veloren_world/site/plot/
cliff_town_airship_dock.rs

1use super::*;
2use crate::{
3    Land,
4    site::{gen::PrimitiveTransform, util::gradient::WrapMode},
5    util::{DIAGONALS, LOCALITY, NEIGHBORS, RandomField, Sampler, within_distance},
6};
7use common::{
8    generation::SpecialEntity,
9    terrain::{BlockKind, SpriteKind},
10};
11use rand::prelude::*;
12use std::{f32::consts::TAU, mem};
13use vek::*;
14
15/// Represents house data generated by the `generate()` method
16pub struct CliffTownAirshipDock {
17    /// Tile position of the door tile
18    pub door_tile: Vec2<i32>,
19    /// Approximate altitude of the door tile
20    pub(crate) alt: i32,
21    door_dir: Vec2<i32>,
22    surface_color: Rgb<f32>,
23    sub_surface_color: Rgb<f32>,
24    pub center: Vec2<i32>,
25    variant: i32,
26    storeys: i32,
27    platform_length: i32,
28    pub docking_positions: Vec<Vec3<i32>>,
29}
30
31impl CliffTownAirshipDock {
32    pub fn generate(
33        land: &Land,
34        index: IndexRef,
35        _rng: &mut impl Rng,
36        site: &Site,
37        door_tile: Vec2<i32>,
38        door_dir: Vec2<i32>,
39        tile_aabr: Aabr<i32>,
40        alt: Option<i32>,
41    ) -> Self {
42        let door_tile_pos = site.tile_center_wpos(door_tile);
43        let bounds = Aabr {
44            min: site.tile_wpos(tile_aabr.min),
45            max: site.tile_wpos(tile_aabr.max),
46        };
47        let center = bounds.center();
48        let alt = alt.unwrap_or_else(|| land.get_alt_approx(door_tile_pos) as i32);
49        let variant = 15;
50        let storeys = 5 + (variant / 2);
51        let platform_length = 2 * variant;
52        let mut docking_positions = vec![];
53        let mut platform_level = alt - 40;
54        let mut platform_height = 18 + variant / 2;
55        for s in 0..storeys {
56            if s == (storeys - 1) {
57                for dir in CARDINALS {
58                    let docking_pos = center + dir * (platform_length + 7);
59                    docking_positions.push(docking_pos.with_z(platform_level + 1));
60                }
61            }
62            platform_height += -1;
63            platform_level += platform_height;
64        }
65
66        let (surface_color, sub_surface_color) =
67            if let Some(sample) = land.column_sample(bounds.center(), index) {
68                (sample.surface_color, sample.sub_surface_color)
69            } else {
70                (Rgb::new(161.0, 116.0, 86.0), Rgb::new(88.0, 64.0, 64.0))
71            };
72        Self {
73            door_tile: door_tile_pos,
74            alt,
75            door_dir,
76            surface_color,
77            sub_surface_color,
78            center,
79            variant,
80            storeys,
81            platform_length,
82            docking_positions,
83        }
84    }
85
86    pub fn spawn_rules(&self, wpos: Vec2<i32>) -> SpawnRules {
87        SpawnRules {
88            trees: {
89                // dock is 3 tiles = 18 blocks in radius
90                // airships are 20 blocks wide.
91                // Leave extra space for tree width (at lease 15 extra).
92                // Don't allow trees within 18 + 20 + 15 = 53 blocks of the dock center
93                const AIRSHIP_MIN_TREE_DIST2: i32 = 53;
94                !within_distance(wpos, self.center, AIRSHIP_MIN_TREE_DIST2)
95            },
96            waypoints: false,
97            ..SpawnRules::default()
98        }
99    }
100}
101
102impl Structure for CliffTownAirshipDock {
103    #[cfg(feature = "use-dyn-lib")]
104    const UPDATE_FN: &'static [u8] = b"render_cliff_town_airship_dock\0";
105
106    #[cfg_attr(
107        feature = "be-dyn-lib",
108        unsafe(export_name = "render_cliff_town_airship_dock")
109    )]
110    fn render_inner(&self, _site: &Site, _land: &Land, painter: &Painter) {
111        let base = self.alt;
112        let plot_center = self.center;
113        let door_dir = self.door_dir;
114
115        let surface_color = self.surface_color.map(|e| (e * 255.0) as u8);
116        let sub_surface_color = self.sub_surface_color.map(|e| (e * 255.0) as u8);
117        let gradient_center = Vec3::new(
118            plot_center.x as f32,
119            plot_center.y as f32,
120            (base + 1) as f32,
121        );
122        let gradient_var_1 = RandomField::new(0).get(plot_center.with_z(base)) as i32 % 8;
123        let gradient_var_2 = RandomField::new(0).get(plot_center.with_z(base + 1)) as i32 % 10;
124
125        let brick = Fill::Gradient(
126            util::gradient::Gradient::new(
127                gradient_center,
128                8.0 + gradient_var_1 as f32,
129                util::gradient::Shape::Point,
130                (surface_color, sub_surface_color),
131            )
132            .with_repeat(if gradient_var_2 > 5 {
133                WrapMode::Repeat
134            } else {
135                WrapMode::PingPong
136            }),
137            BlockKind::Rock,
138        );
139
140        let wood = Fill::Brick(BlockKind::Wood, Rgb::new(106, 83, 51), 12);
141        let color = Fill::Block(Block::air(SpriteKind::CliffDecorBlock));
142        let window = Fill::Block(Block::air(SpriteKind::WindowArabic));
143        let window2 = Fill::Block(Block::air(SpriteKind::WindowArabic).with_ori(2).unwrap());
144        let rope = Fill::Block(Block::air(SpriteKind::Rope));
145
146        let tube_var = RandomField::new(0).get(plot_center.with_z(base)) as i32 % 6;
147        let radius = 10.0 + tube_var as f32;
148        let tubes = 3.0 + tube_var as f32;
149        let phi = TAU / tubes;
150        for n in 1..=tubes as i32 {
151            let center = Vec2::new(
152                plot_center.x + (radius * ((n as f32 * phi).cos())) as i32,
153                plot_center.y + (radius * ((n as f32 * phi).sin())) as i32,
154            );
155            // common superquadric degree for rooms
156            let sq_type = 3.5;
157            let storeys = self.storeys;
158            let variant = self.variant;
159            let mut length = 16 + (variant / 2);
160            let mut width = 7 * length / 8;
161            let mut height = 18 + variant / 2;
162            let mut floor_level = self.alt - 40;
163            let platform_length = self.platform_length;
164            let mut ground_entries = 0;
165            for s in 0..storeys {
166                let x_offset = RandomField::new(0).get((center - length).with_z(base)) as i32 % 10;
167                let y_offset = RandomField::new(0).get((center + length).with_z(base)) as i32 % 10;
168                let super_center =
169                    Vec2::new(center.x - 3 + x_offset / 2, center.y - 3 + y_offset / 2);
170                // CliffTower Hoodoo Overlay
171                painter
172                    .cubic_bezier(
173                        super_center.with_z(floor_level + (height / 2)),
174                        (super_center - x_offset).with_z(floor_level + height),
175                        (super_center - y_offset).with_z(floor_level + (height) + (height / 2)),
176                        super_center.with_z(floor_level + (2 * height)),
177                        (length - 1) as f32,
178                    )
179                    .fill(brick.clone());
180                if s == (storeys - 1) {
181                    for dir in LOCALITY {
182                        let cone_pos = super_center + (dir * 2);
183                        let cone_var =
184                            4 + RandomField::new(0).get(cone_pos.with_z(base)) as i32 % 4;
185                        painter
186                            .cone_with_radius(
187                                cone_pos.with_z(floor_level + (2 * height) + 5),
188                                (length / 2) as f32,
189                                (length + cone_var) as f32,
190                            )
191                            .fill(brick.clone());
192                    }
193                }
194                // center tube with  rooms
195                if n == tubes as i32 {
196                    // ground_entries
197                    if ground_entries < 1 && floor_level > (base - 6) {
198                        for dir in CARDINALS {
199                            let entry_pos_inner = plot_center + (dir * (2 * length) - 4);
200                            let entry_pos_outer = plot_center + (dir * (3 * length) + 4);
201                            painter
202                                .line(
203                                    entry_pos_inner.with_z(floor_level + 6),
204                                    entry_pos_outer.with_z(base + 35),
205                                    6.0,
206                                )
207                                .clear();
208                        }
209                        let door_start = plot_center + door_dir * ((3 * (length / 2)) + 1);
210                        painter
211                            .line(
212                                door_start.with_z(floor_level + 2),
213                                self.door_tile.with_z(base),
214                                4.0,
215                            )
216                            .fill(wood.clone());
217                        painter
218                            .line(
219                                door_start.with_z(floor_level + 7),
220                                self.door_tile.with_z(base + 6),
221                                7.0,
222                            )
223                            .clear();
224                        ground_entries += 1;
225                    }
226                    painter
227                        .cubic_bezier(
228                            plot_center.with_z(floor_level + (height / 2)),
229                            (plot_center - x_offset).with_z(floor_level + height),
230                            (plot_center - y_offset).with_z(floor_level + (height) + (height / 2)),
231                            plot_center.with_z(floor_level + (2 * height)),
232                            (length + 2) as f32,
233                        )
234                        .fill(brick.clone());
235                    // platform
236                    if s == (storeys - 1) {
237                        let limit_up = painter.aabb(Aabb {
238                            min: (plot_center - platform_length - 2).with_z(floor_level - 4),
239                            max: (plot_center + platform_length + 2).with_z(floor_level + 1),
240                        });
241                        painter
242                            .superquadric(
243                                Aabb {
244                                    min: (plot_center - platform_length - 2)
245                                        .with_z(floor_level - 4),
246                                    max: (plot_center + platform_length + 2)
247                                        .with_z(floor_level + 6),
248                                },
249                                4.0,
250                            )
251                            .intersect(limit_up)
252                            .fill(wood.clone());
253
254                        // Travel Agent desk
255                        let rotation = -f32::atan2(door_dir.x as f32, door_dir.y as f32);
256                        painter
257                            .aabb(Aabb {
258                                min: Vec2::new(plot_center.x - 5, plot_center.y - 5)
259                                    .with_z(floor_level + 1),
260                                max: Vec2::new(plot_center.x - 10, plot_center.y - 10)
261                                    .with_z(floor_level + 6),
262                            })
263                            .rotate_about(
264                                Mat3::rotation_z(rotation).as_(),
265                                plot_center.with_z(base),
266                            )
267                            .clear();
268                        painter
269                            .line(
270                                Vec2::new(plot_center.x - 6, plot_center.y - 9)
271                                    .with_z(floor_level + 1),
272                                Vec2::new(plot_center.x - 9, plot_center.y - 6)
273                                    .with_z(floor_level + 1),
274                                0.5,
275                            )
276                            .rotate_about(
277                                Mat3::rotation_z(rotation).as_(),
278                                plot_center.with_z(base),
279                            )
280                            .fill(brick.clone());
281                        painter
282                            .line(
283                                Vec2::new(plot_center.x - 10, plot_center.y - 10)
284                                    .with_z(floor_level + 1),
285                                Vec2::new(plot_center.x - 10, plot_center.y - 10)
286                                    .with_z(floor_level + 6),
287                                0.5,
288                            )
289                            .rotate_about(
290                                Mat3::rotation_z(rotation).as_(),
291                                plot_center.with_z(base),
292                            )
293                            .fill(brick.clone());
294                        let agent_lantern_pos = Vec2::new(plot_center.x - 9, plot_center.y - 9);
295                        let agent_lantern_pos_rotated = (plot_center.map(|i| i as f32)
296                            + Mat2::rotation_z(rotation)
297                                * (agent_lantern_pos - plot_center).map(|i| i as f32))
298                        .map(|f| f.round() as i32);
299                        painter.sprite(
300                            agent_lantern_pos_rotated.with_z(floor_level + 5),
301                            SpriteKind::WallLampMesa,
302                        );
303
304                        // lanterns & cargo
305                        for dir in NEIGHBORS {
306                            let lantern_pos = plot_center + (dir * (platform_length - 6));
307
308                            painter.sprite(
309                                lantern_pos.with_z(floor_level + 1),
310                                SpriteKind::StreetLamp,
311                            );
312                        }
313                        for dir in DIAGONALS {
314                            let cargo_pos = plot_center + (dir * (2 * length));
315
316                            for dir in CARDINALS {
317                                let sprite_pos = cargo_pos + dir;
318                                let rows =
319                                    (RandomField::new(0).get(sprite_pos.with_z(base)) % 3) as i32;
320                                for r in 0..rows {
321                                    painter
322                                        .aabb(Aabb {
323                                            min: (sprite_pos).with_z(floor_level + 1 + r),
324                                            max: (sprite_pos + 1).with_z(floor_level + 2 + r),
325                                        })
326                                        .fill(Fill::Block(Block::air(
327                                            match (RandomField::new(0)
328                                                .get(sprite_pos.with_z(base + r))
329                                                % 2)
330                                                as i32
331                                            {
332                                                0 => SpriteKind::Barrel,
333                                                _ => SpriteKind::CrateBlock,
334                                            },
335                                        )));
336                                    if r > 0 {
337                                        painter.owned_resource_sprite(
338                                            sprite_pos.with_z(floor_level + 2 + r),
339                                            SpriteKind::Crate,
340                                            0,
341                                        );
342                                    }
343                                }
344                            }
345                        }
346                        for dir in CARDINALS {
347                            // docks
348                            let dock_pos = plot_center + (dir * platform_length);
349
350                            painter
351                                .cylinder(Aabb {
352                                    min: (dock_pos - 8).with_z(floor_level),
353                                    max: (dock_pos + 8).with_z(floor_level + 1),
354                                })
355                                .fill(wood.clone());
356                            painter
357                                .cylinder(Aabb {
358                                    min: (dock_pos - 7).with_z(floor_level - 1),
359                                    max: (dock_pos + 7).with_z(floor_level),
360                                })
361                                .fill(wood.clone());
362                        }
363                        // campfire
364                        let campfire_pos =
365                            Vec2::new(plot_center.x - platform_length - 2, plot_center.y)
366                                .with_z(floor_level);
367                        painter.spawn(
368                            EntityInfo::at(campfire_pos.map(|e| e as f32 + 0.5))
369                                .into_special(SpecialEntity::Waypoint),
370                        );
371                    }
372
373                    // clear rooms and entries & decor
374                    if floor_level > (base - 6) {
375                        // decor
376                        painter
377                            .line(
378                                Vec2::new(plot_center.x, plot_center.y - length)
379                                    .with_z(floor_level + 5),
380                                Vec2::new(plot_center.x, plot_center.y + length)
381                                    .with_z(floor_level + 5),
382                                4.0,
383                            )
384                            .fill(color.clone());
385                        painter
386                            .line(
387                                Vec2::new(plot_center.x - length, plot_center.y)
388                                    .with_z(floor_level + 5),
389                                Vec2::new(plot_center.x + length, plot_center.y)
390                                    .with_z(floor_level + 5),
391                                4.0,
392                            )
393                            .fill(color.clone());
394                        // entries
395                        painter
396                            .line(
397                                Vec2::new(plot_center.x, plot_center.y - (2 * length) - 4)
398                                    .with_z(floor_level + 4),
399                                Vec2::new(plot_center.x, plot_center.y + (2 * length) + 4)
400                                    .with_z(floor_level + 4),
401                                4.0,
402                            )
403                            .clear();
404                        painter
405                            .line(
406                                Vec2::new(plot_center.x - (2 * length) - 4, plot_center.y)
407                                    .with_z(floor_level + 4),
408                                Vec2::new(plot_center.x + (2 * length) + 4, plot_center.y)
409                                    .with_z(floor_level + 4),
410                                4.0,
411                            )
412                            .clear();
413                        painter
414                            .superquadric(
415                                Aabb {
416                                    min: (plot_center - length - 1).with_z(floor_level),
417                                    max: (plot_center + length + 1)
418                                        .with_z(floor_level + height - 4),
419                                },
420                                sq_type,
421                            )
422                            .clear();
423                        // room floor
424                        painter
425                            .cylinder(Aabb {
426                                min: (plot_center - length - 3).with_z(floor_level),
427                                max: (plot_center + length + 3).with_z(floor_level + 1),
428                            })
429                            .fill(brick.clone());
430                        painter
431                            .cylinder(Aabb {
432                                min: (plot_center - length + 1).with_z(floor_level),
433                                max: (plot_center + length - 1).with_z(floor_level + 1),
434                            })
435                            .fill(color.clone());
436                        painter
437                            .cylinder(Aabb {
438                                min: (plot_center - length + 2).with_z(floor_level),
439                                max: (plot_center + length - 2).with_z(floor_level + 1),
440                            })
441                            .fill(brick.clone());
442                        // entry sprites
443                        painter
444                            .aabb(Aabb {
445                                min: Vec2::new(plot_center.x - 3, plot_center.y + length)
446                                    .with_z(floor_level + 2),
447                                max: Vec2::new(plot_center.x + 4, plot_center.y + length + 1)
448                                    .with_z(floor_level + 7),
449                            })
450                            .fill(window2.clone());
451                        painter
452                            .aabb(Aabb {
453                                min: Vec2::new(plot_center.x - 2, plot_center.y + length)
454                                    .with_z(floor_level + 2),
455                                max: Vec2::new(plot_center.x + 3, plot_center.y + length + 1)
456                                    .with_z(floor_level + 7),
457                            })
458                            .clear();
459
460                        painter
461                            .aabb(Aabb {
462                                min: Vec2::new(plot_center.x - 3, plot_center.y - length - 1)
463                                    .with_z(floor_level + 2),
464                                max: Vec2::new(plot_center.x + 4, plot_center.y - length)
465                                    .with_z(floor_level + 7),
466                            })
467                            .fill(window2.clone());
468                        painter
469                            .aabb(Aabb {
470                                min: Vec2::new(plot_center.x - 2, plot_center.y - length - 1)
471                                    .with_z(floor_level + 2),
472                                max: Vec2::new(plot_center.x + 3, plot_center.y - length)
473                                    .with_z(floor_level + 7),
474                            })
475                            .clear();
476                        painter
477                            .aabb(Aabb {
478                                min: Vec2::new(plot_center.x + length, plot_center.y - 3)
479                                    .with_z(floor_level + 2),
480                                max: Vec2::new(plot_center.x + length + 1, plot_center.y + 4)
481                                    .with_z(floor_level + 7),
482                            })
483                            .fill(window.clone());
484                        painter
485                            .aabb(Aabb {
486                                min: Vec2::new(plot_center.x + length, plot_center.y - 2)
487                                    .with_z(floor_level + 2),
488                                max: Vec2::new(plot_center.x + length + 1, plot_center.y + 3)
489                                    .with_z(floor_level + 7),
490                            })
491                            .clear();
492
493                        painter
494                            .aabb(Aabb {
495                                min: Vec2::new(plot_center.x - length - 1, plot_center.y - 3)
496                                    .with_z(floor_level + 2),
497                                max: Vec2::new(plot_center.x - length, plot_center.y + 4)
498                                    .with_z(floor_level + 7),
499                            })
500                            .fill(window.clone());
501                        painter
502                            .aabb(Aabb {
503                                min: Vec2::new(plot_center.x - length - 1, plot_center.y - 2)
504                                    .with_z(floor_level + 2),
505                                max: Vec2::new(plot_center.x - length, plot_center.y + 3)
506                                    .with_z(floor_level + 7),
507                            })
508                            .clear();
509                        // cargo in rooms
510                        for dir in DIAGONALS {
511                            let cargo_pos = plot_center + (dir * (length / 2));
512                            for dir in CARDINALS {
513                                let sprite_pos = cargo_pos + dir;
514                                let rows =
515                                    (RandomField::new(0).get(sprite_pos.with_z(base)) % 4) as i32;
516                                for r in 0..rows {
517                                    painter
518                                        .aabb(Aabb {
519                                            min: (sprite_pos).with_z(floor_level + 1 + r),
520                                            max: (sprite_pos + 1).with_z(floor_level + 2 + r),
521                                        })
522                                        .fill(Fill::Block(Block::air(
523                                            match (RandomField::new(0)
524                                                .get(sprite_pos.with_z(base + r))
525                                                % 2)
526                                                as i32
527                                            {
528                                                0 => SpriteKind::Barrel,
529                                                _ => SpriteKind::CrateBlock,
530                                            },
531                                        )));
532                                }
533                            }
534                        }
535
536                        // wall lamps
537                        let corner_pos_1 = Vec2::new(plot_center.x - length, plot_center.y - 5);
538                        let corner_pos_2 = Vec2::new(plot_center.x - 5, plot_center.y - length);
539                        for dir in SQUARE_4 {
540                            let lamp_pos_1 = Vec2::new(
541                                corner_pos_1.x + (dir.x * ((2 * length) - 1)),
542                                corner_pos_1.y + (dir.y * 10),
543                            )
544                            .with_z(floor_level + 7);
545                            painter.rotated_sprite(
546                                lamp_pos_1,
547                                SpriteKind::WallLampMesa,
548                                (2 + (4 * dir.x)) as u8,
549                            );
550                            let lamp_pos_2 = Vec2::new(
551                                corner_pos_2.x + (dir.x * 10),
552                                corner_pos_2.y + (dir.y * ((2 * length) - 1)),
553                            )
554                            .with_z(floor_level + 7);
555                            painter.rotated_sprite(
556                                lamp_pos_2,
557                                SpriteKind::WallLampMesa,
558                                (4 - (4 * dir.y)) as u8,
559                            );
560                        }
561                    }
562                    // stairs
563                    if floor_level > (base + 8) {
564                        let stairs_level = floor_level + 1;
565                        let stairs_start = plot_center + door_dir * ((2 * length) - 7);
566                        let mid_dir = if door_dir.x != 0 {
567                            door_dir.x
568                        } else {
569                            door_dir.y
570                        };
571                        let stairs_mid = Vec2::new(
572                            plot_center.x + mid_dir * (3 * (length / 2)),
573                            plot_center.y + mid_dir * (3 * (length / 2)),
574                        );
575                        let stairs_end = Vec2::new(
576                            plot_center.x + door_dir.y * ((2 * length) - 7),
577                            plot_center.y + door_dir.x * ((2 * length) - 7),
578                        );
579                        let rope_pos = Vec2::new(
580                            plot_center.x + mid_dir * ((3 * (length / 2)) + 2),
581                            plot_center.y + mid_dir * ((3 * (length / 2)) + 2),
582                        );
583
584                        painter
585                            .cylinder(Aabb {
586                                min: (stairs_start - 6).with_z(stairs_level - 1),
587                                max: (stairs_start + 6).with_z(stairs_level),
588                            })
589                            .fill(wood.clone());
590
591                        painter
592                            .cylinder(Aabb {
593                                min: (stairs_mid - 6).with_z(stairs_level - (height / 2) - 1),
594                                max: (stairs_mid + 6).with_z(stairs_level - (height / 2)),
595                            })
596                            .fill(wood.clone());
597
598                        painter
599                            .cylinder(Aabb {
600                                min: (stairs_end - 6).with_z(stairs_level - height - 1),
601                                max: (stairs_end + 6).with_z(stairs_level - height),
602                            })
603                            .fill(wood.clone());
604
605                        for n in 0..2 {
606                            let stairs = painter
607                                .line(
608                                    stairs_start.with_z(stairs_level + (n * 2)),
609                                    stairs_mid.with_z(stairs_level - (height / 2) + (n * 2)),
610                                    4.0 + (n as f32 / 2.0),
611                                )
612                                .union(painter.line(
613                                    stairs_mid.with_z(stairs_level - (height / 2) + (n * 2)),
614                                    stairs_end.with_z(stairs_level - height + (n * 2)),
615                                    4.0 + (n as f32 / 2.0),
616                                ));
617                            match n {
618                                0 => stairs.fill(wood.clone()),
619                                _ => stairs.clear(),
620                            };
621                        }
622                        painter
623                            .line(
624                                rope_pos.with_z(stairs_level + (height / 2) - 3),
625                                (plot_center - (length / 2))
626                                    .with_z(stairs_level + (height / 2) + 2),
627                                1.5,
628                            )
629                            .fill(wood.clone());
630
631                        painter
632                            .aabb(Aabb {
633                                min: rope_pos.with_z(stairs_level - (height / 2) - 1),
634                                max: (rope_pos + 1).with_z(stairs_level + (height / 2) - 3),
635                            })
636                            .fill(rope.clone());
637                    }
638                }
639                // vary next storey
640                length += -1;
641                width += -1;
642                height += -1;
643                floor_level += height;
644                mem::swap(&mut length, &mut width);
645            }
646        }
647    }
648}