Added worldgen npcs

This commit is contained in:
Joshua Barretto 2019-08-02 15:37:26 +01:00
parent 595f2bf1f1
commit b5d10bfb3e
2 changed files with 74 additions and 17 deletions

View File

@ -34,7 +34,7 @@ use std::{
};
use uvth::{ThreadPool, ThreadPoolBuilder};
use vek::*;
use world::World;
use world::{ChunkSupplement, World};
const CLIENT_TIMEOUT: f64 = 20.0; // Seconds
@ -62,8 +62,8 @@ pub struct Server {
clients: Clients,
thread_pool: ThreadPool,
chunk_tx: mpsc::Sender<(Vec2<i32>, TerrainChunk)>,
chunk_rx: mpsc::Receiver<(Vec2<i32>, TerrainChunk)>,
chunk_tx: mpsc::Sender<(Vec2<i32>, (TerrainChunk, ChunkSupplement))>,
chunk_rx: mpsc::Receiver<(Vec2<i32>, (TerrainChunk, ChunkSupplement))>,
pending_chunks: HashSet<Vec2<i32>>,
server_settings: ServerSettings,
@ -237,7 +237,7 @@ impl Server {
// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
// Also, send the chunk data to anybody that is close by.
if let Ok((key, chunk)) = self.chunk_rx.try_recv() {
if let Ok((key, (chunk, supplement))) = self.chunk_rx.try_recv() {
// Send the chunk to all nearby players.
for (entity, view_distance, pos) in (
&self.state.ecs().entities(),
@ -267,6 +267,23 @@ impl Server {
self.state.insert_chunk(key, chunk);
self.pending_chunks.remove(&key);
// Handle chunk supplement
for npc in supplement.npcs {
self.state
.ecs_mut()
.create_entity_synced()
.with(comp::Pos(npc.pos))
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Controller::default())
.with(comp::Body::Humanoid(comp::humanoid::Body::random()))
.with(comp::Stats::new("Test".to_string()))
.with(comp::ActionState::default())
.with(comp::Agent::Enemy { target: None })
.with(comp::ForceUpdate)
.build();
}
}
fn chunk_in_vd(

View File

@ -17,8 +17,9 @@ use crate::{
};
use common::{
terrain::{Block, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
vol::{VolSize, Vox, WriteVol},
vol::{ReadVol, VolSize, Vox, WriteVol},
};
use rand::Rng;
use std::time::Duration;
use vek::*;
@ -56,7 +57,7 @@ impl World {
BlockGen::new(self, ColumnGen::new(self))
}
pub fn generate_chunk(&self, chunk_pos: Vec2<i32>) -> TerrainChunk {
pub fn generate_chunk(&self, chunk_pos: Vec2<i32>) -> (TerrainChunk, ChunkSupplement) {
let air = Block::empty();
let stone = Block::new(2, Rgb::new(200, 220, 255));
let water = Block::new(5, Rgb::new(100, 150, 255));
@ -72,21 +73,24 @@ impl World {
{
Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
None => {
return TerrainChunk::new(
return (
TerrainChunk::new(
CONFIG.sea_level as i32,
water,
air,
TerrainChunkMeta::void(),
),
ChunkSupplement::default(),
)
}
};
let meta = TerrainChunkMeta::new(sim_chunk.get_name(&self.sim), sim_chunk.get_biome());
let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
let mut sampler = self.sample_blocks();
let chunk_block_pos = Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
for x in 0..TerrainChunkSize::SIZE.x as i32 {
for y in 0..TerrainChunkSize::SIZE.y as i32 {
let wpos2d = Vec2::new(x, y)
@ -105,8 +109,7 @@ impl World {
for z in min_z as i32..max_z as i32 {
let lpos = Vec3::new(x, y, z);
let wpos =
lpos + Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
let wpos = chunk_block_pos + lpos;
if let Some(block) = sampler.get_with_z_cache(wpos, Some(&z_cache)) {
let _ = chunk.set(lpos, block);
@ -115,6 +118,43 @@ impl World {
}
}
chunk
let gen_entity_pos = || {
let lpos2d = Vec2::from(TerrainChunkSize::SIZE)
.map(|sz| rand::thread_rng().gen::<u32>().rem_euclid(sz));
let mut lpos = Vec3::new(lpos2d.x as i32, lpos2d.y as i32, 0);
while chunk.get(lpos).map(|vox| !vox.is_empty()).unwrap_or(false) {
lpos.z += 1;
}
(chunk_block_pos + lpos).map(|e| e as f32) + 0.5
};
const SPAWN_RATE: f32 = 0.1;
let supplement = ChunkSupplement {
npcs: if rand::thread_rng().gen::<f32>() < SPAWN_RATE {
vec![NpcInfo {
pos: gen_entity_pos(),
}]
} else {
Vec::new()
},
};
(chunk, supplement)
}
}
pub struct NpcInfo {
pub pos: Vec3<f32>,
}
pub struct ChunkSupplement {
pub npcs: Vec<NpcInfo>,
}
impl Default for ChunkSupplement {
fn default() -> Self {
Self { npcs: Vec::new() }
}
}