Huts now have doors. Added totems.

This commit is contained in:
Sam 2021-12-17 16:49:48 -05:00
parent dd289ea5da
commit 643713d8b1
5 changed files with 187 additions and 60 deletions

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@ -475,7 +475,7 @@ pub fn apply_spots_to(canvas: &mut Canvas, _dynamic_rng: &mut impl Rng) {
],
},
Spot::GnarlingTotem => SpotConfig {
base_structures: Some("spots_grasslands.gnarling_totem"),
base_structures: Some("site_structures.gnarling.totem"),
entity_radius: 30.0,
entities: &[
(3..5, "common.entity.dungeon.tier-0.mugger"),

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@ -880,6 +880,14 @@ impl<'a> PrimitiveRef<'a> {
pub fn repeat(self, offset: Vec3<i32>, count: i32) -> PrimitiveRef<'a> {
self.painter.prim(Primitive::repeat(self, offset, count))
}
pub fn translate(self, trans: Vec3<i32>) -> PrimitiveRef<'a> {
self.painter.prim(Primitive::translate(self, trans))
}
pub fn rotate(self, rot: Mat3<i32>) -> PrimitiveRef<'a> {
self.painter.prim(Primitive::rotate(self, rot))
}
}
pub trait Structure {

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@ -1,6 +1,8 @@
use super::*;
use crate::{util::attempt, Land};
use crate::{assets::AssetHandle, util::attempt, Land};
use common::terrain::{Structure as PrefabStructure, StructuresGroup};
use inline_tweak::tweak;
use lazy_static::lazy_static;
use rand::prelude::*;
use vek::*;
@ -14,7 +16,24 @@ pub struct GnarlingFortification {
// corner, and thus whether a tower gets constructed
ordered_wall_points: Vec<(Vec2<i32>, bool)>,
gate_index: usize,
hut_locations: Vec<Vec2<i32>>,
// Structure indicates the kind of structure it is, vec2 is relative position of a hut compared
// to origin, ori tells which way structure should face
structure_locations: Vec<(GnarlingStructure, Vec2<i32>, Ori)>,
}
enum GnarlingStructure {
Hut,
Totem,
}
impl GnarlingStructure {
fn required_separation(&self, other: &Self) -> i32 {
match (self, other) {
(Self::Hut, Self::Hut) => 15,
(Self::Hut, Self::Totem) | (Self::Totem, Self::Hut) => 20,
(Self::Totem, Self::Totem) => 50,
}
}
}
const SECTIONS_PER_WALL_SEGMENT: usize = 3;
@ -49,7 +68,7 @@ impl GnarlingFortification {
})
.collect::<Vec<_>>();
let gate_index = rng.gen_range(0..wall_corners.len()) * SECTIONS_PER_WALL_SEGMENT;
let gate_index = rng.gen_range(0..wall_corners.len());
// This adds additional points for the wall on the line between two points,
// allowing the wall to better handle slopes
@ -74,10 +93,16 @@ impl GnarlingFortification {
})
.collect::<Vec<_>>();
let desired_huts = wall_radius.pow(2) / 100;
let mut hut_locations = Vec::new();
for _ in 0..desired_huts {
if let Some(hut_loc) = attempt(16, || {
let desired_structures = wall_radius.pow(2) / 100;
let mut structure_locations = Vec::<(GnarlingStructure, Vec2<i32>, Ori)>::new();
for _ in 0..desired_structures {
if let Some((hut_loc, kind)) = attempt(16, || {
// Choose structure kind
let structure_kind = match rng.gen_range(0..10) {
0 => GnarlingStructure::Totem,
_ => GnarlingStructure::Hut,
};
// Choose triangle
let section = rng.gen_range(0..wall_corners.len());
@ -97,22 +122,36 @@ impl GnarlingFortification {
let corner_1_weight = rng.gen_range(0.0..(1.0 - center_weight));
let corner_2_weight = 1.0 - center_weight - corner_1_weight;
let hut_center: Vec2<i32> = (center * center_weight
let structure_center: Vec2<i32> = (center * center_weight
+ corner_1.as_() * corner_1_weight
+ corner_2.as_() * corner_2_weight)
.as_();
// Check that hut center not too close to another hut
if hut_locations
.iter()
.any(|loc| hut_center.distance_squared(*loc) < 15_i32.pow(2))
{
// Check that structure not too close to another structure
if structure_locations.iter().any(|(kind, loc, _door_dir)| {
structure_center.distance_squared(*loc)
< structure_kind.required_separation(kind).pow(2)
}) {
None
} else {
Some(hut_center)
Some((structure_center, structure_kind))
}
}) {
hut_locations.push(hut_loc);
let dir_to_center = match hut_loc {
pos if pos.x.abs() > pos.y.abs() && pos.x > 0 => Ori::West,
pos if pos.x.abs() > pos.y.abs() => Ori::East,
pos if pos.y < 0 => Ori::North,
_ => Ori::South,
};
let door_rng: u32 = rng.gen_range(0..9);
let door_dir = match door_rng {
0..=3 => dir_to_center,
4..=5 => dir_to_center.cw(),
6..=7 => dir_to_center.ccw(),
// Should only be 8
_ => dir_to_center.opposite(),
};
structure_locations.push((kind, hut_loc, door_dir));
}
}
@ -124,7 +163,7 @@ impl GnarlingFortification {
wall_radius,
ordered_wall_points,
gate_index,
hut_locations,
structure_locations,
}
}
@ -138,7 +177,10 @@ impl Structure for GnarlingFortification {
// Create outer wall
for (i, (point, _is_tower)) in self.ordered_wall_points.iter().enumerate() {
// If wall section is a gate, skip rendering the wall
if (self.gate_index..(self.gate_index + SECTIONS_PER_WALL_SEGMENT)).contains(&i) {
if ((self.gate_index * SECTIONS_PER_WALL_SEGMENT)
..((self.gate_index + 1) * SECTIONS_PER_WALL_SEGMENT))
.contains(&i)
{
continue;
}
@ -339,51 +381,101 @@ impl Structure for GnarlingFortification {
)));
});
self.hut_locations.iter().for_each(|loc| {
let wpos = self.origin + loc;
let alt = land.get_alt_approx(wpos) as i32;
self.structure_locations
.iter()
.for_each(|(kind, loc, door_dir)| {
let wpos = self.origin + loc;
let alt = land.get_alt_approx(wpos) as i32;
let hut_radius = 5.0;
let hut_wall_height = 4.0;
match kind {
GnarlingStructure::Hut => {
let hut_radius = 5.0;
let hut_wall_height = 4.0;
// Floor
let base = wpos.with_z(alt);
painter
.prim(Primitive::cylinder(base, hut_radius + 1.0, 2.0))
.fill(Fill::Block(Block::new(
BlockKind::Wood,
Rgb::new(55, 25, 8),
)));
// Floor
let base = wpos.with_z(alt);
painter
.prim(Primitive::cylinder(base, hut_radius + 1.0, 2.0))
.fill(Fill::Block(Block::new(
BlockKind::Wood,
Rgb::new(55, 25, 8),
)));
// Wall
let floor_pos = wpos.with_z(alt + 1);
painter
.prim(Primitive::cylinder(floor_pos, hut_radius, hut_wall_height))
.fill(Fill::Block(Block::new(
BlockKind::Wood,
Rgb::new(55, 25, 8),
)));
painter
.prim(Primitive::cylinder(
floor_pos,
hut_radius - 1.0,
hut_wall_height,
))
.fill(Fill::Block(Block::empty()));
// Wall
let floor_pos = wpos.with_z(alt + 1);
painter
.prim(Primitive::cylinder(floor_pos, hut_radius, hut_wall_height))
.fill(Fill::Block(Block::new(
BlockKind::Wood,
Rgb::new(55, 25, 8),
)));
painter
.prim(Primitive::cylinder(
floor_pos,
hut_radius - 1.0,
hut_wall_height,
))
.fill(Fill::Block(Block::empty()));
// Roof
let roof_height = 3.0;
let roof_radius = hut_radius + 1.0;
painter
.prim(Primitive::cone(
wpos.with_z(alt + 1 + hut_wall_height as i32),
roof_radius,
roof_height,
))
.fill(Fill::Block(Block::new(
BlockKind::Wood,
Rgb::new(55, 25, 8),
)));
});
// Door
let door_height = 3;
let aabb_min = |dir| {
match dir {
Ori::North | Ori::East => wpos - Vec2::one(),
Ori::South | Ori::West => wpos + Vec2::one(),
}
.with_z(alt + 1)
};
let aabb_max = |dir| {
(match dir {
Ori::North | Ori::East => wpos + Vec2::one(),
Ori::South | Ori::West => wpos - Vec2::one(),
} + dir.dir() * hut_radius as i32)
.with_z(alt + 1 + door_height)
};
painter
.prim(Primitive::Aabb(
Aabb {
min: aabb_min(*door_dir),
max: aabb_max(*door_dir),
}
.made_valid(),
))
.fill(Fill::Block(Block::empty()));
// Roof
let roof_height = 3.0;
let roof_radius = hut_radius + 1.0;
painter
.prim(Primitive::cone(
wpos.with_z(alt + 1 + hut_wall_height as i32),
roof_radius,
roof_height,
))
.fill(Fill::Block(Block::new(
BlockKind::Wood,
Rgb::new(55, 25, 8),
)));
},
GnarlingStructure::Totem => {
let totem_pos = wpos.with_z(alt);
lazy_static! {
pub static ref TOTEM: AssetHandle<StructuresGroup> =
PrefabStructure::load_group("site_structures.gnarling.totem");
}
let totem = TOTEM.read();
let totem = totem[self.seed as usize % totem.len()].clone();
painter
.prim(Primitive::Prefab(Box::new(totem.clone())))
.translate(totem_pos)
.fill(Fill::Prefab(Box::new(totem), totem_pos, self.seed));
},
}
});
}
}

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@ -263,4 +263,31 @@ pub enum Ori {
impl Ori {
pub fn dir(self) -> Vec2<i32> { CARDINALS[self as u8 as usize] }
pub fn cw(self) -> Self {
match self {
Ori::North => Ori::East,
Ori::East => Ori::South,
Ori::South => Ori::West,
Ori::West => Ori::North,
}
}
pub fn ccw(self) -> Self {
match self {
Ori::North => Ori::West,
Ori::East => Ori::North,
Ori::South => Ori::East,
Ori::West => Ori::South,
}
}
pub fn opposite(self) -> Self {
match self {
Ori::North => Ori::South,
Ori::East => Ori::West,
Ori::South => Ori::North,
Ori::West => Ori::East,
}
}
}