288 lines
7.7 KiB
Go
288 lines
7.7 KiB
Go
package atlas
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import (
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"math/rand"
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"github.com/mdiluz/rove/pkg/maths"
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"github.com/mdiluz/rove/pkg/objects"
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"github.com/mdiluz/rove/pkg/vector"
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)
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// Tile describes the type of terrain
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type Tile byte
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const (
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// TileNone is a keyword for nothing
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TileNone = Tile(0)
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// TileRock is solid rock ground
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TileRock = Tile('.')
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// TileSand is sand
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TileSand = Tile(',')
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)
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// Chunk represents a fixed square grid of tiles
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type Chunk struct {
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// Tiles represents the tiles within the chunk
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Tiles []byte `json:"tiles"`
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// Objects represents the objects within the chunk
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// only one possible object per tile for now
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Objects map[int]objects.Object `json:"objects"`
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}
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// Atlas represents a grid of Chunks
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type Atlas struct {
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// Chunks represents all chunks in the world
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// This is intentionally not a 2D array so it can be expanded in all directions
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Chunks []Chunk `json:"chunks"`
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// CurrentSize is the current width/height of the atlas in chunks
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CurrentSize vector.Vector `json:"currentSize"`
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// WorldOrigin represents the location of the [0,0] world space point in terms of the allotted current chunks
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WorldOrigin vector.Vector `json:"worldOrigin"`
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// ChunkSize is the x/y dimensions of each square chunk
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ChunkSize int `json:"chunksize"`
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}
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// NewAtlas creates a new empty atlas
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func NewAtlas(chunkSize int) Atlas {
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// Start up with one chunk
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a := Atlas{
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ChunkSize: chunkSize,
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Chunks: make([]Chunk, 1),
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CurrentSize: vector.Vector{X: 1, Y: 1},
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WorldOrigin: vector.Vector{X: 0, Y: 0},
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}
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// Initialise the first chunk
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a.Chunks[0].populate(chunkSize)
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return a
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}
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// SetTile sets an individual tile's kind
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func (a *Atlas) SetTile(v vector.Vector, tile Tile) {
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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a.setTile(c, local, byte(tile))
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}
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// SetObject sets the object on a tile
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func (a *Atlas) SetObject(v vector.Vector, obj objects.Object) {
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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a.setObject(c, local, obj)
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}
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// QueryPosition will return information for a specific position
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func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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chunk := a.Chunks[c]
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if chunk.Tiles == nil {
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chunk.populate(a.ChunkSize)
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}
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i := a.chunkTileIndex(local)
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return chunk.Tiles[i], chunk.Objects[i]
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}
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// chunkTileID returns the tile index within a chunk
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func (a *Atlas) chunkTileIndex(local vector.Vector) int {
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return local.X + local.Y*a.ChunkSize
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}
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// populate will fill a chunk with data
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func (c *Chunk) populate(size int) {
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c.Tiles = make([]byte, size*size)
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c.Objects = make(map[int]objects.Object)
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// Set up the tiles
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for i := 0; i < len(c.Tiles); i++ {
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if rand.Intn(3) == 0 {
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c.Tiles[i] = byte(TileRock)
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} else {
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c.Tiles[i] = byte(TileSand)
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}
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}
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// Set up any objects
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for i := 0; i < len(c.Tiles); i++ {
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if rand.Intn(16) == 0 {
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c.Objects[i] = objects.Object{Type: objects.LargeRock}
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}
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}
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}
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// setTile sets a tile in a specific chunk
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func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
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c := a.Chunks[chunk]
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if c.Tiles == nil {
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c.populate(a.ChunkSize)
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}
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c.Tiles[a.chunkTileIndex(local)] = tile
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a.Chunks[chunk] = c
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}
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// setObject sets an object in a specific chunk
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func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) {
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c := a.Chunks[chunk]
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if c.Tiles == nil {
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c.populate(a.ChunkSize)
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}
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i := a.chunkTileIndex(local)
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if object.Type != objects.None {
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c.Objects[i] = object
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} else {
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delete(c.Objects, i)
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}
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a.Chunks[chunk] = c
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}
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// setTileAndObject sets both tile and object information for location in chunk
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func (a *Atlas) setTileAndObject(chunk int, local vector.Vector, tile byte, object objects.Object) {
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c := a.Chunks[chunk]
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if c.Tiles == nil {
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c.populate(a.ChunkSize)
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}
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i := a.chunkTileIndex(local)
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c.Tiles[i] = tile
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c.Objects[i] = object
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a.Chunks[chunk] = c
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}
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// worldSpaceToChunkLocal gets a chunk local coordinate for a tile
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func (a *Atlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector {
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return vector.Vector{X: maths.Pmod(v.X, a.ChunkSize), Y: maths.Pmod(v.Y, a.ChunkSize)}
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}
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// worldSpaceToChunk gets the current chunk ID for a position in the world
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func (a *Atlas) worldSpaceToChunk(v vector.Vector) int {
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// First convert to chunk space
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chunkSpace := a.worldSpaceToChunkSpace(v)
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// Then return the ID
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return a.chunkSpaceToChunk(chunkSpace)
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}
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// worldSpaceToChunkSpace converts from world space to chunk space
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func (a *Atlas) worldSpaceToChunkSpace(v vector.Vector) vector.Vector {
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// Remove the chunk local part
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chunkOrigin := v.Added(a.worldSpaceToChunkLocal(v).Negated())
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// Convert to chunk space coordinate
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chunkSpaceOrigin := chunkOrigin.Divided(a.ChunkSize)
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// Shift it by our current chunk origin
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chunkIndexOrigin := chunkSpaceOrigin.Added(a.WorldOrigin)
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return chunkIndexOrigin
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}
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// chunkSpaceToWorldSpace vonverts from chunk space to world space
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func (a *Atlas) chunkSpaceToWorldSpace(v vector.Vector) vector.Vector {
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// Shift it by the current chunk origin
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shifted := v.Added(a.WorldOrigin.Negated())
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// Multiply out by chunk size
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return shifted.Multiplied(a.ChunkSize)
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}
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// chunkOriginInChunkSpace Gets the chunk origin in chunk space
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func (a *Atlas) chunkOriginInChunkSpace(chunk int) vector.Vector {
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// convert the chunk to chunk space
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chunkOrigin := a.chunkToChunkSpace(chunk)
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// Shift it by the current chunk origin
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return chunkOrigin.Added(a.WorldOrigin.Negated())
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}
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// chunkOriginInWorldSpace gets the chunk origin for a given chunk index
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func (a *Atlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
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// convert the chunk to chunk space
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chunkSpace := a.chunkToChunkSpace(chunk)
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// Convert to world space
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return a.chunkSpaceToWorldSpace(chunkSpace)
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}
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// chunkSpaceToChunk converts from chunk space to the chunk
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func (a *Atlas) chunkSpaceToChunk(v vector.Vector) int {
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// Along the coridor and up the stair
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return (v.Y * a.CurrentSize.X) + v.X
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}
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// chunkToChunkSpace returns the chunk space coord for the chunk
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func (a *Atlas) chunkToChunkSpace(chunk int) vector.Vector {
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return vector.Vector{
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X: maths.Pmod(chunk, a.CurrentSize.Y),
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Y: (chunk / a.CurrentSize.X),
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}
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}
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func (a *Atlas) getExtents() (min vector.Vector, max vector.Vector) {
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min = a.WorldOrigin.Negated()
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max = min.Added(a.CurrentSize)
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return
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}
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// worldSpaceToTrunkWithGrow will expand the current atlas for a given world space position if needed
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func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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min, max := a.getExtents()
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// Divide by the chunk size to bring into chunk space
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v = v.Divided(a.ChunkSize)
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// Check we're within the current extents and bail early
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if v.X >= min.X && v.Y >= min.Y && v.X < max.X && v.Y < max.Y {
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return a.worldSpaceToChunk(v)
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}
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// Calculate the new origin and the new size
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origin := min
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size := a.CurrentSize
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// If we need to shift the origin back
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originDiff := origin.Added(v.Negated())
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if originDiff.X > 0 {
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origin.X -= originDiff.X
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size.X += originDiff.X
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}
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if originDiff.Y > 0 {
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origin.Y -= originDiff.Y
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size.Y += originDiff.Y
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}
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// If we need to expand the size
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maxDiff := v.Added(max.Negated())
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if maxDiff.X > 0 {
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size.X += maxDiff.X
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}
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if maxDiff.Y > 0 {
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size.Y += maxDiff.Y
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}
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// Set up the new size and origin
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newAtlas := Atlas{
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ChunkSize: a.ChunkSize,
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WorldOrigin: origin.Negated(),
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CurrentSize: size,
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Chunks: make([]Chunk, size.X*size.Y),
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}
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// Copy all old chunks into the new atlas
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for chunk, chunkData := range a.Chunks {
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// Calculate the new chunk location and copy over the data
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newChunk := newAtlas.worldSpaceToChunk(a.chunkOriginInWorldSpace(chunk))
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// Copy over the old chunk to the new atlas
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newAtlas.Chunks[newChunk] = chunkData
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}
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// Copy the new atlas data into this one
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*a = newAtlas
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return a.worldSpaceToChunk(v)
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}
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