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use common::{grid::Grid, terrain::TerrainChunk, trade::Good};
use serde::{Deserialize, Serialize};
use std::{collections::HashMap, sync::Arc};
use vek::*;
#[derive(Debug, Clone, Serialize, Deserialize)]
/// World map information. Note that currently, we always send the whole thing
/// in one go, but the structure aims to try to provide information as locally
/// as possible, so that in the future we can split up large maps into multiple
/// WorldMapMsg fragments.
///
/// TODO: Update message format to make fragmentable, allowing us to send more
/// information without running into bandwidth issues.
///
/// TODO: Add information for rivers (currently, we just prerender them on the
/// server, but this is not a great solution for LoD. The map rendering code is
/// already set up to be able to take advantage of the river rendering being
/// split out, but the format is a little complicated for space reasons and it
/// may take some tweaking to get right, so we avoid sending it for now).
///
/// TODO: measure explicit compression schemes that might save space, e.g.
/// repeating the "small angles" optimization that works well on more detailed
/// shadow maps intended for height maps.
pub struct WorldMapMsg {
/// Log base 2 of world map dimensions (width × height) in chunks.
///
/// NOTE: Invariant: chunk count fits in a u16.
pub dimensions_lg: Vec2<u32>,
/// Max height (used to scale altitudes).
pub max_height: f32,
/// RGB+A; the alpha channel is currently unused, but will be used in the
/// future. Entries are in the usual chunk order.
pub rgba: Grid<u32>,
/// Altitudes: bits 2 to 0 are unused, then bits 15 to 3 are used for
/// altitude. The remainder are currently unused, but we have plans to
/// use 7 bits for water depth (using an integer f7 encoding), and we
/// will find other uses for the remaining 12 bits.
pub alt: Grid<u32>,
/// Horizon mapping. This is a variant of shadow mapping that is
/// specifically designed for height maps; it takes advantage of their
/// regular structure (e.g. no holes) to compress all information needed
/// to decide when to cast a sharp shadow into a single nagle, the "horizon
/// angle." This is the smallest angle with the ground at which light can
/// pass through any occluders to reach the chunk, in some chosen
/// horizontal direction. This would not be sufficient for a more
/// complicated 3D structure, but it works for height maps since:
///
/// 1. they have no gaps, so as soon as light can shine through it will
/// always be able to do so, and
/// 2. we only care about lighting from the top, and only from the east and
/// west (since at a large scale like this we mostly just want to handle
/// variable sunlight; moonlight would present more challenges but we
/// currently have no plans to try to cast accurate shadows in
/// moonlight).
///
/// Our chosen format is two pairs of vectors,
/// with the first pair representing west-facing light (casting shadows on
/// the left side) and the second representing east-facing light
/// (casting shadows on the east side).
///
/// The pair of vectors consists of (with each vector in the usual chunk
/// order):
///
/// * Horizon angle pointing east (1 byte, scaled so 1 unit = 255° / 360).
/// We might consider switching to tangent if that represents the
/// information we care about better.
/// * Approximate (floor) height of maximal occluder. We currently use this
/// to try to deliver some approximation of soft shadows, which isn't that
/// big a deal on the world map but is probably needed in order to ensure
/// smooth transitions between chunks in LoD view. Additionally, when we
/// start using the shadow information to do local lighting on the world
/// map, we'll want a quick way to test where we can go out of shadow at
/// arbitrary heights (since the player and other entities cajn find
/// themselves far from the ground at times). While this is only an
/// approximation to a proper distance map, hopefully it will give us
/// something that feels reasonable enough for Veloren's style.
///
/// NOTE: On compression.
///
/// Horizon mapping has a lot of advantages for height maps (simple, easy to
/// understand, doesn't require any fancy math or approximation beyond
/// precision loss), though it loses a few of them by having to store
/// distance to occluder as well. However, just storing tons
/// and tons of regular shadow maps (153 for a full day cycle, stored at
/// irregular intervals) combined with clever explicit compression and
/// avoiding recording sharp local shadows (preferring retracing for
/// these), yielded a compression rate of under 3 bits per column! Since
/// we likely want to avoid per-column shadows for worlds of the sizes we
/// want, we'd still need to store *some* extra information to create
/// soft shadows, but it would still be nice to try to drive down our
/// size as much as possible given how compressible shadows of height
/// maps seem to be in practice. Therefore, we try to take advantage of the
/// way existing compression algorithms tend to work to see if we can
/// achieve significant gains without doing a lot of custom work.
///
/// Specifically, since our rays are cast east/west, we expect that for each
/// row, the horizon angles in each direction should be sequences of
/// monotonically increasing values (as chunks approach a tall
/// occluder), followed by sequences of no shadow, repeated
/// until the end of the map. Monotonic sequences and same-byte sequences
/// are usually easy to compress and existing algorithms are more likely
/// to be able to deal with them than jumbled data. If we were to keep
/// both directions in the same vector, off-the-shelf compression would
/// probably be less effective.
///
/// For related reasons, rather than storing distances as in a standard
/// distance map (which would lead to monotonically *decreasing* values
/// as we approached the occluder from a given direction), we store the
/// estimated *occluder height.* The idea here is that we replace the
/// monotonic sequences with constant sequences, which are extremely
/// straightforward to compress and mostly handled automatically by anything
/// that does run-length encoding (i.e. most off-the-shelf compression
/// algorithms).
///
/// We still need to benchmark this properly, as there's no guarantee our
/// current compression algorithms will actually work well on this data
/// in practice. It's possible that some other permutation (e.g. more
/// bits reserved for "distance to occluder" in exchange for an even
/// more predictible sequence) would end up compressing better than storing
/// angles, or that we don't need as much precision as we currently have
/// (256 possible angles).
pub horizons: [(Vec<u8>, Vec<u8>); 2],
pub sites: Vec<SiteInfo>,
pub possible_starting_sites: Vec<SiteId>,
pub pois: Vec<PoiInfo>,
/// Default chunk (representing the ocean outside the map bounds). Sea
/// level (used to provide a base altitude) is the lower bound of this
/// chunk.
pub default_chunk: Arc<TerrainChunk>,
}
pub type SiteId = common::trade::SiteId;
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SiteInfo {
pub id: SiteId,
pub kind: SiteKind,
pub wpos: Vec2<i32>,
pub name: Option<String>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[repr(u8)]
pub enum SiteKind {
Town,
Castle,
Cave,
Tree,
Gnarling,
GliderCourse,
ChapelSite,
Terracotta,
Bridge,
Adlet,
Haniwa,
DwarvenMine,
Cultist,
Sahagin,
VampireCastle,
Myrmidon,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EconomyInfo {
pub id: SiteId,
pub population: u32,
pub stock: HashMap<Good, f32>,
pub labor_values: HashMap<Good, f32>,
pub values: HashMap<Good, f32>,
pub labors: Vec<f32>,
pub last_exports: HashMap<Good, f32>,
pub resources: HashMap<Good, f32>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PoiInfo {
pub kind: PoiKind,
pub wpos: Vec2<i32>,
pub name: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[repr(u8)]
pub enum PoiKind {
Peak(u32),
Lake(u32),
}