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Adds lights to dungeons
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155feb8e8a
commit
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@ -1773,13 +1773,20 @@ HangingSign: Some((
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WallLamp: Some((
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variations: [
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(
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model: "voxygen.voxel.sprite.furniture.lamp_wall-0",
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offset: (-6.5, -3.5, 0.0),
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model: "voxygen.voxel.sprite.furniture.lamp_wall-1",
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offset: (-10.5, -12.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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],
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wind_sway: 0.0,
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)),
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// WallLampSmall
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WallLampSmall: Some((
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variations: [
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(
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model: "voxygen.voxel.sprite.furniture.lamp_wall-1",
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offset: (-10.5, -9.0, 0.0),
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model: "voxygen.voxel.sprite.furniture.lamp_wall-0",
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offset: (-5.5, 0.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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],
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@ -172,6 +172,7 @@ impl Block {
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SpriteKind::StreetLamp | SpriteKind::StreetLampTall => Some(24),
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SpriteKind::Ember => Some(20),
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SpriteKind::WallLamp => Some(16),
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SpriteKind::WallLampSmall => Some(16),
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SpriteKind::FireBowlGround => Some(16),
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SpriteKind::Velorite | SpriteKind::VeloriteFrag => Some(6),
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SpriteKind::CaveMushroom => Some(12),
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@ -126,6 +126,7 @@ make_case_elim!(
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RubySmall = 0x63,
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EmeraldSmall = 0x64,
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SapphireSmall = 0x65,
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WallLampSmall = 0x66,
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}
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);
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@ -252,6 +253,7 @@ impl SpriteKind {
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| SpriteKind::HangingBasket
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| SpriteKind::HangingSign
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| SpriteKind::WallLamp
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| SpriteKind::WallLampSmall
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| SpriteKind::Planter
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| SpriteKind::Shelf
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| SpriteKind::TableSide
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@ -1117,6 +1117,19 @@ impl Floor {
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.min_by_key(|nearest| rpos.distance_squared(*nearest))
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}
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// Find relative orientation of a position relative to another position
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fn relative_ori(pos1: Vec2<i32>, pos2: Vec2<i32>) -> u8 {
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if pos1.x == pos2.x && pos1.y < pos2.y {
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4
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} else if pos1.x > pos2.x && pos1.y == pos2.y {
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6
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} else if pos1.x == pos2.x && pos1.y > pos2.y {
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8
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} else {
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2
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}
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}
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#[allow(clippy::unnested_or_patterns)] // TODO: Pending review in #587
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fn col_sampler<'a>(
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&'a self,
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@ -1194,7 +1207,19 @@ impl Floor {
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move |z| match self.tiles.get(tile_pos) {
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Some(Tile::Solid) => BlockMask::nothing(),
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Some(Tile::Tunnel) => {
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if dist_to_wall >= wall_thickness
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let light_offset: i32 = 7;
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if (dist_to_wall - 4.0).abs() < f32::EPSILON
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&& rtile_pos
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.map(|e| e % light_offset == 0)
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.reduce(|x, y| x ^ y)
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&& z == 1
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{
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let ori =
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Floor::relative_ori(self.nearest_wall(rpos).unwrap_or_default(), rpos);
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// NOTE: Used only for dynamic elements like chests and entities!
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let furniture = SpriteKind::WallLamp;
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else if dist_to_wall >= wall_thickness
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&& (z as f32) < tunnel_height * (1.0 - tunnel_dist.powi(4))
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{
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if z == 0 { floor_sprite } else { vacant }
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@ -1219,8 +1244,19 @@ impl Floor {
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BlockMask::nothing()
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},
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Some(Tile::Room(_)) => {
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let light_offset: i32 = 7;
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if z == 0 {
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floor_sprite
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} else if (dist_to_wall - 4.0).abs() < f32::EPSILON
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&& rtile_pos
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.map(|e| e % light_offset == 0)
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.reduce(|x, y| x ^ y)
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&& z == 1
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{
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let ori =
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Floor::relative_ori(self.nearest_wall(rpos).unwrap_or_default(), rpos);
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let furniture = SpriteKind::WallLamp;
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else {
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vacant
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}
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@ -1230,16 +1266,32 @@ impl Floor {
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.resolve_with(vacant)
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},
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Some(Tile::UpStair(room)) => {
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let mut block = make_staircase(
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let inner_radius: f32 = 0.5;
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let stretch: f32 = 9.0;
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let block = make_staircase(
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Vec3::new(rtile_pos.x, rtile_pos.y, z),
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TILE_SIZE as f32 / 2.0,
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0.5,
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9.0,
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inner_radius,
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stretch,
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);
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let furniture = SpriteKind::WallLampSmall;
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let ori =
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Floor::relative_ori(self.nearest_wall(rtile_pos).unwrap_or_default(), rpos);
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if z < self.rooms[*room].height {
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block = block.resolve_with(vacant);
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block.resolve_with(vacant)
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} else if z as f32 % stretch == 0.0
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&& rtile_pos.x == -TILE_SIZE / 2
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&& rtile_pos.y == 0
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{
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else {
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make_staircase(
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Vec3::new(rtile_pos.x, rtile_pos.y, z),
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TILE_SIZE as f32 / 2.0,
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inner_radius,
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stretch,
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)
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}
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block
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},
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None => BlockMask::nothing(),
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}
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