veloren/world/src/lib.rs

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Rust
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#![deny(unsafe_code)]
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#![allow(incomplete_features)]
#![feature(arbitrary_enum_discriminant, const_generics, label_break_value)]
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mod all;
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mod block;
mod column;
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pub mod config;
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pub mod sim;
pub mod site;
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pub mod util;
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pub mod civ;
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// Reexports
pub use crate::config::CONFIG;
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use crate::{
block::BlockGen,
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column::{ColumnGen, ColumnSample},
util::{Grid, Sampler},
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};
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use common::{
generation::{ChunkSupplement, EntityInfo, EntityKind},
terrain::{Block, BlockKind, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
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`.
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vol::{ReadVol, RectVolSize, Vox, WriteVol},
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};
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use rand::Rng;
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use std::time::Duration;
use vek::*;
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#[derive(Debug)]
pub enum Error {
Other(String),
}
pub struct World {
sim: sim::WorldSim,
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civs: civ::Civs,
}
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impl World {
pub fn generate(seed: u32, opts: sim::WorldOpts) -> Self {
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let mut sim = sim::WorldSim::generate(seed, opts);
let civs = civ::Civs::generate(seed, &mut sim);
Self { sim, civs }
}
pub fn sim(&self) -> &sim::WorldSim { &self.sim }
pub fn civs(&self) -> &civ::Civs { &self.civs }
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pub fn tick(&self, _dt: Duration) {
// TODO
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}
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pub fn sample_columns(
&self,
) -> impl Sampler<Index = Vec2<i32>, Sample = Option<ColumnSample>> + '_ {
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ColumnGen::new(&self.sim)
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}
pub fn sample_blocks(&self) -> BlockGen { BlockGen::new(ColumnGen::new(&self.sim)) }
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pub fn generate_chunk(
&self,
chunk_pos: Vec2<i32>,
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// TODO: misleading name
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mut should_continue: impl FnMut() -> bool,
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) -> Result<(TerrainChunk, ChunkSupplement), ()> {
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let air = Block::empty();
let stone = Block::new(BlockKind::Dense, Rgb::new(200, 220, 255));
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let water = Block::new(BlockKind::Water, Rgb::new(60, 90, 190));
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let _chunk_size2d = TerrainChunkSize::RECT_SIZE;
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let (base_z, sim_chunk) = match self
.sim
/*.get_interpolated(
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chunk_pos.map2(chunk_size2d, |e, sz: u32| e * sz as i32 + sz as i32 / 2),
|chunk| chunk.get_base_z(),
)
.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk))) */
.get_base_z(chunk_pos)
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{
Some(base_z) => (base_z as i32, self.sim.get(chunk_pos).unwrap()),
// Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
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None => {
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return Ok((
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TerrainChunk::new(
CONFIG.sea_level as i32,
water,
air,
TerrainChunkMeta::void(),
),
ChunkSupplement::default(),
));
},
};
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let meta = TerrainChunkMeta::new(sim_chunk.get_name(&self.sim), sim_chunk.get_biome());
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let mut sampler = self.sample_blocks();
let chunk_wpos2d = Vec2::from(chunk_pos) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
let zcache_grid =
Grid::populate_from(TerrainChunkSize::RECT_SIZE.map(|e| e as i32), |offs| {
sampler.get_z_cache(chunk_wpos2d + offs)
});
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let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
for y in 0..TerrainChunkSize::RECT_SIZE.y as i32 {
for x in 0..TerrainChunkSize::RECT_SIZE.x as i32 {
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if should_continue() {
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return Err(());
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};
let offs = Vec2::new(x, y);
let wpos2d = chunk_wpos2d + offs;
let z_cache = match zcache_grid.get(offs) {
Some(Some(z_cache)) => z_cache,
_ => continue,
};
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let (min_z, only_structures_min_z, max_z) = z_cache.get_z_limits(&mut sampler);
(base_z..min_z as i32).for_each(|z| {
let _ = chunk.set(Vec3::new(x, y, z), stone);
});
(min_z as i32..max_z as i32).for_each(|z| {
let lpos = Vec3::new(x, y, z);
let wpos = Vec3::from(chunk_wpos2d) + lpos;
let only_structures = lpos.z >= only_structures_min_z as i32;
if let Some(block) =
sampler.get_with_z_cache(wpos, Some(&z_cache), only_structures)
{
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let _ = chunk.set(lpos, block);
}
});
}
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}
// Apply site generation
sim_chunk.sites.iter().for_each(|site| {
site.apply_to(
chunk_wpos2d,
|offs| {
zcache_grid
.get(offs)
.map(Option::as_ref)
.flatten()
.map(|zc| &zc.sample)
},
&mut chunk,
)
});
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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`.
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let lpos2d = TerrainChunkSize::RECT_SIZE
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.map(|sz| rand::thread_rng().gen::<u32>().rem_euclid(sz));
let mut lpos = Vec3::new(lpos2d.x as i32, lpos2d.y as i32, 0);
while chunk.get(lpos).map(|vox| !vox.is_empty()).unwrap_or(false) {
lpos.z += 1;
}
(Vec3::from(chunk_wpos2d) + lpos).map(|e: i32| e as f32) + 0.5
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};
const SPAWN_RATE: f32 = 0.1;
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const BOSS_RATE: f32 = 0.03;
let mut supplement = ChunkSupplement {
entities: if rand::thread_rng().gen::<f32>() < SPAWN_RATE
&& sim_chunk.chaos < 0.5
&& !sim_chunk.is_underwater()
{
vec![EntityInfo {
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pos: gen_entity_pos(),
kind: if rand::thread_rng().gen::<f32>() < BOSS_RATE {
EntityKind::Boss
} else {
EntityKind::Enemy
},
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}]
} else {
Vec::new()
},
};
if sim_chunk.contains_waypoint {
supplement = supplement.with_entity(EntityInfo {
pos: gen_entity_pos(),
kind: EntityKind::Waypoint,
});
}
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Ok((chunk, supplement))
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}
}