turtlegame/src/activities/overworld/worldgen.rs

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use comfy::{IVec2, UVec2};
use std::collections::HashMap;
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enum MovementCost {
/// No movement possible - cost infinitely high.
Infinite,
/// There is a path for this movement - movement is cheap.
Path,
/// There is no path and no obstacle.
Default,
/// There is an obstacle (i.e. fence) - movement is expensive.
Obstacle
}
#[derive(Debug)]
struct Tile;
impl Tile {
pub fn can_stand_inside(&self) -> bool {
unimplemented!()
}
pub fn movement_cost_left(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_right(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_up(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_down(&self) -> MovementCost {
unimplemented!()
}
pub fn can_enter_house(&self) -> bool {
unimplemented!()
}
}
/// The size of a chunk (both width and height). This value squared gives the amount of
/// tiles in the chunk.
const CHUNK_SIZE: u32 = 100;
/// Chunks
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#[derive(Debug)]
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pub struct Chunk {
/// All tiles within this chunk.
tiles: [Tile; (CHUNK_SIZE * CHUNK_SIZE) as usize],
/// All paths that leave this chunk on the left hand side.
paths_left: Vec<u32>,
/// All paths that leave this chunk on the right hand side.
paths_right: Vec<u32>,
/// All paths that leave this chunk on the bottom side.
paths_bottom: Vec<u32>,
/// All paths that leave this chunk on the top side.
paths_top: Vec<u32>
}
impl Chunk {
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pub fn get_tile(&self, local_chunk_coords: UVec2) -> Option<&Tile> {
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self.tiles
.get((local_chunk_coords.y * CHUNK_SIZE + local_chunk_coords.x) as usize)
}
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/// iterate over all tiles and its local chunk coords
pub fn iter_tiles(&self) -> impl Iterator<Item = (UVec2, &Tile)> {
self.tiles.iter().enumerate().map(|(i, tile)| {
let i = i as u32;
(UVec2::new(i % CHUNK_SIZE, i / CHUNK_SIZE), tile)
})
}
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}
#[derive(Debug, Default)]
pub struct Overworld {
chunks: HashMap<IVec2, Chunk>
}
impl Overworld {
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet.
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pub fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
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let tile_coords = IVec2 {
x: world_coords.x.div_euclid(CHUNK_SIZE as _),
y: world_coords.y.div_euclid(CHUNK_SIZE as _)
};
let local_coords = UVec2 {
x: world_coords.x.rem_euclid(CHUNK_SIZE as _) as _,
y: world_coords.y.rem_euclid(CHUNK_SIZE as _) as _
};
let chunk = self.chunks.get(&tile_coords)?;
chunk.get_tile(local_coords)
}
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fn get_or_generate_tile(&self, world_coords: IVec2) -> &Tile {
unimplemented!()
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}
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/// iterate over all tiles and its global coords
pub fn iter_tiles(&self) -> impl Iterator<Item = (IVec2, &Tile)> {
self.chunks.iter().flat_map(|(chunk_coords, chunk)| {
chunk.iter_tiles().map(|(local_coords, tile)| {
// never fail because chunksize fits alswas into i32
let local_coords: IVec2 = local_coords.try_into().unwrap();
(local_coords + (*chunk_coords * CHUNK_SIZE as i32), tile)
})
})
}
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}