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TypeScript

import type { NoiseFunction2D } from 'simplex-noise'
import {blockTypes as T, level as L, probability as P, type Block} from './def'
function trees(r: number, i: number, row: Block[], previousRow: Block[]) {
const max = row.length - 1
const h = i - 1
const j = i + 1
if (row[i] === T.treeTopMiddle) {
if (i) {
if (row[h] === T.treeTopRight) row[h] = T.treeTopLeftMixed
else row[h] = T.treeTopLeft
}
if (i < max) row[j] = T.treeTopRight
} else if (previousRow[i] === T.treeTopMiddle) {
row[i] = T.treeCrownMiddle
if (i) {
if (row[h] === T.treeCrownRight) row[h] = T.treeCrownLeftMixed
else row[h] = T.treeCrownLeft
}
if (i < max) row[j] = T.treeCrownRight
} else if (previousRow[i] === T.treeCrownMiddle) {
row[i] = T.treeTrunkMiddle
if (i) {
if (row[h] === T.treeTrunkRight) row[h] = T.treeTrunkLeftMixed
else row[h] = T.treeTrunkLeft
}
if (i < max) row[j] = T.treeTrunkRight
} else if (previousRow[i] === T.treeTrunkMiddle) {
row[i] = T.treeRootMiddle
if (i) {
if (row[h] === T.treeRootRight) row[h] = T.treeRootLeftMixed
else row[h] = T.treeRootLeft
}
if (i < max) row[j] = T.treeRootRight
}
}
function ground(r: number, i: number, row: Block[], previousRow: Block[]) {
const rootParts = [T.treeRootLeft, T.treeRootMiddle, T.treeRootRight]
const prevBlock = previousRow[i]
if (prevBlock === T.air) {
if (r < P.soilHole) row[i] = T.air
else if (row[i] === T.soil) row[i] = T.grass
} else if (rootParts.indexOf(prevBlock) >= 0) {
if (row[i] === T.soil) row[i] = T.grass
}
}
function rock(r: number, i: number, row: Block[], previousRow: Block[]) {
if (previousRow[i] === T.soil && r < P.fray) row[i] = T.soil
}
function underground(r: number, i: number, row: Block[], previousRow: Block[]) {
if (previousRow[i] === T.stone && r < P.fray) row[i] = T.stone
}
export default function createBlockExtender(rand: NoiseFunction2D) {
function extendBlocks(level: number, column: number, row: Block[], previousRow: Block[]) {
for (let i = 0; i < row.length; i++) {
const r = rand(level, column + i)
if (level < L.ground) trees(r, i, row, previousRow)
else if (level < L.rock) ground(r, i, row, previousRow)
else if (level < L.underground) rock(r, i, row, previousRow)
else underground(r, i, row, previousRow)
}
}
return extendBlocks
}