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Address review comments.
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529533466c
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5af5ceb1f9
@ -125,6 +125,15 @@ impl Block {
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}
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}
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}
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}
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/// TODO: See if we can generalize this somehow.
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#[inline]
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pub const fn water(sprite: SpriteKind) -> Self {
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Self {
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kind: BlockKind::Water,
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attr: [sprite as u8, 0, 0],
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}
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}
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#[inline]
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#[inline]
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pub fn get_color(&self) -> Option<Rgb<u8>> {
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pub fn get_color(&self) -> Option<Rgb<u8>> {
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if self.has_color() {
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if self.has_color() {
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@ -491,8 +491,6 @@ pub fn block_from_structure(
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let lerp = ((field.get(Vec3::from(structure_pos)).rem_euclid(256)) as f32 / 255.0) * 0.85
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let lerp = ((field.get(Vec3::from(structure_pos)).rem_euclid(256)) as f32 / 255.0) * 0.85
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+ ((field.get(pos + std::i32::MAX / 2).rem_euclid(256)) as f32 / 255.0) * 0.15;
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+ ((field.get(pos + std::i32::MAX / 2).rem_euclid(256)) as f32 / 255.0) * 0.15;
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const EMPTY_SPRITE: Rgb<u8> = Rgb::new(SpriteKind::Empty as u8, 0, 0);
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match sblock {
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match sblock {
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StructureBlock::None => None,
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StructureBlock::None => None,
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StructureBlock::Hollow => Some(with_sprite(SpriteKind::Empty)),
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StructureBlock::Hollow => Some(with_sprite(SpriteKind::Empty)),
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@ -501,12 +499,9 @@ pub fn block_from_structure(
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sample.surface_color.map(|e| (e * 255.0) as u8),
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sample.surface_color.map(|e| (e * 255.0) as u8),
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)),
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)),
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StructureBlock::Normal(color) => Some(Block::new(BlockKind::Misc, color)),
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StructureBlock::Normal(color) => Some(Block::new(BlockKind::Misc, color)),
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StructureBlock::Water => Some(Block::new(BlockKind::Water, EMPTY_SPRITE)),
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StructureBlock::Water => Some(Block::water(SpriteKind::Empty)),
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StructureBlock::GreenSludge => Some(Block::new(
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// TODO: If/when liquid supports other colors again, revisit this.
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// TODO: If/when liquid supports other colors again, revisit this.
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StructureBlock::GreenSludge => Some(Block::water(SpriteKind::Empty)),
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BlockKind::Water,
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EMPTY_SPRITE,
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)),
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// None of these BlockKinds has an orientation, so we just use zero for the other color
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// None of these BlockKinds has an orientation, so we just use zero for the other color
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// bits.
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// bits.
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StructureBlock::Liana => Some(with_sprite(SpriteKind::Liana)),
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StructureBlock::Liana => Some(with_sprite(SpriteKind::Liana)),
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@ -209,7 +209,7 @@ pub fn apply_caves_to<'a>(
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}
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}
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#[allow(clippy::eval_order_dependence)]
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#[allow(clippy::eval_order_dependence)]
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pub fn apply_caves_supplement<'a>(
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pub fn apply_caves_supplement<'a>(
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut impl Rng,
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dynamic_rng: &mut impl Rng,
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wpos2d: Vec2<i32>,
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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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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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@ -416,7 +416,7 @@ impl Castle {
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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pub fn apply_supplement<'a>(
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pub fn apply_supplement<'a>(
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&'a self,
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&'a self,
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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_dynamic_rng: &mut impl Rng,
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_dynamic_rng: &mut impl Rng,
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_wpos2d: Vec2<i32>,
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_wpos2d: Vec2<i32>,
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_get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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_get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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@ -163,7 +163,7 @@ impl Dungeon {
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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pub fn apply_supplement<'a>(
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pub fn apply_supplement<'a>(
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&'a self,
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&'a self,
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut impl Rng,
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dynamic_rng: &mut impl Rng,
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wpos2d: Vec2<i32>,
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wpos2d: Vec2<i32>,
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_get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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_get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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@ -417,7 +417,7 @@ impl Floor {
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#[allow(clippy::match_single_binding)] // TODO: Pending review in #587
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#[allow(clippy::match_single_binding)] // TODO: Pending review in #587
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fn apply_supplement(
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fn apply_supplement(
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&self,
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&self,
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut impl Rng,
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dynamic_rng: &mut impl Rng,
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area: Aabr<i32>,
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area: Aabr<i32>,
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origin: Vec3<i32>,
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origin: Vec3<i32>,
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@ -108,7 +108,7 @@ impl Site {
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pub fn apply_supplement<'a>(
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pub fn apply_supplement<'a>(
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&'a self,
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&'a self,
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut impl Rng,
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dynamic_rng: &mut impl Rng,
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wpos2d: Vec2<i32>,
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wpos2d: Vec2<i32>,
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get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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@ -531,7 +531,7 @@ impl Archetype for House {
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.noise
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.noise
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.chance(Vec3::new(center_offset.x, center_offset.y, z), 0.2)
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.chance(Vec3::new(center_offset.x, center_offset.y, z), 0.2)
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{
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{
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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let mut dynamic_rng = rand::thread_rng();
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let mut dynamic_rng = rand::thread_rng();
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let furniture = match self.noise.get(Vec3::new(
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let furniture = match self.noise.get(Vec3::new(
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center_offset.x,
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center_offset.x,
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@ -836,7 +836,7 @@ impl Settlement {
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#[allow(clippy::eval_order_dependence)] // TODO: Pending review in #587
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#[allow(clippy::eval_order_dependence)] // TODO: Pending review in #587
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pub fn apply_supplement<'a>(
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pub fn apply_supplement<'a>(
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&'a self,
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&'a self,
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// NOTE: Used only for dynamic elemens like chests and entities!
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut impl Rng,
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dynamic_rng: &mut impl Rng,
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wpos2d: Vec2<i32>,
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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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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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