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310 lines
12 KiB
Rust
310 lines
12 KiB
Rust
pub mod scatter;
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pub use self::scatter::apply_scatter_to;
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use crate::{
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column::ColumnSample,
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util::{RandomField, Sampler},
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IndexRef,
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Canvas,
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CanvasInfo,
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};
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use common::{
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assets::Asset,
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comp,
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generation::{ChunkSupplement, EntityInfo},
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lottery::Lottery,
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terrain::{Block, BlockKind, SpriteKind},
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vol::{BaseVol, ReadVol, RectSizedVol, WriteVol},
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};
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use noise::NoiseFn;
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use rand::prelude::*;
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use serde::Deserialize;
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use std::{
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f32,
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ops::{Mul, Sub},
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};
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use vek::*;
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#[derive(Deserialize)]
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pub struct Colors {
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pub bridge: (u8, u8, u8),
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pub stalagtite: (u8, u8, u8),
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}
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const EMPTY_AIR: Block = Block::air(SpriteKind::Empty);
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pub fn apply_paths_to<'a>(
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canvas: &mut Canvas,
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info: &CanvasInfo,
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) {
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for y in 0..canvas.area().size().h as i32 {
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for x in 0..canvas.area().size().w as i32 {
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let offs = Vec2::new(x, y);
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let wpos2d = canvas.wpos() + offs;
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// Sample terrain
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let col_sample = if let Some(col_sample) = info.col(wpos2d) {
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col_sample
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} else {
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continue;
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};
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let surface_z = col_sample.riverless_alt.floor() as i32;
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let noisy_color = |col: Rgb<u8>, factor: u32| {
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let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z));
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col.map(|e| {
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(e as u32 + nz % (factor * 2))
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.saturating_sub(factor)
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.min(255) as u8
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})
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};
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if let Some((path_dist, path_nearest, path, _)) = col_sample
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.path
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.filter(|(dist, _, path, _)| *dist < path.width)
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{
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let inset = 0;
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// Try to use the column at the centre of the path for sampling to make them
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// flatter
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let col_pos = (offs - wpos2d).map(|e| e as f32) + path_nearest;
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let col00 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0));
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let col10 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0));
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let col01 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1));
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let col11 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 1));
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let col_attr = |col: &ColumnSample| {
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Vec3::new(col.riverless_alt, col.alt, col.water_dist.unwrap_or(1000.0))
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};
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let [riverless_alt, alt, water_dist] = match (col00, col10, col01, col11) {
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(Some(col00), Some(col10), Some(col01), Some(col11)) => Lerp::lerp(
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Lerp::lerp(col_attr(col00), col_attr(col10), path_nearest.x.fract()),
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Lerp::lerp(col_attr(col01), col_attr(col11), path_nearest.x.fract()),
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path_nearest.y.fract(),
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),
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_ => col_attr(col_sample),
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}
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.into_array();
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let (bridge_offset, depth) = (
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((water_dist.max(0.0) * 0.2).min(f32::consts::PI).cos() + 1.0) * 5.0,
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((1.0 - ((water_dist + 2.0) * 0.3).min(0.0).cos().abs())
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* (riverless_alt + 5.0 - alt).max(0.0)
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* 1.75
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+ 3.0) as i32,
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);
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let surface_z = (riverless_alt + bridge_offset).floor() as i32;
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for z in inset - depth..inset {
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let _ = canvas.set(
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Vec3::new(wpos2d.x, wpos2d.y, surface_z + z),
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if bridge_offset >= 2.0 && path_dist >= 3.0 || z < inset - 1 {
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Block::new(
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BlockKind::Rock,
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noisy_color(info.index().colors.layer.bridge.into(), 8),
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)
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} else {
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let path_color = path.surface_color(
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col_sample.sub_surface_color.map(|e| (e * 255.0) as u8),
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);
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Block::new(BlockKind::Earth, noisy_color(path_color, 8))
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},
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);
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}
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let head_space = path.head_space(path_dist);
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for z in inset..inset + head_space {
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let pos = Vec3::new(wpos2d.x, wpos2d.y, surface_z + z);
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if canvas.get(pos).unwrap().kind() != BlockKind::Water {
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let _ = canvas.set(pos, EMPTY_AIR);
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}
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}
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}
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}
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}
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}
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pub fn apply_caves_to<'a>(
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wpos2d: Vec2<i32>,
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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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vol: &mut (impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
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index: IndexRef,
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) {
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for y in 0..vol.size_xy().y as i32 {
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for x in 0..vol.size_xy().x as i32 {
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let offs = Vec2::new(x, y);
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let wpos2d = wpos2d + offs;
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// Sample terrain
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let col_sample = if let Some(col_sample) = get_column(offs) {
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col_sample
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} else {
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continue;
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};
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let surface_z = col_sample.riverless_alt.floor() as i32;
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if let Some((cave_dist, _, cave, _)) = col_sample
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.cave
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.filter(|(dist, _, cave, _)| *dist < cave.width)
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{
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let cave_x = (cave_dist / cave.width).min(1.0);
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// Relative units
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let cave_floor = 0.0 - 0.5 * (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
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let cave_height = (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
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// Abs units
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let cave_base = (cave.alt + cave_floor) as i32;
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let cave_roof = (cave.alt + cave_height) as i32;
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for z in cave_base..cave_roof {
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if cave_x < 0.95
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|| index.noise.cave_nz.get(
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Vec3::new(wpos2d.x, wpos2d.y, z)
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.map(|e| e as f64 * 0.15)
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.into_array(),
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) < 0.0
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{
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let _ = vol.set(Vec3::new(offs.x, offs.y, z), EMPTY_AIR);
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}
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}
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// Stalagtites
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let stalagtites = index
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.noise
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.cave_nz
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.get(wpos2d.map(|e| e as f64 * 0.125).into_array())
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.sub(0.5)
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.max(0.0)
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.mul(
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(col_sample.alt - cave_roof as f32 - 5.0)
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.mul(0.15)
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.clamped(0.0, 1.0) as f64,
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)
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.mul(45.0) as i32;
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for z in cave_roof - stalagtites..cave_roof {
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let _ = vol.set(
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Vec3::new(offs.x, offs.y, z),
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Block::new(BlockKind::WeakRock, index.colors.layer.stalagtite.into()),
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);
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}
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let cave_depth = (col_sample.alt - cave.alt).max(0.0);
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let difficulty = cave_depth / 100.0;
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// Scatter things in caves
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if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty.powf(1.5))
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&& cave_base < surface_z as i32 - 25
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{
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let kind = *Lottery::<SpriteKind>::load_expect("common.cave_scatter")
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.choose_seeded(RandomField::new(index.seed + 1).get(wpos2d.into()));
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let _ = vol.map(Vec3::new(offs.x, offs.y, cave_base), |block| {
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block.with_sprite(kind)
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});
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}
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}
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}
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}
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}
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#[allow(clippy::eval_order_dependence)]
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pub fn apply_caves_supplement<'a>(
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// NOTE: Used only for dynamic elements like chests and entities!
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dynamic_rng: &mut impl Rng,
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wpos2d: Vec2<i32>,
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mut get_column: impl FnMut(Vec2<i32>) -> Option<&'a ColumnSample<'a>>,
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vol: &(impl BaseVol<Vox = Block> + RectSizedVol + ReadVol + WriteVol),
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index: IndexRef,
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supplement: &mut ChunkSupplement,
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) {
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for y in 0..vol.size_xy().y as i32 {
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for x in 0..vol.size_xy().x as i32 {
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let offs = Vec2::new(x, y);
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let wpos2d = wpos2d + offs;
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// Sample terrain
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let col_sample = if let Some(col_sample) = get_column(offs) {
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col_sample
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} else {
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continue;
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};
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let surface_z = col_sample.riverless_alt.floor() as i32;
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if let Some((cave_dist, _, cave, _)) = col_sample
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.cave
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.filter(|(dist, _, cave, _)| *dist < cave.width)
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{
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let cave_x = (cave_dist / cave.width).min(1.0);
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// Relative units
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let cave_floor = 0.0 - 0.5 * (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width;
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// Abs units
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let cave_base = (cave.alt + cave_floor) as i32;
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let cave_depth = (col_sample.alt - cave.alt).max(0.0);
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let difficulty = cave_depth / 200.0;
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// Scatter things in caves
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if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty)
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&& cave_base < surface_z as i32 - 40
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{
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let is_hostile: bool;
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let entity = EntityInfo::at(Vec3::new(
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wpos2d.x as f32,
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wpos2d.y as f32,
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cave_base as f32,
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))
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.with_body(match dynamic_rng.gen_range(0, 6) {
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0 => {
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is_hostile = false;
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let species = match dynamic_rng.gen_range(0, 4) {
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0 => comp::quadruped_small::Species::Truffler,
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1 => comp::quadruped_small::Species::Dodarock,
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2 => comp::quadruped_small::Species::Holladon,
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_ => comp::quadruped_small::Species::Batfox,
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};
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comp::quadruped_small::Body::random_with(dynamic_rng, &species).into()
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},
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1 => {
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is_hostile = true;
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let species = match dynamic_rng.gen_range(0, 5) {
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0 => comp::quadruped_medium::Species::Tarasque,
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_ => comp::quadruped_medium::Species::Bonerattler,
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};
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comp::quadruped_medium::Body::random_with(dynamic_rng, &species).into()
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},
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2 => {
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is_hostile = true;
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let species = match dynamic_rng.gen_range(0, 4) {
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1 => comp::quadruped_low::Species::Rocksnapper,
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_ => comp::quadruped_low::Species::Salamander,
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};
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comp::quadruped_low::Body::random_with(dynamic_rng, &species).into()
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},
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_ => {
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is_hostile = true;
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let species = match dynamic_rng.gen_range(0, 8) {
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0 => comp::biped_large::Species::Ogre,
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1 => comp::biped_large::Species::Cyclops,
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2 => comp::biped_large::Species::Wendigo,
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_ => comp::biped_large::Species::Troll,
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};
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comp::biped_large::Body::random_with(dynamic_rng, &species).into()
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},
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})
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.with_alignment(if is_hostile {
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comp::Alignment::Enemy
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} else {
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comp::Alignment::Wild
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})
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.with_automatic_name();
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supplement.add_entity(entity);
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}
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}
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}
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}
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}
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