veloren/world/src/lib.rs
2020-11-18 13:31:12 -08:00

350 lines
12 KiB
Rust

#![deny(unsafe_code)]
#![allow(incomplete_features)]
#![allow(clippy::option_map_unit_fn)]
#![deny(clippy::clone_on_ref_ptr)]
#![feature(
arbitrary_enum_discriminant,
bool_to_option,
const_generics,
const_panic,
label_break_value,
or_patterns,
array_value_iter
)]
mod all;
mod block;
pub mod canvas;
pub mod civ;
mod column;
pub mod config;
pub mod index;
pub mod layer;
pub mod rtsim;
pub mod sim;
pub mod sim2;
pub mod site;
pub mod util;
// Reexports
pub use crate::{
canvas::{Canvas, CanvasInfo},
config::CONFIG,
};
pub use block::BlockGen;
pub use column::ColumnSample;
pub use index::{IndexOwned, IndexRef};
use crate::{
column::ColumnGen,
index::Index,
util::{Grid, Sampler},
};
use common::{
comp::{self, bird_medium, quadruped_low, quadruped_medium, quadruped_small},
generation::{ChunkSupplement, EntityInfo},
msg::WorldMapMsg,
terrain::{Block, BlockKind, SpriteKind, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
vol::{ReadVol, RectVolSize, WriteVol},
};
use rand::Rng;
use serde::Deserialize;
use std::time::Duration;
use vek::*;
#[derive(Debug)]
pub enum Error {
Other(String),
}
pub struct World {
sim: sim::WorldSim,
civs: civ::Civs,
}
#[derive(Deserialize)]
pub struct Colors {
pub deep_stone_color: (u8, u8, u8),
pub block: block::Colors,
pub column: column::Colors,
pub layer: layer::Colors,
pub site: site::Colors,
}
impl World {
pub fn generate(seed: u32, opts: sim::WorldOpts) -> (Self, IndexOwned) {
// NOTE: Generating index first in order to quickly fail if the color manifest
// is broken.
let (mut index, colors) = Index::new(seed);
let mut sim = sim::WorldSim::generate(seed, opts);
let civs = civ::Civs::generate(seed, &mut sim, &mut index);
sim2::simulate(&mut index, &mut sim);
(Self { sim, civs }, IndexOwned::new(index, colors))
}
pub fn sim(&self) -> &sim::WorldSim { &self.sim }
pub fn civs(&self) -> &civ::Civs { &self.civs }
pub fn tick(&self, _dt: Duration) {
// TODO
}
pub fn get_map_data(&self, index: IndexRef) -> WorldMapMsg { self.sim.get_map(index) }
pub fn sample_columns(
&self,
) -> impl Sampler<Index = (Vec2<i32>, IndexRef), Sample = Option<ColumnSample>> + '_ {
ColumnGen::new(&self.sim)
}
pub fn sample_blocks(&self) -> BlockGen { BlockGen::new(ColumnGen::new(&self.sim)) }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
#[allow(clippy::eval_order_dependence)]
pub fn generate_chunk(
&self,
index: IndexRef,
chunk_pos: Vec2<i32>,
// TODO: misleading name
mut should_continue: impl FnMut() -> bool,
) -> Result<(TerrainChunk, ChunkSupplement), ()> {
let mut sampler = self.sample_blocks();
let chunk_wpos2d = chunk_pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
let grid_border = 4;
let zcache_grid = Grid::populate_from(
TerrainChunkSize::RECT_SIZE.map(|e| e as i32) + grid_border * 2,
|offs| sampler.get_z_cache(chunk_wpos2d - grid_border + offs, index),
);
let air = Block::air(SpriteKind::Empty);
let stone = Block::new(
BlockKind::Rock,
zcache_grid
.get(grid_border + TerrainChunkSize::RECT_SIZE.map(|e| e as i32) / 2)
.and_then(|zcache| zcache.as_ref())
.map(|zcache| zcache.sample.stone_col)
.unwrap_or(index.colors.deep_stone_color.into()),
);
let water = Block::new(BlockKind::Water, Rgb::zero());
let (base_z, sim_chunk) = match self
.sim
/*.get_interpolated(
chunk_pos.map2(chunk_size2d, |e, sz: u32| e * sz as i32 + sz as i32 / 2),
|chunk| chunk.get_base_z(),
)
.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk))) */
.get_base_z(chunk_pos)
{
Some(base_z) => (base_z as i32, self.sim.get(chunk_pos).unwrap()),
// Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
None => {
return Ok((
TerrainChunk::new(
CONFIG.sea_level as i32,
water,
air,
TerrainChunkMeta::void(),
),
ChunkSupplement::default(),
));
},
};
let meta = TerrainChunkMeta::new(
sim_chunk.get_name(&self.sim),
sim_chunk.get_biome(),
sim_chunk.chaos,
sim_chunk.alt,
sim_chunk.temp,
sim_chunk.humidity,
sim_chunk.tree_density,
sim_chunk.cave.1.alt,
sim_chunk.river.is_river(),
);
let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
for y in 0..TerrainChunkSize::RECT_SIZE.y as i32 {
for x in 0..TerrainChunkSize::RECT_SIZE.x as i32 {
if should_continue() {
return Err(());
};
let offs = Vec2::new(x, y);
let z_cache = match zcache_grid.get(grid_border + offs) {
Some(Some(z_cache)) => z_cache,
_ => continue,
};
let (min_z, max_z) = z_cache.get_z_limits();
(base_z..min_z as i32).for_each(|z| {
let _ = chunk.set(Vec3::new(x, y, z), stone);
});
(min_z as i32..max_z as i32).for_each(|z| {
let lpos = Vec3::new(x, y, z);
let wpos = Vec3::from(chunk_wpos2d) + lpos;
if let Some(block) = sampler.get_with_z_cache(wpos, Some(&z_cache)) {
let _ = chunk.set(lpos, block);
}
});
}
}
let sample_get = |offs| {
zcache_grid
.get(grid_border + offs)
.map(Option::as_ref)
.flatten()
.map(|zc| &zc.sample)
};
// Only use for rng affecting dynamic elements like chests and entities!
let mut dynamic_rng = rand::thread_rng();
// Apply layers (paths, caves, etc.)
let mut canvas = Canvas {
info: CanvasInfo {
wpos: chunk_pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
column_grid: &zcache_grid,
column_grid_border: grid_border,
land: &self.sim,
index,
chunk: sim_chunk,
},
chunk: &mut chunk,
};
layer::apply_trees_to(&mut canvas);
layer::apply_scatter_to(&mut canvas);
layer::apply_caves_to(&mut canvas);
layer::apply_paths_to(&mut canvas);
// Apply site generation
sim_chunk.sites.iter().for_each(|site| {
index.sites[*site].apply_to(index, chunk_wpos2d, sample_get, &mut chunk)
});
let gen_entity_pos = |dynamic_rng: &mut rand::rngs::ThreadRng| {
let lpos2d = TerrainChunkSize::RECT_SIZE
.map(|sz| dynamic_rng.gen::<u32>().rem_euclid(sz) as i32);
let mut lpos = Vec3::new(
lpos2d.x,
lpos2d.y,
sample_get(lpos2d).map(|s| s.alt as i32 - 32).unwrap_or(0),
);
while let Some(block) = chunk.get(lpos).ok().copied().filter(Block::is_solid) {
lpos.z += block.solid_height().ceil() as i32;
}
(Vec3::from(chunk_wpos2d) + lpos).map(|e: i32| e as f32) + 0.5
};
const SPAWN_RATE: f32 = 0.1;
let mut supplement = ChunkSupplement {
entities: if dynamic_rng.gen::<f32>() < SPAWN_RATE
&& sim_chunk.chaos < 0.5
&& !sim_chunk.is_underwater()
{
// TODO: REFACTOR: Define specific alignments in a config file instead of here
let is_hostile: bool;
let is_giant = dynamic_rng.gen_range(0, 8) == 0;
let quadmed = comp::Body::QuadrupedMedium(quadruped_medium::Body::random()); // Not all of them are hostile so we have to do the rng here
let quadlow = comp::Body::QuadrupedLow(quadruped_low::Body::random()); // Not all of them are hostile so we have to do the rng here
let entity = EntityInfo::at(gen_entity_pos(&mut dynamic_rng))
.do_if(is_giant, |e| e.into_giant())
.with_body(match dynamic_rng.gen_range(0, 5) {
0 => {
match quadmed {
comp::Body::QuadrupedMedium(quadruped_medium) => {
match quadruped_medium.species {
quadruped_medium::Species::Catoblepas => is_hostile = false,
quadruped_medium::Species::Mouflon => is_hostile = false,
quadruped_medium::Species::Tuskram => is_hostile = false,
quadruped_medium::Species::Deer => is_hostile = false,
quadruped_medium::Species::Hirdrasil => is_hostile = false,
_ => is_hostile = true,
}
},
_ => is_hostile = true,
};
quadmed
},
1 => {
is_hostile = false;
comp::Body::BirdMedium(bird_medium::Body::random())
},
2 => {
match quadlow {
comp::Body::QuadrupedLow(quadruped_low) => {
match quadruped_low.species {
quadruped_low::Species::Crocodile => is_hostile = true,
quadruped_low::Species::Alligator => is_hostile = true,
quadruped_low::Species::Maneater => is_hostile = true,
_ => is_hostile = false,
}
},
_ => is_hostile = false,
};
quadlow
},
_ => {
is_hostile = false;
comp::Body::QuadrupedSmall(quadruped_small::Body::random())
},
})
.with_alignment(if is_hostile {
comp::Alignment::Enemy
} else if is_giant {
comp::Alignment::Npc
} else {
comp::Alignment::Wild
})
.with_automatic_name();
vec![entity]
} else {
Vec::new()
},
};
if sim_chunk.contains_waypoint {
supplement.add_entity(EntityInfo::at(gen_entity_pos(&mut dynamic_rng)).into_waypoint());
}
// Apply layer supplement
layer::apply_caves_supplement(
&mut dynamic_rng,
chunk_wpos2d,
sample_get,
&chunk,
index,
&mut supplement,
);
// Apply site supplementary information
sim_chunk.sites.iter().for_each(|site| {
index.sites[*site].apply_supplement(
&mut dynamic_rng,
chunk_wpos2d,
sample_get,
&mut supplement,
)
});
// Finally, defragment to minimize space consumption.
chunk.defragment();
Ok((chunk, supplement))
}
}