turtlegame/src/activities/overworld/worldgen.rs
2024-07-06 18:46:40 +02:00

311 lines
7.5 KiB
Rust

use crate::assets::ASSETS;
use comfy::{IVec2, TextureHandle, UVec2};
use std::collections::HashMap;
pub 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(Clone, Copy, Debug)]
pub enum Tile {
Grass,
Path {
left: bool,
right: bool,
top: bool,
bottom: bool
},
House {
texture: TextureHandle,
door: bool
}
}
impl Tile {
pub fn textures(&self) -> Vec<TextureHandle> {
match self {
Self::Grass => vec![ASSETS.overworld.grass],
Self::Path {
left,
right,
top,
bottom
} => {
let path_texture = match (left, right, top, bottom) {
(true, true, false, false) => ASSETS.overworld.path_horiz,
(false, false, true, true) => ASSETS.overworld.path_vert,
(true, false, true, false) => ASSETS.overworld.path_top_left,
(true, false, false, true) => ASSETS.overworld.path_bottom_left,
(false, true, true, false) => ASSETS.overworld.path_top_right,
(false, true, false, true) => ASSETS.overworld.path_bottom_right,
(true, true, true, false) => ASSETS.overworld.path_top_left_right,
(true, true, false, true) => ASSETS.overworld.path_bottom_left_right,
(true, false, true, true) => ASSETS.overworld.path_top_left_bottom,
(false, true, true, true) => ASSETS.overworld.path_top_right_bottom,
(true, true, true, true) => ASSETS.overworld.path_crossing,
(true, false, false, false)
| (false, true, false, false)
| (false, false, true, false)
| (false, false, false, true) => panic!("We don't have no dead ends"),
(false, false, false, false) => panic!("I think you meant grass?!?")
};
vec![ASSETS.overworld.grass, path_texture]
},
Self::House { texture, .. } => {
vec![ASSETS.overworld.grass, *texture]
}
}
}
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
#[derive(Debug)]
#[allow(dead_code)]
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 {
pub fn generate_chunk() -> Self {
// TODO real worldgen
// for the time being we just copy this pre-made house block into the chunk
fn path(left: bool, right: bool, top: bool, bottom: bool) -> Tile {
Tile::Path {
left,
right,
top,
bottom
}
}
fn house(texture: TextureHandle) -> Tile {
Tile::House {
texture,
door: false
}
}
let path_horiz = path(true, true, false, false);
let path_vert = path(false, false, true, true);
let path_crossing = path(true, true, true, true);
let grass = Tile::Grass;
let block = [
[
path_crossing,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_crossing
],
[
path_vert,
grass,
grass,
grass,
house(ASSETS.overworld.house_roof_top),
grass,
grass,
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
grass,
house(ASSETS.overworld.house_roof_mid_left),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_roof_mid_right),
grass,
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
house(ASSETS.overworld.house_roof_left),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_mid),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_roof_right),
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
house(ASSETS.overworld.house_bottom_left),
house(ASSETS.overworld.house_bottom_door),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_right),
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
grass,
path(false, true, true, false),
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path(true, false, true, true)
],
[
path_vert, grass, grass, grass, grass, grass, grass, grass, grass, grass,
path_vert
],
[
path_vert, grass, grass, grass, grass, grass, grass, grass, grass, grass,
path_vert
]
];
// and then we copy this pre-made block into our chunk
let mut tiles = [Tile::Grass; (CHUNK_SIZE * CHUNK_SIZE) as usize];
for y in 0 .. CHUNK_SIZE {
for x in 0 .. CHUNK_SIZE {
let row = block[y as usize % block.len()];
tiles[(y * CHUNK_SIZE + x) as usize] = row[x as usize % row.len()];
}
}
Self {
tiles,
paths_left: vec![],
paths_right: vec![],
paths_bottom: vec![],
paths_top: vec![]
}
}
pub fn get_tile(&self, local_chunk_coords: UVec2) -> Option<&Tile> {
self.tiles
.get((local_chunk_coords.y * CHUNK_SIZE + local_chunk_coords.x) as usize)
}
/// 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)
})
}
}
#[derive(Debug, Default)]
pub struct Overworld {
chunks: HashMap<IVec2, Chunk>
}
fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
let chunk_coords = IVec2 {
x: world_coords.x.div_euclid(CHUNK_SIZE as _),
y: world_coords.y.div_euclid(CHUNK_SIZE as _)
};
let local_chunk_coords = UVec2 {
x: world_coords.x.rem_euclid(CHUNK_SIZE as _) as _,
y: world_coords.y.rem_euclid(CHUNK_SIZE as _) as _
};
(chunk_coords, local_chunk_coords)
}
impl Overworld {
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet.
pub fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
let chunk = self.chunks.get(&chunk_coords)?;
chunk.get_tile(local_chunk_coords)
}
pub fn get_or_generate_tile(&mut self, world_coords: IVec2) -> &Tile {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
let chunk = self
.chunks
.entry(chunk_coords)
.or_insert_with(Chunk::generate_chunk);
chunk.get_tile(local_chunk_coords).unwrap()
}
/// 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)
})
})
}
}