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background_generator.py
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background_generator.py
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from random import random, randint, choice, uniform, randrange, sample, seed
from bisect import bisect_left, bisect_right
from geometry import (
draw_offset_layered_regular_polygon,
draw_layered_regular_polygon
)
from kivent_core.rendering.model import VertexModel
from kivent_noise.noise import scaled_octave_noise_2d
from colors import (
gen_star_color_levels, gen_color_palette,
sun_choices, color_choices, get_color1_choice_from_val,
get_color2_choice_from_val
)
from utils import lerp_color, iweighted_choice
class NoiseInfo(object):
def __init__(self, octaves, persistance, scale):
self.octaves = octaves
self.persistance = persistance
self.scale = scale
class ZoneInfo(object):
def __init__(self, world_seed, x, y):
seed(world_seed.get_seed_for_zone(x, y))
map_size = world_seed.map_size
cx_noise = world_seed.color_x_noise
cy_noise = world_seed.color_y_noise
star_noise = world_seed.star_count_noise
asteroid_noise = world_seed.asteroid_count_noise
self.offset = offset = (map_size[0] * x, map_size[1] * y)
color1_val = scaled_octave_noise_2d(cx_noise.octaves,
cx_noise.persistance,
cx_noise.scale, 0., 1.,
offset[0], offset[1])
color2_val = scaled_octave_noise_2d(cy_noise.octaves,
cy_noise.persistance,
cy_noise.scale, 0., 1.,
offset[0], offset[1])
star_val = scaled_octave_noise_2d(star_noise.octaves,
star_noise.persistance,
star_noise.scale, 0., 1.,
offset[0], offset[1])
asteroid_val = scaled_octave_noise_2d(asteroid_noise.octaves,
asteroid_noise.persistance,
asteroid_noise.scale, 0., 1.,
offset[0], offset[1])
band_min = world_seed.asteroid_band_min
band_max = world_seed.asteroid_band_max
if band_min <= asteroid_val <= band_max:
band_width = band_max - band_min
offset_val = asteroid_val - band_min
actual_val = offset_val / band_width
asteroid_count = int(world_seed.max_asteroids * actual_val)
else:
asteroid_count = 0
self.asteroid_count = asteroid_count
self.color1 = get_color1_choice_from_val(color1_val)
self.color2 = get_color2_choice_from_val(color2_val)
self.star_count = int(world_seed.max_stars * star_val)
self.tiny_planets = iweighted_choice([(0, 4), (1, 3), (2, 2), (3, 1),
(4, 1)])
self.small_planets = iweighted_choice([(1, 2), (2, 1), (0, 3)])
self.medium_planets = iweighted_choice([(1, 2), (2, 1), (0, 10)])
self.large_planets = iweighted_choice([(1, 1), (0, 13)])
self.tiny_suns = iweighted_choice([(2, 1), (1, 3), (0, 6)])
self.small_suns = iweighted_choice([(1, 1), (0, 6)])
self.medium_suns = iweighted_choice([(1, 1), (0, 9)])
self.large_suns = iweighted_choice([(1, 1), (0, 15)])
self.planet_infos = planet_infos = {}
planet_infos['tiny'] = sm_planet_templates = {}
planet_infos['small'] = ms_planet_templates = {}
planet_infos['medium'] = ml_planet_templates = {}
planet_infos['large'] = lg_planet_templates = {}
for x in range(self.tiny_planets):
sm_planet_templates[x] = PlanetInfo(uniform(.50, 125.), 'tiny')
for x in range(self.small_planets):
ms_planet_templates[x] = PlanetInfo(uniform(175., 350.),
'small')
for x in range(self.medium_planets):
ml_planet_templates[x] = PlanetInfo(uniform(375., 600.),
'medium')
for x in range(self.large_planets):
lg_planet_templates[x] = PlanetInfo(uniform(650., 850.), 'large')
class PlanetInfo(object):
def __init__(self, radius, size):
self.size = size
self.radius = radius
self.color1 = color1 = choice(color_choices)
self.color2 = color2 = choice(color_choices)
self.planet_divisions = planet_divisions = randint(6, 12)
even_div = 1.0 / planet_divisions
self.planet_palette = gen_color_palette(planet_divisions, color1,
color2,
uniform(even_div, 2*even_div),
randint(1, 4),
level_choices=[(2, 1), (3, 1),
(4, 2), (5, 2)])
self.cloud_low = cloud_low = uniform(.2, .5)
self.cloud_high = cloud_high = uniform(.6, .9)
self.cloud_divisions = cloud_divisions = randint(4, 6)
even_div = 1.0 / cloud_divisions
self.cloud_palette = gen_color_palette(cloud_divisions, color1, color2,
uniform(even_div, 2*even_div),
1,
level_choices=[(1, 1), (2, 2),
(3, 1), (4, 1),
(5, 1)],
do_alpha=True,
alpha_low_cutoff=cloud_low,
alpha_high_cutoff=cloud_high,
alpha_range=(0, 200))
self.planet_noise = NoiseInfo(16, uniform(.3, .7), uniform(.004, .009))
self.cloud_noise = NoiseInfo(8, uniform(.2, .4), uniform(.001, .004))
self.planet_offset = (uniform(-50000., 50000.),
uniform(-50000., 50000.))
self.cloud_offset = (uniform(-50000., 50000.),
uniform(-50000., 50000.))
class WorldSeed(object):
def __init__(self, world_seed, map_size):
self.world_seed = world_seed
seed(world_seed)
self.max_stars = 15000
self.max_asteroids = 300
self.map_size = map_size
self.asteroid_band_min = uniform(.25, .4)
self.asteroid_band_max = uniform(.45, .75)
self.color_x_noise = NoiseInfo(randint(4, 16), uniform(.3, .7),
uniform(.004, .009))
self.color_y_noise = NoiseInfo(randint(4, 16), uniform(.3, .7),
uniform(.004, .009))
self.star_count_noise = NoiseInfo(randint(4, 16), uniform(.5, .9),
uniform(.003, .006))
self.asteroid_count_noise = NoiseInfo(8, uniform(.2, .4),
uniform(.001, .004))
def get_seed_for_zone(self, x, y):
return self.world_seed + '_' + str(x) + '_' + str(y)
def get_global_map_seed(self):
return self.world_seed + '_global_map'
def get_global_map_planet_seed(self):
return self.world_seed + '_global_map_planet_seed'
class PlanetModel(object):
def __init__(self, name, radius, cloud_name):
self.radius = radius
self.name = name
self.cloud_name = cloud_name
class BackgroundGenerator(object):
def __init__(self, gameworld, **kwargs):
self.gameworld = gameworld
super(BackgroundGenerator, self).__init__(**kwargs)
self.planet_register = {}
def generate(self):
star_names = self.generate_stars(1., 4., 5., sun_choices, 20,
10, 10, 20, 30)
self.star_names = star_names
self.planet_names = planet_names = {}
planet_names['tiny_planets'] = self.generate_planets(
100., 75., 125., 10,
'tiny_planet','triangulated_models/circle_100_10.kem'
)
planet_names['small_planets'] = self.generate_planets(
200., 175., 350., 5,
'small_planet', 'triangulated_models/circle_200_10.kem'
)
planet_names['medium_planets'] = self.generate_planets(
400., 375., 600., 5,
'medium_planet', 'triangulated_models/circle_400_30.kem'
)
planet_names['large_planets'] = self.generate_planets(
800., 650., 850., 5,
'large_planet', 'triangulated_models/circle_800_50.kem'
)
def populate_model_with_noise(self, model_name, octaves,
persistence, scale, offset, radius, colors,
transparent_level = 0., default_alpha = 255):
model_manager = self.gameworld.model_manager
model = model_manager.models[model_name]
vertices = model.vertices
r2 = radius*radius
ox, oy = offset
col_keys = [x[0] for x in colors]
def distance_from_center(pos, center=(0.,0.)):
x_dist = pos[0] - center[0]
y_dist = pos[1] - center[1]
return x_dist*x_dist + y_dist*y_dist
for vertex in vertices:
pos = x,y = vertex.pos
if distance_from_center(pos) > r2:
zcolor = colors[0][1]
vertex.v_color = [zcolor[0], zcolor[1], zcolor[2], 0]
else:
noise = scaled_octave_noise_2d(octaves, persistence, scale, 0.,
1., x+ox, y+oy)
col_bisect = bisect_left(col_keys, noise)
left = colors[col_bisect-1]
right = colors[col_bisect]
t = (noise - left[0]) / (right[0] - left[0])
new_color = lerp_color(left[1], right[1], t)
if len(new_color) == 3:
new_color.append(default_alpha)
if noise < transparent_level:
new_color[3] = 0
vertex.v_color = new_color
def draw_sun(self, model_name, color_choice, radius):
divisions = randint(6, 12)
even_div = 1.0 / divisions
colors = gen_color_palette(
divisions, color_choice,
color_choice, uniform(even_div, 2*even_div), randint(1, 6),
level_choices=[(1, 6), (2, 1), (3, 1)]
)
self.populate_model_with_noise(
model_name, 16, uniform(.5, .9),
uniform(.03, .05), (uniform(radius, 10000.),
uniform(radius, 10000.)), radius, colors
)
def generate_star(self, model_name, sides, color, max_radius,
do_copy=False):
colors = gen_star_color_levels(color)
first_r = uniform(.5, .9)
final_r = uniform(.01, .1)
total = first_r + final_r
remainder = 1.0 - total
middle_r = uniform(final_r, final_r+remainder)
radius_color_dict = {
1: (max_radius*first_r, colors[1]),
2: (max_radius*middle_r, colors[2]),
3: (max_radius*final_r, colors[3])}
star_data = draw_layered_regular_polygon((0., 0.), 3, sides,
colors[0], radius_color_dict)
model_manager = self.gameworld.model_manager
return model_manager.load_model('vertex_format_2f4ub',
star_data['vert_count'], star_data['ind_count'], model_name,
indices=star_data['indices'], vertices=star_data['vertices'],
do_copy=do_copy)
def generate_offset_star(self, model_name, sides, color, max_radius_1,
max_radius_2, do_copy=False):
colors = gen_star_color_levels(color)
first_r = uniform(.5, .9)
final_r = uniform(.01, .1)
total = first_r + final_r
remainder = 1.0 - total
middle_r = uniform(final_r, final_r+remainder)
radius_color_dict = {
1: ((max_radius_1*first_r, max_radius_2*first_r), colors[1]),
2: ((max_radius_1*middle_r, max_radius_2*first_r), colors[2]),
3: ((max_radius_1*final_r, max_radius_2*final_r), colors[3])}
star_data = draw_offset_layered_regular_polygon((0., 0.), 3, sides,
colors[0], radius_color_dict)
model_manager = self.gameworld.model_manager
return model_manager.load_model('vertex_format_2f4ub',
star_data['vert_count'], star_data['ind_count'], model_name,
indices=star_data['indices'], vertices=star_data['vertices'],
do_copy=do_copy)
def draw_planet_simple(self, model_name, radius, color1, color2):
divisions = randint(6, 12)
even_div = 1.0 / divisions
colors = gen_color_palette(divisions, color1,
color2, uniform(even_div, 2*even_div),
randint(1, 4),
level_choices=[(2, 1), (3, 1), (4, 2),
(5, 2)],
)
self.populate_model_with_noise(model_name, 16, uniform(.3, .7),
uniform(.004, .009),
(uniform(radius, radius*4),
uniform(radius, radius*4)),
radius, colors)
def draw_planet(self, model_name, cloud_name, radius, color1, color2):
divisions = randint(6, 12)
even_div = 1.0 / divisions
colors = gen_color_palette(divisions, color1,
color2, uniform(even_div, 2*even_div),
randint(1, 4),
level_choices=[(2, 1), (3, 1), (4, 2),
(5, 2)],
)
self.populate_model_with_noise(model_name, 16, uniform(.3, .7),
uniform(.004, .009),
(uniform(radius, radius*4),
uniform(radius, radius*4)),
radius, colors)
divisions = randint(4, 6)
even_div = 1.0 / divisions
colors = gen_color_palette(
divisions, color1, color2, uniform(even_div, 2*even_div), 1,
level_choices=[(1, 1), (2, 2), (3, 1), (4, 1), (5, 1)],
do_alpha=True,
alpha_low_cutoff=uniform(.2, .5),
alpha_high_cutoff=uniform(.6, .9),
alpha_range=(0, 200)
)
self.populate_model_with_noise(
cloud_name, 8, uniform(.2, .4),
uniform(.001, .004),
(uniform(radius, radius*4), uniform(radius, radius*4)),
radius, colors
)
def generate_planets(self, starting_radius, min_s, max_s, count,
model_name, model_file):
min_scale = min_s/starting_radius
max_scale = max_s/starting_radius
model_manager = self.gameworld.model_manager
model_from_file_name = model_manager.load_model_from_pickle(model_file,
model_name=model_name)
copy_model = model_manager.copy_model
models = model_manager.models
cloud_name = model_from_file_name + '_clouds'
copy_model(model_from_file_name, model_name=cloud_name)
names = [model_from_file_name]
names_a = names.append
planet_register = self.planet_register
planet_register[model_from_file_name] = PlanetModel(
model_from_file_name, starting_radius, cloud_name
)
for x in range(count-1):
scale_factor = uniform(min_scale, max_scale)
new_name = copy_model(model_from_file_name)
names_a(new_name)
model = models[new_name]
cloud_name = new_name + '_clouds'
planet_register[new_name] = PlanetModel(
new_name, scale_factor*starting_radius, cloud_name
)
model.mult_all_vertex_attribute('pos', scale_factor)
copy_model(new_name, model_name=cloud_name)
return names
def generate_stars(self, min_radius, max_radius, max_offset_radius,
color_choices, four_side_count, offset_count,
normal_count, min_sides, max_sides):
stars = {}
for color in color_choices:
stars[color] = c_stars = []
c_stars_a = c_stars.append
for x in range(four_side_count):
model_name = 'star_4_' + str(x)
radius = uniform(min_radius, max_radius)
c_stars_a(
self.generate_star(model_name, 4, color,
radius, do_copy=True)
)
for x in range(normal_count):
side_count = randrange(min_sides, max_sides)
if side_count % 2 == 1:
side_count += 1
model_name = 'star_' + str(side_count) + '_' + str(x)
radius = uniform(min_radius, max_radius)
c_stars_a(
self.generate_star(model_name, side_count, color,
radius, do_copy=True)
)
for x in range(offset_count):
side_count = randrange(min_sides, max_sides)
if side_count % 2 == 1:
side_count += 1
model_name = 'star_' + str(side_count) + '_' + str(x)
radius1 = uniform(min_radius, max_radius)
radius2 = uniform(min_radius, max_offset_radius)
c_stars_a(
self.generate_offset_star(model_name, side_count,
color, radius1, radius2, do_copy=True)
)
return stars
def draw_map(self, size, offset, star_count, color1, color2,
star_renderer=None,
planet_renderer=None,
sun_renderer=None,
do_stars=True,
max_color1_chance=.5, max_color2_chance=.25,
tiny_p_counts=[(1, 2), (2, 1), (0, 3)],
small_p_counts=[(1, 1), (2, 1), (0, 4)],
medium_p_counts=[(1, 1), (0, 10)],
large_p_counts=[(1, 1), (0, 13)],
tiny_sun_counts = [(1, 1), (0, 4)],
small_sun_counts = [(1, 1), (0, 5)],
medium_sun_counts = [(1, 1), (0, 10)],
large_sun_counts = [(0, 1)],
persistence=.3,
octaves=8,
scale=.003,
used_planet_names=None):
w, h = size
ox, oy = offset
if used_planet_names is None:
used_planet_names = []
star1_chance = uniform(0, max_color1_chance)
star2_chance = uniform(0, max_color2_chance)
star_choices = self.star_names
star1_choices = star_choices[color1]
star2_choices = star_choices[color2]
init_entity = self.gameworld.init_entity
ent_count = 0
planet_choices = self.planet_names
if star_renderer is not None:
for i in range(star_count):
chance = random()
star_name = None
if 0 < chance < star1_chance:
star_name = choice(star1_choices)
elif star1_chance < chance < star1_chance + star2_chance:
star_name = choice(star2_choices)
if star_name is not None:
create_dict = {
'position': (uniform(0., w), uniform(0, h)),
star_renderer: {'model_key': star_name}
}
init_entity(create_dict, ['position', star_renderer])
planet_register = self.planet_register
if planet_renderer is not None:
choice_pairs = [
(tiny_p_counts, planet_choices['tiny_planets']),
(small_p_counts, planet_choices['small_planets']),
(medium_p_counts, planet_choices['medium_planets']),
(large_p_counts, planet_choices['large_planets'])
]
for counts, choices in choice_pairs:
for planet_name in sample(choices, iweighted_choice(counts)):
if planet_name in used_planet_names:
continue
used_planet_names.append(planet_name)
planet_data = planet_register[planet_name]
self.draw_planet(planet_name, planet_data.cloud_name,
planet_data.radius+50., choice(color_choices),
choice(color_choices))
planet_pos = (uniform(0., w), uniform(0, h))
create_dict = {
'position': planet_pos,
planet_renderer: {'model_key': planet_name}
}
self.gameworld.init_entity(create_dict, ['position',
planet_renderer])
create_dict = {
'position': planet_pos,
planet_renderer: {'model_key': planet_data.cloud_name}
}
self.gameworld.init_entity(create_dict, ['position',
planet_renderer])
if sun_renderer is not None:
choice_pairs = [
(tiny_sun_counts, planet_choices['tiny_planets']),
(small_sun_counts,
planet_choices['small_planets']),
(medium_sun_counts,
planet_choices['medium_planets']),
(large_sun_counts, planet_choices['large_planets'])
]
for counts, choices in choice_pairs:
for planet_name in sample(choices, iweighted_choice(counts)):
if planet_name in used_planet_names:
print('planet name in us', planet_name)
continue
used_planet_names.append(planet_name)
planet_data = planet_register[planet_name]
self.draw_sun(planet_name, choice([color1, color2]),
planet_data.radius - 10.)
planet_pos = (uniform(0., w), uniform(0, h))
create_dict = {
'position': planet_pos,
sun_renderer: {'model_key': planet_name}
}
self.gameworld.init_entity(create_dict, ['position',
sun_renderer])
return used_planet_names
def generate_map(self, world_seed, x, y):
zone_info = ZoneInfo(world_seed, x, y)
color1 = zone_info.color1
color2 = zone_info.color2
star_count = zone_info.star_count
asteroid_count = zone_info.asteroid_count
offset = zone_info.offset
map_size = world_seed.map_size
tiny_p_count = zone_info.tiny_planets
tiny_1 = tiny_p_count // 2
tiny_2 = tiny_p_count - tiny_1
small_p_count = zone_info.small_planets
small_1 = small_p_count // 2
small_2 = small_p_count - small_1
medium_p_count = zone_info.medium_planets
medium_1 = medium_p_count // 2
medium_2 = medium_p_count - medium_1
tiny_sun_count = zone_info.tiny_suns
tiny_sun_1 = tiny_sun_count // 2
tiny_sun_2 = tiny_sun_count - tiny_sun_1
small_sun_count = zone_info.small_suns
small_sun_1 = small_sun_count // 2
small_sun_2 = small_sun_count - small_sun_1
medium_sun_count = zone_info.medium_suns
medium_sun_1 = medium_sun_count // 2
medium_sun_2 = medium_sun_count - medium_sun_1
large_sun_count = zone_info.large_suns
print(zone_info.tiny_suns, zone_info.small_suns,
zone_info.medium_suns, zone_info.large_suns)
print(tiny_sun_1, tiny_sun_2)
self.draw_map(
map_size, offset,
int(star_count*.5), color1, color2,
star_renderer='back_stars')
used = self.draw_map(
map_size, offset,
int(star_count*.3), color1, color2,
star_renderer='mid_stars')
used = self.draw_map(
map_size, offset, int(star_count*.1), color1, color2,
sun_renderer='sun1', used_planet_names=used,
tiny_sun_counts = [(tiny_sun_1, 1)],
small_sun_counts = [(small_sun_1, 1)],
medium_sun_counts = [(medium_sun_1, 1)],
large_sun_counts = [(large_sun_count, 1)],
)
used = self.draw_map(
map_size, offset, int(star_count*.1), color1, color2,
sun_renderer='sun2', used_planet_names=used,
tiny_sun_counts = [(tiny_sun_2, 1)],
small_sun_counts = [(small_sun_2, 1)],
medium_sun_counts = [(medium_sun_2, 1)],
large_sun_counts = [(0, 1)],)
used = self.draw_map(
map_size, offset,
0, color1, color2, planet_renderer='planet1',
tiny_p_counts=[(tiny_1, 1)],
small_p_counts=[(small_1, 1)],
medium_p_counts=[(medium_1, 1)],
large_p_counts=[(0, 1)],
used_planet_names=used)
used = self.draw_map(
map_size, offset,
0, color1, color2, planet_renderer='planet2',
tiny_p_counts=[(tiny_2, 1)],
small_p_counts=[(small_2, 1)],
medium_p_counts=[(medium_2, 1)],
large_p_counts=[(zone_info.large_planets, 1)],
used_planet_names=used)
asteroid_system = self.gameworld.system_manager['asteroids']
for x in range(asteroid_count):
x = randrange(0, map_size[0])
y = randrange(0, map_size[1])
asteroid_system.spawn_object_from_template('asteroid1', (x, y))