Package squidpony.squidgrid.mapping
Class WorldMapGenerator.LocalMimicMap
java.lang.Object
squidpony.squidgrid.mapping.WorldMapGenerator
squidpony.squidgrid.mapping.WorldMapGenerator.LocalMap
squidpony.squidgrid.mapping.WorldMapGenerator.LocalMimicMap
- All Implemented Interfaces:
Serializable
- Enclosing class:
- WorldMapGenerator
public static class WorldMapGenerator.LocalMimicMap extends WorldMapGenerator.LocalMap
An unusual map generator that imitates an existing local map (such as a map of Australia, which it can do by
default), without applying any projection or changing heat levels in the polar regions or equator.
Example map, showing a variant on Australia
- See Also:
- Serialized Form
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Nested Class Summary
Nested classes/interfaces inherited from class squidpony.squidgrid.mapping.WorldMapGenerator
WorldMapGenerator.BiomeMapper, WorldMapGenerator.DetailedBiomeMapper, WorldMapGenerator.EllipticalHammerMap, WorldMapGenerator.EllipticalMap, WorldMapGenerator.HyperellipticalMap, WorldMapGenerator.LocalMap, WorldMapGenerator.LocalMimicMap, WorldMapGenerator.MimicMap, WorldMapGenerator.RotatingSpaceMap, WorldMapGenerator.RoundSideMap, WorldMapGenerator.SimpleBiomeMapper, WorldMapGenerator.SpaceViewMap, WorldMapGenerator.SphereMap, WorldMapGenerator.TilingMap
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Field Summary
Fields Modifier and Type Field Description GreasedRegion
coast
GreasedRegion
earth
GreasedRegion
earthOriginal
GreasedRegion
shallow
Fields inherited from class squidpony.squidgrid.mapping.WorldMapGenerator.LocalMap
heat, heatFreq, maxHeat0, maxHeat1, maxWet0, minHeat0, minHeat1, minWet0, moisture, moistureFreq, otherFreq, otherRidged, terrain, terrainFreq, terrainLayered, terrainRidgedFreq, xPositions, yPositions, zPositions
Fields inherited from class squidpony.squidgrid.mapping.WorldMapGenerator
cacheA, cacheB, centerLongitude, coastalWaterLower, coastalWaterUpper, deepWaterLower, deepWaterUpper, DEFAULT_NOISE, forestLower, forestUpper, grassLower, grassUpper, heatData, heatModifier, height, heightCodeData, heightData, landData, landModifier, maxHeat, maxHeight, maxHeightActual, maxWet, mediumWaterLower, mediumWaterUpper, minHeat, minHeight, minHeightActual, minWet, moistureData, rng, rockLower, rockUpper, sandLower, sandUpper, seedA, seedB, shallowWaterLower, shallowWaterUpper, snowLower, snowUpper, startCacheX, startCacheY, startX, startY, usedHeight, usedWidth, width, zoom, zoomStartX, zoomStartY
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Constructor Summary
Constructors Constructor Description LocalMimicMap()
Constructs a concrete WorldMapGenerator for a map that should look like Australia, without projecting the land positions or changing heat by latitude.LocalMimicMap(long initialSeed, GreasedRegion toMimic)
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude.LocalMimicMap(long initialSeed, GreasedRegion toMimic, double octaveMultiplier)
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude.LocalMimicMap(long initialSeed, GreasedRegion toMimic, Noise.Noise2D noiseGenerator)
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude.LocalMimicMap(long initialSeed, GreasedRegion toMimic, Noise.Noise2D noiseGenerator, double octaveMultiplier)
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, using an elliptical projection (specifically, a Mollweide projection).LocalMimicMap(long initialSeed, Noise.Noise2D noiseGenerator, double octaveMultiplier)
Constructs a 256x256 unprojected local map that will use land forms with a similar shape to Australia.LocalMimicMap(WorldMapGenerator.LocalMimicMap other)
Copies the LocalMimicMapother
to construct a new one that is exactly the same.LocalMimicMap(GreasedRegion toMimic)
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude. -
Method Summary
Modifier and Type Method Description protected void
regenerate(int startX, int startY, int usedWidth, int usedHeight, double landMod, double heatMod, int stateA, int stateB)
Methods inherited from class squidpony.squidgrid.mapping.WorldMapGenerator
codeHeight, decodeX, decodeY, generate, generate, generate, getCenterLongitude, project, removeExcess, setCenterLongitude, zoomIn, zoomIn, zoomOut, zoomOut
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Field Details
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Constructor Details
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LocalMimicMap
public LocalMimicMap()Constructs a concrete WorldMapGenerator for a map that should look like Australia, without projecting the land positions or changing heat by latitude. Always makes a 256x256 map. Uses FastNoise as its noise generator, with 1.0 as the octave multiplier affecting detail. If you were usingLocalMimicMap(long, Noise2D, double)
, then this would be the same as passing the parameters0x1337BABE1337D00DL, DEFAULT_NOISE, 1.0
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LocalMimicMap
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude. The initial seed is set to the same large long every time, and it's likely that you would set the seed when you callWorldMapGenerator.generate(long)
. The width and height of the map cannot be changed after the fact. Uses FastNoise as its noise generator, with 1.0 as the octave multiplier affecting detail.- Parameters:
toMimic
- the world map to imitate, as a GreasedRegion with land as "on"; the height and width will be copied
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LocalMimicMap
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude. Takes an initial seed and the GreasedRegion containing land positions. TheinitialSeed
parameter may or may not be used, since you can specify the seed to use when you callWorldMapGenerator.generate(long)
. The width and height of the map cannot be changed after the fact. Uses FastNoise as its noise generator, with 1.0 as the octave multiplier affecting detail.- Parameters:
initialSeed
- the seed for the GWTRNG this uses; this may also be set per-call to generatetoMimic
- the world map to imitate, as a GreasedRegion with land as "on"; the height and width will be copied
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LocalMimicMap
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude. Takes an initial seed, the GreasedRegion containing land positions, and a multiplier that affects the level of detail by increasing or decreasing the number of octaves of noise used. TheinitialSeed
parameter may or may not be used, since you can specify the seed to use when you callWorldMapGenerator.generate(long)
. The width and height of the map cannot be changed after the fact. Uses FastNoise as its noise generator, with the given octave multiplier affecting detail.- Parameters:
initialSeed
- the seed for the GWTRNG this uses; this may also be set per-call to generatetoMimic
- the world map to imitate, as a GreasedRegion with land as "on"; the height and width will be copiedoctaveMultiplier
- used to adjust the level of detail, with 0.5 at the bare-minimum detail and 1.0 normal
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LocalMimicMap
Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, without projecting the land positions or changing heat by latitude. Takes an initial seed, the GreasedRegion containing land positions, and parameters for noise generation (aNoise.Noise3D
implementation, which is usuallyFastNoise.instance
. TheinitialSeed
parameter may or may not be used, since you can specify the seed to use when you callWorldMapGenerator.generate(long)
. The width and height of the map cannot be changed after the fact. Both FastNoise and FastNoise make sense to use fornoiseGenerator
, and the seed it's constructed with doesn't matter because this will change the seed several times at different scales of noise (it's fine to use the staticFastNoise.instance
orFastNoise.instance
because they have no changing state between runs of the program). Uses the given noise generator, with 1.0 as the octave multiplier affecting detail.- Parameters:
initialSeed
- the seed for the GWTRNG this uses; this may also be set per-call to generatetoMimic
- the world map to imitate, as a GreasedRegion with land as "on"; the height and width will be copiednoiseGenerator
- an instance of a noise generator capable of 3D noise, usuallyFastNoise
orFastNoise
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LocalMimicMap
public LocalMimicMap(long initialSeed, GreasedRegion toMimic, Noise.Noise2D noiseGenerator, double octaveMultiplier)Constructs a concrete WorldMapGenerator for a map that should have land in roughly the same places as the given GreasedRegion's "on" cells, using an elliptical projection (specifically, a Mollweide projection). Takes an initial seed, the GreasedRegion containing land positions, parameters for noise generation (aNoise.Noise3D
implementation, which is usuallyFastNoise.instance
, and a multiplier on how many octaves of noise to use, with 1.0 being normal (high) detail and higher multipliers producing even more detailed noise when zoomed-in). TheinitialSeed
parameter may or may not be used, since you can specify the seed to use when you callWorldMapGenerator.generate(long)
. The width and height of the map cannot be changed after the fact. FastNoise will be the fastest 3D generator to use fornoiseGenerator
, and the seed it's constructed with doesn't matter because this will change the seed several times at different scales of noise (it's fine to use the staticFastNoise.instance
because it has no changing state between runs of the program). TheoctaveMultiplier
parameter should probably be no lower than 0.5, but can be arbitrarily high if you're willing to spend much more time on generating detail only noticeable at very high zoom; normally 1.0 is fine and may even be too high for maps that don't require zooming.- Parameters:
initialSeed
- the seed for the GWTRNG this uses; this may also be set per-call to generatetoMimic
- the world map to imitate, as a GreasedRegion with land as "on"; the height and width will be copiednoiseGenerator
- an instance of a noise generator capable of 3D noise, usuallyFastNoise
orFastNoise
octaveMultiplier
- used to adjust the level of detail, with 0.5 at the bare-minimum detail and 1.0 normal
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LocalMimicMap
Constructs a 256x256 unprojected local map that will use land forms with a similar shape to Australia.- Parameters:
initialSeed
-noiseGenerator
-octaveMultiplier
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LocalMimicMap
Copies the LocalMimicMapother
to construct a new one that is exactly the same. References will only be shared to Noise classes.- Parameters:
other
- a LocalMimicMap to copy
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Method Details
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regenerate
protected void regenerate(int startX, int startY, int usedWidth, int usedHeight, double landMod, double heatMod, int stateA, int stateB)- Overrides:
regenerate
in classWorldMapGenerator.LocalMap
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