Initial NPC region spawning work

This commit is contained in:
Joshua Barretto 2020-10-01 22:00:46 +01:00 committed by Snowram
parent 2e94a63246
commit 97ec94fd3d
3 changed files with 159 additions and 0 deletions

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@ -1,5 +1,6 @@
pub mod scatter;
pub mod tree;
pub mod wildlife;
pub use self::{scatter::apply_scatter_to, tree::apply_trees_to};

144
world/src/layer/wildlife.rs Normal file
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@ -0,0 +1,144 @@
use crate::{column::ColumnSample, sim::SimChunk, util::RandomField, IndexRef, CONFIG};
use common::{
comp::{Alignment, quadruped_medium, quadruped_small},
terrain::{Block, SpriteKind},
vol::{BaseVol, ReadVol, RectSizedVol, WriteVol},
generation::{ChunkSupplement, EntityInfo},
};
use noise::NoiseFn;
use rand::prelude::*;
use std::{f32, ops::Range};
use vek::*;
fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
}
const BASE_DENSITY: f32 = 1.0e-5; // Base wildlife density
#[allow(clippy::eval_order_dependence)]
pub fn apply_wildlife_supplement<'a, R: Rng>(
// NOTE: Used only for dynamic elements like chests and entities!
dynamic_rng: &mut R,
wpos2d: Vec2<i32>,
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
vol: &(impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
index: IndexRef,
chunk: &SimChunk,
supplement: &mut ChunkSupplement,
) {
let scatter: &[(
fn(Vec3<f32>, &mut R) -> EntityInfo, // Entity
Range<usize>, // Group size range
bool, // Underwater?
fn(&SimChunk, &ColumnSample) -> f32, // Density
)] = &[
// Wolves
(
|pos, rng| EntityInfo::at(pos)
.with_body(quadruped_medium::Body::random_with(rng, &quadruped_medium::Species::Wolf).into())
.with_alignment(Alignment::Enemy),
3..8,
false,
|c, col| close(c.temp, CONFIG.snow_temp, 0.7) * col.tree_density * BASE_DENSITY * 0.3,
),
// Frostfang
(
|pos, rng| EntityInfo::at(pos)
.with_body(quadruped_medium::Body::random_with(rng, &quadruped_medium::Species::Frostfang).into())
.with_alignment(Alignment::Enemy),
1..4,
false,
|c, col| close(c.temp, CONFIG.snow_temp, 0.15) * BASE_DENSITY * 0.15,
),
// Bonerattler
(
|pos, rng| EntityInfo::at(pos)
.with_body(quadruped_medium::Body::random_with(rng, &quadruped_medium::Species::Bonerattler).into())
.with_alignment(Alignment::Enemy),
1..3,
false,
|c, col| close(c.humidity, CONFIG.desert_hum, 0.3) * BASE_DENSITY * 0.5,
),
// Deer
(
|pos, rng| EntityInfo::at(pos)
.with_body(quadruped_medium::Body::random_with(rng, &quadruped_medium::Species::Deer).into())
.with_alignment(Alignment::Wild),
4..10,
false,
|c, col| close(c.temp, CONFIG.temperate_temp, 0.7) * col.tree_density * BASE_DENSITY * 0.5,
),
// Frog
(
|pos, rng| EntityInfo::at(pos)
.with_body(quadruped_small::Body::random_with(rng, &quadruped_small::Species::Frog).into())
.with_alignment(Alignment::Wild),
1..3,
false,
|c, col| close(col.temp, CONFIG.tropical_temp, 0.8) * if col.water_dist.map(|d| d < 10.0).unwrap_or(false) { 0.0005 } else { 0.0 },
),
];
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 entity_group = scatter
.iter()
.enumerate()
.find_map(|(i, (make_entity, group_size, is_underwater, f))| {
let density = f(chunk, col_sample);
if density > 0.0
&& RandomField::new(i as u32 * 7)
.chance(Vec3::new(wpos2d.x, wpos2d.y, i as i32), density)
&& underwater == *is_underwater
{
Some((make_entity, group_size.clone()))
} else {
None
}
});
if let Some((make_entity, group_size)) = entity_group {
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 group_size = dynamic_rng.gen_range(group_size.start, group_size.end);
for _ in 0..group_size {
let pos = Vec3::new(wpos2d.x, wpos2d.y, alt + solid_end)
.map(|e| e as f32 + dynamic_rng.gen::<f32>());
supplement.add_entity(make_entity(pos, dynamic_rng)
.with_automatic_name());
}
}
}
}
}
}

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@ -248,6 +248,8 @@ impl World {
const SPAWN_RATE: f32 = 0.1;
let mut supplement = ChunkSupplement {
entities: Vec::new(),
/*
entities: if dynamic_rng.gen::<f32>() < SPAWN_RATE
&& sim_chunk.chaos < 0.5
&& !sim_chunk.is_underwater()
@ -320,6 +322,7 @@ impl World {
} else {
Vec::new()
},
*/
};
if sim_chunk.contains_waypoint {
@ -336,6 +339,17 @@ impl World {
&mut supplement,
);
// Apply layer supplement
layer::wildlife::apply_wildlife_supplement(
&mut dynamic_rng,
chunk_wpos2d,
sample_get,
&chunk,
index,
sim_chunk,
&mut supplement,
);
// Apply site supplementary information
sim_chunk.sites.iter().for_each(|site| {
index.sites[*site].apply_supplement(