use crate::{ column::ColumnSample, sim::SimChunk, util::{RandomField, Sampler}, IndexRef, CONFIG, }; use common::{ assets::Asset, comp, generation::{ChunkSupplement, EntityInfo}, lottery::Lottery, terrain::{Block, BlockKind}, vol::{BaseVol, ReadVol, RectSizedVol, Vox, WriteVol}, }; use noise::NoiseFn; use rand::prelude::*; use serde::Deserialize; use std::{ f32, ops::{Mul, Sub}, }; use vek::*; #[derive(Deserialize)] pub struct Colors { pub bridge: (u8, u8, u8), pub stalagtite: (u8, u8, u8), } fn close(x: f32, tgt: f32, falloff: f32) -> f32 { (1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125) } const MUSH_FACT: f32 = 1.0e-4; // To balance everything around the mushroom spawning rate pub fn apply_scatter_to<'a>( wpos2d: Vec2, mut get_column: impl FnMut(Vec2) -> Option<&'a ColumnSample<'a>>, vol: &mut (impl BaseVol + RectSizedVol + ReadVol + WriteVol), index: IndexRef, chunk: &SimChunk, ) { use BlockKind::*; #[allow(clippy::type_complexity)] // TODO: Add back all sprites we had before let scatter: &[( _, bool, fn(&SimChunk, &ColumnSample) -> (f32, Option<(f32, f32)>), )] = &[ // (density, Option<(wavelen, threshold)>) // Flowers (BlueFlower, false, |c, col| { ( close(c.temp, CONFIG.temperate_temp, 0.7).min(close( c.humidity, CONFIG.jungle_hum, 0.4, )) * col.tree_density * MUSH_FACT * 256.0, Some((256.0, 0.25)), ) }), (PinkFlower, false, |c, col| { ( close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * col.tree_density * MUSH_FACT * 350.0, Some((64.0, 0.2)), ) }), (Sunflower, false, |c, col| { ( close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * col.tree_density * MUSH_FACT * 350.0, Some((1024.0, 0.15)), ) }), (PurpleFlower, false, |c, col| { ( close(c.temp, CONFIG.temperate_temp, 0.7).min(close( c.humidity, CONFIG.jungle_hum, 0.4, )) * col.tree_density * MUSH_FACT * 350.0, Some((64.0, 0.2)), ) }), (RedFlower, false, |c, col| { ( close(c.temp, CONFIG.tropical_temp, 0.6).min(close( c.humidity, CONFIG.jungle_hum, 0.3, )) * col.tree_density * MUSH_FACT * 350.0, Some((64.0, 0.1)), ) }), (WhiteFlower, false, |c, col| { ( close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * col.tree_density * MUSH_FACT * 350.0, Some((64.0, 0.2)), ) }), (YellowFlower, false, |c, col| { ( close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * col.tree_density * MUSH_FACT * 350.0, Some((64.0, 0.2)), ) }), // Herbs and Spices (LingonBerry, false, |c, col| { ( close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5)) * MUSH_FACT * 2.5, None, ) }), (LeafyPlant, false, |c, col| { ( close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * MUSH_FACT * 4.0, None, ) }), (Fern, false, |c, col| { ( close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.5)) * MUSH_FACT * 0.5, Some((48.0, 0.3)), ) }), (Blueberry, false, |c, col| { ( close(c.temp, CONFIG.temperate_temp, 0.5).min(close( c.humidity, CONFIG.forest_hum, 0.5, )) * MUSH_FACT * 0.3, None, ) }), // Collectable Objects // Only spawn twigs in temperate forests (Twigs, false, |c, col| { ((c.tree_density - 0.5).max(0.0) * 1.0e-3, None) }), (Stones, false, |c, col| { ((c.rockiness - 0.5).max(0.0) * 1.0e-3, None) }), // Don't spawn Mushrooms in snowy regions (Mushroom, false, |c, col| { ( close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35)) * MUSH_FACT, None, ) }), // Grass (ShortGrass, false, |c, col| { ( close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03, None, ) }), (MediumGrass, false, |c, col| { ( close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02, None, ) }), (LongGrass, false, |c, col| { ( close(c.temp, 0.3, 0.35).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * 0.15, Some((48.0, 0.3)), ) }), // Jungle Sprites // (LongGrass, false, |c, col| { // ( // close(c.temp, CONFIG.tropical_temp, 0.4).min(close( // c.humidity, // CONFIG.jungle_hum, // 0.6, // )) * 0.08, // Some((60.0, 5.0)), // ) // }), /*(WheatGreen, false, |c, col| { ( close(c.temp, 0.4, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.1)) * MUSH_FACT * 0.001, None, ) }),*/ (GrassSnow, false, |c, col| { ( close(c.temp, CONFIG.snow_temp - 0.2, 0.4).min(close( c.humidity, CONFIG.forest_hum, 0.5, )) * 0.01, Some((48.0, 0.2)), ) }), // Desert Plants (DeadBush, false, |c, col| { ( close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0, None, ) }), (LargeCactus, false, |c, col| { ( close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close( c.humidity, CONFIG.desert_hum, 0.2, )) * MUSH_FACT * 0.1, None, ) }), /*(BarrelCactus, false, |c, col| { ( close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close( c.humidity, CONFIG.desert_hum, 0.2, )) * MUSH_FACT * 0.1, None, ) }), (RoundCactus, false, |c, col| { ( close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close( c.humidity, CONFIG.desert_hum, 0.2, )) * MUSH_FACT * 0.1, None, ) }), (ShortCactus, false, |c, col| { ( close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close( c.humidity, CONFIG.desert_hum, 0.2, )) * MUSH_FACT * 0.1, None, ) }), (MedFlatCactus, false, |c, col| { ( close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close( c.humidity, CONFIG.desert_hum, 0.2, )) * MUSH_FACT * 0.1, None, ) }), (ShortFlatCactus, false, |c, col| { ( close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close( c.humidity, CONFIG.desert_hum, 0.2, )) * MUSH_FACT * 0.1, None, ) }),*/ (Reed, false, |c, col| { ( close(c.humidity, CONFIG.jungle_hum, 0.7) * col .water_dist .map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0))) .unwrap_or(0.0), Some((128.0, 0.5)), ) }), ]; 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 bk = scatter .iter() .enumerate() .find_map(|(i, (bk, is_underwater, f))| { let (density, patch) = f(chunk, col_sample); let is_patch = patch .map(|(wavelen, threshold)| { index .noise .scatter_nz .get( wpos2d .map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0) .into_array(), ) .abs() > 1.0 - threshold as f64 }) .unwrap_or(true); if density > 0.0 && is_patch && RandomField::new(i as u32) .chance(Vec3::new(wpos2d.x, wpos2d.y, 0), density) && underwater == *is_underwater { Some(*bk) } else { None } }); if let Some(bk) = bk { 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 _ = vol.set( Vec3::new(offs.x, offs.y, alt + solid_end), Block::new(bk, Rgb::broadcast(0)), ); } } } } } pub fn apply_paths_to<'a>( wpos2d: Vec2, mut get_column: impl FnMut(Vec2) -> Option<&'a ColumnSample<'a>>, vol: &mut (impl BaseVol + RectSizedVol + ReadVol + WriteVol), index: IndexRef, ) { 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 surface_z = col_sample.riverless_alt.floor() as i32; let noisy_color = |col: Rgb, factor: u32| { let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z)); col.map(|e| { (e as u32 + nz % (factor * 2)) .saturating_sub(factor) .min(255) as u8 }) }; if let Some((path_dist, path_nearest, path, _)) = col_sample .path .filter(|(dist, _, path, _)| *dist < path.width) { let inset = 0; // Try to use the column at the centre of the path for sampling to make them // flatter let col_pos = (offs - wpos2d).map(|e| e as f32) + path_nearest; let col00 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0)); let col10 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0)); let col01 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1)); let col11 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 1)); let col_attr = |col: &ColumnSample| { Vec3::new(col.riverless_alt, col.alt, col.water_dist.unwrap_or(1000.0)) }; let [riverless_alt, alt, water_dist] = match (col00, col10, col01, col11) { (Some(col00), Some(col10), Some(col01), Some(col11)) => Lerp::lerp( Lerp::lerp(col_attr(col00), col_attr(col10), path_nearest.x.fract()), Lerp::lerp(col_attr(col01), col_attr(col11), path_nearest.x.fract()), path_nearest.y.fract(), ), _ => col_attr(col_sample), } .into_array(); let (bridge_offset, depth) = ( ((water_dist.max(0.0) * 0.2).min(f32::consts::PI).cos() + 1.0) * 5.0, ((1.0 - ((water_dist + 2.0) * 0.3).min(0.0).cos().abs()) * (riverless_alt + 5.0 - alt).max(0.0) * 1.75 + 3.0) as i32, ); let surface_z = (riverless_alt + bridge_offset).floor() as i32; for z in inset - depth..inset { let _ = vol.set( Vec3::new(offs.x, offs.y, surface_z + z), if bridge_offset >= 2.0 && path_dist >= 3.0 || z < inset - 1 { Block::new( BlockKind::Normal, noisy_color(index.colors.layer.bridge.into(), 8), ) } else { let path_color = path.surface_color( col_sample.sub_surface_color.map(|e| (e * 255.0) as u8), ); Block::new(BlockKind::Normal, noisy_color(path_color, 8)) }, ); } let head_space = path.head_space(path_dist); for z in inset..inset + head_space { let pos = Vec3::new(offs.x, offs.y, surface_z + z); if vol.get(pos).unwrap().kind() != BlockKind::Water { let _ = vol.set(pos, Block::empty()); } } } } } } pub fn apply_caves_to<'a>( wpos2d: Vec2, mut get_column: impl FnMut(Vec2) -> Option<&'a ColumnSample<'a>>, vol: &mut (impl BaseVol + RectSizedVol + ReadVol + WriteVol), index: IndexRef, ) { 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 surface_z = col_sample.riverless_alt.floor() as i32; if let Some((cave_dist, _, cave, _)) = col_sample .cave .filter(|(dist, _, cave, _)| *dist < cave.width) { let cave_x = (cave_dist / cave.width).min(1.0); // 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; for z in cave_base..cave_roof { if cave_x < 0.95 || index.noise.cave_nz.get( Vec3::new(wpos2d.x, wpos2d.y, z) .map(|e| e as f64 * 0.15) .into_array(), ) < 0.0 { let _ = vol.set(Vec3::new(offs.x, offs.y, z), Block::empty()); } } // Stalagtites let stalagtites = index .noise .cave_nz .get(wpos2d.map(|e| e as f64 * 0.125).into_array()) .sub(0.5) .max(0.0) .mul( (col_sample.alt - cave_roof as f32 - 5.0) .mul(0.15) .clamped(0.0, 1.0) as f64, ) .mul(45.0) as i32; for z in cave_roof - stalagtites..cave_roof { let _ = vol.set( Vec3::new(offs.x, offs.y, z), Block::new(BlockKind::Rock, index.colors.layer.stalagtite.into()), ); } let cave_depth = (col_sample.alt - cave.alt).max(0.0); let difficulty = cave_depth / 100.0; // Scatter things in caves if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty.powf(1.5)) && cave_base < surface_z as i32 - 25 { let kind = *Lottery::::load_expect("common.cave_scatter") .choose_seeded(RandomField::new(index.seed + 1).get(wpos2d.into())); let _ = vol.set( Vec3::new(offs.x, offs.y, cave_base), Block::new(kind, Rgb::zero()), ); } } } } } #[allow(clippy::eval_order_dependence)] pub fn apply_caves_supplement<'a>( rng: &mut impl Rng, wpos2d: Vec2, mut get_column: impl FnMut(Vec2) -> Option<&'a ColumnSample<'a>>, vol: &(impl BaseVol + RectSizedVol + ReadVol + WriteVol), index: IndexRef, supplement: &mut ChunkSupplement, ) { 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 surface_z = col_sample.riverless_alt.floor() as i32; if let Some((cave_dist, _, cave, _)) = col_sample .cave .filter(|(dist, _, cave, _)| *dist < cave.width) { let cave_x = (cave_dist / cave.width).min(1.0); // Relative units let cave_floor = 0.0 - 0.5 * (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_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 * difficulty) && cave_base < surface_z as i32 - 40 { let is_hostile: bool; let entity = EntityInfo::at(Vec3::new( wpos2d.x as f32, wpos2d.y as f32, cave_base as f32, )) .with_body(match rng.gen_range(0, 6) { 0 => { is_hostile = false; let species = match rng.gen_range(0, 4) { 0 => comp::quadruped_small::Species::Truffler, 1 => comp::quadruped_small::Species::Dodarock, 2 => comp::quadruped_small::Species::Holladon, _ => comp::quadruped_small::Species::Batfox, }; comp::quadruped_small::Body::random_with(rng, &species).into() }, 1 => { is_hostile = true; let species = match rng.gen_range(0, 5) { 0 => comp::quadruped_medium::Species::Tarasque, _ => comp::quadruped_medium::Species::Bonerattler, }; comp::quadruped_medium::Body::random_with(rng, &species).into() }, 2 => { is_hostile = true; let species = match rng.gen_range(0, 4) { 1 => comp::quadruped_low::Species::Rocksnapper, _ => comp::quadruped_low::Species::Salamander, }; comp::quadruped_low::Body::random_with(rng, &species).into() }, 3 => { is_hostile = true; let species = match rng.gen_range(0, 8) { 0 => comp::biped_large::Species::Ogre, 1 => comp::biped_large::Species::Cyclops, 2 => comp::biped_large::Species::Wendigo, _ => comp::biped_large::Species::Troll, }; comp::biped_large::Body::random_with(rng, &species).into() }, _ => { is_hostile = false; let species = match rng.gen_range(0, 5) { 0 => comp::critter::Species::Fungome, _ => comp::critter::Species::Rat, }; comp::critter::Body::random_with(rng, &species).into() }, }) .with_alignment(if is_hostile { comp::Alignment::Enemy } else { comp::Alignment::Wild }) .with_automatic_name(); supplement.add_entity(entity); } } } } }