240 lines
6.6 KiB
Go
240 lines
6.6 KiB
Go
package atlas
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import (
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"log"
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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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// LowerBound is the origin of the bottom left corner of the current chunks in world space (current chunks cover >= this value)
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LowerBound vector.Vector `json:"lowerBound"`
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// UpperBound is the top left corner of the current chunks (curent chunks cover < this value)
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UpperBound vector.Vector `json:"upperBound"`
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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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LowerBound: vector.Vector{X: 0, Y: 0},
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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}
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// Initialise the first chunk
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a.populate(0)
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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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a.populate(c)
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chunk := a.Chunks[c]
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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 (a *Atlas) populate(chunk int) {
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c := a.Chunks[chunk]
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if c.Tiles != nil {
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return
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}
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c.Tiles = make([]byte, a.ChunkSize*a.ChunkSize)
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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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} else if rand.Intn(32) == 0 {
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c.Objects[i] = objects.Object{Type: objects.SmallRock}
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}
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}
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a.Chunks[chunk] = c
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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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a.populate(chunk)
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c := a.Chunks[chunk]
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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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a.populate(chunk)
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c := a.Chunks[chunk]
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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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// 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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// worldSpaceToChunkID gets the current chunk ID for a position in the world
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func (a *Atlas) worldSpaceToChunkIndex(v vector.Vector) int {
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// Shift the vector by our current min
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v = v.Added(a.LowerBound.Negated())
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// Divide by the current size and floor, to get chunk-scaled vector from the lower bound
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v = v.DividedFloor(a.ChunkSize)
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// Calculate the width
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width := a.UpperBound.X - a.LowerBound.X
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widthInChunks := width / a.ChunkSize
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// Along the corridor and up the stairs
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return (v.Y * widthInChunks) + v.X
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}
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// chunkOriginInWorldSpace returns the origin of the chunk in world space
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func (a *Atlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
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// Calculate the width
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width := a.UpperBound.X - a.LowerBound.X
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widthInChunks := width / a.ChunkSize
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// Reverse the along the corridor and up the stairs
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v := vector.Vector{
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X: chunk % widthInChunks,
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Y: chunk / widthInChunks,
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}
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// Multiply up to world scale
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v = v.Multiplied(a.ChunkSize)
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// Shift by the lower bound
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return v.Added(a.LowerBound)
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}
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// getNewBounds gets new lower and upper bounds for the world space given a vector
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func (a *Atlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector.Vector) {
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lower = vector.Min(v, a.LowerBound)
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upper = vector.Max(v.Added(vector.Vector{X: 1, Y: 1}), a.UpperBound)
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lower = vector.Vector{
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X: maths.RoundDown(lower.X, a.ChunkSize),
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Y: maths.RoundDown(lower.Y, a.ChunkSize),
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}
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upper = vector.Vector{
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X: maths.RoundUp(upper.X, a.ChunkSize),
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Y: maths.RoundUp(upper.Y, a.ChunkSize),
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}
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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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// If we're within bounds, just return the current chunk
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if v.X >= a.LowerBound.X && v.Y >= a.LowerBound.Y && v.X < a.UpperBound.X && v.Y < a.UpperBound.Y {
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return a.worldSpaceToChunkIndex(v)
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}
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// Calculate the new bounds
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lower, upper := a.getNewBounds(v)
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size := upper.Added(lower.Negated())
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size = size.Divided(a.ChunkSize)
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// Create the new empty atlas
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newAtlas := Atlas{
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ChunkSize: a.ChunkSize,
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LowerBound: lower,
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UpperBound: upper,
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Chunks: make([]Chunk, size.X*size.Y),
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}
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// Log that we're resizing
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log.Printf("Re-allocating world, old: %+v,%+v new: %+v,%+v\n", a.LowerBound, a.UpperBound, newAtlas.LowerBound, newAtlas.UpperBound)
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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 chunk ID in the new atlas
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origin := a.chunkOriginInWorldSpace(chunk)
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newChunk := newAtlas.worldSpaceToChunkIndex(origin)
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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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// Overwrite the old atlas with this one
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*a = newAtlas
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return a.worldSpaceToChunkIndex(v)
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}
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