    int initial_season(0);
//    if(ACTIVE_WORLD_OPTIONS["INITIAL_SEASON"].getValue() == "spring") {
//        initial_season = 1;
//    } else if(ACTIVE_WORLD_OPTIONS["INITIAL_SEASON"].getValue() == "summer") {
//        initial_season = 2;
//    } else if(ACTIVE_WORLD_OPTIONS["INITIAL_SEASON"].getValue() == "autumn") {
//        initial_season = 3;
//    }
    const double z( double( t.get_turn() + DAYS(t.season_length()) ) / 2000.0); // Integer turn / widening factor of the Perlin function.

    const double dayFraction((double)t.minutes_past_midnight() / 1440);

    // Noise factors
    double T(raw_noise_4d(x, y, z, SEED) * 4.0);
    double H(raw_noise_4d(x, y, z / 5, SEED + 101));
    double H2(raw_noise_4d(x, y, z, SEED + 151) / 4);
    double P(raw_noise_4d(x, y, z / 3, SEED + 211) * 70);
    double W;

    const double now( double( t.turn_of_year() + DAYS(t.season_length()) / 2 ) / double(t.year_turns()) ); // [0,1)
    const double ctn(cos(tau * now));

    // Temperature variation
    const double mod_t(0); // TODO: make this depend on latitude and altitude?
    const double current_t(base_t + mod_t); // Current baseline temperature. Degrees Celsius.
    const double seasonal_variation(ctn * -1); // Start and end at -1 going up to 1 in summer.
    const double season_atenuation(ctn / 2 + 1); // Harsh winter nights, hot summers.
    const double season_dispersion(pow(2,
                                       ctn + 1) - 2.3); // Make summers peak faster and winters not perma-frozen.
    const double daily_variation(cos( tau * dayFraction - tau / 8 ) * -1 * season_atenuation / 2 +
                                 season_dispersion * -1); // Day-night temperature variation.

    T += current_t; // Add baseline to the noise.
    T += seasonal_variation * 8 * exp(-pow(current_t * 2.7 / 10 - 0.5,
                                            2)); // Add season curve offset to account for the winter-summer difference in day-night difference.
    T += daily_variation * 8 * exp(-pow(current_t / 30,
                                         2)); // Add daily variation scaled to the inverse of the current baseline. A very specific and finicky adjustment curve.
    T = T * 9 / 5 + 32; // Convert to imperial. =|

    // Humidity variation
    const double mod_h(0);
    const double current_h(base_h + mod_h);
    H = std::max(std::min((ctn / 10.0 + (-pow(H, 2) * 3 + H2)) * current_h / 2.0 + current_h, 100.0),
                 0.0); // Humidity stays mostly at the mean level, but has low peaks rarely. It's a percentage.

    // Pressure variation
    P += seasonal_variation * 20 +
         base_p; // Pressure is mostly random, but a bit higher on summer and lower on winter. In millibars.

    // Wind power
    W = std::max(0, 1020 - (int)P);

    return w_point {T, H, P, W, false};
}
예제 #2
0
// 4D Multi-octave Simplex noise.
//
// For each octave, a higher frequency/lower amplitude function will be added to the original.
// The higher the persistence [0-1], the more of each succeeding octave will be added.
float octave_noise_4d( const float octaves, const float persistence, const float scale, const float x, const float y, const float z, const float w )
{
    float total = 0;
    float frequency = scale;
    float amplitude = 1;
    // We have to keep track of the largest possible amplitude,
    // because each octave adds more, and we need a value in [-1, 1].
    float maxAmplitude = 0;
    for( int i = 0; i < octaves; i++ )
    {
        total += raw_noise_4d( x * frequency, y * frequency, z * frequency, w * frequency ) * amplitude;
        frequency *= 2;
        maxAmplitude += amplitude;
        amplitude *= persistence;
    }
    return total / maxAmplitude;
}
예제 #3
0
// 4D Multi-octave Simplex noise.
//
// For each octave, a higher frequency/lower amplitude function will be added to the original.
// The higher the persistence [0-1], the more of each succeeding octave will be added.
double octave_noise_4d( const int octaves, const double persistence, const double scale, const double x, const double y, const double z, const double w ) {
    double total = 0;
    double frequency = scale;
    double amplitude = 1;

    // We have to keep track of the largest possible amplitude,
    // because each octave adds more, and we need a value in [-1, 1].
    double maxAmplitude = 0;

    for( int i=0; i < octaves; i++ ) {
        total += raw_noise_4d( x * frequency, y * frequency, z * frequency, w * frequency ) * amplitude;

        frequency *= 2;
        maxAmplitude += amplitude;
        amplitude *= persistence;
    }

    return total / maxAmplitude;
}
예제 #4
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// 4D Scaled Simplex raw noise.
//
// Returned value will be between loBound and hiBound.
double scaled_raw_noise_4d( const double loBound, const double hiBound, const double x, const double y, const double z, const double w ) {
    return raw_noise_4d(x, y, z, w) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
}
예제 #5
0
파일: noise.cpp 프로젝트: joesfer/voxelToy
// 4D Scaled Simplex raw noise.
//
// Returned value will be between loBound and hiBound.
float scaled_raw_noise_4d( const float loBound, const float hiBound, const float x, const float y, const float z, const float w ) {
    return raw_noise_4d(x, y, z, w) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
}
예제 #6
0
w_point weather_generator::get_weather( const tripoint &location, const time_point &t,
                                        unsigned seed ) const
{
    const double x( location.x /
                    2000.0 ); // Integer x position / widening factor of the Perlin function.
    const double y( location.y /
                    2000.0 ); // Integer y position / widening factor of the Perlin function.
    const double z( to_turn<int>( t + calendar::season_length() ) /
                    2000.0 ); // Integer turn / widening factor of the Perlin function.

    const double dayFraction = time_past_midnight( t ) / 1_days;

    //limit the random seed during noise calculation, a large value flattens the noise generator to zero
    //Windows has a rand limit of 32768, other operating systems can have higher limits
    const unsigned modSEED = seed % 32768;

    // Noise factors
    double T( raw_noise_4d( x, y, z, modSEED ) * 4.0 );
    double H( raw_noise_4d( x, y, z / 5, modSEED + 101 ) );
    double H2( raw_noise_4d( x, y, z, modSEED + 151 ) / 4 );
    double P( raw_noise_4d( x, y, z / 3, modSEED + 211 ) * 70 );
    double A( raw_noise_4d( x, y, z, modSEED ) * 8.0 );
    double W;

    const double now( ( time_past_new_year( t ) + calendar::season_length() / 2 ) /
                      calendar::year_length() ); // [0,1)
    const double ctn( cos( tau * now ) );

    // Temperature variation
    const double mod_t( 0 ); // TODO: make this depend on latitude and altitude?
    const double current_t( base_temperature +
                            mod_t ); // Current baseline temperature. Degrees Celsius.
    const double seasonal_variation( ctn * -1 ); // Start and end at -1 going up to 1 in summer.
    const double season_atenuation( ctn / 2 + 1 ); // Harsh winter nights, hot summers.
    const double season_dispersion( pow( 2,
                                         ctn + 1 ) - 2.3 ); // Make summers peak faster and winters not perma-frozen.
    const double daily_variation( cos( tau * dayFraction - tau / 8 ) * -1 * season_atenuation / 2 +
                                  season_dispersion * -1 ); // Day-night temperature variation.

    T += current_t; // Add baseline to the noise.
    T += seasonal_variation * 8 * exp( -pow( current_t * 2.7 / 10 - 0.5,
                                       2 ) ); // Add season curve offset to account for the winter-summer difference in day-night difference.
    T += daily_variation * 8 * exp( -pow( current_t / 30,
                                          2 ) ); // Add daily variation scaled to the inverse of the current baseline. A very specific and finicky adjustment curve.
    T = T * 9 / 5 + 32; // Convert to imperial. =|

    // Humidity variation
    const double mod_h( 0 );
    const double current_h( base_humidity + mod_h );
    H = std::max( std::min( ( ctn / 10.0 + ( -pow( H, 2 ) * 3 + H2 ) ) * current_h / 2.0 + current_h,
                            100.0 ),
                  0.0 ); // Humidity stays mostly at the mean level, but has low peaks rarely. It's a percentage.

    // Pressure variation
    P += seasonal_variation * 20 +
         base_pressure; // Pressure is mostly random, but a bit higher on summer and lower on winter. In millibars.

    // Wind power
    W = std::max( 0, 1020 - static_cast<int>( P ) );

    // Acid rains
    const double acid_content = base_acid * A;
    bool acid = acid_content >= 1.0;

    return w_point {T, H, P, W, acid};
}