package atlas import ( "log" "math/rand" "github.com/mdiluz/rove/pkg/maths" "github.com/mdiluz/rove/pkg/objects" "github.com/mdiluz/rove/pkg/vector" "github.com/ojrac/opensimplex-go" ) // chunk represents a fixed square grid of tiles type chunk struct { // Tiles represents the tiles within the chunk Tiles []byte `json:"tiles"` // Objects represents the objects within the chunk // only one possible object per tile for now Objects map[int]objects.Object `json:"objects"` } // chunkBasedAtlas represents a grid of Chunks type chunkBasedAtlas struct { // Chunks represents all chunks in the world // This is intentionally not a 2D array so it can be expanded in all directions Chunks []chunk `json:"chunks"` // LowerBound is the origin of the bottom left corner of the current chunks in world space (current chunks cover >= this value) LowerBound vector.Vector `json:"lowerBound"` // UpperBound is the top left corner of the current chunks (curent chunks cover < this value) UpperBound vector.Vector `json:"upperBound"` // ChunkSize is the x/y dimensions of each square chunk ChunkSize int `json:"chunksize"` // terrainNoise describes the noise function for the terrain terrainNoise opensimplex.Noise // terrainNoise describes the noise function for the terrain objectNoise opensimplex.Noise } const ( noiseSeed = 1024 terrainNoiseScale = 6 objectNoiseScale = 3 ) // NewChunkAtlas creates a new empty atlas func NewChunkAtlas(chunkSize int) Atlas { // Start up with one chunk a := chunkBasedAtlas{ ChunkSize: chunkSize, Chunks: make([]chunk, 1), LowerBound: vector.Vector{X: 0, Y: 0}, UpperBound: vector.Vector{X: chunkSize, Y: chunkSize}, terrainNoise: opensimplex.New(noiseSeed), objectNoise: opensimplex.New(noiseSeed), } // Initialise the first chunk a.populate(0) return &a } // SetTile sets an individual tile's kind func (a *chunkBasedAtlas) SetTile(v vector.Vector, tile Tile) { c := a.worldSpaceToChunkWithGrow(v) local := a.worldSpaceToChunkLocal(v) a.setTile(c, local, byte(tile)) } // SetObject sets the object on a tile func (a *chunkBasedAtlas) SetObject(v vector.Vector, obj objects.Object) { c := a.worldSpaceToChunkWithGrow(v) local := a.worldSpaceToChunkLocal(v) a.setObject(c, local, obj) } // QueryPosition will return information for a specific position func (a *chunkBasedAtlas) QueryPosition(v vector.Vector) (byte, objects.Object) { c := a.worldSpaceToChunkWithGrow(v) local := a.worldSpaceToChunkLocal(v) a.populate(c) chunk := a.Chunks[c] i := a.chunkTileIndex(local) return chunk.Tiles[i], chunk.Objects[i] } // chunkTileID returns the tile index within a chunk func (a *chunkBasedAtlas) chunkTileIndex(local vector.Vector) int { return local.X + local.Y*a.ChunkSize } // populate will fill a chunk with data func (a *chunkBasedAtlas) populate(chunk int) { c := a.Chunks[chunk] if c.Tiles != nil { return } c.Tiles = make([]byte, a.ChunkSize*a.ChunkSize) c.Objects = make(map[int]objects.Object) origin := a.chunkOriginInWorldSpace(chunk) for i := 0; i < a.ChunkSize; i++ { for j := 0; j < a.ChunkSize; j++ { // Get the terrain noise value for this location t := a.terrainNoise.Eval2(float64(origin.X+i)/terrainNoiseScale, float64(origin.Y+j)/terrainNoiseScale) var tile Tile switch { case t > 0.5: tile = TileGravel case t > 0.05: tile = TileSand default: tile = TileRock } c.Tiles[j*a.ChunkSize+i] = byte(tile) // Get the object noise value for this location o := a.objectNoise.Eval2(float64(origin.X+i)/objectNoiseScale, float64(origin.Y+j)/objectNoiseScale) var obj = objects.None switch { case o > 0.6: obj = objects.LargeRock case o > 0.5: obj = objects.SmallRock } if obj != objects.None { c.Objects[j*a.ChunkSize+i] = objects.Object{Type: obj} } } } // Set up any objects for i := 0; i < len(c.Tiles); i++ { if rand.Intn(16) == 0 { c.Objects[i] = objects.Object{Type: objects.LargeRock} } else if rand.Intn(32) == 0 { c.Objects[i] = objects.Object{Type: objects.SmallRock} } } a.Chunks[chunk] = c } // setTile sets a tile in a specific chunk func (a *chunkBasedAtlas) setTile(chunk int, local vector.Vector, tile byte) { a.populate(chunk) c := a.Chunks[chunk] c.Tiles[a.chunkTileIndex(local)] = tile a.Chunks[chunk] = c } // setObject sets an object in a specific chunk func (a *chunkBasedAtlas) setObject(chunk int, local vector.Vector, object objects.Object) { a.populate(chunk) c := a.Chunks[chunk] i := a.chunkTileIndex(local) if object.Type != objects.None { c.Objects[i] = object } else { delete(c.Objects, i) } a.Chunks[chunk] = c } // worldSpaceToChunkLocal gets a chunk local coordinate for a tile func (a *chunkBasedAtlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector { return vector.Vector{X: maths.Pmod(v.X, a.ChunkSize), Y: maths.Pmod(v.Y, a.ChunkSize)} } // worldSpaceToChunkID gets the current chunk ID for a position in the world func (a *chunkBasedAtlas) worldSpaceToChunkIndex(v vector.Vector) int { // Shift the vector by our current min v = v.Added(a.LowerBound.Negated()) // Divide by the current size and floor, to get chunk-scaled vector from the lower bound v = v.DividedFloor(a.ChunkSize) // Calculate the width width := a.UpperBound.X - a.LowerBound.X widthInChunks := width / a.ChunkSize // Along the corridor and up the stairs return (v.Y * widthInChunks) + v.X } // chunkOriginInWorldSpace returns the origin of the chunk in world space func (a *chunkBasedAtlas) chunkOriginInWorldSpace(chunk int) vector.Vector { // Calculate the width width := a.UpperBound.X - a.LowerBound.X widthInChunks := width / a.ChunkSize // Reverse the along the corridor and up the stairs v := vector.Vector{ X: chunk % widthInChunks, Y: chunk / widthInChunks, } // Multiply up to world scale v = v.Multiplied(a.ChunkSize) // Shift by the lower bound return v.Added(a.LowerBound) } // getNewBounds gets new lower and upper bounds for the world space given a vector func (a *chunkBasedAtlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector.Vector) { lower = vector.Min(v, a.LowerBound) upper = vector.Max(v.Added(vector.Vector{X: 1, Y: 1}), a.UpperBound) lower = vector.Vector{ X: maths.RoundDown(lower.X, a.ChunkSize), Y: maths.RoundDown(lower.Y, a.ChunkSize), } upper = vector.Vector{ X: maths.RoundUp(upper.X, a.ChunkSize), Y: maths.RoundUp(upper.Y, a.ChunkSize), } return } // worldSpaceToTrunkWithGrow will expand the current atlas for a given world space position if needed func (a *chunkBasedAtlas) worldSpaceToChunkWithGrow(v vector.Vector) int { // If we're within bounds, just return the current chunk if v.X >= a.LowerBound.X && v.Y >= a.LowerBound.Y && v.X < a.UpperBound.X && v.Y < a.UpperBound.Y { return a.worldSpaceToChunkIndex(v) } // Calculate the new bounds lower, upper := a.getNewBounds(v) size := upper.Added(lower.Negated()) size = size.Divided(a.ChunkSize) // Create the new empty atlas newAtlas := chunkBasedAtlas{ ChunkSize: a.ChunkSize, LowerBound: lower, UpperBound: upper, Chunks: make([]chunk, size.X*size.Y), terrainNoise: a.terrainNoise, objectNoise: a.objectNoise, } // Log that we're resizing log.Printf("Re-allocating world, old: %+v,%+v new: %+v,%+v\n", a.LowerBound, a.UpperBound, newAtlas.LowerBound, newAtlas.UpperBound) // Copy all old chunks into the new atlas for chunk, chunkData := range a.Chunks { // Calculate the chunk ID in the new atlas origin := a.chunkOriginInWorldSpace(chunk) newChunk := newAtlas.worldSpaceToChunkIndex(origin) // Copy over the old chunk to the new atlas newAtlas.Chunks[newChunk] = chunkData } // Overwrite the old atlas with this one *a = newAtlas return a.worldSpaceToChunkIndex(v) }