mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
548 lines
18 KiB
Rust
548 lines
18 KiB
Rust
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<Arc<Structure>> = 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<i32>) -> Option<StructureData> {
|
|
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<i32>) -> [Option<StructureData>; 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<i32>;
|
|
type Sample = Option<ColumnSample<'a>>;
|
|
|
|
fn get(&self, wpos: Vec2<i32>) -> Option<ColumnSample<'a>> {
|
|
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.div(128.0)).into_array()) as f32).mul(16.0);
|
|
|
|
let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
|
|
+ (sim.gen_ctx.small_nz.get((wposf.div(256.0)).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));
|
|
|
|
// Colours
|
|
let cold_grass = Rgb::new(0.0, 0.49, 0.42);
|
|
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::broadcast(0.77);
|
|
|
|
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),
|
|
marble,
|
|
);
|
|
let dead_tundra = Lerp::lerp(
|
|
warm_stone,
|
|
Rgb::new(0.35, 0.05, 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, marble.powf(1.5));
|
|
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(
|
|
// below snow_temp
|
|
Rgb::lerp(
|
|
tundra,
|
|
snow,
|
|
humidity.sub(CONFIG.desert_hum)
|
|
.sub((marble - 0.5) * 0.05)
|
|
.mul(256.0)
|
|
),
|
|
// 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(
|
|
Rgb::lerp(
|
|
// below snow_temp
|
|
snow,
|
|
// snow_temp to 0
|
|
snow_moss,
|
|
temp.sub(CONFIG.snow_temp)/*.div(CONFIG.snow_temp.neg())*/
|
|
.sub((marble - 0.5) * 0.05)
|
|
.mul(256.0)
|
|
),
|
|
// 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(
|
|
Rgb::lerp(
|
|
// below snow_temp
|
|
snow,
|
|
// snow_temp to 0
|
|
snow_moss,
|
|
temp.sub(CONFIG.snow_temp)/*.div(CONFIG.snow_temp.neg())*/
|
|
.sub((marble - 0.5) * 0.05)
|
|
.mul(256.0)
|
|
),
|
|
// 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)
|
|
);
|
|
|
|
// 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<f64>| {
|
|
(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<f32>,
|
|
pub sub_surface_color: Rgb<f32>,
|
|
pub tree_density: f32,
|
|
pub forest_kind: ForestKind,
|
|
pub close_structures: [Option<StructureData>; 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<i32>, u32); 9],
|
|
pub temp: f32,
|
|
pub spawn_rate: f32,
|
|
pub location: Option<&'a LocationInfo>,
|
|
}
|
|
|
|
#[derive(Copy, Clone)]
|
|
pub struct StructureData {
|
|
pub pos: Vec2<i32>,
|
|
pub seed: u32,
|
|
pub meta: Option<StructureMeta>,
|
|
}
|