rove/pkg/atlas/atlas.go

288 lines
7.7 KiB
Go

package atlas
import (
"math/rand"
"github.com/mdiluz/rove/pkg/maths"
"github.com/mdiluz/rove/pkg/objects"
"github.com/mdiluz/rove/pkg/vector"
)
// Tile describes the type of terrain
type Tile byte
const (
// TileNone is a keyword for nothing
TileNone = Tile(0)
// TileRock is solid rock ground
TileRock = Tile('.')
// TileSand is sand
TileSand = Tile(',')
)
// 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"`
}
// Atlas represents a grid of Chunks
type Atlas 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"`
// CurrentSize is the current width/height of the atlas in chunks
CurrentSize vector.Vector `json:"currentSize"`
// WorldOrigin represents the location of the [0,0] world space point in terms of the allotted current chunks
WorldOrigin vector.Vector `json:"worldOrigin"`
// ChunkSize is the x/y dimensions of each square chunk
ChunkSize int `json:"chunksize"`
}
// NewAtlas creates a new empty atlas
func NewAtlas(chunkSize int) Atlas {
// Start up with one chunk
a := Atlas{
ChunkSize: chunkSize,
Chunks: make([]Chunk, 1),
CurrentSize: vector.Vector{X: 1, Y: 1},
WorldOrigin: vector.Vector{X: 0, Y: 0},
}
// Initialise the first chunk
a.Chunks[0].populate(chunkSize)
return a
}
// SetTile sets an individual tile's kind
func (a *Atlas) 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 *Atlas) 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 *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v)
chunk := a.Chunks[c]
if chunk.Tiles == nil {
chunk.populate(a.ChunkSize)
}
i := a.chunkTileIndex(local)
return chunk.Tiles[i], chunk.Objects[i]
}
// chunkTileID returns the tile index within a chunk
func (a *Atlas) chunkTileIndex(local vector.Vector) int {
return local.X + local.Y*a.ChunkSize
}
// populate will fill a chunk with data
func (c *Chunk) populate(size int) {
c.Tiles = make([]byte, size*size)
c.Objects = make(map[int]objects.Object)
// Set up the tiles
for i := 0; i < len(c.Tiles); i++ {
if rand.Intn(3) == 0 {
c.Tiles[i] = byte(TileRock)
} else {
c.Tiles[i] = byte(TileSand)
}
}
// 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}
}
}
}
// setTile sets a tile in a specific chunk
func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
c.Tiles[a.chunkTileIndex(local)] = tile
a.Chunks[chunk] = c
}
// setObject sets an object in a specific chunk
func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) {
c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
i := a.chunkTileIndex(local)
if object.Type != objects.None {
c.Objects[i] = object
} else {
delete(c.Objects, i)
}
a.Chunks[chunk] = c
}
// setTileAndObject sets both tile and object information for location in chunk
func (a *Atlas) setTileAndObject(chunk int, local vector.Vector, tile byte, object objects.Object) {
c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
i := a.chunkTileIndex(local)
c.Tiles[i] = tile
c.Objects[i] = object
a.Chunks[chunk] = c
}
// worldSpaceToChunkLocal gets a chunk local coordinate for a tile
func (a *Atlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector {
return vector.Vector{X: maths.Pmod(v.X, a.ChunkSize), Y: maths.Pmod(v.Y, a.ChunkSize)}
}
// worldSpaceToChunk gets the current chunk ID for a position in the world
func (a *Atlas) worldSpaceToChunk(v vector.Vector) int {
// First convert to chunk space
chunkSpace := a.worldSpaceToChunkSpace(v)
// Then return the ID
return a.chunkSpaceToChunk(chunkSpace)
}
// worldSpaceToChunkSpace converts from world space to chunk space
func (a *Atlas) worldSpaceToChunkSpace(v vector.Vector) vector.Vector {
// Remove the chunk local part
chunkOrigin := v.Added(a.worldSpaceToChunkLocal(v).Negated())
// Convert to chunk space coordinate
chunkSpaceOrigin := chunkOrigin.Divided(a.ChunkSize)
// Shift it by our current chunk origin
chunkIndexOrigin := chunkSpaceOrigin.Added(a.WorldOrigin)
return chunkIndexOrigin
}
// chunkSpaceToWorldSpace vonverts from chunk space to world space
func (a *Atlas) chunkSpaceToWorldSpace(v vector.Vector) vector.Vector {
// Shift it by the current chunk origin
shifted := v.Added(a.WorldOrigin.Negated())
// Multiply out by chunk size
return shifted.Multiplied(a.ChunkSize)
}
// chunkOriginInChunkSpace Gets the chunk origin in chunk space
func (a *Atlas) chunkOriginInChunkSpace(chunk int) vector.Vector {
// convert the chunk to chunk space
chunkOrigin := a.chunkToChunkSpace(chunk)
// Shift it by the current chunk origin
return chunkOrigin.Added(a.WorldOrigin.Negated())
}
// chunkOriginInWorldSpace gets the chunk origin for a given chunk index
func (a *Atlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
// convert the chunk to chunk space
chunkSpace := a.chunkToChunkSpace(chunk)
// Convert to world space
return a.chunkSpaceToWorldSpace(chunkSpace)
}
// chunkSpaceToChunk converts from chunk space to the chunk
func (a *Atlas) chunkSpaceToChunk(v vector.Vector) int {
// Along the coridor and up the stair
return (v.Y * a.CurrentSize.X) + v.X
}
// chunkToChunkSpace returns the chunk space coord for the chunk
func (a *Atlas) chunkToChunkSpace(chunk int) vector.Vector {
return vector.Vector{
X: maths.Pmod(chunk, a.CurrentSize.Y),
Y: (chunk / a.CurrentSize.X),
}
}
func (a *Atlas) getExtents() (min vector.Vector, max vector.Vector) {
min = a.WorldOrigin.Negated()
max = min.Added(a.CurrentSize)
return
}
// worldSpaceToTrunkWithGrow will expand the current atlas for a given world space position if needed
func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
min, max := a.getExtents()
// Divide by the chunk size to bring into chunk space
v = v.Divided(a.ChunkSize)
// Check we're within the current extents and bail early
if v.X >= min.X && v.Y >= min.Y && v.X < max.X && v.Y < max.Y {
return a.worldSpaceToChunk(v)
}
// Calculate the new origin and the new size
origin := min
size := a.CurrentSize
// If we need to shift the origin back
originDiff := origin.Added(v.Negated())
if originDiff.X > 0 {
origin.X -= originDiff.X
size.X += originDiff.X
}
if originDiff.Y > 0 {
origin.Y -= originDiff.Y
size.Y += originDiff.Y
}
// If we need to expand the size
maxDiff := v.Added(max.Negated())
if maxDiff.X > 0 {
size.X += maxDiff.X
}
if maxDiff.Y > 0 {
size.Y += maxDiff.Y
}
// Set up the new size and origin
newAtlas := Atlas{
ChunkSize: a.ChunkSize,
WorldOrigin: origin.Negated(),
CurrentSize: size,
Chunks: make([]Chunk, size.X*size.Y),
}
// Copy all old chunks into the new atlas
for chunk, chunkData := range a.Chunks {
// Calculate the new chunk location and copy over the data
newChunk := newAtlas.worldSpaceToChunk(a.chunkOriginInWorldSpace(chunk))
// Copy over the old chunk to the new atlas
newAtlas.Chunks[newChunk] = chunkData
}
// Copy the new atlas data into this one
*a = newAtlas
return a.worldSpaceToChunk(v)
}