veloren/world/src/layer/mod.rs

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use crate::{
column::ColumnSample,
util::{RandomField, Sampler},
Index,
};
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use common::{
assets,
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comp,
lottery::Lottery,
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terrain::{Block, BlockKind},
vol::{BaseVol, ReadVol, RectSizedVol, Vox, WriteVol},
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generation::{ChunkSupplement, EntityInfo},
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};
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use noise::NoiseFn;
use std::{
f32,
ops::{Mul, Sub},
};
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use vek::*;
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use rand::prelude::*;
pub fn apply_paths_to<'a>(
wpos2d: Vec2<i32>,
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
vol: &mut (impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
index: &Index,
) {
for y in 0..vol.size_xy().y as i32 {
for x in 0..vol.size_xy().x as i32 {
let offs = Vec2::new(x, y);
let wpos2d = wpos2d + offs;
// Sample terrain
let col_sample = if let Some(col_sample) = get_column(offs) {
col_sample
} else {
continue;
};
let surface_z = col_sample.riverless_alt.floor() as i32;
let noisy_color = |col: Rgb<u8>, factor: u32| {
let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z));
col.map(|e| {
(e as u32 + nz % (factor * 2))
.saturating_sub(factor)
.min(255) as u8
})
};
if let Some((path_dist, path_nearest, path, _)) = col_sample
.path
.filter(|(dist, _, path, _)| *dist < path.width)
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{
let inset = 0;
// Try to use the column at the centre of the path for sampling to make them
// flatter
let col_pos = (offs - wpos2d).map(|e| e as f32) + path_nearest;
let col00 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0));
let col10 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0));
let col01 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1));
let col11 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 1));
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let col_attr = |col: &ColumnSample| {
Vec3::new(col.riverless_alt, col.alt, col.water_dist.unwrap_or(1000.0))
};
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let [riverless_alt, alt, water_dist] = match (col00, col10, col01, col11) {
(Some(col00), Some(col10), Some(col01), Some(col11)) => Lerp::lerp(
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Lerp::lerp(col_attr(col00), col_attr(col10), path_nearest.x.fract()),
Lerp::lerp(col_attr(col01), col_attr(col11), path_nearest.x.fract()),
path_nearest.y.fract(),
),
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_ => col_attr(col_sample),
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}
.into_array();
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let (bridge_offset, depth) = (
((water_dist.max(0.0) * 0.2).min(f32::consts::PI).cos() + 1.0) * 5.0,
((1.0 - ((water_dist + 2.0) * 0.3).min(0.0).cos().abs())
* (riverless_alt + 5.0 - alt).max(0.0)
* 1.75
+ 3.0) as i32,
);
let surface_z = (riverless_alt + bridge_offset).floor() as i32;
for z in inset - depth..inset {
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let _ = vol.set(
Vec3::new(offs.x, offs.y, surface_z + z),
if bridge_offset >= 2.0 && path_dist >= 3.0 || z < inset - 1 {
Block::new(BlockKind::Normal, noisy_color(Rgb::new(80, 80, 100), 8))
} else {
let path_color = path.surface_color(
col_sample.sub_surface_color.map(|e| (e * 255.0) as u8),
);
Block::new(BlockKind::Normal, noisy_color(path_color, 8))
},
);
}
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let head_space = path.head_space(path_dist);
for z in inset..inset + head_space {
let pos = Vec3::new(offs.x, offs.y, surface_z + z);
if vol.get(pos).unwrap().kind() != BlockKind::Water {
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let _ = vol.set(pos, Block::empty());
}
}
}
}
}
}
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pub fn apply_caves_to<'a>(
wpos2d: Vec2<i32>,
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
vol: &mut (impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
index: &Index,
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) {
for y in 0..vol.size_xy().y as i32 {
for x in 0..vol.size_xy().x as i32 {
let offs = Vec2::new(x, y);
let wpos2d = wpos2d + offs;
// Sample terrain
let col_sample = if let Some(col_sample) = get_column(offs) {
col_sample
} else {
continue;
};
let surface_z = col_sample.riverless_alt.floor() as i32;
if let Some((cave_dist, cave_nearest, cave, _)) = col_sample
.cave
.filter(|(dist, _, cave, _)| *dist < cave.width)
{
let cave_x = (cave_dist / cave.width).min(1.0);
// Relative units
let cave_floor = 0.0 - 0.5 * (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
let cave_height = (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
// Abs units
let cave_base = (cave.alt + cave_floor) as i32;
let cave_roof = (cave.alt + cave_height) as i32;
for z in cave_base..cave_roof {
if cave_x < 0.95
|| index.noise.cave_nz.get(
Vec3::new(wpos2d.x, wpos2d.y, z)
.map(|e| e as f64 * 0.15)
.into_array(),
) < 0.0
{
let _ = vol.set(Vec3::new(offs.x, offs.y, z), Block::empty());
}
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}
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// Stalagtites
let stalagtites = index
.noise
.cave_nz
.get(wpos2d.map(|e| e as f64 * 0.125).into_array())
.sub(0.5)
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.max(0.0)
.mul(
(col_sample.alt - cave_roof as f32 - 5.0)
.mul(0.15)
.clamped(0.0, 1.0) as f64,
)
.mul(45.0) as i32;
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for z in cave_roof - stalagtites..cave_roof {
let _ = vol.set(
Vec3::new(offs.x, offs.y, z),
Block::new(BlockKind::Rock, Rgb::broadcast(200)),
);
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}
// Scatter things in caves
if RandomField::new(index.seed).chance(wpos2d.into(), 0.001)
&& cave_base < surface_z as i32 - 25
{
let kind = *assets::load_expect::<Lottery<BlockKind>>("common.cave_scatter")
.choose_seeded(RandomField::new(index.seed + 1).get(wpos2d.into()));
let _ = vol.set(
Vec3::new(offs.x, offs.y, cave_base),
Block::new(kind, Rgb::zero()),
);
}
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}
}
}
}
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pub fn apply_caves_supplement<'a>(
rng: &mut impl Rng,
wpos2d: Vec2<i32>,
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
vol: &(impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
index: &Index,
supplement: &mut ChunkSupplement,
) {
for y in 0..vol.size_xy().y as i32 {
for x in 0..vol.size_xy().x as i32 {
let offs = Vec2::new(x, y);
let wpos2d = wpos2d + offs;
// Sample terrain
let col_sample = if let Some(col_sample) = get_column(offs) {
col_sample
} else {
continue;
};
let surface_z = col_sample.riverless_alt.floor() as i32;
if let Some((cave_dist, cave_nearest, cave, _)) = col_sample
.cave
.filter(|(dist, _, cave, _)| *dist < cave.width)
{
let cave_x = (cave_dist / cave.width).min(1.0);
// Relative units
let cave_floor = 0.0 - 0.5 * (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
let cave_height = (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
// Abs units
let cave_base = (cave.alt + cave_floor) as i32;
let cave_roof = (cave.alt + cave_height) as i32;
// Scatter things in caves
if RandomField::new(index.seed).chance(wpos2d.into(), 0.0001)
&& cave_base < surface_z as i32 - 40
{
let entity = EntityInfo::at(Vec3::new(wpos2d.x as f32, wpos2d.y as f32, cave_base as f32))
.with_alignment(comp::Alignment::Enemy)
.with_body(match rng.gen_range(0, 6) {
0 => {
let species = match rng.gen_range(0, 2) {
0 => comp::quadruped_small::Species::Truffler,
_ => comp::quadruped_small::Species::Hyena,
};
comp::quadruped_small::Body::random_with(rng, &species).into()
},
1 => {
let species = match rng.gen_range(0, 3) {
0 => comp::quadruped_medium::Species::Tarasque,
1 => comp::quadruped_medium::Species::Frostfang,
_ => comp::quadruped_medium::Species::Bonerattler,
};
comp::quadruped_medium::Body::random_with(rng, &species).into()
},
2 => {
let species = match rng.gen_range(0, 3) {
0 => comp::quadruped_low::Species::Maneater,
1 => comp::quadruped_low::Species::Rocksnapper,
_ => comp::quadruped_low::Species::Salamander,
};
comp::quadruped_low::Body::random_with(rng, &species).into()
},
3 => {
let species = match rng.gen_range(0, 3) {
0 => comp::critter::Species::Fungome,
1 => comp::critter::Species::Axolotl,
_ => comp::critter::Species::Rat,
};
comp::critter::Body::random_with(rng, &species).into()
},
4 => {
let species = match rng.gen_range(0, 1) {
_ => comp::golem::Species::StoneGolem,
};
comp::golem::Body::random_with(rng, &species).into()
},
_ => {
let species = match rng.gen_range(0, 4) {
0 => comp::biped_large::Species::Ogre,
1 => comp::biped_large::Species::Cyclops,
2 => comp::biped_large::Species::Wendigo,
_ => comp::biped_large::Species::Troll,
};
comp::biped_large::Body::random_with(rng, &species).into()
},
})
.with_automatic_name();
supplement.add_entity(entity);
}
}
}
}
}