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local tne
-- level is the number of levels up *from the caller*
-- we want to take our location from, defaulting to 1.
local function csloc(level)
if level == nil then level = 0 end
-- to debug.getinfo,
-- 1 = this very function (csloc)
-- 2 = the caller
-- etc.
-- we want our level = 0 to mean the caller of csloc,
-- level = 1 to be the caller of that, etc. So add 2.
local info = debug.getinfo(level+2, "Sl")
local filename
if string.sub(info.source, 1, 1) == "@" then
filename = string.sub(info.source, 2)
else
filename = "data:" .. info.source
end
return
{
filename = filename,
line_number = info.currentline
}
end
local tne
local function fraction(num, den)
if den == nil then den = 1 end
return tne(num)/tne(den)
end
local function funcapp(name, arguments, sloc)
local fixed_arguments = {}
for k,v in pairs(arguments) do
fixed_arguments[k] = tne(v)
end
return tne{
type = "function-application",
source_location = sloc or csloc(1),
function_name = name,
arguments = fixed_arguments
}
end
local noise_expression_metatable =
{
__add = function(lhs, rhs)
return tne{
type = "function-application",
source_location = csloc(1),
function_name = "add",
arguments = { tne(lhs), tne(rhs) }
}
end,
__sub = function(lhs, rhs)
return tne{
type = "function-application",
source_location = csloc(1),
function_name = "subtract",
arguments = { tne(lhs), tne(rhs) }
}
end,
__unm = function(val)
return tne{
type = "function-application",
source_location = csloc(1),
function_name = "subtract",
arguments = { tne(0), tne(val) }
}
end,
__mul = function(lhs, rhs)
return tne{
type = "function-application",
source_location = csloc(1),
function_name = "multiply",
arguments = { tne(lhs), tne(rhs) }
}
end,
__div = function(lhs, rhs)
return tne{
type = "function-application",
source_location = csloc(1),
function_name = "divide",
arguments = { tne(lhs), tne(rhs) }
}
end,
__pow = function(lhs, rhs)
return tne{
type = "function-application",
source_location = csloc(1),
function_name = "exponentiate",
arguments = { tne(lhs), tne(rhs) }
}
end
-- Missing: __lt, __le, __eq because Lua forces the return values to be boolean, so these cannot be implemented to return a noise expression.
-- Use less_than(), less_or_equal(), equals() instead.
}
function fixne(v)
if v.type == nil then
error("Tried to create noise expression with no 'type'")
end
if v.source_location == nil then
error("Noise expression has no 'source_location'")
end
setmetatable(v, noise_expression_metatable)
-- if v.expression_id == nil then
-- v.expression_id = id_expression(v)
-- end
return v
end
function log2(power)
return funcapp("log2", { power })
end
local function fmod(lhs, rhs)
return funcapp("modulo", { lhs, rhs })
end
local function floor(value)
return funcapp("floor", { value })
end
local function ceil(value)
return funcapp("ceil", { value })
end
local function band(...)
return funcapp("bitwise-and", { ... })
end
local function bor(...)
return funcapp("bitwise-or", { ... })
end
local function bxor(...)
return funcapp("bitwise-xor", { ... })
end
local function bnot(value)
return funcapp("bitwise-not", { value })
end
local function sin(value)
return funcapp("sin", { value })
end
local function cos(value)
return funcapp("cos", { value })
end
local function atan2(y, x)
return funcapp("atan2", { y, x })
end
-- This results in a number that is '0' for 'false' or '1' for 'true'.
local function less_than(lhs, rhs)
return funcapp("less-than", { lhs, rhs })
end
-- This results in a number that is '0' for 'false' or '1' for 'true'.
local function less_or_equal(lhs, rhs)
return funcapp("less-or-equal", { lhs, rhs })
end
-- This results in a number that is '0' for 'false' or '1' for 'true'.
local function equals(lhs, rhs)
return funcapp("equals", { lhs, rhs })
end
-- 'to noise expression'
-- turns simple values into noise expressions and
-- adds a metatable so you can do arithmetic operations on noise expressions
function tne(v, sloc)
if type(v) == "number" then
return fixne{
type = "literal-number",
source_location = sloc or csloc(1),
literal_value = v
}
elseif type(v) == "boolean" then
return fixne{
type = "literal-boolean",
source_location = sloc or csloc(1),
literal_value = v
}
elseif type(v) == "string" then
return tne{
type = "literal-string",
literal_value = v
}
elseif type(v) == "table" then
if v.type == nil then
error("Can't turn table without 'type' property into noise expression")
end
if v.source_location == nil then
v.source_location = sloc or csloc(1)
end
return fixne(v)
else
error("Can't turn "..type(v).." into noise expression")
end
end
local function nfvar(name, sloc)
return tne{
type = "variable",
source_location = sloc or csloc(1),
variable_name = name
}
end
local function literal_object(obj, sloc)
return tne{
type = "literal-object",
source_location = sloc or csloc(1),
literal_value = obj
}
end
local function literal_string(str, sloc)
return tne{
type = "literal-string",
source_location = sloc or csloc(1),
literal_value = str
}
end
local function absolute_value(x)
return funcapp("absolute-value", {x})
end
local function autoplace_probability(autoplace)
return funcapp("autoplace-probability", { literal_object(autoplace) })
end
local function autoplace_richness(autoplace)
return funcapp("autoplace-richness", { literal_object(autoplace) })
end
local function random_penalty(source, random_penalty_amplitude, opts)
if opts == nil then opts = {} end
if random_penalty_amplitude == nil then random_penalty_amplitude = 1 end
return tne{
type = "function-application",
function_name = "random-penalty",
arguments =
{
x = opts.x or nfvar("x"),
y = opts.y or nfvar("y"),
source = tne(source),
amplitude = tne(random_penalty_amplitude)
}
}
end
local function random_between(lower, upper)
return random_penalty(upper, upper-lower)
end
local function random(amplitude)
return random_penalty(amplitude, amplitude)
end
-- Call this to...define a noise function using lua syntax.
-- Your lua function will be passed x, y, tile properties, and map properties.
-- The arguments are 'noise expression' objects to which arithmetic operations may be applied.
local function define_noise_function( func )
local x = nfvar("x")
local y = nfvar("y")
local tile_props =
{
x = x,
y = y,
distance = nfvar("distance"),
tier = nfvar("tier_from_start")
}
local map_props =
{
seed = nfvar("map_seed"),
width = nfvar("map_width"),
height = nfvar("map_height"),
starting_area_radius = nfvar("starting_area_radius"),
segmentation_multiplier = nfvar("segmentation_multiplier"),
terrace_elevation_offset = nfvar("terrace_elevation_offset"),
terrace_elevation_interval = nfvar("terrace_elevation_interval"),
wlc_elevation_offset = nfvar("wlc_elevation_offset"), -- add this to your (presumably centered around 0) elevation to correct water coverage
wlc_elevation_minimum = nfvar("wlc_elevation_minimum"), -- minimum elevation to be applied to areas outside the starting lake *after* the offset
water_level = nfvar("water_level"),
finite_water_level = nfvar("finite_water_level")
}
return tne(func(x,y,tile_props,map_props), csloc(0)) -- TODO: Pass in sloc of the function, if we know it
end
local function clamp(v, min, max, sloc)
return funcapp(
"clamp",
{
tne(v, sloc),
tne(min, sloc),
tne(max, sloc)
},
sloc
)
end
local function reduce(reducer, list)
local result = list[1]
for i=2,#list do
result = reducer(result, list[i])
end
return result
end
local function max(...)
local sloc = csloc(1)
return reduce(function(a,b)
return clamp(a, b, math.huge, sloc)
end, {...})
end
local function min(...)
local sloc = csloc(1)
return reduce(function(a,b)
return clamp(a, -math.huge, b, sloc)
end, {...})
end
local function ridge(v, min, max, sloc)
return tne{
type = "function-application",
function_name = "ridge",
source_location = sloc or csloc(1),
arguments =
{
tne(v),
tne(min),
tne(max)
}
}
end
local function terrace(v, offset, width, strength)
return tne{
type = "function-application",
function_name = "terrace",
arguments =
{
tne(v), tne(offset), tne(width), tne(strength)
}
}
end
-- Terrace at elevations at which the game will place cliffs
-- if change in elevation is steep enough.
-- strength = 0: no-op; strength = 1: vertical slopes between terrace elevations
local function terrace_for_cliffs(v, strength, map)
if strength == nil then
strength = clamp(nfvar("cliffiness"), 0, 1)
end
return max(
terrace(v, map.terrace_elevation_offset, map.terrace_elevation_interval, strength),
min(v, 4) -- Prevent area below the first cliff from going under water
)
end
local function make_array(list)
local value_expressions = {}
for i=1,#list do
value_expressions[i] = tne(list[i])
end
return tne{
type = "array-construction",
value_expressions = value_expressions
}
end
local function make_point_list(list)
local value_expressions = {}
for i=1,#list do
value_expressions[i] = make_array(list[i])
end
return tne{
type = "array-construction",
value_expressions = value_expressions
}
end
local function distance_from(x, y, points, max_distance)
local arguments =
{
x = x,
y = y,
points = points
}
if max_distance then
arguments["maximum_distance"] = tne(max_distance)
end
-- todo: misspell to test compilation crashing gracefully
return funcapp("distance-from-nearest-point", arguments)
end
local function get_control_setting(name)
local vars = {}
for i,attr in ipairs{"frequency","size","richness"} do
for j,attrattr in ipairs{"multiplier"} do
vars[attr.."_"..attrattr] = nfvar("control-setting:"..name..":"..attr..":"..attrattr)
end
end
return vars
end
local function if_else_chain(...)
local args = {...}
local arg_count = 0
local arg_expressions = {}
for i,ar in ipairs(args) do
arg_expressions[i] = tne(ar)
arg_count = arg_count + 1
end
if arg_count % 2 ~= 1 then
error("if_else_chain requires an odd number of arguments")
end
return tne
{
type = "if-else-chain",
arguments = arg_expressions
}
end
local function literal_object(val, sloc)
return tne
{
type = "literal-object",
source_location = sloc or csloc(1),
literal_value = val
}
end
local function literal_expression(x)
return tne
{
type = "literal-expression",
literal_value = tne(x)
}
end
local function noise_layer_name_to_id(name)
return funcapp("noise-layer-name-to-id", {tne(name)})
end
local function delimit_procedure(expression)
return tne
{
type = "procedure-delimiter",
expression = tne(expression)
}
end
local function compile_time_log(...)
local args = {...}
arg_expressions = {}
for i,arg in ipairs(args) do
if type(arg) == "string" then
arg = literal_string(arg)
end
arg_expressions[i] = tne(arg)
end
return funcapp("compile-time-log", arg_expressions)
end
-- Useful for preventing tail-calls
-- because we want to not lose part of the stacktrace
-- in order that csloc() gives the desired result
local function ident(x)
return x
end
return
{
csloc = csloc,
to_noise_expression = tne,
define_noise_function = define_noise_function,
clamp = clamp,
compile_time_log = compile_time_log,
ident = ident,
min = min,
max = max,
ridge = ridge,
terrace = terrace,
terrace_for_cliffs = terrace_for_cliffs,
make_array = make_array,
make_point_list = make_point_list,
distance_from = distance_from,
var = nfvar,
get_control_setting = get_control_setting,
absolute_value = absolute_value,
autoplace_probability = autoplace_probability,
autoplace_richness = autoplace_richness,
fraction = fraction,
function_application = funcapp,
if_else_chain = if_else_chain,
literal_expression = literal_expression,
literal_object = literal_object,
literal_string = literal_string,
noise_layer_name_to_id = noise_layer_name_to_id,
random = random,
random_between = random_between,
random_penalty = random_penalty,
delimit_procedure = delimit_procedure,
log2 = log2,
fmod = fmod,
floor = floor,
ceil = ceil,
band = band,
bor = bor,
bxor = bxor,
bnot = bnot,
sin = sin,
cos = cos,
atan2 = atan2,
less_than = less_than,
less_or_equal = less_or_equal,
equals = equals
}
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