rove/pkg/atlas/atlas.go

236 lines
6.5 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"`
// 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"`
}
// NewAtlas creates a new empty atlas
func NewAtlas(chunkSize int) Atlas {
// Start up with one chunk
a := Atlas{
ChunkSize: chunkSize,
Chunks: make([]Chunk, 1),
LowerBound: vector.Vector{X: 0, Y: 0},
UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
}
// 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}
} else if rand.Intn(32) == 0 {
c.Objects[i] = objects.Object{Type: objects.SmallRock}
}
}
}
// 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
}
// 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)}
}
// worldSpaceToChunkID gets the current chunk ID for a position in the world
func (a *Atlas) 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 *Atlas) 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 *Atlas) 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 *Atlas) 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 := Atlas{
ChunkSize: a.ChunkSize,
LowerBound: lower,
UpperBound: upper,
Chunks: make([]Chunk, size.X*size.Y),
}
// 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)
}