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https://gitlab.com/veloren/veloren.git
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Merge branch 'better-town-placement' into 'master'
Better town placement See merge request veloren/veloren!3208
This commit is contained in:
commit
5678bd2bbb
@ -12,6 +12,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- Improved site placement
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### Removed
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### Fixed
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@ -4,7 +4,7 @@ mod econ;
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use crate::{
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config::CONFIG,
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sim::{SimChunk, WorldSim},
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sim::WorldSim,
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site::{namegen::NameGen, Castle, Settlement, Site as WorldSite, Tree},
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site2,
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util::{attempt, seed_expan, DHashMap, DHashSet, NEIGHBORS},
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@ -15,7 +15,7 @@ use common::{
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path::Path,
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spiral::Spiral2d,
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store::{Id, Store},
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terrain::{uniform_idx_as_vec2, MapSizeLg, TerrainChunkSize},
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terrain::{uniform_idx_as_vec2, MapSizeLg, TerrainChunkSize, TERRAIN_CHUNK_BLOCKS_LG},
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vol::RectVolSize,
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};
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use core::{fmt, hash::BuildHasherDefault, ops::Range};
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@ -90,29 +90,56 @@ impl Civs {
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this.generate_cave(&mut ctx);
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}
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let mut start_locations: Vec<Vec2<i32>> = Vec::new();
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for _ in 0..initial_civ_count {
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debug!("Creating civilisation...");
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if this.birth_civ(&mut ctx.reseed()).is_none() {
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if this
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.birth_civ(&mut ctx.reseed(), &mut start_locations)
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.is_none()
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{
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warn!("Failed to find starting site for civilisation.");
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}
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}
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info!(?initial_civ_count, "all civilisations created");
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let mut gnarling_enemies: Vec<Vec2<i32>> = start_locations.clone();
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let mut dungeon_enemies: Vec<Vec2<i32>> = start_locations.clone();
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let mut tree_enemies: Vec<Vec2<i32>> = start_locations.clone();
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let mut castle_enemies: Vec<Vec2<i32>> = Vec::new();
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for _ in 0..initial_civ_count * 3 {
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attempt(5, || {
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let (kind, size) = match ctx.rng.gen_range(0..64) {
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0..=5 => (SiteKind::Castle, 3),
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let (kind, size, avoid) = match ctx.rng.gen_range(0..64) {
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0..=5 => (SiteKind::Castle, 3, (&castle_enemies, 20)),
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28..=31 => {
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if index.features().site2_giant_trees {
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(SiteKind::GiantTree, 4)
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(SiteKind::GiantTree, 4, (&tree_enemies, 20))
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} else {
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(SiteKind::Tree, 4)
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(SiteKind::Tree, 4, (&tree_enemies, 20))
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}
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},
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32..=37 => (SiteKind::Gnarling, 5),
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_ => (SiteKind::Dungeon, 0),
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32..=37 => (SiteKind::Gnarling, 5, (&gnarling_enemies, 20)),
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_ => (SiteKind::Dungeon, 0, (&dungeon_enemies, 20)),
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};
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let loc = find_site_loc(&mut ctx, None, size, kind)?;
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let loc = find_site_loc(&mut ctx, avoid, size, kind)?;
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match kind {
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SiteKind::Castle => {
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gnarling_enemies.push(loc);
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dungeon_enemies.push(loc);
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tree_enemies.push(loc);
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castle_enemies.push(loc);
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},
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SiteKind::Gnarling => {
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castle_enemies.push(loc);
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dungeon_enemies.push(loc);
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gnarling_enemies.push(loc);
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},
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SiteKind::Dungeon => {
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gnarling_enemies.push(loc);
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dungeon_enemies.push(loc);
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castle_enemies.push(loc);
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},
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_ => (),
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}
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Some(this.establish_site(&mut ctx.reseed(), loc, |place| Site {
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kind,
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center: loc,
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@ -447,10 +474,15 @@ impl Civs {
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.and_then(|path| astar.get_cheapest_cost().map(|cost| (path, cost)))
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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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fn birth_civ(
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&mut self,
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ctx: &mut GenCtx<impl Rng>,
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start_locations: &mut Vec<Vec2<i32>>,
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) -> Option<Id<Civ>> {
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let kind = SiteKind::Refactor;
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let site = attempt(5, || {
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let loc = find_site_loc(ctx, None, 1, kind)?;
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let site = attempt(100, || {
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let loc = find_site_loc(ctx, (start_locations, 40), 1, kind)?;
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start_locations.push(loc);
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Some(self.establish_site(ctx, loc, |place| Site {
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kind,
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site_tmp: None,
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@ -1006,46 +1038,51 @@ fn loc_suitable_for_site(sim: &WorldSim, loc: Vec2<i32>, site_kind: SiteKind) ->
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}
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true
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}
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(if let Some(chunk) = sim.get(loc) {
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let possible_terrain = if let Some(chunk) = sim.get(loc) {
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!chunk.river.is_ocean()
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&& !chunk.river.is_lake()
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&& !chunk.river.is_river()
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&& !chunk.is_underwater()
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&& !matches!(
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chunk.get_biome(),
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common::terrain::BiomeKind::Lake | common::terrain::BiomeKind::Ocean
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)
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&& sim
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.get_gradient_approx(loc)
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.map(|grad| grad < 1.0)
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.unwrap_or(false)
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&& site_kind.is_suitable_loc(chunk)
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} else {
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false
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}) && check_chunk_occupation(sim, loc, site_kind.exclusion_radius())
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};
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let not_occupied = check_chunk_occupation(sim, loc, site_kind.exclusion_radius());
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possible_terrain && site_kind.is_suitable_loc(loc, sim) && not_occupied
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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(
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ctx: &mut GenCtx<impl Rng>,
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near: Option<(Vec2<i32>, f32)>,
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avoid: (&Vec<Vec2<i32>>, i32),
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size: i32,
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site_kind: SiteKind,
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) -> Option<Vec2<i32>> {
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const MAX_ATTEMPTS: usize = 100;
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const MAX_ATTEMPTS: usize = 10000;
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let mut loc = None;
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let (avoid_locs, distance) = avoid;
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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)) => {
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origin
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+ (Vec2::new(ctx.rng.gen_range(-1.0..1.0), ctx.rng.gen_range(-1.0..1.0))
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* ctx.rng.gen::<f32>()
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* dist)
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.map(|e| e as i32)
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},
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None => Vec2::new(
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let test_loc = loc.unwrap_or_else(|| {
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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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});
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if avoid_locs
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.iter()
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.any(|l| l.distance_squared(test_loc) < distance * distance)
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{
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continue;
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}
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for offset in Spiral2d::new().take((size * 2 + 1).pow(2) as usize) {
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if loc_suitable_for_site(ctx.sim, test_loc + offset, site_kind) {
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return Some(test_loc);
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@ -1053,12 +1090,13 @@ fn find_site_loc(
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}
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loc = ctx.sim.get(test_loc).and_then(|c| {
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site_kind.is_suitable_loc(c).then_some(
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site_kind.is_suitable_loc(test_loc, ctx.sim).then_some(
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c.downhill?
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / (sz as i32)),
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)
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});
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}
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warn!("Failed to place site {:?}.", site_kind);
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None
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}
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@ -1117,11 +1155,133 @@ pub enum SiteKind {
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}
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impl SiteKind {
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pub fn is_suitable_loc(&self, chunk: &SimChunk) -> bool {
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match self {
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pub fn is_suitable_loc(&self, loc: Vec2<i32>, sim: &WorldSim) -> bool {
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sim.get(loc).map_or(false, |chunk| match self {
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SiteKind::Gnarling => (-0.3..0.4).contains(&chunk.temp) && chunk.tree_density > 0.75,
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_ => true,
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SiteKind::GiantTree | SiteKind::Tree => chunk.tree_density > 0.4,
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SiteKind::Castle => {
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if chunk.tree_density > 0.4 || chunk.river.near_water() || chunk.near_cliffs() {
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return false;
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}
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const HILL_RADIUS: i32 = 3 * TERRAIN_CHUNK_BLOCKS_LG as i32;
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for x in (-HILL_RADIUS)..HILL_RADIUS {
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for y in (-HILL_RADIUS)..HILL_RADIUS {
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let check_loc = loc + Vec2::new(x, y);
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if let Some(true) = sim
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.get_alt_approx(check_loc)
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.map(|surrounding_alt| surrounding_alt > chunk.alt + 1.0)
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{
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return false;
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}
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// Castles are really big, so to avoid parts of them ending up underwater or
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// in other awkward positions we have to do this
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if sim
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.get(check_loc)
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.map_or(true, |c| c.is_underwater() || c.near_cliffs())
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{
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return false;
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}
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}
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}
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true
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},
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SiteKind::Refactor | SiteKind::Settlement => {
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const RESOURCE_RADIUS: i32 = 1;
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let mut river_chunks = 0;
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let mut lake_chunks = 0;
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let mut ocean_chunks = 0;
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let mut rock_chunks = 0;
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let mut tree_chunks = 0;
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let mut farmable_chunks = 0;
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let mut farmable_needs_irrigation_chunks = 0;
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let mut land_chunks = 0;
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for x in (-RESOURCE_RADIUS)..RESOURCE_RADIUS {
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for y in (-RESOURCE_RADIUS)..RESOURCE_RADIUS {
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let check_loc = loc
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+ Vec2::new(x, y)
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e * sz as i32);
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sim.get(check_loc).map(|c| {
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if num::abs(chunk.alt - c.alt) < 200.0 {
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if c.river.is_river() {
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river_chunks += 1;
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}
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if c.river.is_lake() {
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lake_chunks += 1;
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}
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if c.river.is_ocean() {
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ocean_chunks += 1;
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}
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if c.tree_density > 0.7 {
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tree_chunks += 1;
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}
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if c.rockiness < 0.3 && c.temp > CONFIG.snow_temp {
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if c.surface_veg > 0.5 {
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farmable_chunks += 1;
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} else {
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match c.get_biome() {
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common::terrain::BiomeKind::Savannah => {
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farmable_needs_irrigation_chunks += 1
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},
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common::terrain::BiomeKind::Desert => {
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farmable_needs_irrigation_chunks += 1
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},
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_ => (),
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}
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}
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}
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if !c.river.is_river() && !c.river.is_lake() && !c.river.is_ocean()
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{
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land_chunks += 1;
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}
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}
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// Mining is different since presumably you dig into the hillside
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if c.rockiness > 0.7 && c.alt - chunk.alt > -10.0 {
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rock_chunks += 1;
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}
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});
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}
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}
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let has_river = river_chunks > 1;
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let has_lake = lake_chunks > 1;
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let vegetation_implies_potable_water = chunk.tree_density > 0.4
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&& !matches!(chunk.get_biome(), common::terrain::BiomeKind::Swamp);
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let warm_or_firewood = chunk.temp > CONFIG.snow_temp || tree_chunks > 2;
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let has_potable_water = {
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has_river || (has_lake && chunk.alt > 100.0) || vegetation_implies_potable_water
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};
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let has_building_materials = tree_chunks > 0
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|| rock_chunks > 0
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|| chunk.temp > CONFIG.tropical_temp && (has_river || has_lake);
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let water_rich = lake_chunks + river_chunks > 2;
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let can_grow_rice = water_rich
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&& chunk.humidity + 1.0 > CONFIG.jungle_hum
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&& chunk.temp + 1.0 > CONFIG.tropical_temp;
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let farming_score = if can_grow_rice {
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farmable_chunks * 2
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} else {
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farmable_chunks
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} + if water_rich {
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farmable_needs_irrigation_chunks
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} else {
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0
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};
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let fish_score = lake_chunks + ocean_chunks;
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let food_score = farming_score + fish_score;
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let mining_score = if tree_chunks > 1 { rock_chunks } else { 0 };
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let forestry_score = if has_river { tree_chunks } else { 0 };
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let trading_score =
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std::cmp::min(std::cmp::min(land_chunks, ocean_chunks), river_chunks);
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let industry_score = 3.0 * (food_score as f32 + 1.0).log2()
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+ 2.0 * (forestry_score as f32 + 1.0).log2()
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+ (mining_score as f32 + 1.0).log2()
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+ (trading_score as f32 + 1.0).log2();
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has_potable_water
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&& has_building_materials
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&& industry_score > 6.0
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&& warm_or_firewood
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},
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_ => true,
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})
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}
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}
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