mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added labour value to economy, castle improvements
This commit is contained in:
parent
bdb39b8e7f
commit
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@ -1 +0,0 @@
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,joshua,archbox.localdomain,17.06.2020 16:07,file:///home/joshua/.config/libreoffice/4;
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@ -15,7 +15,7 @@ use common::{
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sync::{Uid, WorldSyncExt},
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terrain::{Block, BlockKind, TerrainChunkSize},
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util::Dir,
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vol::{RectVolSize, WriteVol},
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vol::RectVolSize,
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LoadoutBuilder,
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};
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use rand::Rng;
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@ -127,7 +127,7 @@ impl Civs {
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let wpos = site.center * TerrainChunkSize::RECT_SIZE.map(|e: u32| e as i32);
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let flatten_radius = match &site.kind {
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SiteKind::Settlement => 8.0,
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SiteKind::Settlement => 10.0,
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SiteKind::Dungeon => 2.0,
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SiteKind::Castle => 5.0,
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};
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@ -148,9 +148,10 @@ impl Civs {
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0.0
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}; // Raise the town centre up a little
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let pos = site.center + offs;
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let factor = (1.0
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let factor = ((1.0
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- (site.center - pos).map(|e| e as f32).magnitude() / flatten_radius)
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* 0.8;
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* 1.25)
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.min(1.0);
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ctx.sim
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.get_mut(pos)
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// Don't disrupt chunks that are near water
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@ -170,7 +171,9 @@ impl Civs {
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let mut cnt = 0;
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for sim_site in this.sites.values() {
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cnt += 1;
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let wpos = sim_site.center.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
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let wpos = sim_site
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.center
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.map2(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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@ -26,6 +26,7 @@ pub use self::{
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use crate::{
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all::ForestKind,
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civ::Place,
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column::{ColumnGen, ColumnSample},
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site::Site,
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util::{seed_expan, FastNoise, RandomField, StructureGen2d, LOCALITY, NEIGHBORS},
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Index, CONFIG,
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@ -1699,8 +1700,9 @@ impl WorldSim {
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Some(z0 + z1 + z2 + z3)
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}
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/// Return the distance to the nearest path in blocks, along with the closest point on the
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/// path, the path metadata, and the tangent vector of that path.
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/// Return the distance to the nearest path in blocks, along with the
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/// closest point on the path, the path metadata, and the tangent vector
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/// of that path.
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pub fn get_nearest_path(&self, wpos: Vec2<i32>) -> Option<(f32, Vec2<f32>, Path, Vec2<f32>)> {
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let chunk_pos = wpos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
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e.div_euclid(sz as i32)
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@ -23,7 +23,7 @@ pub fn simulate(index: &mut Index, world: &mut WorldSim) {
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write!(f, "{:?} Value,", g).unwrap();
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}
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for g in Good::list() {
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write!(f, "{:?} Price,", g).unwrap();
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write!(f, "{:?} LaborVal,", g).unwrap();
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}
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for g in Good::list() {
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write!(f, "{:?} Stock,", g).unwrap();
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@ -37,6 +37,9 @@ pub fn simulate(index: &mut Index, world: &mut WorldSim) {
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for l in Labor::list() {
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write!(f, "{:?} Productivity,", l).unwrap();
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}
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for l in Labor::list() {
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write!(f, "{:?} Yields,", l).unwrap();
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}
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writeln!(f, "").unwrap();
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for i in 0..(HISTORY_DAYS / TICK_PERIOD) as i32 {
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@ -53,7 +56,7 @@ pub fn simulate(index: &mut Index, world: &mut WorldSim) {
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write!(f, "{:?},", site.economy.values[*g].unwrap_or(-1.0)).unwrap();
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}
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for g in Good::list() {
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write!(f, "{:?},", site.economy.prices[*g]).unwrap();
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write!(f, "{:?},", site.economy.labor_values[*g]).unwrap();
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}
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for g in Good::list() {
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write!(f, "{:?},", site.economy.stocks[*g]).unwrap();
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@ -67,6 +70,9 @@ pub fn simulate(index: &mut Index, world: &mut WorldSim) {
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for l in Labor::list() {
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write!(f, "{:?},", site.economy.productivity[*l]).unwrap();
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}
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for l in Labor::list() {
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write!(f, "{:?},", site.economy.yields[*l]).unwrap();
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}
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writeln!(f, "").unwrap();
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}
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}
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@ -144,11 +150,6 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
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};
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});
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site.economy.prices = site.economy.stocks.clone().map(|g, stock| {
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// Price rationalisation
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demand[g] / (supply[g] + stocks[g])
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});
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// Update export targets based on relative values
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let value_avg = values
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.iter()
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@ -169,7 +170,8 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
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// Redistribute workforce according to relative good values
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let labor_ratios = productivity.clone().map(|labor, (output_good, _)| {
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site.economy.values[output_good].unwrap_or(0.0) * site.economy.productivity[labor]
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site.economy.values[output_good].unwrap_or(0.0) * site.economy.yields[labor]
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//(site.economy.prices[output_good] - site.economy.material_costs[output_good]) * site.economy.yields[labor]
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//* demand[output_good] / supply[output_good].max(0.001)
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});
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let labor_ratio_sum = labor_ratios.iter().map(|(_, r)| *r).sum::<f32>().max(0.01);
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@ -182,6 +184,7 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
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// Production
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let stocks_before = site.economy.stocks.clone();
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site.economy.labor_values = Default::default();
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for (labor, orders) in orders.iter() {
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let scale = if let Some(labor) = labor {
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site.economy.labors[*labor]
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@ -207,12 +210,16 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
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.min_by(|a, b| a.partial_cmp(b).unwrap())
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.unwrap_or_else(|| panic!("Industry {:?} requires at least one input order", labor));
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let mut total_materials_cost = 0.0;
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for (good, amount) in orders {
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// What quantity is this order requesting?
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let quantity = *amount * scale;
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// What amount gets actually used in production?
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let used = quantity * labor_productivity;
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// Material cost of each factor of production
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total_materials_cost += used * site.economy.labor_values[*good];
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// Deplete stocks accordingly
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site.economy.stocks[*good] = (site.economy.stocks[*good] - used).max(0.0);
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}
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@ -222,10 +229,19 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
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let (stock, rate) = productivity[*labor];
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let workers = site.economy.labors[*labor] * site.economy.pop;
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let final_rate = rate;
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let yield_per_worker = labor_productivity * final_rate;
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let yield_per_worker = labor_productivity * final_rate * (1.0 + workers / 100.0);
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site.economy.yields[*labor] = yield_per_worker;
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site.economy.productivity[*labor] = labor_productivity;
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site.economy.stocks[stock] += yield_per_worker * workers.powf(1.1);
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let total_output = yield_per_worker * workers;
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site.economy.stocks[stock] += total_output;
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// Materials cost per unit
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let material_cost_per_unit = total_materials_cost / total_output.max(0.001);
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site.economy.material_costs[stock] = material_cost_per_unit;
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site.economy.labor_values[stock] += material_cost_per_unit;
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// Labor costs
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let wages = 1.0;
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site.economy.labor_values[stock] += workers * wages / total_output.max(0.001);
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}
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}
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@ -69,19 +69,6 @@ impl Castle {
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let radius = 150;
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// Adjust ground
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if let Some(sim) = ctx.sim.as_mut() {
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for rpos in Spiral2d::new()
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.radius((radius as f32 * 0.7) as i32 / TerrainChunkSize::RECT_SIZE.x as i32)
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{
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sim.get_mut(wpos / TerrainChunkSize::RECT_SIZE.map(|e| e as i32) + rpos)
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.map(|chunk| {
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chunk.surface_veg = 0.0;
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chunk.path.clear();
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});
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}
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}
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let this = Self {
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origin: wpos,
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alt: ctx
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@ -157,6 +144,23 @@ impl Castle {
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this
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}
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pub fn contains_point(&self, wpos: Vec2<i32>) -> bool {
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let lpos = wpos - self.origin;
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for i in 0..self.towers.len() {
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let tower0 = &self.towers[i];
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let tower1 = &self.towers[(i + 1) % self.towers.len()];
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if lpos.determine_side(Vec2::zero(), tower0.offset) > 0
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&& lpos.determine_side(Vec2::zero(), tower1.offset) <= 0
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&& lpos.determine_side(tower0.offset, tower1.offset) > 0
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{
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return true;
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}
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}
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false
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}
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pub fn get_origin(&self) -> Vec2<i32> { self.origin }
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pub fn radius(&self) -> f32 { 1200.0 }
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@ -182,13 +186,38 @@ impl Castle {
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let wpos2d = wpos2d + offs;
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let rpos = wpos2d - self.origin;
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// Apply the dungeon entrance
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if rpos.magnitude_squared() > (self.radius + 64).pow(2) {
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continue;
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}
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let col_sample = if let Some(col) = get_column(offs) {
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col
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} else {
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continue;
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};
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// Inner ground
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if self.contains_point(wpos2d) {
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let surface_z = col_sample.alt as i32;
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for z in -5..3 {
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let pos = Vec3::new(offs.x, offs.y, surface_z + z);
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if z >= 0 {
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if vol.get(pos).unwrap().kind() != BlockKind::Water {
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let _ = vol.set(pos, Block::empty());
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}
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} else {
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let _ = vol.set(
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pos,
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Block::new(
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BlockKind::Normal,
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col_sample.sub_surface_color.map(|e| (e * 255.0) as u8),
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),
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);
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}
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}
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}
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let (wall_dist, wall_pos, wall_alt, wall_ori, towers) = (0..self.towers.len())
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.map(|i| {
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let tower0 = &self.towers[i];
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@ -35,7 +35,9 @@ pub struct Economy {
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pub surplus: MapVec<Good, f32>,
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pub marginal_surplus: MapVec<Good, f32>,
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pub values: MapVec<Good, Option<f32>>,
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pub prices: MapVec<Good, f32>,
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pub labor_values: MapVec<Good, f32>,
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pub material_costs: MapVec<Good, f32>,
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pub labors: MapVec<Labor, f32>,
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pub yields: MapVec<Labor, f32>,
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@ -51,7 +53,9 @@ impl Default for Economy {
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surplus: Default::default(),
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marginal_surplus: Default::default(),
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values: Default::default(),
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prices: Default::default(),
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labor_values: Default::default(),
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material_costs: Default::default(),
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labors: Default::default(),
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yields: Default::default(),
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@ -12,28 +12,60 @@ use common::{
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use rand::prelude::*;
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use vek::*;
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const COLOR_THEMES: [Rgb<u8>; 17] = [
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Rgb::new(0x1D, 0x4D, 0x45),
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Rgb::new(0xB3, 0x7D, 0x60),
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Rgb::new(0xAC, 0x5D, 0x26),
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Rgb::new(0x32, 0x46, 0x6B),
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Rgb::new(0x2B, 0x19, 0x0F),
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Rgb::new(0x93, 0x78, 0x51),
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Rgb::new(0x92, 0x57, 0x24),
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Rgb::new(0x4A, 0x4E, 0x4E),
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Rgb::new(0x2F, 0x32, 0x47),
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Rgb::new(0x8F, 0x35, 0x43),
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Rgb::new(0x6D, 0x1E, 0x3A),
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Rgb::new(0x6D, 0xA7, 0x80),
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Rgb::new(0x4F, 0xA0, 0x95),
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Rgb::new(0xE2, 0xB9, 0x99),
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Rgb::new(0x7A, 0x30, 0x22),
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Rgb::new(0x4A, 0x06, 0x08),
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Rgb::new(0x8E, 0xB4, 0x57),
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pub struct ColorTheme {
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roof: Rgb<u8>,
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wall: Rgb<u8>,
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support: Rgb<u8>,
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}
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const ROOF_COLORS: &[Rgb<u8>] = &[
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// Rgb::new(0x1D, 0x4D, 0x45),
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// Rgb::new(0xB3, 0x7D, 0x60),
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// Rgb::new(0xAC, 0x5D, 0x26),
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// Rgb::new(0x32, 0x46, 0x6B),
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// Rgb::new(0x2B, 0x19, 0x0F),
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// Rgb::new(0x93, 0x78, 0x51),
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// Rgb::new(0x92, 0x57, 0x24),
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// Rgb::new(0x4A, 0x4E, 0x4E),
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// Rgb::new(0x2F, 0x32, 0x47),
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// Rgb::new(0x8F, 0x35, 0x43),
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// Rgb::new(0x6D, 0x1E, 0x3A),
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// Rgb::new(0x6D, 0xA7, 0x80),
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// Rgb::new(0x4F, 0xA0, 0x95),
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// Rgb::new(0xE2, 0xB9, 0x99),
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// Rgb::new(0x7A, 0x30, 0x22),
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// Rgb::new(0x4A, 0x06, 0x08),
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// Rgb::new(0x8E, 0xB4, 0x57),
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Rgb::new(0x99, 0x5E, 0x54),
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Rgb::new(0x43, 0x63, 0x64),
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Rgb::new(0x76, 0x6D, 0x68),
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Rgb::new(0x7B, 0x41, 0x61),
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Rgb::new(0x52, 0x20, 0x20),
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Rgb::new(0x1A, 0x4A, 0x59),
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Rgb::new(0xCC, 0x76, 0x4E),
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];
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const WALL_COLORS: &[Rgb<u8>] = &[
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Rgb::new(200, 180, 150),
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Rgb::new(0xB8, 0xB4, 0xA4),
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Rgb::new(0x76, 0x6D, 0x68),
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Rgb::new(0xF3, 0xC9, 0x8F),
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Rgb::new(0xD3, 0xB7, 0x99),
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Rgb::new(0xE1, 0xAB, 0x91),
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Rgb::new(0x82, 0x57, 0x4C),
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Rgb::new(0xB9, 0x96, 0x77),
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Rgb::new(0x6E, 0x4D, 0x3C),
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];
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const SUPPORT_COLORS: &[Rgb<u8>] = &[
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Rgb::new(60, 45, 30),
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Rgb::new(0x65, 0x55, 0x56),
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Rgb::new(0x53, 0x33, 0x13),
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Rgb::new(0x58, 0x42, 0x33),
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];
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pub struct House {
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pub roof_color: Rgb<u8>,
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pub colors: ColorTheme,
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pub noise: RandomField,
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pub roof_ribbing: bool,
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pub roof_ribbing_diagonal: bool,
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@ -126,6 +158,7 @@ impl Archetype for House {
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let len = rng.gen_range(-8, 24).clamped(0, 20);
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let locus = 6 + rng.gen_range(0, 5);
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let branches_per_side = 1 + len as usize / 20;
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let levels = rng.gen_range(1, 3);
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let skel = Skeleton {
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offset: -rng.gen_range(0, len + 7).clamped(0, len),
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ori: if rng.gen() { Ori::East } else { Ori::North },
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@ -139,7 +172,7 @@ impl Archetype for House {
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1 => Pillar::Tower(5 + rng.gen_range(1, 5)),
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_ => Pillar::None,
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},
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levels: rng.gen_range(1, 4),
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levels,
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..Attr::generate(rng, locus)
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},
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locus,
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@ -154,7 +187,10 @@ impl Archetype for House {
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i as i32 * len / (branches_per_side - 1).max(1) as i32,
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Branch {
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len: rng.gen_range(8, 16) * flip,
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attr: Attr::generate(rng, locus),
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attr: Attr {
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levels: rng.gen_range(1, 4).min(levels),
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..Attr::generate(rng, locus)
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},
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locus: (6 + rng.gen_range(0, 3)).min(locus),
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border: 4,
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children: Vec::new(),
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@ -169,7 +205,11 @@ impl Archetype for House {
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};
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let this = Self {
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roof_color: *COLOR_THEMES.choose(rng).unwrap(),
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colors: ColorTheme {
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roof: *ROOF_COLORS.choose(rng).unwrap(),
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wall: *WALL_COLORS.choose(rng).unwrap(),
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support: *SUPPORT_COLORS.choose(rng).unwrap(),
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},
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noise: RandomField::new(rng.gen()),
|
||||
roof_ribbing: rng.gen(),
|
||||
roof_ribbing_diagonal: rng.gen(),
|
||||
@ -205,7 +245,7 @@ impl Archetype for House {
|
||||
)
|
||||
};
|
||||
|
||||
let make_block = |r, g, b| {
|
||||
let make_block = |(r, g, b)| {
|
||||
let nz = self
|
||||
.noise
|
||||
.get(Vec3::new(center_offset.x, center_offset.y, z * 8));
|
||||
@ -225,12 +265,11 @@ impl Archetype for House {
|
||||
let foundation_layer = internal_layer + 1;
|
||||
let floor_layer = foundation_layer + 1;
|
||||
|
||||
let foundation = make_block(100, 100, 100).with_priority(foundation_layer);
|
||||
let log = make_block(60, 45, 30);
|
||||
let floor = make_block(100, 75, 50);
|
||||
let wall = make_block(200, 180, 150).with_priority(facade_layer);
|
||||
let roof = make_block(self.roof_color.r, self.roof_color.g, self.roof_color.b)
|
||||
.with_priority(facade_layer - 1);
|
||||
let foundation = make_block((100, 100, 100)).with_priority(foundation_layer);
|
||||
let log = make_block(self.colors.support.into_tuple());
|
||||
let floor = make_block((100, 75, 50));
|
||||
let wall = make_block(self.colors.wall.into_tuple()).with_priority(facade_layer);
|
||||
let roof = make_block(self.colors.roof.into_tuple()).with_priority(facade_layer - 1);
|
||||
let empty = BlockMask::nothing();
|
||||
let internal = BlockMask::new(Block::empty(), internal_layer);
|
||||
let end_window = BlockMask::new(
|
||||
|
@ -2,15 +2,15 @@ pub mod archetype;
|
||||
pub mod skeleton;
|
||||
|
||||
// Reexports
|
||||
pub use self::{archetype::Archetype, skeleton::*};
|
||||
pub use self::{
|
||||
archetype::{house::House, keep::Keep, Archetype},
|
||||
skeleton::*,
|
||||
};
|
||||
|
||||
use common::terrain::Block;
|
||||
use rand::prelude::*;
|
||||
use vek::*;
|
||||
|
||||
pub type HouseBuilding = Building<archetype::house::House>;
|
||||
pub type KeepBuilding = Building<archetype::keep::Keep>;
|
||||
|
||||
pub struct Building<A: Archetype> {
|
||||
skel: Skeleton<A::Attr>,
|
||||
archetype: A,
|
||||
|
@ -2,7 +2,7 @@ pub mod building;
|
||||
mod town;
|
||||
|
||||
use self::{
|
||||
building::{HouseBuilding, KeepBuilding},
|
||||
building::{Building, House, Keep},
|
||||
town::{District, Town},
|
||||
};
|
||||
use super::SpawnRules;
|
||||
@ -86,8 +86,8 @@ const AREA_SIZE: u32 = 32;
|
||||
fn to_tile(e: i32) -> i32 { ((e as f32).div_euclid(AREA_SIZE as f32)).floor() as i32 }
|
||||
|
||||
pub enum StructureKind {
|
||||
House(HouseBuilding),
|
||||
Keep(KeepBuilding),
|
||||
House(Building<House>),
|
||||
Keep(Building<Keep>),
|
||||
}
|
||||
|
||||
pub struct Structure {
|
||||
@ -403,12 +403,12 @@ impl Settlement {
|
||||
|
||||
let structure = Structure {
|
||||
kind: if tile == town_center && i == 0 {
|
||||
StructureKind::Keep(KeepBuilding::generate(
|
||||
StructureKind::Keep(Building::<Keep>::generate(
|
||||
ctx.rng,
|
||||
Vec3::new(house_pos.x, house_pos.y, alt),
|
||||
))
|
||||
} else {
|
||||
StructureKind::House(HouseBuilding::generate(
|
||||
StructureKind::House(Building::<House>::generate(
|
||||
ctx.rng,
|
||||
Vec3::new(house_pos.x, house_pos.y, alt),
|
||||
))
|
||||
@ -671,17 +671,6 @@ impl Settlement {
|
||||
}))
|
||||
},
|
||||
Some(Plot::Field { seed, crop, .. }) => {
|
||||
if let Some(color) = col_sample.path.and_then(|(dist, _, path, _)| {
|
||||
if dist < path.width {
|
||||
Some(path.surface_color(
|
||||
col_sample.sub_surface_color.map(|e| (e * 255.0) as u8),
|
||||
))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}) {
|
||||
Some(color)
|
||||
} else {
|
||||
let furrow_dirs = [
|
||||
Vec2::new(1, 0),
|
||||
Vec2::new(0, 1),
|
||||
@ -692,14 +681,12 @@ impl Settlement {
|
||||
let in_furrow = (wpos2d * furrow_dir).sum().rem_euclid(5) < 2;
|
||||
|
||||
let dirt = Rgb::new(80, 55, 35).map(|e| {
|
||||
e + (self.noise.get(Vec3::broadcast((seed % 4096 + 0) as i32))
|
||||
% 32) as u8
|
||||
e + (self.noise.get(Vec3::broadcast((seed % 4096 + 0) as i32)) % 32)
|
||||
as u8
|
||||
});
|
||||
let mound =
|
||||
Rgb::new(70, 80, 30).map(|e| e + roll(0, 8) as u8).map(|e| {
|
||||
e + (self
|
||||
.noise
|
||||
.get(Vec3::broadcast((seed % 4096 + 1) as i32))
|
||||
e + (self.noise.get(Vec3::broadcast((seed % 4096 + 1) as i32))
|
||||
% 32) as u8
|
||||
});
|
||||
|
||||
@ -718,18 +705,10 @@ impl Settlement {
|
||||
Some(BlockKind::Pumpkin)
|
||||
},
|
||||
Crop::Flax if roll(4, 2) == 0 => Some(BlockKind::Flax),
|
||||
Crop::Carrot if roll(5, 2) == 0 => {
|
||||
Some(BlockKind::Carrot)
|
||||
},
|
||||
Crop::Tomato if roll(6, 2) == 0 => {
|
||||
Some(BlockKind::Tomato)
|
||||
},
|
||||
Crop::Radish if roll(7, 2) == 0 => {
|
||||
Some(BlockKind::Radish)
|
||||
},
|
||||
Crop::Turnip if roll(8, 2) == 0 => {
|
||||
Some(BlockKind::Turnip)
|
||||
},
|
||||
Crop::Carrot if roll(5, 2) == 0 => Some(BlockKind::Carrot),
|
||||
Crop::Tomato if roll(6, 2) == 0 => Some(BlockKind::Tomato),
|
||||
Crop::Radish if roll(7, 2) == 0 => Some(BlockKind::Radish),
|
||||
Crop::Turnip if roll(8, 2) == 0 => Some(BlockKind::Turnip),
|
||||
Crop::Sunflower => Some(BlockKind::Sunflower),
|
||||
_ => None,
|
||||
}
|
||||
@ -751,14 +730,20 @@ impl Settlement {
|
||||
}
|
||||
|
||||
Some(if in_furrow { dirt } else { mound })
|
||||
}
|
||||
},
|
||||
_ => None,
|
||||
};
|
||||
|
||||
if let Some(color) = color {
|
||||
if col_sample.water_dist.map(|dist| dist > 2.0).unwrap_or(true) {
|
||||
let is_path = col_sample
|
||||
.path
|
||||
.map(|(dist, _, path, _)| dist < path.width)
|
||||
.unwrap_or(false);
|
||||
|
||||
if col_sample.water_dist.map(|dist| dist > 2.0).unwrap_or(true) && !is_path
|
||||
{
|
||||
let diff = (surface_z - land_surface_z).abs();
|
||||
|
||||
for z in -8 - diff..3 + diff {
|
||||
let pos = Vec3::new(offs.x, offs.y, surface_z + z);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user