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////////////////////////////////////////////////////////////////////////////// // File: rust-worldgen/lib.rs ////////////////////////////////////////////////////////////////////////////// // Copyright 2015 Samuel Sleight // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. ////////////////////////////////////////////////////////////////////////////// //! World and Noise Generation in Rust. //! //! Note that any/all of this documentation may change as the library goes //! through changes. //! //! # Introduction //! //! To start generating a world, we need a source of noise. The `noise` //! module contains different noise generators, for example for perlin noise: //! //! ``` //! # use worldgen::noise::perlin::PerlinNoise; //! let noise = PerlinNoise::new(); //! ``` //! //! We can generate a single value from a generator using its `generate` //! method, as follows: //! //! ``` //! # use worldgen::noise::perlin::PerlinNoise; //! # use worldgen::noise::NoiseProvider; //! # let noise = PerlinNoise::new(); //! // x, y, seed //! let value = noise.generate(1.0, 1.0, 15); //! ``` //! //! This on its own is not very useful or convenient, however by plugging this //! into a `NoiseMap` (from the `noisemap` module) we can generate a field of //! continuous noise: //! //! ``` //! # use worldgen::noise::perlin::PerlinNoise; //! # use worldgen::noisemap::{NoiseMap, NoiseMapGenerator, NoiseMapGeneratorBase, Size, Step}; //! # let noise = PerlinNoise::new(); //! let nm = NoiseMap::new(noise) //! .set(Size::of(10, 10)) //! .set(Step::of(0.05, 0.05)); //! //! let vec = nm.generate_chunk(0, 0); //! ``` //! //! These can be combined and scaled to your liking: //! //! ``` //! # use worldgen::noise::perlin::PerlinNoise; //! # use worldgen::noisemap::NoiseMap; //! # let noise = PerlinNoise::new(); //! # let nm1 = NoiseMap::new(noise); //! # let nm2 = NoiseMap::new(noise); //! let nm = nm1 + nm2 * 5; //! ``` //! //! Finally, we can wrap these into a `World`, and produce a vector of specific //! tiles (represented by anything you want) based on given constraints: //! //! ``` //! # #[macro_use] extern crate worldgen; //! //! # use worldgen::noise::perlin::PerlinNoise; //! # use worldgen::noisemap::NoiseMap; //! # use worldgen::world::{World, Tile}; //! # use worldgen::world::tile::{Constraint, ConstraintType}; //! //! # fn main() { //! # let noise = PerlinNoise::new(); //! # let nm = Box::new(NoiseMap::new(noise)); //! let world = World::new() //! .add(Tile::new('~').when(constraint!(nm, < 0.0))) //! .add(Tile::new(',')); //! //! let tiles = world.generate(0, 0); //! # } //! ``` //! //! For more information on each of the three components, look at the //! documentation of the relevant module. //! //! # Full Example //! //! ``` //! #[macro_use] extern crate worldgen; //! //! use worldgen::noise::perlin::PerlinNoise; //! use worldgen::noisemap::{NoiseMapGenerator, NoiseMapGeneratorBase, NoiseMap, Seed, Step, Size}; //! use worldgen::world::{World, Tile}; //! use worldgen::world::tile::{Constraint, ConstraintType}; //! //! fn main() { //! let noise = PerlinNoise::new(); //! //! let nm1 = NoiseMap::new(noise) //! .set(Seed::of("Hello?")) //! .set(Step::of(0.005, 0.005)); //! //! let nm2 = NoiseMap::new(noise) //! .set(Seed::of("Hello!")) //! .set(Step::of(0.05, 0.05)); //! //! let nm = Box::new(nm1 + nm2 * 3); //! //! let world = World::new() //! .set(Size::of(80, 50)) //! //! // Water //! .add(Tile::new('~') //! .when(constraint!(nm.clone(), < -0.1))) //! //! // Grass //! .add(Tile::new(',') //! .when(constraint!(nm.clone(), < 0.45))) //! //! // Mountains //! .add(Tile::new('^') //! .when(constraint!(nm.clone(), > 0.8))) //! //! // Hills //! .add(Tile::new('n')); //! //! for row in world.generate(0, 0).iter() { //! for val in row.iter() { //! for c in val.iter() { //! print!("{}", c); //! } //! //! println!(""); //! } //! //! println!(""); //! } //! } //! ``` //! #[cfg(test)] use noisemap::{NoiseMap, NoiseMapGenerator, Seed, Step, Size}; #[cfg(test)] use noise::perlin::PerlinNoise; #[cfg(test)] use world::{World, Tile}; #[cfg(test)] use world::tile::{Constraint, ConstraintType}; pub mod noise; pub mod noisemap; #[macro_use] pub mod world; #[test] fn it_works() { let noise = PerlinNoise::new(); let nm1 = NoiseMap::new(noise) .set(Seed::of("Hello?")) .set(Step::of(0.005, 0.005)); let nm2 = NoiseMap::new(noise) .set(Seed::of("Hello!")) .set(Step::of(0.05, 0.05)); let nm = Box::new(nm1 + nm2 * 3); let world = World::new() .set(Size::of(80, 50)) // Water .add(Tile::new('~') .when(constraint!(nm.clone(), < -0.1))) // Grass .add(Tile::new(',') .when(constraint!(nm.clone(), < 0.45))) // Mountains .add(Tile::new('^') .when(constraint!(nm, > 0.8))) // Hills .add(Tile::new('n')); for row in world.generate(0, 0).iter() { for val in row.iter() { for c in val.iter() { print!("{}", c); } println!(); } println!(); } }