2019-08-19 12:39:23 +00:00
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#![deny(unsafe_code)]
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2019-09-06 10:52:47 +00:00
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#![allow(incomplete_features)]
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2019-11-04 17:26:32 +00:00
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#![feature(const_generics, label_break_value)]
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2019-05-23 20:41:01 +00:00
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2019-06-11 18:39:25 +00:00
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mod all;
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2019-06-09 10:24:18 +00:00
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mod block;
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mod column;
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2019-06-15 12:34:28 +00:00
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pub mod config;
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2019-08-23 19:56:21 +00:00
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pub mod generator;
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2019-06-18 21:22:31 +00:00
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pub mod sim;
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2019-06-15 12:34:28 +00:00
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pub mod util;
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2019-06-09 10:24:18 +00:00
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// Reexports
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pub use crate::config::CONFIG;
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2019-05-18 08:59:58 +00:00
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2019-06-15 10:36:26 +00:00
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use crate::{
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block::BlockGen,
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2019-06-15 12:34:28 +00:00
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column::{ColumnGen, ColumnSample},
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2019-09-04 23:03:49 +00:00
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util::Sampler,
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2019-06-15 10:36:26 +00:00
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};
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2019-01-15 15:13:11 +00:00
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use common::{
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2019-08-14 21:28:37 +00:00
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terrain::{Block, BlockKind, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
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common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
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vol::{ReadVol, RectVolSize, Vox, WriteVol},
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2019-01-15 15:13:11 +00:00
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};
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2019-08-02 14:37:26 +00:00
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use rand::Rng;
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2019-09-16 13:11:47 +00:00
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use std::time::Duration;
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2019-05-21 22:31:38 +00:00
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use vek::*;
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2019-01-15 15:13:11 +00:00
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#[derive(Debug)]
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pub enum Error {
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Other(String),
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}
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2019-05-18 08:59:58 +00:00
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pub struct World {
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sim: sim::WorldSim,
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}
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2019-01-15 15:13:11 +00:00
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impl World {
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2019-05-18 08:59:58 +00:00
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pub fn generate(seed: u32) -> Self {
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2019-05-21 22:31:38 +00:00
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Self {
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sim: sim::WorldSim::generate(seed),
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}
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2019-05-18 08:59:58 +00:00
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}
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2019-05-21 00:57:16 +00:00
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pub fn sim(&self) -> &sim::WorldSim {
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&self.sim
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}
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2019-07-01 18:40:41 +00:00
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pub fn tick(&self, _dt: Duration) {
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2019-05-18 08:59:58 +00:00
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// TODO
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2019-01-15 15:13:11 +00:00
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}
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2019-06-15 12:34:28 +00:00
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pub fn sample_columns(
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&self,
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) -> impl Sampler<Index = Vec2<i32>, Sample = Option<ColumnSample>> + '_ {
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2019-08-24 22:57:55 +00:00
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ColumnGen::new(&self.sim)
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2019-06-15 12:34:28 +00:00
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}
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2019-07-04 23:14:55 +00:00
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pub fn sample_blocks(&self) -> BlockGen {
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2019-08-24 22:57:55 +00:00
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BlockGen::new(self, ColumnGen::new(&self.sim))
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2019-06-09 10:24:18 +00:00
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}
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2019-01-23 22:21:47 +00:00
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2019-09-16 02:01:05 +00:00
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pub fn generate_chunk(
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&self,
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chunk_pos: Vec2<i32>,
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2020-01-09 06:05:20 +00:00
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// TODO: misleading name
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2019-09-16 13:11:47 +00:00
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mut should_continue: impl FnMut() -> bool,
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2019-09-16 02:05:36 +00:00
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) -> Result<(TerrainChunk, ChunkSupplement), ()> {
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2019-01-23 20:01:58 +00:00
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let air = Block::empty();
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2019-08-14 21:28:37 +00:00
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let stone = Block::new(BlockKind::Dense, Rgb::new(200, 220, 255));
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2019-08-16 14:58:14 +00:00
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let water = Block::new(BlockKind::Water, Rgb::new(60, 90, 190));
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2019-01-23 20:01:58 +00:00
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2019-10-16 11:39:41 +00:00
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let _chunk_size2d = TerrainChunkSize::RECT_SIZE;
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2019-06-19 14:55:26 +00:00
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let (base_z, sim_chunk) = match self
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.sim
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2019-10-16 11:39:41 +00:00
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/*.get_interpolated(
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2019-06-19 14:55:26 +00:00
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chunk_pos.map2(chunk_size2d, |e, sz: u32| e * sz as i32 + sz as i32 / 2),
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|chunk| chunk.get_base_z(),
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)
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2019-10-16 11:39:41 +00:00
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.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk))) */
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.get_base_z(chunk_pos)
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2019-06-19 14:55:26 +00:00
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{
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2019-10-16 11:39:41 +00:00
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Some(base_z) => (base_z as i32, self.sim.get(chunk_pos).unwrap()),
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// Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
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2019-07-09 20:42:27 +00:00
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None => {
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2019-09-16 01:51:08 +00:00
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return Ok((
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2019-08-02 14:37:26 +00:00
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TerrainChunk::new(
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CONFIG.sea_level as i32,
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water,
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air,
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TerrainChunkMeta::void(),
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),
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ChunkSupplement::default(),
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2019-09-16 01:51:08 +00:00
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))
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2019-07-09 20:42:27 +00:00
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}
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2019-05-19 14:54:37 +00:00
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};
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2019-05-17 21:19:32 +00:00
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2019-06-25 15:59:09 +00:00
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let meta = TerrainChunkMeta::new(sim_chunk.get_name(&self.sim), sim_chunk.get_biome());
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2019-06-15 12:34:28 +00:00
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let mut sampler = self.sample_blocks();
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2019-05-24 11:08:38 +00:00
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common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
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let chunk_block_pos = Vec3::from(chunk_pos) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
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2019-08-02 14:37:26 +00:00
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let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
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common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
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for x in 0..TerrainChunkSize::RECT_SIZE.x as i32 {
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for y in 0..TerrainChunkSize::RECT_SIZE.y as i32 {
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2019-09-16 13:11:47 +00:00
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if should_continue() {
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2019-09-16 02:05:36 +00:00
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return Err(());
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2019-09-16 02:01:05 +00:00
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};
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2019-05-21 22:31:38 +00:00
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let wpos2d = Vec2::new(x, y)
|
common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
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+ Vec2::from(chunk_pos) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
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2019-05-20 02:53:04 +00:00
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2019-07-08 14:51:38 +00:00
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let z_cache = match sampler.get_z_cache(wpos2d) {
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Some(z_cache) => z_cache,
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None => continue,
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};
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2019-07-04 23:14:55 +00:00
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2019-09-23 15:20:28 +00:00
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let (min_z, only_structures_min_z, max_z) = z_cache.get_z_limits(&mut sampler);
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2019-07-08 14:51:38 +00:00
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2019-07-08 16:41:20 +00:00
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for z in base_z..min_z as i32 {
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2019-07-08 14:51:38 +00:00
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let _ = chunk.set(Vec3::new(x, y, z), stone);
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}
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for z in min_z as i32..max_z as i32 {
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2019-05-17 17:44:30 +00:00
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let lpos = Vec3::new(x, y, z);
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2019-08-02 14:37:26 +00:00
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let wpos = chunk_block_pos + lpos;
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2019-09-23 15:20:28 +00:00
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let only_structures = lpos.z >= only_structures_min_z as i32;
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2019-05-24 11:08:38 +00:00
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2019-09-23 15:20:28 +00:00
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if let Some(block) =
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sampler.get_with_z_cache(wpos, Some(&z_cache), only_structures)
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{
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2019-06-09 10:24:18 +00:00
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let _ = chunk.set(lpos, block);
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}
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2019-05-17 17:44:30 +00:00
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}
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}
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2019-01-23 20:01:58 +00:00
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}
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2019-08-02 14:37:26 +00:00
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let gen_entity_pos = || {
|
common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
|
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let lpos2d = TerrainChunkSize::RECT_SIZE
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2019-08-02 14:37:26 +00:00
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.map(|sz| rand::thread_rng().gen::<u32>().rem_euclid(sz));
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let mut lpos = Vec3::new(lpos2d.x as i32, lpos2d.y as i32, 0);
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while chunk.get(lpos).map(|vox| !vox.is_empty()).unwrap_or(false) {
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lpos.z += 1;
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}
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(chunk_block_pos + lpos).map(|e| e as f32) + 0.5
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};
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const SPAWN_RATE: f32 = 0.1;
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2019-08-04 09:27:08 +00:00
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const BOSS_RATE: f32 = 0.03;
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2019-08-02 14:37:26 +00:00
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let supplement = ChunkSupplement {
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2020-01-08 12:48:00 +00:00
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npcs: if rand::thread_rng().gen::<f32>() < SPAWN_RATE
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&& sim_chunk.chaos < 0.5
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&& !sim_chunk.is_underwater
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{
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2019-08-02 14:37:26 +00:00
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vec![NpcInfo {
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pos: gen_entity_pos(),
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2019-08-02 18:56:37 +00:00
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boss: rand::thread_rng().gen::<f32>() < BOSS_RATE,
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2019-08-02 14:37:26 +00:00
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}]
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} else {
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Vec::new()
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},
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};
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|
|
2019-09-16 01:51:08 +00:00
|
|
|
Ok((chunk, supplement))
|
2019-08-02 14:37:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub struct NpcInfo {
|
|
|
|
pub pos: Vec3<f32>,
|
2019-08-02 18:56:37 +00:00
|
|
|
pub boss: bool,
|
2019-08-02 14:37:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
pub struct ChunkSupplement {
|
|
|
|
pub npcs: Vec<NpcInfo>,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Default for ChunkSupplement {
|
|
|
|
fn default() -> Self {
|
|
|
|
Self { npcs: Vec::new() }
|
2019-05-23 20:41:01 +00:00
|
|
|
}
|
|
|
|
}
|