chunk2?
This commit is contained in:
+6
-6
@@ -88,11 +88,11 @@ pub fn check_citizen_positions_for_chunks(
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let chunk_pos = IVec2::new(chunk_x, chunk_y);
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// Load chunk if not already loaded
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if !chunk_map.loaded_chunks.contains_key(&chunk_pos) {
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event_writer.send(tilemap::LoadChunkEvent {
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chunk_position: chunk_pos,
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});
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}
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// // Load chunk if not already loaded
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// if !chunk_map.loaded_chunks.contains_key(&chunk_pos) {
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// event_writer.send(tilemap::LoadChunkEvent {
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// chunk_position: chunk_pos,
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// });
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// }
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}
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}
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+2
-12
@@ -1,7 +1,5 @@
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use std::process::exit;
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use bevy::prelude::*;
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use camera::PanningCamera;
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mod camera;
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mod citizen;
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@@ -29,6 +27,7 @@ fn main() {
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)
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.insert_resource(ClearColor(Color::srgb(0.0, 0.0, 0.0)))
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.add_plugins(tilemap::TilemapPlugin)
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.add_plugins(tilemap::OcclusionPlugin)
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.add_systems(
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Startup,
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(
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@@ -38,15 +37,6 @@ fn main() {
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citizen::spawn_citizens, // New citizen spawning system
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),
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)
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.add_systems(
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PostStartup,
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(
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tile::build_tile_map,
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tile::tile_sprite_generate_occlusion_map,
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tile::update_tile_visibility,
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)
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.chain(),
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)
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.add_systems(
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FixedUpdate,
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(
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@@ -70,10 +60,10 @@ fn main() {
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}
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fn setup_initial_chunks(mut event_writer: EventWriter<tilemap::LoadChunkEvent>) {
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println!("setup_initial_chunks");
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// Spawn a 3x3 grid of chunks around the origin
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for x in -1..=1 {
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for y in -1..=1 {
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println!("setup_initial_chunks: x = {}, y = {}", x, y);
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event_writer.send(tilemap::LoadChunkEvent {
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chunk_position: IVec2::new(x, y),
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});
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+1
-135
@@ -1,5 +1,6 @@
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use crate::constants::TILE_SIZE;
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use crate::game;
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use crate::tilemap::ChunkMap;
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use bevy::ecs::system::ParamSet;
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use bevy::prelude::*;
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use std::collections::HashMap;
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@@ -73,140 +74,6 @@ pub struct TileMap {
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pub fixtures: HashMap<IVec3, (u32, bool, [u32; 8])>,
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}
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pub fn build_tile_map(
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mut commands: Commands,
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query1: Query<(&Transform, &FloorTile)>,
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query2: Query<(&Transform, &FixtureTile)>,
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) {
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println!("build_tile_map");
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let mut floor_tile_map = TileMap::default();
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for (transform, floor) in query1.iter() {
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floor_tile_map.floors.insert(
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transform.translation.as_ivec3(),
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(
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floor.id,
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floor.opaque,
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floor.walkable,
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floor.astar_weight,
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floor.visible_range,
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),
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);
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}
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for (transform, fixture) in query2.iter() {
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floor_tile_map.fixtures.insert(
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transform.translation.as_ivec3(),
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(fixture.id, fixture.solid, fixture.visible_range),
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);
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}
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commands.insert_resource(floor_tile_map);
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}
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pub fn tile_sprite_generate_occlusion_map(
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tilemap: Res<TileMap>,
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mut query_set: ParamSet<(
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Query<(&mut FloorTile, &Transform)>,
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Query<(&mut FixtureTile, &Transform)>,
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)>,
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) {
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println!("tile_sprite_generate_occlusion_map");
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let tile_size = TILE_SIZE as i32;
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// Helper function to calculate visibility
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let calculate_visibility = |pos: IVec3, tilemap: &TileMap| {
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let mut visible_range = [0u32; 8];
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for mut camera_z in -150..100 {
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camera_z *= tile_size;
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let mut is_visible = false;
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if pos.z > camera_z {
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continue;
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}
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let mut is_occluded = false;
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'vertical_check: for z_offset in 1..=35 {
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// check above
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let above_pos = IVec3::new(pos.x, pos.y, pos.z + (z_offset * tile_size));
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if above_pos.z <= camera_z {
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// Check both floors and fixtures for occlusion
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if let Some(&(_, opaque, _, _, _)) = tilemap.floors.get(&above_pos) {
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if opaque {
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is_occluded = true;
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break 'vertical_check;
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}
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}
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if let Some(&(_, solid, _)) = tilemap.fixtures.get(&above_pos) {
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if solid {
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is_occluded = true;
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break 'vertical_check;
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}
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}
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} else {
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break 'vertical_check;
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}
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}
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if !is_occluded {
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'neighbor_check: for x_offset in -1..=1 {
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for y_offset in -1..=1 {
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for z_offset in 0..=1 {
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if x_offset == 0 && y_offset == 0 && z_offset == 0 {
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continue;
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}
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let neighbor_pos = IVec3::new(
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pos.x + x_offset * tile_size,
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pos.y + y_offset * tile_size,
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pos.z + z_offset * tile_size,
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);
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// Check both floors and fixtures for visibility
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if let Some(&(id, _, _, _, _)) = tilemap.floors.get(&neighbor_pos) {
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if id == 0 {
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is_visible = true;
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break 'neighbor_check;
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}
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}
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if let Some(&(id, _, _)) = tilemap.fixtures.get(&neighbor_pos) {
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if id == 0 {
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is_visible = true;
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break 'neighbor_check;
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}
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}
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}
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}
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}
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}
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if is_visible {
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let z2 = ((camera_z / tile_size) + 150) as usize;
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visible_range[z2 / 32] |= 1 << ((z2 % 32) as u32);
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}
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}
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visible_range
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};
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// Update floor tiles
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query_set
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.p0()
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.par_iter_mut()
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.for_each(|(mut tile, transform)| {
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let pos = transform.translation.as_ivec3();
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tile.visible_range = calculate_visibility(pos, &tilemap);
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});
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// Update fixture tiles
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query_set
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.p1()
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.par_iter_mut()
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.for_each(|(mut fixture, transform)| {
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let pos = transform.translation.as_ivec3() - IVec3::new(0, 0, 1);
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fixture.visible_range = calculate_visibility(pos, &tilemap);
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});
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}
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pub fn update_tile_visibility(
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z_index: ResMut<game::ZIndex>,
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mut query_set: ParamSet<(
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@@ -214,7 +81,6 @@ pub fn update_tile_visibility(
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Query<(&FixtureTile, &mut Visibility)>,
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)>,
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) {
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println!("update_tile_visibility");
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let z_index = (z_index.0 as i32 + 150) as usize;
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+234
-99
@@ -1,12 +1,11 @@
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use crate::constants::TILE_SIZE;
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use crate::tile::{FixtureTile, FloorTile, TileMap};
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use crate::tiles::{FixtureTilePrefab, FloorTilePrefab};
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use bevy::prelude::*;
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use noise::{NoiseFn, Perlin};
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use std::collections::HashMap;
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use std::process::exit;
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pub const CHUNK_SIZE: i32 = 8;
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pub const CHUNK_HEIGHT: i32 = 200;
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#[derive(Resource)]
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pub struct ChunkMap {
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@@ -27,28 +26,150 @@ pub struct LoadChunkEvent {
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}
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fn setup_chunk_system(mut commands: Commands) {
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commands.insert_resource(TileMap::default());
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commands.insert_resource(ChunkMap::default());
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}
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// Events
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#[derive(Event)]
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pub struct ChunkOcclusionEvent {
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pub chunk_pos: IVec2,
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}
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#[derive(Event)]
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pub struct TileOcclusionUpdateEvent {
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pub positions: Vec<IVec3>,
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}
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// System to handle individual tile occlusion updates
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fn handle_tile_occlusion_updates(
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mut events: EventReader<TileOcclusionUpdateEvent>,
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tilemap: Res<TileMap>,
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mut query_set: ParamSet<(
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Query<(&mut FloorTile, &Transform)>,
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Query<(&mut FixtureTile, &Transform)>,
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)>,
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) {
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let tile_size = TILE_SIZE as i32;
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let calculate_visibility = |pos: IVec3, tilemap: &TileMap| {
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let mut visible_range = [0u32; 8];
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for mut camera_z in -150..100 {
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camera_z *= tile_size;
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let mut is_visible = false;
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if pos.z > camera_z {
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continue;
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}
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let mut is_occluded = false;
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'vertical_check: for z_offset in 1..=35 {
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let above_pos = IVec3::new(pos.x, pos.y, pos.z + (z_offset * tile_size));
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if above_pos.z <= camera_z {
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// Check both floors and fixtures for occlusion
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if let Some(&(_, opaque, _, _, _)) = tilemap.floors.get(&above_pos) {
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if opaque {
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is_occluded = true;
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break 'vertical_check;
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}
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}
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if let Some(&(_, solid, _)) = tilemap.fixtures.get(&above_pos) {
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if solid {
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is_occluded = true;
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break 'vertical_check;
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}
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}
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} else {
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break 'vertical_check;
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}
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}
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if !is_occluded {
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'neighbor_check: for x_offset in -1..=1 {
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for y_offset in -1..=1 {
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for z_offset in 0..=1 {
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if x_offset == 0 && y_offset == 0 && z_offset == 0 {
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continue;
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}
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let neighbor_pos = IVec3::new(
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pos.x + x_offset * tile_size,
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pos.y + y_offset * tile_size,
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pos.z + z_offset * tile_size,
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);
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// Check both floors and fixtures for visibility
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if let Some(&(id, _, _, _, _)) = tilemap.floors.get(&neighbor_pos) {
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if id == 0 {
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is_visible = true;
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break 'neighbor_check;
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}
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}
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if let Some(&(id, _, _)) = tilemap.fixtures.get(&neighbor_pos) {
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if id == 0 {
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is_visible = true;
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break 'neighbor_check;
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}
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}
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}
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}
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}
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}
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if is_visible {
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print!("#");
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let z2 = ((camera_z / tile_size) + 150) as usize;
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visible_range[z2 / 32] |= 1 << ((z2 % 32) as u32);
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}
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}
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visible_range
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};
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for event in events.read() {
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print!("event2");
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// Process floor tiles
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for (mut tile, transform) in query_set.p0().iter_mut() {
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let pos = transform.translation.as_ivec3();
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if event.positions.contains(&pos) {
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// this never calls
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print!("floor");
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tile.visible_range = calculate_visibility(pos, &tilemap);
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}
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}
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// Process fixture tiles
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for (mut fixture, transform) in query_set.p1().iter_mut() {
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let pos = transform.translation.as_ivec3();
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if event.positions.contains(&pos) {
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// this never calls
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print!("fixture");
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let adjusted_pos = pos - IVec3::new(0, 0, 1);
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fixture.visible_range = calculate_visibility(adjusted_pos, &tilemap);
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}
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}
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}
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}
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fn handle_chunk_loading(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut events: EventReader<LoadChunkEvent>,
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mut chunk_map: ResMut<ChunkMap>,
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mut tilemap: ResMut<TileMap>,
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mut occlusion_events: EventWriter<ChunkOcclusionEvent>,
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) {
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let noise = Perlin::new(0);
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for event in events.read() {
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let chunk_pos = event.chunk_position;
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// Skip if chunk is already loaded
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if chunk_map.loaded_chunks.contains_key(&chunk_pos) {
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continue;
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}
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// Mark chunk as loaded
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chunk_map.loaded_chunks.insert(chunk_pos, true);
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// Calculate world space coordinates for chunk
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let start_x = chunk_pos.x * CHUNK_SIZE;
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let start_y = chunk_pos.y * CHUNK_SIZE;
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@@ -60,10 +181,8 @@ fn handle_chunk_loading(
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let world_x = start_x + local_x;
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let world_y = start_y + local_y;
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let noise_value_a =
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noise.get([world_x as f64 * 0.01, world_y as f64 * 0.01]) * 1.25;
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let noise_value_b =
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noise.get([world_x as f64 * 0.05, world_y as f64 * 0.05]) * 0.25;
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let noise_value_a = noise.get([world_x as f64 * 0.01, world_y as f64 * 0.01]) * 1.25;
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let noise_value_b = noise.get([world_x as f64 * 0.05, world_y as f64 * 0.05]) * 0.25;
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let combined_noise_value = noise_value_a + noise_value_b;
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let noise_position = Vec3::new(
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@@ -71,112 +190,113 @@ fn handle_chunk_loading(
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(world_y as f32 * TILE_SIZE).round(),
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(combined_noise_value * 4.).round() as f32 * TILE_SIZE,
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);
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generate_vertical_slice(
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&mut commands,
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&asset_server,
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world_x,
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world_y,
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&noise,
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noise_position,
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&mut floor_positions,
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);
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}
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}
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// Generate fixtures after floor tiles
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generate_fixtures_for_chunk(&mut commands, &asset_server, &floor_positions);
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}
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}
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// Spawn tiles and add them to tilemap
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for z in -150..50 {
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let position = Vec3::new(
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(world_x as f32 * TILE_SIZE).round(),
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(world_y as f32 * TILE_SIZE).round(),
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(z as f32 * TILE_SIZE).round(),
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);
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let pos_ivec = position.as_ivec3();
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fn generate_vertical_slice(
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commands: &mut Commands,
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asset_server: &Res<AssetServer>,
|
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x: i32,
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||||
y: i32,
|
||||
noise: &Perlin,
|
||||
noise_position: Vec3,
|
||||
floor_positions: &mut Vec<(Vec3, &'static str)>,
|
||||
) {
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for z in -150..50 {
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let position = Vec3::new(
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||||
(x as f32 * TILE_SIZE).round(),
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||||
(y as f32 * TILE_SIZE).round(),
|
||||
(z as f32 * TILE_SIZE).round(),
|
||||
);
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||||
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let floor_type = if noise_position.z > position.z {
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if z < -15 {
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let noise_value = noise.get([x as f64 * 0.05, y as f64 * 0.05, z as f64 * 0.05]);
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if noise_value < -0.5 {
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spawn_tile(commands, FloorTilePrefab::air(position, asset_server));
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Some("air")
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} else if noise_value < 0.8 {
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spawn_tile(commands, FloorTilePrefab::rock(position, asset_server));
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||||
Some("rock")
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} else {
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spawn_tile(commands, FloorTilePrefab::dirt(position, asset_server));
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Some("dirt")
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if noise_position.z > position.z {
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if z < -15 {
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let noise_value = noise.get([world_x as f64 * 0.05, world_y as f64 * 0.05, z as f64 * 0.05]);
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||||
if noise_value < -0.5 {
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commands.spawn(FloorTilePrefab::air(position, &asset_server));
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tilemap.floors.insert(pos_ivec, (0, false, true, 1, [0; 8])); // Air tile
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||||
floor_positions.push((position, "air"));
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||||
} else if noise_value < 0.8 {
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commands.spawn(FloorTilePrefab::rock(position, &asset_server));
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tilemap.floors.insert(pos_ivec, (2, true, false, 255, [0; 8])); // Rock tile
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floor_positions.push((position, "rock"));
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||||
} else {
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||||
commands.spawn(FloorTilePrefab::dirt(position, &asset_server));
|
||||
tilemap.floors.insert(pos_ivec, (1, true, true, 1, [0; 8])); // Dirt tile
|
||||
floor_positions.push((position, "dirt"));
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||||
}
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||||
} else {
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||||
commands.spawn(FloorTilePrefab::dirt(position, &asset_server));
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||||
tilemap.floors.insert(pos_ivec, (1, true, true, 1, [0; 8])); // Dirt tile
|
||||
floor_positions.push((position, "dirt"));
|
||||
}
|
||||
} else if noise_position.z < position.z {
|
||||
commands.spawn(FloorTilePrefab::air(position, &asset_server));
|
||||
tilemap.floors.insert(pos_ivec, (0, false, true, 1, [0; 8])); // Air tile
|
||||
floor_positions.push((position, "air"));
|
||||
} else {
|
||||
commands.spawn(FloorTilePrefab::dirt(position, &asset_server));
|
||||
tilemap.floors.insert(pos_ivec, (1, true, true, 1, [0; 8])); // Dirt tile
|
||||
floor_positions.push((position, "dirt"));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
spawn_tile(commands, FloorTilePrefab::dirt(position, asset_server));
|
||||
Some("dirt")
|
||||
}
|
||||
} else if noise_position.z < position.z {
|
||||
spawn_tile(commands, FloorTilePrefab::air(position, asset_server));
|
||||
Some("air")
|
||||
} else {
|
||||
spawn_tile(commands, FloorTilePrefab::dirt(position, asset_server));
|
||||
Some("dirt")
|
||||
};
|
||||
|
||||
if let Some(floor_type) = floor_type {
|
||||
floor_positions.push((position, floor_type));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_tile(commands: &mut Commands, bundle: impl Bundle) -> Entity {
|
||||
commands.spawn(bundle).id()
|
||||
}
|
||||
// Generate fixtures and add them to tilemap
|
||||
for (position, floor_type) in floor_positions.iter() {
|
||||
let above_pos = *position + Vec3::new(0.0, 0.0, TILE_SIZE);
|
||||
let above_ivec = above_pos.as_ivec3();
|
||||
|
||||
fn generate_fixtures_for_chunk(
|
||||
commands: &mut Commands,
|
||||
asset_server: &Res<AssetServer>,
|
||||
floor_positions: &[(Vec3, &str)],
|
||||
) {
|
||||
let floor_map: HashMap<(i32, i32, i32), &str> = floor_positions
|
||||
.iter()
|
||||
.map(|(pos, floor_type)| ((pos.x as i32, pos.y as i32, pos.z as i32), *floor_type))
|
||||
.collect();
|
||||
|
||||
for (position, _) in floor_positions {
|
||||
let x = position.x as i32;
|
||||
let y = position.y as i32;
|
||||
let z = position.z as i32;
|
||||
|
||||
if let Some(&above_floor_type) = floor_map.get(&(x, y, z + TILE_SIZE as i32)) {
|
||||
if above_floor_type == "air" {
|
||||
continue;
|
||||
}
|
||||
|
||||
let fixture_position = Vec3::new(position.x, position.y, position.z + 1.);
|
||||
|
||||
match above_floor_type {
|
||||
match *floor_type {
|
||||
"dirt" => {
|
||||
commands.spawn(FixtureTilePrefab::dirt_wall(fixture_position, asset_server));
|
||||
commands.spawn(FixtureTilePrefab::dirt_wall(above_pos, &asset_server));
|
||||
tilemap.fixtures.insert(above_ivec, (1, true, [0; 8])); // Dirt wall
|
||||
}
|
||||
"rock" => {
|
||||
commands.spawn(FixtureTilePrefab::rock_wall(fixture_position, asset_server));
|
||||
commands.spawn(FixtureTilePrefab::rock_wall(above_pos, &asset_server));
|
||||
tilemap.fixtures.insert(above_ivec, (2, true, [0; 8])); // Rock wall
|
||||
}
|
||||
"bedrock" => {
|
||||
commands.spawn(FixtureTilePrefab::bedrock_wall(
|
||||
fixture_position,
|
||||
asset_server,
|
||||
));
|
||||
commands.spawn(FixtureTilePrefab::bedrock_wall(above_pos, &asset_server));
|
||||
tilemap.fixtures.insert(above_ivec, (3, true, [0; 8])); // Bedrock wall
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Emit occlusion event for this chunk
|
||||
occlusion_events.send(ChunkOcclusionEvent {
|
||||
chunk_pos,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// System to handle chunk occlusion events
|
||||
fn handle_chunk_occlusion_events(
|
||||
mut events: EventReader<ChunkOcclusionEvent>,
|
||||
tilemap: Res<TileMap>,
|
||||
mut tile_update_events: EventWriter<TileOcclusionUpdateEvent>,
|
||||
) {
|
||||
for event in events.read() {
|
||||
let chunk_pos = event.chunk_pos;
|
||||
let tile_size = TILE_SIZE as i32;
|
||||
let start_x = chunk_pos.x * CHUNK_SIZE * tile_size;
|
||||
let end_x = start_x + (CHUNK_SIZE * tile_size);
|
||||
let start_y = chunk_pos.y * CHUNK_SIZE * tile_size;
|
||||
let end_y = start_y + (CHUNK_SIZE * tile_size);
|
||||
|
||||
// Collect positions that need visibility updates
|
||||
let mut positions = Vec::new();
|
||||
|
||||
// Add positions from the current chunk
|
||||
for x in (start_x..end_x).step_by(tile_size as usize) {
|
||||
for y in (start_y..end_y).step_by(tile_size as usize) {
|
||||
for z in -150..50 {
|
||||
let pos = IVec3::new(y, x, z * tile_size);
|
||||
if tilemap.floors.contains_key(&pos) || tilemap.fixtures.contains_key(&pos) {
|
||||
positions.push(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Send update event if we have positions to process
|
||||
if !positions.is_empty() {
|
||||
tile_update_events.send(TileOcclusionUpdateEvent { positions });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -190,3 +310,18 @@ impl Plugin for TilemapPlugin {
|
||||
.add_systems(Update, handle_chunk_loading);
|
||||
}
|
||||
}
|
||||
|
||||
// Plugin to handle occlusion systems
|
||||
pub struct OcclusionPlugin;
|
||||
|
||||
|
||||
impl Plugin for OcclusionPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_event::<ChunkOcclusionEvent>()
|
||||
.add_event::<TileOcclusionUpdateEvent>()
|
||||
.add_systems(Update, (
|
||||
handle_chunk_occlusion_events,
|
||||
handle_tile_occlusion_updates,
|
||||
).chain());
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ pub struct FloorTilePrefab {
|
||||
sprite: Sprite,
|
||||
tile: FloorTile,
|
||||
tile_state: TileState,
|
||||
visibility: Visibility
|
||||
}
|
||||
|
||||
impl FloorTilePrefab {
|
||||
@@ -25,6 +26,7 @@ impl FloorTilePrefab {
|
||||
tile_state: TileState {
|
||||
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,6 +44,7 @@ impl FloorTilePrefab {
|
||||
tile_state: TileState {
|
||||
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,6 +63,7 @@ impl FloorTilePrefab {
|
||||
tile_state: TileState {
|
||||
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,6 +81,7 @@ impl FloorTilePrefab {
|
||||
tile_state: TileState {
|
||||
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -86,6 +91,7 @@ pub struct FixtureTilePrefab {
|
||||
transform: Transform,
|
||||
sprite: Sprite,
|
||||
tile: FixtureTile,
|
||||
visibility: Visibility
|
||||
}
|
||||
|
||||
impl FixtureTilePrefab {
|
||||
@@ -100,6 +106,7 @@ impl FixtureTilePrefab {
|
||||
id: 1,
|
||||
..Default::default()
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -114,6 +121,7 @@ impl FixtureTilePrefab {
|
||||
id: 2,
|
||||
..Default::default()
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,6 +136,7 @@ impl FixtureTilePrefab {
|
||||
id: 0,
|
||||
..Default::default()
|
||||
},
|
||||
visibility: Visibility::Hidden,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user