Occlusion attempt 1
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+35
-7
@@ -1,16 +1,23 @@
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use crate::item::Item;
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use crate::{constants::*, game};
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use bevy::math::vec2;
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use bevy::prelude::*;
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use std::collections::HashMap;
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use std::process::exit;
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#[derive(Component)]
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#[require(Sprite)]
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pub struct Tile {
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pub id: u32,
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pub opaque: bool,
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}
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impl Default for Tile {
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fn default() -> Self {
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Self { id: 1 }
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Self {
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id: 1,
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opaque: true,
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}
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}
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}
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@@ -51,22 +58,32 @@ pub struct DoorTile {
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pub locked: bool,
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}
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pub fn tile_sprite_visibility_update(
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mut query: Query<(&mut Visibility, &Transform), With<Tile>>,
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pub fn tile_sprite_occlusion_update(
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mut query: Query<(&mut Visibility, &Transform, &Tile), With<Tile>>,
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tile_query: Query<(&Transform, &Tile)>,
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) {
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for (mut visibility, transform) in query.iter_mut() {
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let mut z_map: HashMap<(i32, i32), i32> = HashMap::new();
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for (mut visibility, transform, tile) in query.iter_mut() {
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*visibility = Visibility::Hidden;
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if transform.translation.z > game::Z_INDEX {
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continue;
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}
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if let Some(z_val) = z_map.get(&(
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transform.translation.x.round() as i32,
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transform.translation.y.round() as i32,
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)) {
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if *z_val >= transform.translation.z as i32 {
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continue;
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}
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}
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for x_offset in -1..=1 {
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for y_offset in -1..=1 {
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for z_offset in -1..=0 {
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for z_offset in -1..=1 {
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if x_offset == 0 && y_offset == 0 && z_offset == 0 {
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continue; // Skip the current tile
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continue; // don't check against itself
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}
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let neighbor_position = transform.translation
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+ Vec3::new(
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@@ -75,13 +92,24 @@ pub fn tile_sprite_visibility_update(
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z_offset as f32 * TILE_SIZE,
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);
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if let Some((neighbor_transform, neighbor_tile)) =
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if let Some((_, neighbor_tile)) =
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tile_query.iter().find(|(neighbor_transform, _)| {
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neighbor_transform.translation == neighbor_position
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})
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{
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// id == 0 is sky. So if bordering a sky tile (i.e. not deep underground)
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if neighbor_tile.id == 0 {
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*visibility = Visibility::Visible;
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// if opaque, do not look deeper on this X,Y
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if tile.opaque {
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z_map.insert(
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(
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transform.translation.x.round() as i32,
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transform.translation.y.round() as i32,
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),
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transform.translation.z.round() as i32,
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);
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}
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break;
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}
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}
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