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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Made civsim paths visible in-game
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parent
a9adebcab3
commit
0329b355ef
@ -38,6 +38,10 @@ impl<T> Path<T> {
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pub fn start(&self) -> Option<&T> { self.nodes.first() }
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pub fn end(&self) -> Option<&T> { self.nodes.last() }
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pub fn nodes(&self) -> &[T] {
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&self.nodes
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}
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}
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// Route: A path that can be progressed along
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@ -74,7 +78,7 @@ impl Route {
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} else {
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let next_tgt = next.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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if ((pos - next_tgt) * Vec3::new(1.0, 1.0, 0.3)).magnitude_squared()
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< traversal_tolerance.powf(2.0)
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< (traversal_tolerance * 2.0).powf(2.0)
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{
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self.next_idx += 1;
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}
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@ -9,7 +9,7 @@ use common::{
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state::TerrainChanges,
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terrain::TerrainGrid,
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};
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use rand::{seq::SliceRandom, Rng};
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use rand::Rng;
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use specs::{Join, Read, ReadStorage, System, Write, WriteExpect, WriteStorage};
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use std::{sync::Arc, time::Duration};
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use vek::*;
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@ -116,6 +116,7 @@ impl<'a> System<'a> for Sys {
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&body_data.species[&species].generic
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}
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/*
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const SPAWN_NPCS: &'static [fn() -> (
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String,
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comp::Body,
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@ -181,14 +182,14 @@ impl<'a> System<'a> for Sys {
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)
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}),
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];
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let (name, mut body, main, mut alignment) = SPAWN_NPCS
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let (name, mut body, main, alignment) = SPAWN_NPCS
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.choose(&mut rand::thread_rng())
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.expect("SPAWN_NPCS is nonempty")(
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);
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let mut stats = comp::Stats::new(name, body);
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*/
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let mut body = entity.body;
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let mut name = entity.name.unwrap_or("Unnamed".to_string());
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let name = entity.name.unwrap_or("Unnamed".to_string());
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let alignment = entity.alignment;
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let main_tool = entity.main_tool;
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@ -3,7 +3,7 @@ mod econ;
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use crate::{
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sim::{SimChunk, WorldSim},
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site::{Dungeon, Settlement, Site as WorldSite},
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util::{attempt, seed_expan},
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util::{attempt, seed_expan, NEIGHBORS, CARDINALS},
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};
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use common::{
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astar::Astar,
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@ -19,24 +19,6 @@ use rand_chacha::ChaChaRng;
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use std::{fmt, hash::Hash, ops::Range};
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use vek::*;
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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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const INITIAL_CIV_COUNT: usize = 32;
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#[derive(Default)]
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@ -111,6 +93,30 @@ impl Civs {
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// Temporary!
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for track in this.tracks.iter() {
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for locs in track.path.nodes().windows(3) {
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let to_prev_idx = NEIGHBORS
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.iter()
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.enumerate()
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.find(|(_, dir)| **dir == locs[0] - locs[1])
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.expect("Track locations must be neighbors")
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.0;
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let to_next_idx = NEIGHBORS
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.iter()
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.enumerate()
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.find(|(_, dir)| **dir == locs[2] - locs[1])
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.expect("Track locations must be neighbors")
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.0;
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let mut chunk = ctx.sim.get_mut(locs[1]).unwrap();
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chunk.path.neighbors |=
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(1 << (to_prev_idx as u8)) |
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(1 << (to_next_idx as u8));
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chunk.path.offset = Vec2::new(
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ctx.rng.gen_range(-16.0, 16.0),
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ctx.rng.gen_range(-16.0, 16.0),
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);
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}
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for loc in track.path.iter() {
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ctx.sim.get_mut(*loc).unwrap().place =
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Some(this.civs.iter().next().unwrap().homeland);
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@ -158,7 +164,7 @@ impl Civs {
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// Place sites in world
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for site in this.sites.iter() {
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let wpos = site.center * Vec2::from(TerrainChunkSize::RECT_SIZE).map(|e: u32| e as i32);
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let wpos = site.center.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| e * sz as i32 + sz as i32 / 2);
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let world_site = match &site.kind {
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SiteKind::Settlement => {
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@ -464,7 +470,7 @@ fn find_path(
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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
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NEIGHBORS
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.iter()
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.filter(move |dir| walk_in_dir(sim, l, **dir).is_some())
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.map(move |dir| l + *dir)
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@ -141,7 +141,7 @@ fn river_spline_coeffs(
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/// curve"... hopefully this works out okay and gives us what we want (a
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/// river that extends outwards tangent to a quadratic curve, with width
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/// configured by distance along the line).
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fn quadratic_nearest_point(
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pub fn quadratic_nearest_point(
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spline: &Vec3<Vec2<f64>>,
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point: Vec2<f64>,
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) -> Option<(f64, Vec2<f64>, f64)> {
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@ -1118,6 +1118,15 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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5.0
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};
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const PATH_WIDTH: f32 = 5.0;
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let path_dist_factor = sim.get_nearest_path(wpos).map(|(dist, _)| dist / PATH_WIDTH).unwrap_or(1.0).min(1.0);
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let ground = Lerp::lerp(
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sub_surface_color,
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ground,
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(path_dist_factor.max(0.8) - 0.8) / 0.2,
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);
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let alt = alt - if path_dist_factor < 0.8 { 1.0 } else { 0.0 };
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Some(ColumnSample {
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alt,
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riverless_alt,
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@ -3,6 +3,7 @@ mod erosion;
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mod location;
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mod map;
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mod util;
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mod path;
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// Reexports
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use self::erosion::Compute;
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@ -19,6 +20,7 @@ pub use self::{
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uniform_idx_as_vec2, uniform_noise, uphill, vec2_as_uniform_idx, InverseCdf, ScaleBias,
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NEIGHBOR_DELTA,
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},
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path::PathData,
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};
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use crate::{
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@ -27,7 +29,7 @@ use crate::{
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civ::Place,
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column::ColumnGen,
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site::{Settlement, Site},
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util::{seed_expan, FastNoise, RandomField, Sampler, StructureGen2d},
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util::{seed_expan, FastNoise, RandomField, Sampler, StructureGen2d, LOCALITY, CARDINAL_LOCALITY, NEIGHBORS},
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CONFIG,
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};
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use common::{
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@ -1574,7 +1576,7 @@ impl WorldSim {
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pub fn get_wpos(&self, wpos: Vec2<i32>) -> Option<&SimChunk> {
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self.get(
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wpos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
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e / sz as i32
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e.div_euclid(sz as i32)
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}),
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)
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}
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@ -1770,6 +1772,71 @@ impl WorldSim {
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Some(z0 + z1 + z2 + z3)
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}
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pub fn get_nearest_path(&self, wpos: Vec2<i32>) -> Option<(f32, Vec2<i32>)> {
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let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
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e.div_euclid(sz as i32)
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});
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let get_chunk_centre = |chunk_pos: Vec2<i32>| chunk_pos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
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e * sz as i32 + sz as i32 / 2
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});
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LOCALITY
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.iter()
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.filter_map(|ctrl| {
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let chunk = self.get(chunk_pos + *ctrl)?;
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let ctrl_pos = get_chunk_centre(chunk_pos + *ctrl).map(|e| e as f32) + chunk.path.offset;
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let chunk_connections = chunk.path.neighbors.count_ones();
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if chunk_connections == 0 {
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return None;
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}
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let (start_pos, start_idx) = if chunk_connections != 2 {
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(ctrl_pos, None)
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} else {
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let (start_idx, start_rpos) = NEIGHBORS
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.iter()
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.copied()
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.enumerate()
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.find(|(i, _)| chunk.path.neighbors & (1 << *i as u8) != 0)
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.unwrap();
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let start_pos_chunk = chunk_pos + *ctrl + start_rpos;
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(
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get_chunk_centre(start_pos_chunk).map(|e| e as f32) + self.get(start_pos_chunk)?.path.offset,
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Some(start_idx),
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)
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};
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Some(NEIGHBORS
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.iter()
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.enumerate()
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.filter(move |(i, _)| chunk.path.neighbors & (1 << *i as u8) != 0)
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.filter_map(move |(i, end_rpos)| {
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let end_pos_chunk = chunk_pos + *ctrl + end_rpos;
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let end_pos = get_chunk_centre(end_pos_chunk).map(|e| e as f32) + self.get(end_pos_chunk)?.path.offset;
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let bez = QuadraticBezier2 {
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start: (start_pos + ctrl_pos) / 2.0,
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ctrl: ctrl_pos,
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end: (end_pos + ctrl_pos) / 2.0,
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};
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let nearest_interval = bez
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.binary_search_point_by_steps(
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wpos.map(|e| e as f32),
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6,
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0.01,
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)
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.0.clamped(0.0, 1.0);
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let pos = bez.evaluate(nearest_interval);
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let dist_sqrd = pos.distance_squared(wpos.map(|e| e as f32));
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Some((dist_sqrd, pos.map(|e| e.floor() as i32)))
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}))
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})
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.flatten()
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.min_by_key(|(dist_sqrd, _)| (dist_sqrd * 1024.0) as i32)
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.map(|(dist, pos)| (dist.sqrt(), pos))
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}
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}
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#[derive(Debug)]
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@ -1793,6 +1860,7 @@ pub struct SimChunk {
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pub sites: Vec<Site>,
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pub place: Option<Id<Place>>,
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pub path: PathData,
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pub contains_waypoint: bool,
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}
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@ -2030,6 +2098,7 @@ impl SimChunk {
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sites: Vec::new(),
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place: None,
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path: PathData::default(),
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contains_waypoint: false,
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}
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}
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16
world/src/sim/path.rs
Normal file
16
world/src/sim/path.rs
Normal file
@ -0,0 +1,16 @@
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use vek::*;
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#[derive(Debug)]
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pub struct PathData {
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pub offset: Vec2<f32>, // Offset from centre of chunk: must not be more than half chunk width in any direction
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pub neighbors: u8, // One bit for each neighbor
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}
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impl Default for PathData {
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fn default() -> Self {
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Self {
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offset: Vec2::zero(),
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neighbors: 0,
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}
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}
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}
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@ -20,6 +20,57 @@ pub use self::{
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unit_chooser::UnitChooser,
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};
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use vek::*;
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pub 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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pub const CARDINALS: [Vec2<i32>; 4] = [
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Vec2::new(0, 1),
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Vec2::new(1, 0),
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Vec2::new(0, -1),
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Vec2::new(-1, 0),
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];
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pub const DIRS: [Vec2<i32>; 8] = [
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Vec2::new(0, 1),
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Vec2::new(1, 0),
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Vec2::new(0, -1),
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Vec2::new(-1, 0),
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Vec2::new(1, 1),
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Vec2::new(1, -1),
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Vec2::new(-1, 1),
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Vec2::new(-1, -1),
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];
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pub const NEIGHBORS: [Vec2<i32>; 8] = [
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Vec2::new(0, 1),
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Vec2::new(1, 0),
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Vec2::new(0, -1),
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Vec2::new(-1, 0),
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Vec2::new(1, 1),
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Vec2::new(1, -1),
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Vec2::new(-1, 1),
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Vec2::new(-1, -1),
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];
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pub const LOCALITY: [Vec2<i32>; 9] = [
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Vec2::new(0, 0),
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Vec2::new(0, 1),
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Vec2::new(1, 0),
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Vec2::new(0, -1),
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Vec2::new(-1, 0),
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Vec2::new(1, 1),
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Vec2::new(1, -1),
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Vec2::new(-1, 1),
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Vec2::new(-1, -1),
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];
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pub const CARDINAL_LOCALITY: [Vec2<i32>; 5] = [
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Vec2::new(0, 0),
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Vec2::new(0, 1),
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Vec2::new(1, 0),
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Vec2::new(0, -1),
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Vec2::new(-1, 0),
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];
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