Fix pathing
This commit is contained in:
+6
-8
@@ -110,16 +110,15 @@ pub fn update_citizen_wandering_targets(
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// Find a valid z-level near the surface
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for z in (surface_height - 3)..=(surface_height + 4) {
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let mut target_pos = IVec3::new(target_x, target_y, z) * ITILE_SIZE;
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if let Some(floor_tile) = tilemap.floor_tiles.get(&target_pos) {
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if let Some(_) = tilemap.floor_tiles.get(&target_pos) {
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target_pos.z += ITILE_SIZE;
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if floor_tile.2 {
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if let Some(floor_tile_above) = tilemap.floor_tiles.get(&target_pos) {
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if floor_tile_above.0 == 0 {
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if let Some(_base_texture) = tilemap.floor_tiles.get(&target_pos) {
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if is_standable_tile(&tilemap, target_pos) {
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// If tile is walkable, set target
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ambulatory.target = Some(Vec3::new(
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target_x as f32 * TILE_SIZE,
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target_y as f32 * TILE_SIZE,
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z as f32 * TILE_SIZE + TILE_SIZE + 1.0,
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target_pos.x as f32,
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target_pos.y as f32,
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target_pos.z as f32 + 1.0,
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));
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ambulatory.current_path = None;
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ambulatory.path_index = 0;
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@@ -131,7 +130,6 @@ pub fn update_citizen_wandering_targets(
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}
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}
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}
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}
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}
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pub fn citizen_movement(
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+33
-6
@@ -4,7 +4,8 @@ use std::time::Instant;
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use crate::constants::{ITILE_SIZE, TILE_SIZE};
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use crate::tile::{FixtureTile, FloorTile, NeedsOccluded, TileMap};
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use crate::tiles::{
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CurrentWorldSpriteState, FixtureTilePrefab, FloorTilePrefab, TerrainSpriteState,
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CurrentWorldSpriteState, FixtureTilePrefab, FloorTilePrefab, TerrainSpriteState, TextureIDs,
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Textures,
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};
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use bevy::prelude::*;
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use bevy_platform::collections::hash_map::HashMap;
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@@ -12,10 +13,12 @@ use noise::{NoiseFn, Perlin};
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pub const CHUNK_SIZE: i32 = 8;
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pub const Z_BELOW: f32 = 20.0;
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pub const Z_ABOVE: f32 = 4.0;
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pub const Z_BELOW: f32 = 6.0;
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pub const Z_ABOVE: f32 = 6.0;
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pub const Z_TOTAL: f32 = Z_ABOVE + Z_BELOW; // MAX 255 DO NOT EXCEED
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pub const SEED: u32 = 420;
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#[derive(Resource)]
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pub struct ChunkMap {
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pub loaded_chunks: HashMap<IVec2, bool>,
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@@ -166,7 +169,7 @@ pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
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}
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pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
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let noise = Perlin::new(0);
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let noise = Perlin::new(SEED);
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let mut noise_value = 0.0;
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let mut amplitude = 1.0;
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let mut frequency = 0.008;
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@@ -215,7 +218,7 @@ fn generate_chunk_terrain(
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let start = Instant::now();
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let count = events.len();
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let cave_noise = Perlin::new(0);
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let cave_noise = Perlin::new(SEED);
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// Create mutexes for our shared resources
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let chunk_map_updates = Mutex::new(HashMap::new());
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@@ -365,6 +368,8 @@ fn generate_chunk_forrestry(
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commands: ParallelCommands<'_, '_>, // Use ParallelCommands for parallel spawning
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mut events: EventReader<ChunkForrestryEvent>,
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mut tilemap: ResMut<TileMap>,
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texture_ids: Res<TextureIDs>,
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textures: Res<Textures>,
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) {
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let start = Instant::now();
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let count = events.len();
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@@ -373,16 +378,38 @@ fn generate_chunk_forrestry(
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events.par_read().for_each(|event| {
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let floor_positions = &event.floor_tiles;
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let mut tree_positions: Vec<Vec3> = Vec::new();
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let min_distance = 7.0 * TILE_SIZE;
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for (position, floor_type) in floor_positions.iter() {
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let above_pos = *position + Vec3::new(0.0, 0.0, TILE_SIZE);
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let above_ivec = above_pos.as_ivec3();
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match floor_type.as_str() {
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// TODO Fix rendering
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"grass" => {
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commands.command_scope(|mut commands| {
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// Check if position is far enough from existing trees
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let is_far_enough = tree_positions
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.iter()
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.all(|&tree_pos| above_pos.distance(tree_pos) > min_distance);
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// 1 in 25 chance if far enough from other trees
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if is_far_enough && rand::random::<u32>() % 45 == 0 {
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FixtureTilePrefab::log(above_pos).spawn(&mut commands);
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if let Some(texture_id) = texture_ids.refs.get(&500004) {
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if let Some(texture) = textures.handles.get(texture_id) {
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let sprite = Sprite {
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image: texture.clone(),
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..Default::default()
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};
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commands.spawn((
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sprite,
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Transform::from_xyz(above_pos.x, above_pos.y, above_pos.z),
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));
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tree_positions.push(above_pos);
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}
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}
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}
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});
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collected_tilemap_updates
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+5
-3
@@ -581,12 +581,14 @@ impl FixtureTilePrefab {
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}
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}
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pub fn spawn(self, commands: &mut Commands) {
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commands.spawn((
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pub fn spawn(self, commands: &mut Commands) -> Entity {
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commands
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.spawn((
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self.tile,
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self.transform,
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self.visibility,
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self.needs_occluded,
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));
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))
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.id()
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}
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}
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