Moved scatter to dedicated file

This commit is contained in:
Joshua Barretto 2020-08-31 17:21:42 +01:00
parent c3ae56114a
commit 57ccf4863e
3 changed files with 371 additions and 355 deletions

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@ -1,7 +1,7 @@
use crate::{sys, Server, StateExt};
use common::{
comp::{
self, Agent, Alignment, Body, Gravity, Item, ItemDrop, LightAnimation, LightEmitter,
self, Agent, Alignment, Body, Gravity, Item, ItemDrop, LightEmitter,
Loadout, Pos, Projectile, Scale, Stats, Vel, WaypointArea,
},
outcome::Outcome,

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@ -1,8 +1,11 @@
pub mod scatter;
pub use self::scatter::apply_scatter_to;
use crate::{
column::ColumnSample,
sim::SimChunk,
util::{RandomField, Sampler},
IndexRef, CONFIG,
IndexRef,
};
use common::{
assets::Asset,
@ -27,358 +30,6 @@ pub struct Colors {
pub stalagtite: (u8, u8, u8),
}
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)),
)
}),
(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)),
)
}),
(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)),
)
}),
// Herbs and Spices
(LingonBerry, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5))
* MUSH_FACT
* 2.5,
None,
)
}),
(LeafyPlant, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3))
* MUSH_FACT
* 4.0,
None,
)
}),
(Fern, false, |c, col| {
(
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, col| {
(
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, col| {
((c.tree_density - 0.5).max(0.0) * 1.0e-3, None)
}),
(Stones, false, |c, col| {
((c.rockiness - 0.5).max(0.0) * 1.0e-3, None)
}),
// Don't spawn Mushrooms in snowy regions
(Mushroom, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35)) * MUSH_FACT,
None,
)
}),
// Grass
(ShortGrass, false, |c, col| {
(
close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03,
None,
)
}),
(MediumGrass, false, |c, col| {
(
close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02,
None,
)
}),
(LongGrass, false, |c, col| {
(
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, col| {
(
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, col| {
(
close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
None,
)
}),
(LargeCactus, 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,
)
}),
/*(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)),
);
}
}
}
}
}
pub fn apply_paths_to<'a>(
wpos2d: Vec2<i32>,
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,

365
world/src/layer/scatter.rs Normal file
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@ -0,0 +1,365 @@
use crate::{
column::ColumnSample,
sim::SimChunk,
util::{RandomField},
IndexRef, CONFIG,
};
use common::{
terrain::{Block, BlockKind},
vol::{BaseVol, ReadVol, RectSizedVol, WriteVol},
};
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)),
);
}
}
}
}
}