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private void generateFactionMap(final int factionCount, double controlledFraction) { | |
MultiSpill spreader = new MultiSpill(new short[WIDTH][HEIGHT], Spill.Measurement.MANHATTAN, CommonRNG.getRng()); | |
OrderedMap<Coord, Double> entries = new OrderedMap<>(); | |
char[][] map = new char[WIDTH][HEIGHT]; | |
short[][] regionMap = new short[WIDTH][HEIGHT]; | |
Arrays.fill(regionMap[0], (short) -1); | |
for (int i = 1; i < WIDTH; i++) { | |
System.arraycopy(regionMap[0], 0, regionMap[i], 0, HEIGHT); |
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OOOO~OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~OOOOOOOOOOOOOOOOOOOOOOOOOOO~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
KKKKKKKKKKKKKKKKKKKKKK~~~~~~~~~~~~~~~~~~~~~KKKKKKKKKKKKK~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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~ : Water | |
% : Wilderness | |
A : Sky Blue : Unified Earldoms of Paalounk | |
B : Fawn : United Federation of Eito | |
C : Denim : The Neife Fiefdom | |
D : Seafoam : The Last Jülvuv Dominion | |
E : Storm Cloud : The Magnificent Ur Hegemony | |
F : Platinum : Confederated Sanäe Congress | |
G : Black : Associated Yù Confederation | |
H : Olive : Omi Empire |
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private void generateFactionMap(final int factionCount, double controlledFraction) { | |
MultiSpill spreader = new MultiSpill(new short[WIDTH][HEIGHT], Spill.Measurement.MANHATTAN, CommonRNG.getRng()); | |
OrderedMap<Coord, Double> entries = new OrderedMap<>(); | |
char[][] map = new char[WIDTH][HEIGHT]; | |
short[][] regionMap = new short[WIDTH][HEIGHT]; | |
for(int x = 0; x < WIDTH; x++) { | |
for(int y = 0; y < HEIGHT; y++) { | |
if(tiles[x][y].heightValue >= Sand) |
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Image - http://imgur.com/a/Y9sta | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~~~~~~~~~~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~%%%%%~~%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~~~~~~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~%%%%%~%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~~~~~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~%%%%~~~%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~%%~%%~% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~~~~%%~%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~%%%%%%%%%%%%%%%%%%%%%%%%%%~%%~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~%%~%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~~~~%~%%%%%%%%%%%%%%%%%%%%%%~~%%~~~~~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%~%%%~~~~%%%~~%%~ |
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▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ■ ▲ ▲ ▲ ▲ ▲ ► ▼ ■ ▲ ▲ ■ ▼ ▼ ▼ ■ ▲ ■ ▲ ▲ ▲ ▲ ▼ ▼ ► ■ ▼ ■ ▲ ▲ ► ▲ ▲ ► ► ▲ ► ▲ ▲ ▼ ■ | |
◄ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ■ ▲ ▲ ▲ ▲ ▲ ▼ ■ ◄ ◄ ◄ ◄ ► ▼ ■ ◄ ◄ ◄ ◄ ► ◄ ▼ ▼ ▼ ■ ▲ ▼ ◄ ■ ▲ ▲ ▲ ▲ ■ ▲ ▲ ■ ▲ ▲ ▼ ◄ | |
▼ ► ▼ ▼ ▼ ▼ ▼ ▼ ▼ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ◄ ◄ ◄ ◄ ▼ ■ ► ◄ ■ ▲ ◄ ► ■ ▲ ▲ ▼ ▼ ◄ ▼ ▼ ▼ ◄ ▲ ▲ ▲ ▲ ► ◄ ▲ ▲ ▲ ■ ▲ ◄ | |
► ▼ ▼ ▼ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ► ► ► ▼ ► ▼ ■ ▲ ▲ ▲ ■ ▲ ► ▲ ▼ ◄ ◄ ◄ ▼ ▼ ► ▲ ▲ ▲ ▲ ▲ ► ▲ ▲ ▲ ► ▲ ▲ | |
▼ ▼ ▼ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ◄ ▲ ▲ ▲ ▲ ◄ ► ► ► ▼ ▼ ■ ▲ ◄ ▲ ▲ ▲ ◄ ▲ ► ► ▼ ▼ ▼ ► ► ▼ ■ ▲ ▲ ▲ ▲ ► ▲ ▲ ▲ ▲ ■ ▲ ► | |
▼ ▼ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ◄ ◄ ◄ ▲ ▲ ▲ ▼ ▼ ■ ► ► ► ► ▲ ◄ ◄ ▲ ▲ ► ► ▼ ■ ▼ ▼ ▼ ▼ ▼ ■ ◄ ▲ ▲ ▲ ► ■ ► ▲ ▲ ▲ ▲ ▼ ► | |
▼ ▼ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ◄ ◄ ◄ ■ ▲ ▲ ▼ ◄ ▼ ► ► ▼ ■ ▲ ▲ ► ▲ ▲ ■ ► ► ◄ ▼ ▼ ▼ ▼ ▼ ◄ ▲ ◄ ◄ ► ► ▲ ► ▲ ▲ ▲ ► ► ► | |
► ► ► ▼ ► ◄ ◄ ◄ ■ ◄ ◄ ◄ ◄ ▲ ▲ ► ▼ ► ▼ ■ ▲ ► ▲ ▲ ■ ▲ ▲ ▼ ■ ▲ ► ► ▼ ▼ ▼ ▼ ◄ ▲ ► ▼ ■ ▲ ► ► ▲ ▲ ▲ ▼ ▼ ► | |
► ► ► ► ■ ▲ ◄ ◄ ◄ ◄ ▼ ◄ ▲ ▲ ▼ ■ ▼ ■ ▲ ◄ ► ► ▲ ▲ ◄ ▲ ▲ ■ ◄ ▼ ► ► ► ▼ ◄ ◄ ◄ ▼ ▼ ► ► ■ ► ■ ▲ ▲ ► ► ► ► | |
▼ ■ ▲ ▲ ▲ ▲ ◄ ◄ ◄ ◄ ◄ ◄ ◄ ▲ ▼ ◄ ▼ ◄ ► ▼ ■ ▲ ▲ ▲ ◄ ▲ ▲ ◄ ▼ ▼ ▼ ► ▲ ▼ ▼ ▼ ■ ► ▼ ▼ ■ ▼ ■ ▲ ▲ ▲ ► ► ► ► |
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▼ ▼ ▼ ▼ ■ ◄ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ► ► ◄ ◄ ◄ ◄ ◄ ▼ ▼ ◄ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ► ► ► ▲ ▲ ▲ ◄ ► ► ▲ ▲ ▲ ► ► ► ▼ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ◄ ◄ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ◄ ▲ ▲ ▲ ◄ ◄ ◄ ◄ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▼ ▼ ► ► ► ▲ ► ▼ ▼ ▼ ▼ ▼ ▼ ▼ ◄ ▲ ▲ ▼ ■ ▲ ▲ ▲ ▲ ▲ ▼ ▼ ◄ ◄ ◄ ◄ ◄ ▲ ▲ ▼ ▼ ▼ ▼ ▼ ◄ ◄ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ► ► ► ▼ ▼ ▼ ► ▼ ▼ ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ▲ ▲ ▲ ▼ ▼ ◄ ◄ ▲ ▲ ▲ ▲ ► ► ► ► ▲ ▲ ► ▲ ▲ ▲ ▲ ▲ ◄ ◄ ◄ ◄ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ► ► ► ► ► ► ▲ ▲ ▲ ▲ ► ► ▼ ▼ ► ► ► ▼ ▼ ▼ ► ► ► ► ► ► ▲ ▼ ▼ ▼ ▼ ◄ ▼ ▼ ▼ ◄ ◄ ◄ ▼ ▼ ▼ ► ► ► ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ► ► ► ► ► ► ▼ ▼ ▼ ▼ ▼ ▼ ■ ▲ ▲ ▲ ▲ ▲ ◄ ▲ ▲ ▲ ▼ ▼ ▼ ▼ ▼ ► ▲ ▲ ▲ ▲ ▲ ▲ ► ► ► ► ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ► ► ► ► ► ▼ ▼ ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ▲ ▲ ▲ ► ► ▼ ▼ ► ▲ ▼ ► ▲ ▲ ▲ ► ► ► ► ◄ ◄ ◄ ◄ ◄ ◄ ◄ ◄ ◄ ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ▼ ▼ ▼ ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ► ► ► ► ► ► ► ► ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ► ► ► ▼ ■ | |
◄ ▼ ▼ ► ► ► ► ► ► ▼ ▼ ▼ ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ► ▼ ▼ ▼ ▼ ◄ ◄ ▲ ◄ ◄ ◄ ◄ ▲ ▼ ▼ ▼ ◄ ◄ ▲ ▲ ▼ ▼ ▼ ■ ▲ ▲ ▲ ► ► ► ► ▼ ◄ ◄ ▲ ▲ ▲ ► ► ► ▲ ▲ ▼ ► ► ► ► ▼ |
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▼▼▼▼▼■▲►▲▼▼▼▼▼■▲▼▼■▼▼▼▼▼▼▼▼▼■▲▲▼▼▼■▲▼■▲▲▼▼▼▼■▼■▲▲▲►▲▲▲▲■▼■▲▲▼▼►►▲▲▲▲▲▲►►▲▲►►►►▲▲■►►►▲▼■▲▲►►►►►►►►►►►►►►▲▲▲►►►▼▼▼▼▼►▼▼▼►►►▲▼▼▼■►▼►►►▼▼▼▼▼▼▼▼▼▼▼▼▼▼▼▼▼▼■■■■■■■■■■■■■■■■■■■■■▲►▲▲►▲▲▲▲▲▲▲▲▲►►►▲▲▲▲▲▲►▼►▲▲▲▲▲▲▲▲▲▼▼▼▼▼▼■▲▼▼▼▼▼■►►▲▲▲▼▼▼■▲►►►▼■▲▲▲▼▼▼▼▼►■▼▼▼■▲▲▲▲▲▲▼► | |
►▼▼►▼◄▼■▲▼◄◄◄◄◄◄▼▼◄▼▼▼▼▼◄◄◄◄◄◄◄▼▼▼◄▲◄◄◄▲▲◄▼◄◄►►▲▲▲▲▲▲▲▲◄◄◄◄▲▼▼▼■▲▲▲▲▲▲▲►►►►►►▲▲▲▼►►►▲◄◄◄▲▼■▲▲▼▼■▲►►►►►►▲▲▲▼►▼▼▼▼▼▼■▼▼▼►►►▲▲▼▼▼▼▼▼►►►▼▼▼▼◄◄▼▼▼▼▼▼▼▼◄◄▼►■■■■■■■■■■■■■■■■■■■■▲►▲▲▲▲▲▲▲▲▲▲▲▲▲►►►►►►►■▼►►▲▲▲▲▲▲▲▲▲◄▼▼▼▼◄◄◄▼▼▼◄◄▼■▲▲▲▼▼▼▼►►►►►►►▲▲▲▼◄◄▼▼■▲◄◄◄►►▲▲►►▲►► | |
►▼▼▼■◄◄◄▲■◄◄◄◄◄◄▼◄◄▼▼▼■◄◄◄◄◄◄▼▼▼▼◄◄◄◄◄◄◄▲▲▼▼▼▼►▲▲▲▲▲▲▲▲▲◄◄◄▲▼▼◄◄◄▲▲▲▲▲►►►►►►►▲▲▲▼▼►►►►►▲▼◄◄◄◄◄▼◄▼▼►►►▲▲▲▲►▼►▼▼▼▼▼►▼▼▼▼►►▲▲▲▼▼▼▼▼▼▼►▲▲▼▼■◄▼▼▼▼▼▼▼▼▼▼▼▼■■■■■■■■■■■■■■■■■■■■■■▲▲▲▲▲▲▲▲▲▲▲▲▲▲►►▲►►►►►►►►▲▲▲▲◄◄▲▲▲▼▼▼▼◄◄◄◄▼▼◄▼▼▼◄◄▲▲►►▼▼▼■▲►►►▲▲▲◄◄◄▼▼▼◄▲▲▼▼▼►►▲►▲►►► | |
►►▼◄◄◄◄◄◄◄▲►►▼►►▼▼►►▼▼◄◄◄►►►►►▼▼▼◄▼◄◄◄◄◄◄▲▼▼▼▼■▲▲▲▲▲▲▲▲▲▲◄◄▼▼▼◄◄◄◄◄◄►►►►►►▲▲▲▲▲►►▼►►►►►►▲◄◄▼▼◄◄▼▼▼▼■▲▲▲▲▲►▼►►▼►▼▼▼▼▼▼▼▼■▲▲▲▼▼▼▼▼▼▼■▲▲▼▼◄►▼▼▼▼▼▼▼▼▼▼▼▼▼■■■■■■■■■■■■■■■■■■■■■■▲►▲▲▲▲▲▲▲▲▲▲►►►►►►►►►►►►►►►▲▲◄▲▲▲▼▼◄▼◄◄◄▼▼▼▼▼■◄◄◄▲▲►►►▼▼◄▼►▲▲▲▲▲▲▼◄▼▼▼◄◄▲▼▼▼■►▲▲▲ |
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...~~~~~~~~~~~~~~~~~~~~~~~~~~~~~......~~~~~~~~~~~~~~~~.......... | |
...~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~....~~~~~~~~~~~~~~~~~.......... | |
...~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~..~~~~~~~~~~~~~~~~~~~......... | |
..~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~....~.. | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.~ | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.~~~~~~~~~~~~~~~~~~~~~~~~~~~..~ | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.~~~~~~~~~~~~~~~~~~~~~~~~~~~~..~ | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~..~~~~~~~~~~~~~~~~~~~~~~~......~ | |
~~~~~~~.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~...~..... |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
attribute vec3 a_position; | |
attribute vec4 a_color; | |
attribute vec3 a_normal; | |
attribute vec3 a_tangent; | |
attribute vec2 a_texCoord0; |