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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Huts now have doors. Added totems.
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dd289ea5da
commit
643713d8b1
@ -475,7 +475,7 @@ pub fn apply_spots_to(canvas: &mut Canvas, _dynamic_rng: &mut impl Rng) {
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],
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},
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Spot::GnarlingTotem => SpotConfig {
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base_structures: Some("spots_grasslands.gnarling_totem"),
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base_structures: Some("site_structures.gnarling.totem"),
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entity_radius: 30.0,
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entities: &[
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(3..5, "common.entity.dungeon.tier-0.mugger"),
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@ -880,6 +880,14 @@ impl<'a> PrimitiveRef<'a> {
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pub fn repeat(self, offset: Vec3<i32>, count: i32) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::repeat(self, offset, count))
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}
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pub fn translate(self, trans: Vec3<i32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::translate(self, trans))
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}
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pub fn rotate(self, rot: Mat3<i32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::rotate(self, rot))
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}
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}
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pub trait Structure {
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@ -1,6 +1,8 @@
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use super::*;
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use crate::{util::attempt, Land};
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use crate::{assets::AssetHandle, util::attempt, Land};
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use common::terrain::{Structure as PrefabStructure, StructuresGroup};
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use inline_tweak::tweak;
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use lazy_static::lazy_static;
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use rand::prelude::*;
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use vek::*;
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@ -14,7 +16,24 @@ pub struct GnarlingFortification {
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// corner, and thus whether a tower gets constructed
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ordered_wall_points: Vec<(Vec2<i32>, bool)>,
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gate_index: usize,
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hut_locations: Vec<Vec2<i32>>,
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// Structure indicates the kind of structure it is, vec2 is relative position of a hut compared
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// to origin, ori tells which way structure should face
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structure_locations: Vec<(GnarlingStructure, Vec2<i32>, Ori)>,
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}
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enum GnarlingStructure {
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Hut,
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Totem,
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}
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impl GnarlingStructure {
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fn required_separation(&self, other: &Self) -> i32 {
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match (self, other) {
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(Self::Hut, Self::Hut) => 15,
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(Self::Hut, Self::Totem) | (Self::Totem, Self::Hut) => 20,
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(Self::Totem, Self::Totem) => 50,
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}
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}
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}
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const SECTIONS_PER_WALL_SEGMENT: usize = 3;
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@ -49,7 +68,7 @@ impl GnarlingFortification {
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})
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.collect::<Vec<_>>();
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let gate_index = rng.gen_range(0..wall_corners.len()) * SECTIONS_PER_WALL_SEGMENT;
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let gate_index = rng.gen_range(0..wall_corners.len());
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// This adds additional points for the wall on the line between two points,
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// allowing the wall to better handle slopes
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@ -74,10 +93,16 @@ impl GnarlingFortification {
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})
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.collect::<Vec<_>>();
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let desired_huts = wall_radius.pow(2) / 100;
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let mut hut_locations = Vec::new();
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for _ in 0..desired_huts {
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if let Some(hut_loc) = attempt(16, || {
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let desired_structures = wall_radius.pow(2) / 100;
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let mut structure_locations = Vec::<(GnarlingStructure, Vec2<i32>, Ori)>::new();
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for _ in 0..desired_structures {
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if let Some((hut_loc, kind)) = attempt(16, || {
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// Choose structure kind
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let structure_kind = match rng.gen_range(0..10) {
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0 => GnarlingStructure::Totem,
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_ => GnarlingStructure::Hut,
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};
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// Choose triangle
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let section = rng.gen_range(0..wall_corners.len());
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@ -97,22 +122,36 @@ impl GnarlingFortification {
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let corner_1_weight = rng.gen_range(0.0..(1.0 - center_weight));
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let corner_2_weight = 1.0 - center_weight - corner_1_weight;
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let hut_center: Vec2<i32> = (center * center_weight
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let structure_center: Vec2<i32> = (center * center_weight
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+ corner_1.as_() * corner_1_weight
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+ corner_2.as_() * corner_2_weight)
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.as_();
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// Check that hut center not too close to another hut
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if hut_locations
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.iter()
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.any(|loc| hut_center.distance_squared(*loc) < 15_i32.pow(2))
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{
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// Check that structure not too close to another structure
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if structure_locations.iter().any(|(kind, loc, _door_dir)| {
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structure_center.distance_squared(*loc)
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< structure_kind.required_separation(kind).pow(2)
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}) {
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None
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} else {
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Some(hut_center)
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Some((structure_center, structure_kind))
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}
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}) {
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hut_locations.push(hut_loc);
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let dir_to_center = match hut_loc {
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pos if pos.x.abs() > pos.y.abs() && pos.x > 0 => Ori::West,
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pos if pos.x.abs() > pos.y.abs() => Ori::East,
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pos if pos.y < 0 => Ori::North,
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_ => Ori::South,
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};
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let door_rng: u32 = rng.gen_range(0..9);
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let door_dir = match door_rng {
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0..=3 => dir_to_center,
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4..=5 => dir_to_center.cw(),
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6..=7 => dir_to_center.ccw(),
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// Should only be 8
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_ => dir_to_center.opposite(),
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};
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structure_locations.push((kind, hut_loc, door_dir));
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}
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}
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@ -124,7 +163,7 @@ impl GnarlingFortification {
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wall_radius,
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ordered_wall_points,
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gate_index,
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hut_locations,
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structure_locations,
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}
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}
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@ -138,7 +177,10 @@ impl Structure for GnarlingFortification {
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// Create outer wall
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for (i, (point, _is_tower)) in self.ordered_wall_points.iter().enumerate() {
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// If wall section is a gate, skip rendering the wall
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if (self.gate_index..(self.gate_index + SECTIONS_PER_WALL_SEGMENT)).contains(&i) {
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if ((self.gate_index * SECTIONS_PER_WALL_SEGMENT)
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..((self.gate_index + 1) * SECTIONS_PER_WALL_SEGMENT))
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.contains(&i)
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{
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continue;
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}
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@ -339,51 +381,101 @@ impl Structure for GnarlingFortification {
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)));
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});
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self.hut_locations.iter().for_each(|loc| {
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let wpos = self.origin + loc;
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let alt = land.get_alt_approx(wpos) as i32;
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self.structure_locations
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.iter()
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.for_each(|(kind, loc, door_dir)| {
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let wpos = self.origin + loc;
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let alt = land.get_alt_approx(wpos) as i32;
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let hut_radius = 5.0;
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let hut_wall_height = 4.0;
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match kind {
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GnarlingStructure::Hut => {
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let hut_radius = 5.0;
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let hut_wall_height = 4.0;
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// Floor
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let base = wpos.with_z(alt);
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painter
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.prim(Primitive::cylinder(base, hut_radius + 1.0, 2.0))
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.fill(Fill::Block(Block::new(
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BlockKind::Wood,
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Rgb::new(55, 25, 8),
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)));
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// Floor
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let base = wpos.with_z(alt);
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painter
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.prim(Primitive::cylinder(base, hut_radius + 1.0, 2.0))
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.fill(Fill::Block(Block::new(
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BlockKind::Wood,
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Rgb::new(55, 25, 8),
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)));
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// Wall
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let floor_pos = wpos.with_z(alt + 1);
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painter
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.prim(Primitive::cylinder(floor_pos, hut_radius, hut_wall_height))
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.fill(Fill::Block(Block::new(
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BlockKind::Wood,
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Rgb::new(55, 25, 8),
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)));
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painter
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.prim(Primitive::cylinder(
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floor_pos,
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hut_radius - 1.0,
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hut_wall_height,
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))
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.fill(Fill::Block(Block::empty()));
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// Wall
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let floor_pos = wpos.with_z(alt + 1);
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painter
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.prim(Primitive::cylinder(floor_pos, hut_radius, hut_wall_height))
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.fill(Fill::Block(Block::new(
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BlockKind::Wood,
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Rgb::new(55, 25, 8),
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)));
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painter
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.prim(Primitive::cylinder(
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floor_pos,
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hut_radius - 1.0,
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hut_wall_height,
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))
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.fill(Fill::Block(Block::empty()));
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// Roof
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let roof_height = 3.0;
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let roof_radius = hut_radius + 1.0;
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painter
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.prim(Primitive::cone(
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wpos.with_z(alt + 1 + hut_wall_height as i32),
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roof_radius,
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roof_height,
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))
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.fill(Fill::Block(Block::new(
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BlockKind::Wood,
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Rgb::new(55, 25, 8),
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)));
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});
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// Door
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let door_height = 3;
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let aabb_min = |dir| {
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match dir {
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Ori::North | Ori::East => wpos - Vec2::one(),
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Ori::South | Ori::West => wpos + Vec2::one(),
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}
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.with_z(alt + 1)
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};
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let aabb_max = |dir| {
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(match dir {
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Ori::North | Ori::East => wpos + Vec2::one(),
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Ori::South | Ori::West => wpos - Vec2::one(),
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} + dir.dir() * hut_radius as i32)
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.with_z(alt + 1 + door_height)
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};
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painter
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.prim(Primitive::Aabb(
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Aabb {
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min: aabb_min(*door_dir),
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max: aabb_max(*door_dir),
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}
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.made_valid(),
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))
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.fill(Fill::Block(Block::empty()));
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// Roof
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let roof_height = 3.0;
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let roof_radius = hut_radius + 1.0;
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painter
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.prim(Primitive::cone(
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wpos.with_z(alt + 1 + hut_wall_height as i32),
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roof_radius,
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roof_height,
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))
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.fill(Fill::Block(Block::new(
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BlockKind::Wood,
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Rgb::new(55, 25, 8),
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)));
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},
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GnarlingStructure::Totem => {
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let totem_pos = wpos.with_z(alt);
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lazy_static! {
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pub static ref TOTEM: AssetHandle<StructuresGroup> =
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PrefabStructure::load_group("site_structures.gnarling.totem");
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}
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let totem = TOTEM.read();
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let totem = totem[self.seed as usize % totem.len()].clone();
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painter
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.prim(Primitive::Prefab(Box::new(totem.clone())))
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.translate(totem_pos)
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.fill(Fill::Prefab(Box::new(totem), totem_pos, self.seed));
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},
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}
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});
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}
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}
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@ -263,4 +263,31 @@ pub enum Ori {
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impl Ori {
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pub fn dir(self) -> Vec2<i32> { CARDINALS[self as u8 as usize] }
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pub fn cw(self) -> Self {
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match self {
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Ori::North => Ori::East,
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Ori::East => Ori::South,
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Ori::South => Ori::West,
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Ori::West => Ori::North,
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}
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}
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pub fn ccw(self) -> Self {
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match self {
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Ori::North => Ori::West,
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Ori::East => Ori::North,
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Ori::South => Ori::East,
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Ori::West => Ori::South,
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}
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}
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pub fn opposite(self) -> Self {
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match self {
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Ori::North => Ori::South,
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Ori::East => Ori::West,
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Ori::South => Ori::North,
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Ori::West => Ori::East,
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}
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}
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}
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