mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
249 lines
7.5 KiB
Rust
249 lines
7.5 KiB
Rust
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use std::ops::Range;
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use hashbrown::{HashMap, HashSet};
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use vek::*;
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use rand::prelude::*;
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use common::{
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terrain::TerrainChunkSize,
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vol::RectVolSize,
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store::{Id, Store},
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path::Path,
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astar::Astar,
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};
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use crate::sim::WorldSim;
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const CARDINALS: [Vec2<i32>; 4] = [
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Vec2::new(1, 0),
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Vec2::new(-1, 0),
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Vec2::new(0, 1),
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Vec2::new(0, -1),
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];
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const DIAGONALS: [Vec2<i32>; 8] = [
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(-1, 0),
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Vec2::new(-1, 1),
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Vec2::new(0, 1),
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Vec2::new(1, -1),
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Vec2::new(0, -1),
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Vec2::new(-1, -1),
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];
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fn attempt<T>(max_iters: usize, mut f: impl FnMut() -> Option<T>) -> Option<T> {
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(0..max_iters).find_map(|_| f())
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}
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const INITIAL_CIV_COUNT: usize = 20;
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#[derive(Default)]
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pub struct Civs {
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civs: Store<Civ>,
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places: Store<Place>,
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routes: HashMap<(Id<Place>, Id<Place>), Route>,
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}
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struct GenCtx<'a, R: Rng> {
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sim: &'a mut WorldSim,
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rng: &'a mut R,
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}
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impl Civs {
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pub fn generate(seed: u32, sim: &mut WorldSim) -> Self {
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let mut this = Self::default();
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let mut rng = sim.rng.clone();
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let mut ctx = GenCtx { sim, rng: &mut rng };
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for _ in 0..INITIAL_CIV_COUNT {
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if let Some(civ) = this.birth_civ(&mut ctx) {
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println!("Initial civilisation: {:#?}", this.civs.get(civ));
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} else {
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println!("Failed to find starting site");
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}
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}
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// Temporary!
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for route in this.routes.values() {
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for loc in route.path.iter() {
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sim.get_mut(*loc).unwrap().place = Some(this.civs.iter().next().unwrap().homeland);
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}
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}
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this
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}
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fn birth_civ(&mut self, ctx: &mut GenCtx<impl Rng>) -> Option<Id<Civ>> {
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const CIV_BIRTHPLACE_AREA: Range<usize> = 64..256;
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let place = attempt(5, || {
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let loc = find_site_loc(ctx, None)?;
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self.establish_place(ctx, loc, CIV_BIRTHPLACE_AREA)
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})?;
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let civ = self.civs.insert(Civ {
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homeland: place,
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});
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Some(civ)
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}
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fn establish_place(&mut self, ctx: &mut GenCtx<impl Rng>, loc: Vec2<i32>, area: Range<usize>) -> Option<Id<Place>> {
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let mut dead = HashSet::new();
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let mut alive = HashSet::new();
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alive.insert(loc);
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// Fill the surrounding area
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while let Some(cloc) = alive.iter().choose(ctx.rng).copied() {
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for dir in CARDINALS.iter() {
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if site_in_dir(&ctx.sim, cloc, *dir) {
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let rloc = cloc + *dir;
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if !dead.contains(&rloc) && ctx.sim.get(rloc).map(|c| c.place.is_none()).unwrap_or(false) {
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alive.insert(rloc);
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}
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}
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}
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alive.remove(&cloc);
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dead.insert(cloc);
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if dead.len() + alive.len() >= area.end {
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break;
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}
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}
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// Make sure the place is large enough
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if dead.len() + alive.len() <= area.start {
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return None;
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}
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// Find neighbors
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const MAX_NEIGHBOR_DISTANCE: f32 = 100.0;
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let mut nearby = self.places
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.iter_ids()
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.map(|(id, p)| (id, (p.center.distance_squared(loc) as f32).sqrt()))
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.filter(|(p, dist)| *dist < MAX_NEIGHBOR_DISTANCE)
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.collect::<Vec<_>>();
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nearby.sort_by_key(|(_, dist)| -*dist as i32);
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let route_count = ctx.rng.gen_range(1, 3);
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let neighbors = nearby
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.into_iter()
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.map(|(p, _)| p)
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.filter_map(|p| if let Some(path) = find_path(ctx, loc, self.places.get(p).center) {
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Some((p, path))
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} else {
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None
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})
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.take(route_count)
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.collect::<Vec<_>>();
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let place = self.places.insert(Place {
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center: loc,
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neighbors: neighbors.iter().map(|(p, _)| *p).collect(),
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});
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// Insert routes to neighbours into route list
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for (p, path) in neighbors {
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self.routes.insert((place, p), Route { path });
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}
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// Write place to map
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for cell in dead.union(&alive) {
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if let Some(chunk) = ctx.sim.get_mut(*cell) {
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chunk.place = Some(place);
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}
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}
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Some(place)
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}
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}
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/// Attempt to find a path between two locations
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fn find_path(ctx: &mut GenCtx<impl Rng>, a: Vec2<i32>, b: Vec2<i32>) -> Option<Path<Vec2<i32>>> {
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let sim = &ctx.sim;
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let heuristic = move |l: &Vec2<i32>| (l.distance_squared(b) as f32).sqrt();
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let neighbors = |l: &Vec2<i32>| {
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let l = *l;
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DIAGONALS.iter().filter(move |dir| walk_in_dir(sim, l, **dir).is_some()).map(move |dir| l + *dir)
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};
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let transition = |a: &Vec2<i32>, b: &Vec2<i32>| 1.0 + walk_in_dir(sim, *a, *b - *a).unwrap_or(10000.0);
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let satisfied = |l: &Vec2<i32>| *l == b;
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Astar::new(5000, a, heuristic)
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.poll(5000, heuristic, neighbors, transition, satisfied)
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.into_path()
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}
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/// Return true if travel between a location and a chunk next to it is permitted (TODO: by whom?)
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fn walk_in_dir(sim: &WorldSim, a: Vec2<i32>, dir: Vec2<i32>) -> Option<f32> {
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if loc_suitable_for_walking(sim, a) &&
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loc_suitable_for_walking(sim, a + dir)
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{
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let a_alt = sim.get(a)?.alt;
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let b_alt = sim.get(a + dir)?.alt;
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Some((b_alt - a_alt).max(0.0).powf(2.0).abs() / 50.0)
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} else {
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None
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}
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}
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/// Return true if a position is suitable for walking on
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fn loc_suitable_for_walking(sim: &WorldSim, loc: Vec2<i32>) -> bool {
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if let Some(chunk) = sim.get(loc) {
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!chunk.river.is_ocean() && !chunk.river.is_lake()
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} else {
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false
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}
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}
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/// Return true if a site could be constructed between a location and a chunk next to it is permitted (TODO: by whom?)
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fn site_in_dir(sim: &WorldSim, a: Vec2<i32>, dir: Vec2<i32>) -> bool {
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loc_suitable_for_site(sim, a) &&
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loc_suitable_for_site(sim, a + dir)
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}
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/// Return true if a position is suitable for site construction (TODO: criteria?)
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fn loc_suitable_for_site(sim: &WorldSim, loc: Vec2<i32>) -> bool {
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if let Some(chunk) = sim.get(loc) {
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!chunk.is_underwater() &&
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sim.get_gradient_approx(loc).map(|grad| grad < 1.0).unwrap_or(false)
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} else {
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false
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}
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}
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/// Attempt to search for a location that's suitable for site construction
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fn find_site_loc(ctx: &mut GenCtx<impl Rng>, near: Option<(Vec2<i32>, f32)>) -> Option<Vec2<i32>> {
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const MAX_ATTEMPTS: usize = 100;
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let mut loc = None;
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for _ in 0..MAX_ATTEMPTS {
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let test_loc = loc.unwrap_or_else(|| match near {
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Some((origin, dist)) => origin + (Vec2::new(
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ctx.rng.gen_range(-1.0, 1.0),
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ctx.rng.gen_range(-1.0, 1.0),
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).try_normalized().unwrap_or(Vec2::zero()) * ctx.rng.gen::<f32>() * dist).map(|e| e as i32),
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None => Vec2::new(
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ctx.rng.gen_range(0, ctx.sim.get_size().x as i32),
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ctx.rng.gen_range(0, ctx.sim.get_size().y as i32),
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),
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});
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if loc_suitable_for_site(&ctx.sim, test_loc) {
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return Some(test_loc);
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}
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loc = ctx.sim.get(test_loc).and_then(|c| Some(c.downhill?.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
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e / (sz as i32)
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})));
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}
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None
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}
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#[derive(Debug)]
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pub struct Civ {
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homeland: Id<Place>,
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}
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pub struct Place {
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center: Vec2<i32>,
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neighbors: Vec<Id<Place>>,
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}
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pub struct Route {
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path: Path<Vec2<i32>>,
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}
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