use crate::{ all::ForestKind, block::StructureMeta, sim::{LocationInfo, SimChunk}, util::{RandomPerm, Sampler, UnitChooser}, World, CONFIG, }; use common::{ assets, terrain::{BlockKind, Structure, TerrainChunkSize}, vol::VolSize, }; use lazy_static::lazy_static; use noise::NoiseFn; use std::{ f32, ops::{Add, Div, Mul, Neg, Sub}, sync::Arc, }; use vek::*; pub struct ColumnGen<'a> { world: &'a World, } static UNIT_CHOOSER: UnitChooser = UnitChooser::new(0x700F4EC7); static DUNGEON_RAND: RandomPerm = RandomPerm::new(0x42782335); lazy_static! { pub static ref DUNGEONS: Vec> = vec![ assets::load_map("world.structure.dungeon.ruins", |s: Structure| s .with_center(Vec3::new(57, 58, 61)) .with_default_kind(BlockKind::Dense)) .unwrap(), assets::load_map("world.structure.dungeon.ruins_2", |s: Structure| s .with_center(Vec3::new(53, 57, 60)) .with_default_kind(BlockKind::Dense)) .unwrap(), assets::load_map("world.structure.dungeon.ruins_3", |s: Structure| s .with_center(Vec3::new(58, 45, 72)) .with_default_kind(BlockKind::Dense)) .unwrap(), assets::load_map( "world.structure.dungeon.meso_sewer_temple", |s: Structure| s .with_center(Vec3::new(63, 62, 60)) .with_default_kind(BlockKind::Dense) ) .unwrap(), assets::load_map("world.structure.dungeon.ruins_maze", |s: Structure| s .with_center(Vec3::new(60, 60, 116)) .with_default_kind(BlockKind::Dense)) .unwrap(), ]; } impl<'a> ColumnGen<'a> { pub fn new(world: &'a World) -> Self { Self { world } } fn get_local_structure(&self, wpos: Vec2) -> Option { let (pos, seed) = self .world .sim() .gen_ctx .region_gen .get(wpos) .iter() .copied() .min_by_key(|(pos, _)| pos.distance_squared(wpos)) .unwrap(); let chunk_pos = pos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e / sz as i32 }); let chunk = self.world.sim().get(chunk_pos)?; if seed % 5 == 2 && chunk.temp > CONFIG.desert_temp && chunk.humidity < CONFIG.desert_hum && chunk.alt > CONFIG.sea_level + 5.0 { Some(StructureData { pos, seed, meta: Some(StructureMeta::Pyramid { height: 140 }), }) } else if seed % 17 == 2 && chunk.chaos < 0.2 { Some(StructureData { pos, seed, meta: Some(StructureMeta::Volume { units: UNIT_CHOOSER.get(seed), volume: &DUNGEONS[DUNGEON_RAND.get(seed) as usize % DUNGEONS.len()], }), }) } else { None } } fn gen_close_structures(&self, wpos: Vec2) -> [Option; 9] { let mut metas = [None; 9]; self.world .sim() .gen_ctx .structure_gen .get(wpos) .into_iter() .copied() .enumerate() .for_each(|(i, (pos, seed))| { metas[i] = self.get_local_structure(pos).or(Some(StructureData { pos, seed, meta: None, })); }); metas } } impl<'a> Sampler for ColumnGen<'a> { type Index = Vec2; type Sample = Option>; fn get(&self, wpos: Vec2) -> Option> { let wposf = wpos.map(|e| e as f64); let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e / sz as i32 }); let sim = self.world.sim(); let turb = Vec2::new( sim.gen_ctx.turb_x_nz.get((wposf.div(48.0)).into_array()) as f32, sim.gen_ctx.turb_y_nz.get((wposf.div(48.0)).into_array()) as f32, ) * 12.0; let wposf_turb = wposf + turb.map(|e| e as f64); let alt_base = sim.get_interpolated(wpos, |chunk| chunk.alt_base)?; let chaos = sim.get_interpolated(wpos, |chunk| chunk.chaos)?; let temp = sim.get_interpolated(wpos, |chunk| chunk.temp)?; let dryness = sim.get_interpolated(wpos, |chunk| chunk.dryness)?; let humidity = sim.get_interpolated(wpos, |chunk| chunk.humidity)?; let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?; let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?; let spawn_rate = sim.get_interpolated(wpos, |chunk| chunk.spawn_rate)?; let sim_chunk = sim.get(chunk_pos)?; const RIVER_PROPORTION: f32 = 0.025; /* let river = dryness .abs() .neg() .add(RIVER_PROPORTION) .div(RIVER_PROPORTION) .max(0.0) .mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0)); */ let river = 0.0; let cliff_hill = (sim .gen_ctx .small_nz .get((wposf_turb.div(128.0)).into_array()) as f32) .mul(24.0); let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)? + (sim .gen_ctx .small_nz .get((wposf_turb.div(150.0)).into_array()) as f32) .abs() .mul(chaos.max(0.15)) .mul(64.0); let is_cliffs = sim_chunk.is_cliffs; let near_cliffs = sim_chunk.near_cliffs; let alt = riverless_alt - (1.0 - river) .mul(f32::consts::PI) .cos() .add(1.0) .mul(0.5) .mul(24.0); let water_level = riverless_alt - 4.0 - 5.0 * chaos; let rock = (sim.gen_ctx.small_nz.get( Vec3::new(wposf.x, wposf.y, alt as f64) .div(100.0) .into_array(), ) as f32) .mul(rockiness) .sub(0.4) .max(0.0) .mul(8.0); let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64); let marble_small = (sim.gen_ctx.hill_nz.get((wposf3d.div(3.0)).into_array()) as f32) .add(1.0) .mul(0.5); let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32) .mul(0.75) .add(1.0) .mul(0.5) .add(marble_small.sub(0.5).mul(0.25)); let temp = temp.add((marble - 0.5) * 0.25); let humidity = humidity.add((marble - 0.5) * 0.25); // Colours let cold_grass = Rgb::new(0.0, 0.5, 0.25); let warm_grass = Rgb::new(0.03, 0.8, 0.0); let dark_grass = Rgb::new(0.01, 0.3, 0.0); let wet_grass = Rgb::new(0.1, 0.8, 0.2); let cold_stone = Rgb::new(0.57, 0.67, 0.8); let warm_stone = Rgb::new(0.77, 0.77, 0.64); let beach_sand = Rgb::new(0.89, 0.87, 0.64); let desert_sand = Rgb::new(0.93, 0.80, 0.54); let snow = Rgb::new(0.8, 0.85, 1.0); let dirt = Lerp::lerp( Rgb::new(0.078, 0.078, 0.20), Rgb::new(0.61, 0.49, 0.0), marble, ); let tundra = Lerp::lerp(snow, Rgb::new(0.01, 0.3, 0.0), 0.4 + marble * 0.6); let dead_tundra = Lerp::lerp(warm_stone, Rgb::new(0.3, 0.12, 0.2), marble); let cliff = Rgb::lerp(cold_stone, warm_stone, marble); let grass = Rgb::lerp( cold_grass, warm_grass, marble.sub(0.5).add(1.0.sub(humidity).mul(0.5)).powf(1.5), ); let snow_moss = Rgb::lerp(snow, cold_grass, 0.4 + marble.powf(1.5) * 0.6); let moss = Rgb::lerp(dark_grass, cold_grass, marble.powf(1.5)); let rainforest = Rgb::lerp(wet_grass, warm_grass, marble.powf(1.5)); let sand = Rgb::lerp(beach_sand, desert_sand, marble); let tropical = Rgb::lerp( Rgb::lerp( grass, Rgb::new(0.15, 0.2, 0.15), marble_small .sub(0.5) .mul(0.2) .add(0.75.mul(1.0.sub(humidity))) .powf(0.667), ), Rgb::new(0.87, 0.62, 0.56), marble.powf(1.5).sub(0.5).mul(4.0), ); // For below desert humidity, we are always sand or rock, depending on altitude and // temperature. let ground = Rgb::lerp( Rgb::lerp( dead_tundra, sand, temp.sub(CONFIG.snow_temp) .div(CONFIG.desert_temp.sub(CONFIG.snow_temp)) .mul(0.5), ), cliff, alt.sub(CONFIG.mountain_scale * 0.25) .div(CONFIG.mountain_scale * 0.125), ); // From desert to forest humidity, we go from tundra to dirt to grass to moss to sand, // depending on temperature. let ground = Rgb::lerp( ground, Rgb::lerp( Rgb::lerp( Rgb::lerp( Rgb::lerp( tundra, // snow_temp to 0 dirt, temp.sub(CONFIG.snow_temp) .div(CONFIG.snow_temp.neg()) /*.sub((marble - 0.5) * 0.05) .mul(256.0)*/ .mul(1.0), ), // 0 to tropical_temp grass, temp.div(CONFIG.tropical_temp).mul(4.0), ), // tropical_temp to desert_temp moss, temp.sub(CONFIG.tropical_temp) .div(CONFIG.desert_temp.sub(CONFIG.tropical_temp)) .mul(1.0), ), // above desert_temp sand, temp.sub(CONFIG.desert_temp) .div(1.0 - CONFIG.desert_temp) .mul(4.0), ), humidity .sub(CONFIG.desert_hum) .div(CONFIG.forest_hum.sub(CONFIG.desert_hum)) .mul(1.0), ); // From forest to jungle humidity, we go from snow to dark grass to grass to tropics to sand // depending on temperature. let ground = Rgb::lerp( ground, Rgb::lerp( Rgb::lerp( Rgb::lerp( snow_moss, // 0 to tropical_temp grass, temp.div(CONFIG.tropical_temp).mul(4.0), ), // tropical_temp to desert_temp tropical, temp.sub(CONFIG.tropical_temp) .div(CONFIG.desert_temp.sub(CONFIG.tropical_temp)) .mul(1.0), ), // above desert_temp sand, temp.sub(CONFIG.desert_temp) .div(1.0 - CONFIG.desert_temp) .mul(4.0), ), humidity .sub(CONFIG.forest_hum) .div(CONFIG.jungle_hum.sub(CONFIG.forest_hum)) .mul(1.0), ); // From jungle humidity upwards, we go from snow to grass to rainforest to tropics to sand. let ground = Rgb::lerp( ground, Rgb::lerp( Rgb::lerp( Rgb::lerp( snow_moss, // 0 to tropical_temp rainforest, temp.div(CONFIG.tropical_temp).mul(4.0), ), // tropical_temp to desert_temp tropical, temp.sub(CONFIG.tropical_temp) .div(CONFIG.desert_temp.sub(CONFIG.tropical_temp)) .mul(4.0), ), // above desert_temp sand, temp.sub(CONFIG.desert_temp) .div(1.0 - CONFIG.desert_temp) .mul(4.0), ), humidity.sub(CONFIG.jungle_hum).mul(1.0), ); // Snow covering let ground = Rgb::lerp( snow, ground, temp.sub(CONFIG.snow_temp) .max(-humidity.sub(CONFIG.desert_hum)) .mul(16.0) .add((marble_small - 0.5) * 0.5), ); // Work out if we're on a path or near a town let dist_to_path = match &sim_chunk.location { Some(loc) => { let this_loc = &sim.locations[loc.loc_idx]; this_loc .neighbours .iter() .map(|j| { let other_loc = &sim.locations[*j]; // Find the two location centers let near_0 = this_loc.center.map(|e| e as f32); let near_1 = other_loc.center.map(|e| e as f32); // Calculate distance to path between them (0.0 + (near_1.y - near_0.y) * wposf_turb.x as f32 - (near_1.x - near_0.x) * wposf_turb.y as f32 + near_1.x * near_0.y - near_0.x * near_1.y) .abs() .div(near_0.distance(near_1)) }) .filter(|x| x.is_finite()) .min_by(|a, b| a.partial_cmp(b).unwrap()) .unwrap_or(f32::INFINITY) } None => f32::INFINITY, }; let on_path = dist_to_path < 5.0 && !sim_chunk.near_cliffs; // || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0; let (alt, ground) = if on_path { (alt - 1.0, dirt) } else { (alt, ground) }; // Cities // TODO: In a later MR let building = match &sim_chunk.location { Some(loc) => { let loc = &sim.locations[loc.loc_idx]; let rpos = wposf.map2(loc.center, |a, b| a as f32 - b as f32) / 256.0 + 0.5; if rpos.map(|e| e >= 0.0 && e < 1.0).reduce_and() { (loc.settlement .get_at(rpos) .map(|b| b.seed % 20 + 10) .unwrap_or(0)) as f32 } else { 0.0 } } None => 0.0, }; let alt = alt + building; // Caves let cave_at = |wposf: Vec2| { (sim.gen_ctx.cave_0_nz.get( Vec3::new(wposf.x, wposf.y, alt as f64 * 8.0) .div(800.0) .into_array(), ) as f32) .powf(2.0) .neg() .add(1.0) .mul((1.15 - chaos).min(1.0)) }; let cave_xy = cave_at(wposf); let cave_alt = alt - 24.0 + (sim .gen_ctx .cave_1_nz .get(Vec2::new(wposf.x, wposf.y).div(48.0).into_array()) as f32) * 8.0 + (sim .gen_ctx .cave_1_nz .get(Vec2::new(wposf.x, wposf.y).div(500.0).into_array()) as f32) .add(1.0) .mul(0.5) .powf(15.0) .mul(150.0); Some(ColumnSample { alt, chaos, water_level, river, surface_color: Rgb::lerp( sand, // Land Rgb::lerp( ground, // Mountain Rgb::lerp( cliff, snow, (alt - CONFIG.sea_level - 0.4 * CONFIG.mountain_scale - alt_base - temp * 96.0 - marble * 24.0) / 12.0, ), (alt - CONFIG.sea_level - 0.25 * CONFIG.mountain_scale + marble * 128.0) / (0.25 * CONFIG.mountain_scale), ), // Beach ((alt - CONFIG.sea_level - 1.0) / 2.0) .min(1.0 - river * 2.0) .max(0.0), ), sub_surface_color: dirt, tree_density, forest_kind: sim_chunk.forest_kind, close_structures: self.gen_close_structures(wpos), cave_xy, cave_alt, marble, marble_small, rock, is_cliffs, near_cliffs, cliff_hill, close_cliffs: sim.gen_ctx.cliff_gen.get(wpos), temp, spawn_rate, location: sim_chunk.location.as_ref(), }) } } #[derive(Clone)] pub struct ColumnSample<'a> { pub alt: f32, pub chaos: f32, pub water_level: f32, pub river: f32, pub surface_color: Rgb, pub sub_surface_color: Rgb, pub tree_density: f32, pub forest_kind: ForestKind, pub close_structures: [Option; 9], pub cave_xy: f32, pub cave_alt: f32, pub marble: f32, pub marble_small: f32, pub rock: f32, pub is_cliffs: bool, pub near_cliffs: bool, pub cliff_hill: f32, pub close_cliffs: [(Vec2, u32); 9], pub temp: f32, pub spawn_rate: f32, pub location: Option<&'a LocationInfo>, } #[derive(Copy, Clone)] pub struct StructureData { pub pos: Vec2, pub seed: u32, pub meta: Option, }