mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Moved scatter to dedicated file
This commit is contained in:
parent
c3ae56114a
commit
57ccf4863e
@ -1,7 +1,7 @@
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use crate::{sys, Server, StateExt};
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use common::{
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comp::{
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self, Agent, Alignment, Body, Gravity, Item, ItemDrop, LightAnimation, LightEmitter,
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self, Agent, Alignment, Body, Gravity, Item, ItemDrop, LightEmitter,
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Loadout, Pos, Projectile, Scale, Stats, Vel, WaypointArea,
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},
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outcome::Outcome,
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@ -1,8 +1,11 @@
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pub mod scatter;
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pub use self::scatter::apply_scatter_to;
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use crate::{
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column::ColumnSample,
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sim::SimChunk,
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util::{RandomField, Sampler},
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IndexRef, CONFIG,
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IndexRef,
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};
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use common::{
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assets::Asset,
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@ -27,358 +30,6 @@ pub struct Colors {
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pub stalagtite: (u8, u8, u8),
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}
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fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
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(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
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}
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const MUSH_FACT: f32 = 1.0e-4; // To balance everything around the mushroom spawning rate
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pub fn apply_scatter_to<'a>(
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wpos2d: Vec2<i32>,
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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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vol: &mut (impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
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index: IndexRef,
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chunk: &SimChunk,
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) {
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use BlockKind::*;
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#[allow(clippy::type_complexity)]
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// TODO: Add back all sprites we had before
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let scatter: &[(
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_,
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bool,
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fn(&SimChunk, &ColumnSample) -> (f32, Option<(f32, f32)>),
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)] = &[
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// (density, Option<(wavelen, threshold)>)
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// Flowers
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(BlueFlower, false, |c, col| {
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(
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close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.4,
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)) * col.tree_density
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* MUSH_FACT
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* 256.0,
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Some((256.0, 0.25)),
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)
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}),
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(PinkFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(Sunflower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((1024.0, 0.15)),
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)
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}),
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(PurpleFlower, false, |c, col| {
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(
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close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.4,
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)) * col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(RedFlower, false, |c, col| {
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(
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close(c.temp, CONFIG.tropical_temp, 0.6).min(close(
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c.humidity,
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CONFIG.jungle_hum,
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0.3,
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)) * col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.1)),
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)
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}),
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(WhiteFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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(YellowFlower, false, |c, col| {
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(
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close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
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* col.tree_density
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* MUSH_FACT
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* 350.0,
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Some((64.0, 0.2)),
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)
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}),
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// Herbs and Spices
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(LingonBerry, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5))
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* MUSH_FACT
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* 2.5,
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None,
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)
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}),
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(LeafyPlant, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3))
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* MUSH_FACT
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* 4.0,
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None,
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)
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}),
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(Fern, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.5))
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* MUSH_FACT
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* 0.5,
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Some((48.0, 0.3)),
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)
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}),
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(Blueberry, false, |c, col| {
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(
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close(c.temp, CONFIG.temperate_temp, 0.5).min(close(
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c.humidity,
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CONFIG.forest_hum,
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0.5,
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)) * MUSH_FACT
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* 0.3,
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None,
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)
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}),
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// Collectable Objects
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// Only spawn twigs in temperate forests
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(Twigs, false, |c, col| {
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((c.tree_density - 0.5).max(0.0) * 1.0e-3, None)
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}),
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(Stones, false, |c, col| {
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((c.rockiness - 0.5).max(0.0) * 1.0e-3, None)
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}),
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// Don't spawn Mushrooms in snowy regions
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(Mushroom, false, |c, col| {
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(
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close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35)) * MUSH_FACT,
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None,
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)
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}),
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// Grass
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(ShortGrass, false, |c, col| {
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(
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close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03,
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None,
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)
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}),
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(MediumGrass, false, |c, col| {
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(
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close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02,
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None,
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)
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}),
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(LongGrass, false, |c, col| {
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(
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close(c.temp, 0.3, 0.35).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * 0.15,
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Some((48.0, 0.3)),
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)
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}),
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// Jungle Sprites
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// (LongGrass, false, |c, col| {
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// (
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// close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
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// c.humidity,
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// CONFIG.jungle_hum,
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// 0.6,
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// )) * 0.08,
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// Some((60.0, 5.0)),
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// )
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// }),
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/*(WheatGreen, false, |c, col| {
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(
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close(c.temp, 0.4, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.1))
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* MUSH_FACT
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* 0.001,
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None,
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)
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}),*/
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(GrassSnow, false, |c, col| {
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(
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close(c.temp, CONFIG.snow_temp - 0.2, 0.4).min(close(
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c.humidity,
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CONFIG.forest_hum,
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0.5,
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)) * 0.01,
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Some((48.0, 0.2)),
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)
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}),
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// Desert Plants
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(DeadBush, false, |c, col| {
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(
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close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
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None,
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)
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}),
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(LargeCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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/*(BarrelCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(RoundCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(ShortCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(MedFlatCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),
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(ShortFlatCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),*/
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(Reed, false, |c, col| {
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(
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close(c.humidity, CONFIG.jungle_hum, 0.7)
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* col
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.water_dist
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.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
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.unwrap_or(0.0),
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Some((128.0, 0.5)),
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)
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}),
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];
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for y in 0..vol.size_xy().y as i32 {
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for x in 0..vol.size_xy().x as i32 {
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let offs = Vec2::new(x, y);
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let wpos2d = wpos2d + offs;
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// Sample terrain
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let col_sample = if let Some(col_sample) = get_column(offs) {
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col_sample
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} else {
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continue;
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};
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let underwater = col_sample.water_level > col_sample.alt;
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let bk = scatter
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.iter()
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.enumerate()
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.find_map(|(i, (bk, is_underwater, f))| {
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let (density, patch) = f(chunk, col_sample);
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let is_patch = patch
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.map(|(wavelen, threshold)| {
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index
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.noise
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.scatter_nz
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.get(
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wpos2d
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.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
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.into_array(),
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)
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.abs()
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> 1.0 - threshold as f64
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})
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.unwrap_or(true);
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if density > 0.0
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&& is_patch
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&& RandomField::new(i as u32)
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.chance(Vec3::new(wpos2d.x, wpos2d.y, 0), density)
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&& underwater == *is_underwater
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{
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Some(*bk)
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} else {
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None
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}
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});
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if let Some(bk) = bk {
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let alt = col_sample.alt as i32;
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// Find the intersection between ground and air, if there is one near the
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// surface
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if let Some(solid_end) = (-4..8)
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.find(|z| {
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vol.get(Vec3::new(offs.x, offs.y, alt + z))
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.map(|b| b.is_solid())
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.unwrap_or(false)
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})
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.and_then(|solid_start| {
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(1..8).map(|z| solid_start + z).find(|z| {
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vol.get(Vec3::new(offs.x, offs.y, alt + z))
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.map(|b| !b.is_solid())
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.unwrap_or(true)
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})
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})
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{
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let _ = vol.set(
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Vec3::new(offs.x, offs.y, alt + solid_end),
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Block::new(bk, Rgb::broadcast(0)),
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);
|
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}
|
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}
|
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}
|
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}
|
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}
|
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|
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pub fn apply_paths_to<'a>(
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wpos2d: Vec2<i32>,
|
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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
|
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|
365
world/src/layer/scatter.rs
Normal file
365
world/src/layer/scatter.rs
Normal file
@ -0,0 +1,365 @@
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use crate::{
|
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column::ColumnSample,
|
||||
sim::SimChunk,
|
||||
util::{RandomField},
|
||||
IndexRef, CONFIG,
|
||||
};
|
||||
use common::{
|
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terrain::{Block, BlockKind},
|
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vol::{BaseVol, ReadVol, RectSizedVol, WriteVol},
|
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};
|
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use noise::NoiseFn;
|
||||
use std::f32;
|
||||
use vek::*;
|
||||
|
||||
fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
|
||||
(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
|
||||
}
|
||||
const MUSH_FACT: f32 = 1.0e-4; // To balance everything around the mushroom spawning rate
|
||||
pub fn apply_scatter_to<'a>(
|
||||
wpos2d: Vec2<i32>,
|
||||
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
|
||||
vol: &mut (impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
|
||||
index: IndexRef,
|
||||
chunk: &SimChunk,
|
||||
) {
|
||||
use BlockKind::*;
|
||||
#[allow(clippy::type_complexity)]
|
||||
// TODO: Add back all sprites we had before
|
||||
let scatter: &[(
|
||||
_,
|
||||
bool,
|
||||
fn(&SimChunk, &ColumnSample) -> (f32, Option<(f32, f32)>),
|
||||
)] = &[
|
||||
// (density, Option<(wavelen, threshold)>)
|
||||
// Flowers
|
||||
(BlueFlower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
|
||||
c.humidity,
|
||||
CONFIG.jungle_hum,
|
||||
0.4,
|
||||
)) * col.tree_density
|
||||
* MUSH_FACT
|
||||
* 256.0,
|
||||
Some((256.0, 0.25)),
|
||||
)
|
||||
}),
|
||||
(PinkFlower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
|
||||
* col.tree_density
|
||||
* MUSH_FACT
|
||||
* 350.0,
|
||||
Some((64.0, 0.2)),
|
||||
)
|
||||
}),
|
||||
(PurpleFlower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
|
||||
c.humidity,
|
||||
CONFIG.jungle_hum,
|
||||
0.4,
|
||||
)) * col.tree_density
|
||||
* MUSH_FACT
|
||||
* 350.0,
|
||||
Some((64.0, 0.2)),
|
||||
)
|
||||
}),
|
||||
(RedFlower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.tropical_temp, 0.6).min(close(
|
||||
c.humidity,
|
||||
CONFIG.jungle_hum,
|
||||
0.3,
|
||||
)) * col.tree_density
|
||||
* MUSH_FACT
|
||||
* 350.0,
|
||||
Some((64.0, 0.1)),
|
||||
)
|
||||
}),
|
||||
(WhiteFlower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
|
||||
* col.tree_density
|
||||
* MUSH_FACT
|
||||
* 350.0,
|
||||
Some((64.0, 0.2)),
|
||||
)
|
||||
}),
|
||||
(YellowFlower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
|
||||
* col.tree_density
|
||||
* MUSH_FACT
|
||||
* 350.0,
|
||||
Some((64.0, 0.2)),
|
||||
)
|
||||
}),
|
||||
(Sunflower, false, |c, col| {
|
||||
(
|
||||
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
|
||||
* col.tree_density
|
||||
* MUSH_FACT
|
||||
* 350.0,
|
||||
Some((1024.0, 0.15)),
|
||||
)
|
||||
}),
|
||||
// Herbs and Spices
|
||||
(LingonBerry, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5))
|
||||
* MUSH_FACT
|
||||
* 2.5,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(LeafyPlant, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3))
|
||||
* MUSH_FACT
|
||||
* 4.0,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(Fern, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.5))
|
||||
* MUSH_FACT
|
||||
* 0.5,
|
||||
Some((48.0, 0.3)),
|
||||
)
|
||||
}),
|
||||
(Blueberry, false, |c, _| {
|
||||
(
|
||||
close(c.temp, CONFIG.temperate_temp, 0.5).min(close(
|
||||
c.humidity,
|
||||
CONFIG.forest_hum,
|
||||
0.5,
|
||||
)) * MUSH_FACT
|
||||
* 0.3,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
// Collectable Objects
|
||||
// Only spawn twigs in temperate forests
|
||||
(Twigs, false, |c, _| {
|
||||
((c.tree_density - 0.5).max(0.0) * 1.0e-3, None)
|
||||
}),
|
||||
(Stones, false, |c, _| {
|
||||
((c.rockiness - 0.5).max(0.0) * 1.0e-3, None)
|
||||
}),
|
||||
// Don't spawn Mushrooms in snowy regions
|
||||
(Mushroom, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35)) * MUSH_FACT,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
// Grass
|
||||
(ShortGrass, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(MediumGrass, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(LongGrass, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 0.3, 0.35).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * 0.15,
|
||||
Some((48.0, 0.3)),
|
||||
)
|
||||
}),
|
||||
// Jungle Sprites
|
||||
// (LongGrass, false, |c, col| {
|
||||
// (
|
||||
// close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
|
||||
// c.humidity,
|
||||
// CONFIG.jungle_hum,
|
||||
// 0.6,
|
||||
// )) * 0.08,
|
||||
// Some((60.0, 5.0)),
|
||||
// )
|
||||
// }),
|
||||
/*(WheatGreen, false, |c, col| {
|
||||
(
|
||||
close(c.temp, 0.4, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.1))
|
||||
* MUSH_FACT
|
||||
* 0.001,
|
||||
None,
|
||||
)
|
||||
}),*/
|
||||
(GrassSnow, false, |c, _| {
|
||||
(
|
||||
close(c.temp, CONFIG.snow_temp - 0.2, 0.4).min(close(
|
||||
c.humidity,
|
||||
CONFIG.forest_hum,
|
||||
0.5,
|
||||
)) * 0.01,
|
||||
Some((48.0, 0.2)),
|
||||
)
|
||||
}),
|
||||
// Desert Plants
|
||||
(DeadBush, false, |c, _| {
|
||||
(
|
||||
close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(LargeCactus, false, |c, _| {
|
||||
(
|
||||
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
|
||||
c.humidity,
|
||||
CONFIG.desert_hum,
|
||||
0.2,
|
||||
)) * MUSH_FACT
|
||||
* 0.1,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
/*(BarrelCactus, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
|
||||
c.humidity,
|
||||
CONFIG.desert_hum,
|
||||
0.2,
|
||||
)) * MUSH_FACT
|
||||
* 0.1,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(RoundCactus, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
|
||||
c.humidity,
|
||||
CONFIG.desert_hum,
|
||||
0.2,
|
||||
)) * MUSH_FACT
|
||||
* 0.1,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(ShortCactus, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
|
||||
c.humidity,
|
||||
CONFIG.desert_hum,
|
||||
0.2,
|
||||
)) * MUSH_FACT
|
||||
* 0.1,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(MedFlatCactus, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
|
||||
c.humidity,
|
||||
CONFIG.desert_hum,
|
||||
0.2,
|
||||
)) * MUSH_FACT
|
||||
* 0.1,
|
||||
None,
|
||||
)
|
||||
}),
|
||||
(ShortFlatCactus, false, |c, col| {
|
||||
(
|
||||
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
|
||||
c.humidity,
|
||||
CONFIG.desert_hum,
|
||||
0.2,
|
||||
)) * MUSH_FACT
|
||||
* 0.1,
|
||||
None,
|
||||
)
|
||||
}),*/
|
||||
(Reed, false, |c, col| {
|
||||
(
|
||||
close(c.humidity, CONFIG.jungle_hum, 0.7)
|
||||
* col
|
||||
.water_dist
|
||||
.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
|
||||
.unwrap_or(0.0),
|
||||
Some((128.0, 0.5)),
|
||||
)
|
||||
}),
|
||||
];
|
||||
|
||||
for y in 0..vol.size_xy().y as i32 {
|
||||
for x in 0..vol.size_xy().x as i32 {
|
||||
let offs = Vec2::new(x, y);
|
||||
|
||||
let wpos2d = wpos2d + offs;
|
||||
|
||||
// Sample terrain
|
||||
let col_sample = if let Some(col_sample) = get_column(offs) {
|
||||
col_sample
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
|
||||
let underwater = col_sample.water_level > col_sample.alt;
|
||||
|
||||
let bk = scatter
|
||||
.iter()
|
||||
.enumerate()
|
||||
.find_map(|(i, (bk, is_underwater, f))| {
|
||||
let (density, patch) = f(chunk, col_sample);
|
||||
let is_patch = patch
|
||||
.map(|(wavelen, threshold)| {
|
||||
index
|
||||
.noise
|
||||
.scatter_nz
|
||||
.get(
|
||||
wpos2d
|
||||
.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
|
||||
.into_array(),
|
||||
)
|
||||
.abs()
|
||||
> 1.0 - threshold as f64
|
||||
})
|
||||
.unwrap_or(true);
|
||||
if density > 0.0
|
||||
&& is_patch
|
||||
&& RandomField::new(i as u32)
|
||||
.chance(Vec3::new(wpos2d.x, wpos2d.y, 0), density)
|
||||
&& underwater == *is_underwater
|
||||
{
|
||||
Some(*bk)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
});
|
||||
|
||||
if let Some(bk) = bk {
|
||||
let alt = col_sample.alt as i32;
|
||||
|
||||
// Find the intersection between ground and air, if there is one near the
|
||||
// surface
|
||||
if let Some(solid_end) = (-4..8)
|
||||
.find(|z| {
|
||||
vol.get(Vec3::new(offs.x, offs.y, alt + z))
|
||||
.map(|b| b.is_solid())
|
||||
.unwrap_or(false)
|
||||
})
|
||||
.and_then(|solid_start| {
|
||||
(1..8).map(|z| solid_start + z).find(|z| {
|
||||
vol.get(Vec3::new(offs.x, offs.y, alt + z))
|
||||
.map(|b| !b.is_solid())
|
||||
.unwrap_or(true)
|
||||
})
|
||||
})
|
||||
{
|
||||
let _ = vol.set(
|
||||
Vec3::new(offs.x, offs.y, alt + solid_end),
|
||||
Block::new(bk, Rgb::broadcast(0)),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user