mirror of
https://gitlab.com/veloren/veloren.git
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23eca4c3f6
crate, more new clippy fixes
446 lines
15 KiB
Rust
446 lines
15 KiB
Rust
#![deny(unsafe_code)]
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#![allow(incomplete_features)]
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#![allow(
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clippy::option_map_unit_fn,
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clippy::blocks_in_if_conditions,
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clippy::too_many_arguments
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)]
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#![allow(clippy::branches_sharing_code)] // TODO: evaluate
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#![deny(clippy::clone_on_ref_ptr)]
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#![feature(
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arbitrary_enum_discriminant,
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bool_to_option,
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const_generics,
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const_panic,
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label_break_value,
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array_map
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)]
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mod all;
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mod block;
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pub mod canvas;
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pub mod civ;
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mod column;
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pub mod config;
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pub mod index;
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pub mod land;
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pub mod layer;
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pub mod pathfinding;
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pub mod sim;
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pub mod sim2;
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pub mod site;
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pub mod site2;
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pub mod util;
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// Reexports
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pub use crate::{
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canvas::{Canvas, CanvasInfo},
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config::CONFIG,
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land::Land,
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};
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pub use block::BlockGen;
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pub use column::ColumnSample;
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pub use index::{IndexOwned, IndexRef};
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use crate::{
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column::ColumnGen,
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index::Index,
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site::SiteKind,
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util::{Grid, Sampler},
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};
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use common::{
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assets,
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generation::{ChunkSupplement, EntityInfo},
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resources::TimeOfDay,
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terrain::{Block, BlockKind, SpriteKind, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
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vol::{ReadVol, RectVolSize, WriteVol},
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};
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use common_net::msg::{world_msg, WorldMapMsg};
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use rand::Rng;
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use serde::Deserialize;
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use std::time::Duration;
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use vek::*;
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#[derive(Debug)]
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pub enum Error {
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Other(String),
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}
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pub struct World {
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sim: sim::WorldSim,
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civs: civ::Civs,
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}
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#[derive(Deserialize)]
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pub struct Colors {
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pub deep_stone_color: (u8, u8, u8),
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pub block: block::Colors,
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pub column: column::Colors,
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pub layer: layer::Colors,
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pub site: site::Colors,
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}
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impl assets::Asset for Colors {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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impl World {
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pub fn generate(
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seed: u32,
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opts: sim::WorldOpts,
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threadpool: &rayon::ThreadPool,
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) -> (Self, IndexOwned) {
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// NOTE: Generating index first in order to quickly fail if the color manifest
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// is broken.
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threadpool.install(|| {
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let mut index = Index::new(seed);
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let mut sim = sim::WorldSim::generate(seed, opts, threadpool);
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let civs = civ::Civs::generate(seed, &mut sim, &mut index);
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sim2::simulate(&mut index, &mut sim);
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(Self { sim, civs }, IndexOwned::new(index))
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})
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}
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pub fn sim(&self) -> &sim::WorldSim { &self.sim }
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pub fn civs(&self) -> &civ::Civs { &self.civs }
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pub fn tick(&self, _dt: Duration) {
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// TODO
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}
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pub fn get_map_data(&self, index: IndexRef, threadpool: &rayon::ThreadPool) -> WorldMapMsg {
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threadpool.install(|| {
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// we need these numbers to create unique ids for cave ends
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let num_sites = self.civs().sites().count() as u64;
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let num_caves = self.civs().caves.values().count() as u64;
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WorldMapMsg {
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pois: self.civs().pois.iter().map(|(_, poi)| {
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world_msg::PoiInfo {
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name: poi.name.clone(),
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kind: match &poi.kind {
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civ::PoiKind::Peak(alt) => world_msg::PoiKind::Peak(*alt),
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civ::PoiKind::Lake(size) => world_msg::PoiKind::Lake(*size),
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},
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wpos: poi.loc * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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}
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}).collect(),
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sites: self
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.civs()
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.sites
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.iter()
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.map(|(_, site)| {
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world_msg::SiteInfo {
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id: site.site_tmp.map(|i| i.id()).unwrap_or_default(),
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name: site.site_tmp.map(|id| index.sites[id].name().to_string()),
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// TODO: Probably unify these, at some point
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kind: match &site.kind {
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civ::SiteKind::Settlement => world_msg::SiteKind::Town,
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civ::SiteKind::Dungeon => world_msg::SiteKind::Dungeon {
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difficulty: match site.site_tmp.map(|id| &index.sites[id].kind) {
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Some(site::SiteKind::Dungeon(d)) => d.difficulty(),
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_ => 0,
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},
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},
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civ::SiteKind::Castle => world_msg::SiteKind::Castle,
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civ::SiteKind::Refactor => world_msg::SiteKind::Town,
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civ::SiteKind::Tree => world_msg::SiteKind::Tree,
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},
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wpos: site.center * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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}
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})
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.chain(
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self.civs()
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.caves
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.iter()
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.map(|(id, info)| {
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// separate the two locations, combine with name
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std::iter::once((id.id() + num_sites, info.name.clone(), info.location.0))
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// unfortunately we have to introduce a fake id (as it gets stored in a map in the client)
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.chain(std::iter::once((id.id() + num_sites + num_caves, info.name.clone(), info.location.1)))
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})
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.flatten() // unwrap inner iteration
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.map(|(id, name, pos)| world_msg::SiteInfo {
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id,
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name: Some(name),
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kind: world_msg::SiteKind::Cave,
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wpos: pos,
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}),
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)
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.collect(),
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..self.sim.get_map(index)
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}
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})
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}
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pub fn sample_columns(
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&self,
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) -> impl Sampler<Index = (Vec2<i32>, IndexRef), Sample = Option<ColumnSample>> + '_ {
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ColumnGen::new(&self.sim)
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}
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pub fn sample_blocks(&self) -> BlockGen { BlockGen::new(ColumnGen::new(&self.sim)) }
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pub fn find_lowest_accessible_pos(&self, index: IndexRef, chunk_pos: Vec2<i32>) -> Vec3<f32> {
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// Calculate the middle of the chunk in the world
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let spawn_wpos = TerrainChunkSize::center_wpos(chunk_pos);
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// Unwrapping because generate_chunk only returns err when should_continue evals
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// to true
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let (tc, _cs) = self
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.generate_chunk(index, chunk_pos, || false, None)
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.unwrap();
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let min_z = tc.get_min_z();
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let max_z = tc.get_max_z();
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let pos = Vec3::new(spawn_wpos.x, spawn_wpos.y, min_z);
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(0..(max_z - min_z))
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.map(|z_diff| pos + Vec3::unit_z() * z_diff)
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.find(|test_pos| {
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let chunk_relative_xy = test_pos
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.xy()
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e.rem_euclid(sz as i32));
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tc.get(
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Vec3::new(chunk_relative_xy.x, chunk_relative_xy.y, test_pos.z)
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- Vec3::unit_z(),
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)
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.map_or(false, |b| b.is_filled())
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&& (0..3).all(|z| {
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tc.get(
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Vec3::new(chunk_relative_xy.x, chunk_relative_xy.y, test_pos.z)
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+ Vec3::unit_z() * z,
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)
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.map_or(true, |b| !b.is_solid())
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})
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})
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.unwrap_or(pos)
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.map(|e| e as f32)
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+ 0.5
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}
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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#[allow(clippy::eval_order_dependence)]
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#[allow(clippy::result_unit_err)]
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pub fn generate_chunk(
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&self,
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index: IndexRef,
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chunk_pos: Vec2<i32>,
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// TODO: misleading name
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mut should_continue: impl FnMut() -> bool,
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time: Option<TimeOfDay>,
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) -> Result<(TerrainChunk, ChunkSupplement), ()> {
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let mut sampler = self.sample_blocks();
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let chunk_wpos2d = chunk_pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
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let chunk_center_wpos2d = chunk_wpos2d + TerrainChunkSize::RECT_SIZE.map(|e| e as i32 / 2);
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let grid_border = 4;
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let zcache_grid = Grid::populate_from(
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TerrainChunkSize::RECT_SIZE.map(|e| e as i32) + grid_border * 2,
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|offs| sampler.get_z_cache(chunk_wpos2d - grid_border + offs, index),
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);
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let air = Block::air(SpriteKind::Empty);
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let stone = Block::new(
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BlockKind::Rock,
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zcache_grid
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.get(grid_border + TerrainChunkSize::RECT_SIZE.map(|e| e as i32) / 2)
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.and_then(|zcache| zcache.as_ref())
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.map(|zcache| zcache.sample.stone_col)
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.unwrap_or(index.colors.deep_stone_color.into()),
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);
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let water = Block::new(BlockKind::Water, Rgb::zero());
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let (base_z, sim_chunk) = match self
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.sim
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/*.get_interpolated(
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chunk_pos.map2(chunk_size2d, |e, sz: u32| e * sz as i32 + sz as i32 / 2),
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|chunk| chunk.get_base_z(),
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)
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.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk))) */
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.get_base_z(chunk_pos)
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{
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Some(base_z) => (base_z as i32, self.sim.get(chunk_pos).unwrap()),
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// Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
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None => {
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return Ok((
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TerrainChunk::new(
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CONFIG.sea_level as i32,
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water,
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air,
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TerrainChunkMeta::void(),
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),
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ChunkSupplement::default(),
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));
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},
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};
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let meta = TerrainChunkMeta::new(
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sim_chunk
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.sites
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.iter()
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.filter(|id| {
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index.sites[**id]
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.get_origin()
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.distance_squared(chunk_center_wpos2d) as f32
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<= index.sites[**id].radius().powi(2)
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})
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.min_by_key(|id| {
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index.sites[**id]
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.get_origin()
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.distance_squared(chunk_center_wpos2d)
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})
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.map(|id| index.sites[*id].name().to_string()),
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sim_chunk.get_biome(),
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sim_chunk.alt,
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sim_chunk.tree_density,
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sim_chunk.cave.1.alt != 0.0,
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sim_chunk.river.is_river(),
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sim_chunk.temp,
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sim_chunk
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.sites
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.iter()
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.any(|site| matches!(index.sites[*site].kind, SiteKind::Settlement(_))),
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sim_chunk
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.sites
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.iter()
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.any(|site| matches!(index.sites[*site].kind, SiteKind::Dungeon(_))),
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);
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let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
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for y in 0..TerrainChunkSize::RECT_SIZE.y as i32 {
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for x in 0..TerrainChunkSize::RECT_SIZE.x as i32 {
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if should_continue() {
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return Err(());
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};
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let offs = Vec2::new(x, y);
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let z_cache = match zcache_grid.get(grid_border + offs) {
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Some(Some(z_cache)) => z_cache,
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_ => continue,
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};
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let (min_z, max_z) = z_cache.get_z_limits();
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(base_z..min_z as i32).for_each(|z| {
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let _ = chunk.set(Vec3::new(x, y, z), stone);
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});
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(min_z as i32..max_z as i32).for_each(|z| {
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let lpos = Vec3::new(x, y, z);
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let wpos = Vec3::from(chunk_wpos2d) + lpos;
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if let Some(block) = sampler.get_with_z_cache(wpos, Some(&z_cache)) {
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let _ = chunk.set(lpos, block);
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}
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});
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}
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}
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let sample_get = |offs| {
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zcache_grid
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.get(grid_border + offs)
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.map(Option::as_ref)
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.flatten()
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.map(|zc| &zc.sample)
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};
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// Only use for rng affecting dynamic elements like chests and entities!
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let mut dynamic_rng = rand::thread_rng();
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// Apply layers (paths, caves, etc.)
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let mut canvas = Canvas {
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info: CanvasInfo {
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wpos: chunk_pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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column_grid: &zcache_grid,
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column_grid_border: grid_border,
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chunks: &self.sim,
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index,
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chunk: sim_chunk,
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},
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chunk: &mut chunk,
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};
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layer::apply_caves_to(&mut canvas, &mut dynamic_rng);
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layer::apply_trees_to(&mut canvas, &mut dynamic_rng);
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layer::apply_scatter_to(&mut canvas, &mut dynamic_rng);
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layer::apply_paths_to(&mut canvas);
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// layer::apply_coral_to(&mut canvas);
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// Apply site generation
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sim_chunk
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.sites
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.iter()
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.for_each(|site| index.sites[*site].apply_to(&mut canvas, &mut dynamic_rng));
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let gen_entity_pos = |dynamic_rng: &mut rand::rngs::ThreadRng| {
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let lpos2d = TerrainChunkSize::RECT_SIZE
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.map(|sz| dynamic_rng.gen::<u32>().rem_euclid(sz) as i32);
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let mut lpos = Vec3::new(
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lpos2d.x,
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lpos2d.y,
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sample_get(lpos2d).map(|s| s.alt as i32 - 32).unwrap_or(0),
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);
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while let Some(block) = chunk.get(lpos).ok().copied().filter(Block::is_solid) {
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lpos.z += block.solid_height().ceil() as i32;
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}
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(Vec3::from(chunk_wpos2d) + lpos).map(|e: i32| e as f32) + 0.5
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};
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let mut supplement = ChunkSupplement {
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entities: Vec::new(),
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};
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if sim_chunk.contains_waypoint {
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supplement.add_entity(EntityInfo::at(gen_entity_pos(&mut dynamic_rng)).into_waypoint());
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}
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// Apply layer supplement
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layer::apply_caves_supplement(
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&mut dynamic_rng,
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chunk_wpos2d,
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sample_get,
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&chunk,
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index,
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&mut supplement,
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);
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// Apply layer supplement
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layer::wildlife::apply_wildlife_supplement(
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&mut dynamic_rng,
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chunk_wpos2d,
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sample_get,
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&chunk,
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index,
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sim_chunk,
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&mut supplement,
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time,
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);
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// Apply site supplementary information
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sim_chunk.sites.iter().for_each(|site| {
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index.sites[*site].apply_supplement(
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&mut dynamic_rng,
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chunk_wpos2d,
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sample_get,
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&mut supplement,
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site.id(),
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)
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});
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// Finally, defragment to minimize space consumption.
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chunk.defragment();
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Ok((chunk, supplement))
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}
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}
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