veloren/world/src/layer/mod.rs
2021-01-26 20:35:08 -08:00

305 lines
12 KiB
Rust

pub mod scatter;
pub mod tree;
pub mod wildlife;
pub use self::{scatter::apply_scatter_to, tree::apply_trees_to};
use crate::{
column::ColumnSample,
util::{RandomField, Sampler},
Canvas, IndexRef,
};
use common::{
assets::AssetExt,
comp,
generation::{ChunkSupplement, EntityInfo},
lottery::Lottery,
terrain::{Block, BlockKind, SpriteKind},
vol::{BaseVol, ReadVol, RectSizedVol, 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),
}
const EMPTY_AIR: Block = Block::air(SpriteKind::Empty);
pub fn apply_paths_to(canvas: &mut Canvas) {
let info = canvas.info();
canvas.foreach_col(|canvas, wpos2d, col| {
let surface_z = col.riverless_alt.floor() as i32;
let noisy_color = |color: Rgb<u8>, factor: u32| {
let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z));
color.map(|e| {
(e as u32 + nz % (factor * 2))
.saturating_sub(factor)
.min(255) as u8
})
};
if let Some((path_dist, path_nearest, path, _)) =
col.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 = -info.wpos().map(|e| e as f32) + path_nearest;
let col00 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0));
let col10 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0));
let col01 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1));
let col11 = info.col(info.wpos() + 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),
}
.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 _ = canvas.set(
Vec3::new(wpos2d.x, wpos2d.y, surface_z + z),
if bridge_offset >= 2.0 && path_dist >= 3.0 || z < inset - 1 {
Block::new(
BlockKind::Rock,
noisy_color(info.index().colors.layer.bridge.into(), 8),
)
} else {
let path_color =
path.surface_color(col.sub_surface_color.map(|e| (e * 255.0) as u8));
Block::new(BlockKind::Earth, noisy_color(path_color, 8))
},
);
}
let head_space = path.head_space(path_dist);
for z in inset..inset + head_space {
let pos = Vec3::new(wpos2d.x, wpos2d.y, surface_z + z);
if canvas.get(pos).unwrap().kind() != BlockKind::Water {
let _ = canvas.set(pos, EMPTY_AIR);
}
}
}
});
}
pub fn apply_caves_to(canvas: &mut Canvas, rng: &mut impl Rng) {
let info = canvas.info();
canvas.foreach_col(|canvas, wpos2d, col| {
let surface_z = col.riverless_alt.floor() as i32;
if let Some((cave_dist, _, cave, _)) =
col.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.powi(2)).max(0.0).sqrt() * cave.width;
let cave_height = (1.0 - cave_x.powi(2)).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
|| info.index().noise.cave_nz.get(
Vec3::new(wpos2d.x, wpos2d.y, z)
.map(|e| e as f64 * 0.15)
.into_array(),
) < 0.0
{
// If the block a little above is liquid, we should stop carving out the cave in
// order to leave a ceiling, and not floating water
if canvas
.get(Vec3::new(wpos2d.x, wpos2d.y, z + 2))
.map(|b| b.is_liquid())
.unwrap_or(false)
{
break;
}
canvas.map(Vec3::new(wpos2d.x, wpos2d.y, z), |b| {
if b.is_liquid() { b } else { EMPTY_AIR }
});
}
}
// Stalagtites
let stalagtites = info
.index()
.noise
.cave_nz
.get(wpos2d.map(|e| e as f64 * 0.125).into_array())
.sub(0.5)
.max(0.0)
.mul(
(col.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 {
canvas.set(
Vec3::new(wpos2d.x, wpos2d.y, z),
Block::new(
BlockKind::WeakRock,
info.index().colors.layer.stalagtite.into(),
),
);
}
let cave_depth = (col.alt - cave.alt).max(0.0);
let difficulty = cave_depth / 100.0;
// Scatter things in caves
if rng.gen::<f32>() < 0.001 * difficulty.powf(1.5) && cave_base < surface_z as i32 - 25
{
let kind = *Lottery::<SpriteKind>::load_expect("common.cave_scatter")
.read()
.choose();
canvas.map(Vec3::new(wpos2d.x, wpos2d.y, cave_base), |block| {
block.with_sprite(kind)
});
}
}
});
}
#[allow(clippy::eval_order_dependence)]
pub fn apply_caves_supplement<'a>(
// NOTE: Used only for dynamic elements like chests and entities!
dynamic_rng: &mut impl Rng,
wpos2d: Vec2<i32>,
mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
vol: &(impl BaseVol<Vox = Block> + 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.powi(2)).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 dynamic_rng.gen_range(0..5) {
0 => {
is_hostile = false;
let species = match dynamic_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(dynamic_rng, &species).into()
},
1 => {
is_hostile = true;
let species = match dynamic_rng.gen_range(0..2) {
0 => comp::quadruped_medium::Species::Tarasque,
_ => comp::quadruped_medium::Species::Bonerattler,
};
comp::quadruped_medium::Body::random_with(dynamic_rng, &species).into()
},
2 => {
is_hostile = true;
let species = match dynamic_rng.gen_range(0..3) {
0 => comp::quadruped_low::Species::Rocksnapper,
1 => comp::quadruped_low::Species::Lavadrake,
_ => comp::quadruped_low::Species::Salamander,
};
comp::quadruped_low::Body::random_with(dynamic_rng, &species).into()
},
3 => {
is_hostile = true;
let species = match dynamic_rng.gen_range(0..5) {
0 => comp::theropod::Species::Sandraptor,
1 => comp::theropod::Species::Snowraptor,
2 => comp::theropod::Species::Woodraptor,
3 => comp::theropod::Species::Odonto,
_ => comp::theropod::Species::Archaeos,
};
comp::theropod::Body::random_with(dynamic_rng, &species).into()
},
_ => {
is_hostile = true;
let species = match dynamic_rng.gen_range(0..4) {
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(dynamic_rng, &species).into()
},
})
.with_alignment(if is_hostile {
comp::Alignment::Enemy
} else {
comp::Alignment::Wild
})
.with_automatic_name();
supplement.add_entity(entity);
}
}
}
}
}