Updated changelog, cleaned up warnings, minor fixes

This commit is contained in:
Joshua Barretto 2020-08-12 14:51:21 +01:00
parent 15b1717295
commit 85ed5ad356
21 changed files with 77 additions and 121 deletions

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@ -49,10 +49,13 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Loading-Screen tips
- Feeding animation for some animals
- Power stat to weapons which affects weapon damage
- Add detection of entities under the cursor
- Add detection of entities under the cursor
- Functional group-system with exp-sharing and disabled damage to group members
- Some Campfire, fireball & bomb; particle, light & sound effects.
- Added setting to change resolution
- Rare (unfinished) castles
- Caves with monsters and treasure
- Furniture and decals in towns
### Changed
@ -85,6 +88,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Dehardcoded many item variants
- Tooltips avoid the mouse better and disappear when hovered
- Improved social window functions and visuals
- Changed agent behaviour to allow fleeing
- Waypoints now spawn on dungeon staircases
### Removed

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@ -121,7 +121,7 @@ impl<S: Clone + Eq + Hash, H: BuildHasher + Clone> Astar<S, H> {
{
let iter_limit = self.max_iters.min(self.iter + iters);
while self.iter < iter_limit {
if let Some(PathEntry { node, cost }) = self.potential_nodes.pop() {
if let Some(PathEntry { node, .. }) = self.potential_nodes.pop() {
if satisfied(&node) {
return PathResult::Path(self.reconstruct_path_to(node));
} else {

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@ -121,17 +121,8 @@ impl Route {
.unwrap_or(false))
});
let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
let next_tgt = next0_tgt;
// // Maybe skip a node (useful with traversing downhill)
// let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
// next0_tgt
// } else {
// next1_tgt
// };
let closest_tgt = next0_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil()));
let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
let closest_tgt = next_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil()));
// Determine whether we're close enough to the next to to consider it completed
let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());

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@ -94,7 +94,7 @@ impl<'a> System<'a> for Sys {
let mut event_emitter = event_bus.emitter();
// Apply movement inputs
for (entity, scale, sticky, collider, mut pos, mut vel, _ori, _) in (
for (entity, _scale, sticky, collider, mut pos, mut vel, _ori, _) in (
&entities,
scales.maybe(),
stickies.maybe(),
@ -113,7 +113,8 @@ impl<'a> System<'a> for Sys {
continue;
}
let scale = scale.map(|s| s.0).unwrap_or(1.0);
// TODO: Use this
//let scale = scale.map(|s| s.0).unwrap_or(1.0);
let old_vel = *vel;
// Integrate forces

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@ -3230,15 +3230,15 @@ impl<V: RectRasterableVol> Terrain<V> {
if let Some(models) = self.sprite_models.get(&kind) {
renderer.render_sprites(
if dist_sqrd < sprite_high_detail_distance.powf(2.0) {
&self.sprite_models[&kind][0]
&models[0]
} else if dist_sqrd < sprite_hid_detail_distance.powf(2.0) {
&self.sprite_models[&kind][1]
&models[1]
} else if dist_sqrd < sprite_mid_detail_distance.powf(2.0) {
&self.sprite_models[&kind][2]
&models[2]
} else if dist_sqrd < sprite_low_detail_distance.powf(2.0) {
&self.sprite_models[&kind][3]
&models[3]
} else {
&self.sprite_models[&kind][4]
&models[4]
},
globals,
&instances,

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@ -9,7 +9,7 @@ use common::{
terrain::{structure::StructureBlock, Block, BlockKind, Structure},
vol::{ReadVol, Vox},
};
use std::ops::{Add, Div, Mul, Neg};
use std::ops::{Div, Mul};
use vek::*;
pub struct BlockGen<'a> {

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@ -264,7 +264,7 @@ impl Civs {
1 << ((to_next_idx as u8 + 4) % 8);
}
for (i, loc) in path.iter().enumerate() {
for loc in path.iter() {
let mut chunk = ctx.sim.get_mut(loc.0).unwrap();
let depth = loc.1 * 250.0 - 20.0;
chunk.cave.1.alt =

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@ -14,7 +14,7 @@ use roots::find_roots_cubic;
use std::{
cmp::Reverse,
f32, f64,
ops::{Add, Div, Mul, Neg, Sub},
ops::{Add, Div, Mul, Sub},
};
use tracing::error;
use vek::*;

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@ -1,6 +1,6 @@
use crate::site::Site;
use common::store::{Id, Store};
use noise::{NoiseFn, Seedable, SuperSimplex};
use common::store::Store;
use noise::{Seedable, SuperSimplex};
pub struct Index {
pub seed: u32,

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@ -135,7 +135,7 @@ pub fn apply_paths_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: &Index,
_index: &Index,
) {
for y in 0..vol.size_xy().y as i32 {
for x in 0..vol.size_xy().x as i32 {
@ -239,7 +239,7 @@ pub fn apply_caves_to<'a>(
};
let surface_z = col_sample.riverless_alt.floor() as i32;
if let Some((cave_dist, cave_nearest, cave, _)) = col_sample
if let Some((cave_dist, _, cave, _)) = col_sample
.cave
.filter(|(dist, _, cave, _)| *dist < cave.width)
{
@ -286,8 +286,11 @@ pub fn apply_caves_to<'a>(
);
}
let cave_depth = (col_sample.alt - cave.alt).max(0.0);
let difficulty = cave_depth / 200.0;
// Scatter things in caves
if RandomField::new(index.seed).chance(wpos2d.into(), 0.001)
if RandomField::new(index.seed).chance(wpos2d.into(), 0.002 * difficulty)
&& cave_base < surface_z as i32 - 25
{
let kind = *assets::load_expect::<Lottery<BlockKind>>("common.cave_scatter")
@ -324,7 +327,7 @@ pub fn apply_caves_supplement<'a>(
};
let surface_z = col_sample.riverless_alt.floor() as i32;
if let Some((cave_dist, cave_nearest, cave, _)) = col_sample
if let Some((cave_dist, _, cave, _)) = col_sample
.cave
.filter(|(dist, _, cave, _)| *dist < cave.width)
{
@ -332,14 +335,15 @@ pub fn apply_caves_supplement<'a>(
// Relative units
let cave_floor = 0.0 - 0.5 * (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
let cave_height = (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
// Abs units
let cave_base = (cave.alt + cave_floor) as i32;
let cave_roof = (cave.alt + cave_height) as i32;
let cave_depth = (col_sample.alt - cave.alt).max(0.0);
let difficulty = cave_depth / 200.0;
// Scatter things in caves
if RandomField::new(index.seed).chance(wpos2d.into(), 0.00005)
if RandomField::new(index.seed).chance(wpos2d.into(), 0.0001 * difficulty)
&& cave_base < surface_z as i32 - 40
{
let entity = EntityInfo::at(Vec3::new(

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@ -26,7 +26,6 @@ pub use self::{
use crate::{
all::ForestKind,
civ::Place,
column::{ColumnGen, ColumnSample},
site::Site,
util::{seed_expan, FastNoise, RandomField, StructureGen2d, LOCALITY, NEIGHBORS},
Index, CONFIG,

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@ -8,7 +8,7 @@ use crate::{
Index,
};
use common::store::Id;
use tracing::{debug, info, warn};
use tracing::debug;
const MONTH: f32 = 30.0;
const YEAR: f32 = 12.0 * MONTH;
@ -78,7 +78,7 @@ pub fn simulate(index: &mut Index, world: &mut WorldSim) {
}
}
pub fn tick(index: &mut Index, world: &mut WorldSim, dt: f32) {
pub fn tick(index: &mut Index, _world: &mut WorldSim, dt: f32) {
for site in index.sites.ids() {
tick_site_economy(index, site, dt);
}
@ -137,8 +137,6 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
// Note that values are used for workforce allocation and are not the same thing
// as price
let values = &mut site.economy.values;
let marginal_surplus = &site.economy.marginal_surplus;
let stocks = &site.economy.stocks;
site.economy.surplus.iter().for_each(|(good, surplus)| {
// Value rationalisation
let val = 2.0f32.powf(1.0 - *surplus / demand[good]);
@ -151,12 +149,12 @@ pub fn tick_site_economy(index: &mut Index, site: Id<Site>, dt: f32) {
});
// Update export targets based on relative values
let value_avg = values
.iter()
.map(|(_, v)| (*v).unwrap_or(0.0))
.sum::<f32>()
.max(0.01)
/ values.iter().filter(|(_, v)| v.is_some()).count() as f32;
// let value_avg = values
// .iter()
// .map(|(_, v)| (*v).unwrap_or(0.0))
// .sum::<f32>()
// .max(0.01)
// / values.iter().filter(|(_, v)| v.is_some()).count() as f32;
//let export_targets = &mut site.economy.export_targets;
//let last_exports = &self.last_exports;
// site.economy.values.iter().for_each(|(stock, value)| {

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@ -1,20 +0,0 @@
use vek::*;
use crate::{
util::{attempt, Grid, RandomField, Sampler, CARDINALS, DIRS},
};
pub struct Keep {
offset: Vec2<i32>,
cols: Grid<KeepCol>,
}
const KEEP_CELL_STOREY: i32 = 12;
pub struct KeepCol {
z_offset: i32,
storeys: Vec<KeepCell>,
}
enum KeepCell {
Cube,
}

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@ -1,35 +1,19 @@
mod keep;
use super::SpawnRules;
use crate::{
block::block_from_structure,
column::ColumnSample,
sim::WorldSim,
site::{
settlement::building::{
archetype::keep::{Attr, Keep as KeepArchetype},
Archetype, Branch, Ori,
},
BlockMask,
site::settlement::building::{
archetype::keep::{Attr, Keep as KeepArchetype},
Archetype, Ori,
},
util::{attempt, Grid, RandomField, Sampler, CARDINALS, DIRS},
};
use common::{
assets,
astar::Astar,
comp,
generation::{ChunkSupplement, EntityInfo},
npc,
spiral::Spiral2d,
store::{Id, Store},
terrain::{Block, BlockKind, Structure, TerrainChunkSize},
vol::{BaseVol, ReadVol, RectSizedVol, RectVolSize, Vox, WriteVol},
generation::ChunkSupplement,
terrain::{Block, BlockKind},
vol::{BaseVol, ReadVol, RectSizedVol, Vox, WriteVol},
};
use core::{f32, hash::BuildHasherDefault};
use fxhash::FxHasher64;
use lazy_static::lazy_static;
use core::f32;
use rand::prelude::*;
use std::sync::Arc;
use vek::*;
struct Keep {
@ -47,8 +31,7 @@ struct Tower {
pub struct Castle {
origin: Vec2<i32>,
alt: i32,
seed: u32,
//seed: u32,
radius: i32,
towers: Vec<Tower>,
keeps: Vec<Keep>,
@ -57,8 +40,6 @@ pub struct Castle {
flags: bool,
evil: bool,
keep: Option<keep::Keep>,
}
pub struct GenCtx<'a, R: Rng> {
@ -69,7 +50,7 @@ pub struct GenCtx<'a, R: Rng> {
impl Castle {
#[allow(clippy::let_and_return)] // TODO: Pending review in #587
pub fn generate(wpos: Vec2<i32>, sim: Option<&mut WorldSim>, rng: &mut impl Rng) -> Self {
let mut ctx = GenCtx { sim, rng };
let ctx = GenCtx { sim, rng };
let boundary_towers = ctx.rng.gen_range(5, 10);
let keep_count = ctx.rng.gen_range(1, 4);
@ -77,15 +58,15 @@ impl Castle {
let radius = 150;
let mut this = Self {
let this = Self {
origin: wpos,
alt: ctx
.sim
.as_ref()
.and_then(|sim| sim.get_alt_approx(wpos))
.unwrap_or(0.0) as i32
+ 6,
seed: ctx.rng.gen(),
// alt: ctx
// .sim
// .as_ref()
// .and_then(|sim| sim.get_alt_approx(wpos))
// .unwrap_or(0.0) as i32
// + 6,
//seed: ctx.rng.gen(),
radius,
towers: (0..boundary_towers)
@ -150,8 +131,6 @@ impl Castle {
}
})
.collect(),
keep: None,
};
this
@ -231,7 +210,7 @@ impl Castle {
}
}
let (wall_dist, wall_pos, wall_alt, wall_ori, towers) = (0..self.towers.len())
let (wall_dist, wall_pos, wall_alt, wall_ori, _towers) = (0..self.towers.len())
.map(|i| {
let tower0 = &self.towers[i];
let tower1 = &self.towers[(i + 1) % self.towers.len()];
@ -273,7 +252,6 @@ impl Castle {
.min_by_key(|x| x.0)
.unwrap();
let border_pos = (wall_pos - rpos).map(|e| e.abs());
let wall_normal = (rpos - wall_pos).map(|e| e as f32);
let wall_rpos = if wall_ori == Ori::East {
rpos
} else {
@ -428,10 +406,10 @@ impl Castle {
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn apply_supplement<'a>(
&'a self,
rng: &mut impl Rng,
wpos2d: Vec2<i32>,
_rng: &mut impl Rng,
_wpos2d: Vec2<i32>,
_get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
supplement: &mut ChunkSupplement,
_supplement: &mut ChunkSupplement,
) {
// TODO
}

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@ -101,7 +101,7 @@ impl Economy {
}
pub fn replenish(&mut self, time: f32) {
use rand::Rng;
//use rand::Rng;
for (i, (g, v)) in [
(Wheat, 50.0),
(Logs, 20.0),

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@ -14,10 +14,9 @@ use crate::column::ColumnSample;
use common::{
generation::ChunkSupplement,
terrain::Block,
vol::{BaseVol, ReadVol, RectSizedVol, Vox, WriteVol},
vol::{BaseVol, ReadVol, RectSizedVol, WriteVol},
};
use rand::Rng;
use std::{fmt, sync::Arc};
use vek::*;
pub struct SpawnRules {

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@ -122,7 +122,7 @@ pub struct Attr {
}
impl Attr {
pub fn generate<R: Rng>(rng: &mut R, locus: i32) -> Self {
pub fn generate<R: Rng>(rng: &mut R, _locus: i32) -> Self {
Self {
central_supports: rng.gen(),
storey_fill: match rng.gen_range(0, 2) {
@ -222,14 +222,14 @@ impl Archetype for House {
#[allow(clippy::int_plus_one)] // TODO: Pending review in #587
fn draw(
&self,
pos: Vec3<i32>,
_pos: Vec3<i32>,
dist: i32,
bound_offset: Vec2<i32>,
center_offset: Vec2<i32>,
z: i32,
ori: Ori,
locus: i32,
len: i32,
_len: i32,
attr: &Self::Attr,
) -> BlockMask {
let profile = Vec2::new(bound_offset.x, z);
@ -521,7 +521,7 @@ impl Archetype for House {
{
let ornament = match self.noise.get(Vec3::new(center_offset.x, center_offset.y, z + 100)) % 4 {
0 => BlockKind::HangingSign,
1 | 2 => BlockKind::HangingBasket,
1 | 2 | 3 => BlockKind::HangingBasket,
_ => BlockKind::DungeonWallDecor,
};

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@ -82,13 +82,13 @@ impl Archetype for Keep {
fn draw(
&self,
pos: Vec3<i32>,
dist: i32,
_dist: i32,
bound_offset: Vec2<i32>,
center_offset: Vec2<i32>,
z: i32,
ori: Ori,
locus: i32,
len: i32,
_len: i32,
attr: &Self::Attr,
) -> BlockMask {
let profile = Vec2::new(bound_offset.x, z);

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@ -640,8 +640,8 @@ impl Settlement {
Some(Plot::Dirt) => Some(Rgb::new(90, 70, 50)),
Some(Plot::Grass) => Some(Rgb::new(100, 200, 0)),
Some(Plot::Water) => Some(Rgb::new(100, 150, 250)),
Some(Plot::Town { district }) => None,
Some(Plot::Town { district }) => {
//Some(Plot::Town { district }) => None,
Some(Plot::Town { .. }) => {
if let Some((_, path_nearest, _, _)) = col_sample.path {
let path_dir = (path_nearest - wpos2d.map(|e| e as f32))
.rotated_z(f32::consts::PI / 2.0)
@ -662,7 +662,7 @@ impl Settlement {
}
}
Some(Rgb::new(100, 90, 75).map2(Rgb::iota(), |e: u8, i: i32| {
Some(Rgb::new(100, 105, 75).map2(Rgb::iota(), |e: u8, i: i32| {
e.saturating_add(
(self.noise.get(Vec3::new(wpos2d.x, wpos2d.y, i * 5)) % 1)
as u8,
@ -744,7 +744,7 @@ impl Settlement {
{
let diff = (surface_z - land_surface_z).abs();
for z in -8 - diff..3 + diff {
for z in -8 - diff..4 + diff {
let pos = Vec3::new(offs.x, offs.y, surface_z + z);
let block = vol.get(pos).ok().copied().unwrap_or(Block::empty());
@ -1162,6 +1162,7 @@ impl Land {
self.tiles.get(&pos).map(|tile| self.plots.get(tile.plot))
}
#[allow(dead_code)]
pub fn plot_at_mut(&mut self, pos: Vec2<i32>) -> Option<&mut Plot> {
self.tiles
.get(&pos)

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@ -1,5 +1,5 @@
use super::{GenCtx, AREA_SIZE};
use common::store::{Id, Store};
use common::store::Store;
use rand::prelude::*;
use vek::*;

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@ -20,7 +20,7 @@ pub use self::{
unit_chooser::UnitChooser,
};
use fxhash::{FxHasher32, FxHasher64};
use fxhash::FxHasher32;
use hashbrown::{HashMap, HashSet};
use std::hash::BuildHasherDefault;
use vek::*;