refactor file locations for readability

This commit is contained in:
2025-09-11 18:23:53 +01:00
parent e58f6804bf
commit ee7ac39ad5
25 changed files with 1103 additions and 1052 deletions
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Width:  |  Height:  |  Size: 1.2 KiB

+4 -7
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@@ -3,7 +3,8 @@ use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*; use bevy::prelude::*;
use bevy::render::camera::{OrthographicProjection, Projection}; use bevy::render::camera::{OrthographicProjection, Projection};
use crate::{game, tilemap}; use crate::game;
use crate::world::{Z_ABOVE, Z_BELOW};
#[derive(Component)] #[derive(Component)]
pub struct PanningCamera { pub struct PanningCamera {
@@ -21,17 +22,13 @@ pub fn camera_z_movement(
camera_moved.0 = false; camera_moved.0 = false;
if keyboard_input.just_pressed(KeyCode::ShiftLeft) { if keyboard_input.just_pressed(KeyCode::ShiftLeft) {
z_index.0 -= 1.0; z_index.0 -= 1.0;
z_index.0 = z_index z_index.0 = z_index.0.clamp(-Z_BELOW + 1.0, Z_ABOVE - 1.);
.0
.clamp(-tilemap::Z_BELOW + 1.0, tilemap::Z_ABOVE - 1.);
camera_moved.0 = true; camera_moved.0 = true;
println!("z_index = {}", z_index.0); println!("z_index = {}", z_index.0);
} }
if keyboard_input.just_pressed(KeyCode::ShiftRight) { if keyboard_input.just_pressed(KeyCode::ShiftRight) {
z_index.0 += 1.0; z_index.0 += 1.0;
z_index.0 = z_index z_index.0 = z_index.0.clamp(-Z_BELOW + 1.0, Z_ABOVE - 1.);
.0
.clamp(-tilemap::Z_BELOW + 1.0, tilemap::Z_ABOVE - 1.);
camera_moved.0 = true; camera_moved.0 = true;
println!("z_index = {}", z_index.0); println!("z_index = {}", z_index.0);
} }
+1 -1
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@@ -1,7 +1,7 @@
use crate::constants::TILE_SIZE; use crate::constants::TILE_SIZE;
use crate::constants::*; use crate::constants::*;
use crate::entities::shared_components::Ambulatory; use crate::entities::shared_components::Ambulatory;
use crate::tilemap::VisibleGameEntity; use crate::world::VisibleGameEntity;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rand::prelude::*; use bevy_rand::prelude::*;
use rand::Rng; use rand::Rng;
+1 -1
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@@ -1,7 +1,7 @@
use crate::constants::TILE_SIZE; use crate::constants::TILE_SIZE;
use crate::constants::*; use crate::constants::*;
use crate::entities::shared_components::Ambulatory; use crate::entities::shared_components::Ambulatory;
use crate::tilemap::VisibleGameEntity; use crate::world::VisibleGameEntity;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rand::prelude::*; use bevy_rand::prelude::*;
use rand::Rng; use rand::Rng;
+1 -1
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@@ -1,7 +1,7 @@
use crate::constants::TILE_SIZE; use crate::constants::TILE_SIZE;
use crate::constants::*; use crate::constants::*;
use crate::entities::shared_components::Ambulatory; use crate::entities::shared_components::Ambulatory;
use crate::tilemap::VisibleGameEntity; use crate::world::VisibleGameEntity;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rand::prelude::*; use bevy_rand::prelude::*;
use rand::Rng; use rand::Rng;
+3 -6
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@@ -1,10 +1,7 @@
use crate::constants::TILE_SIZE; use crate::constants::TILE_SIZE;
use crate::tile::TileMap; use crate::world::tiles::TileMap;
use crate::{ use crate::world::{chunks::ChunkMap, chunks::CHUNK_SIZE};
constants::*, use crate::{constants::*, entities::shared_components::Ambulatory};
entities::shared_components::Ambulatory,
tilemap::{ChunkMap, CHUNK_SIZE},
};
use bevy::{math::ivec3, prelude::*}; use bevy::{math::ivec3, prelude::*};
use bevy_rand::prelude::*; use bevy_rand::prelude::*;
use rand::Rng; use rand::Rng;
+6 -8
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@@ -7,19 +7,17 @@ mod cursor;
mod entities; mod entities;
mod game; mod game;
mod item; mod item;
mod tile; mod world;
mod tilemap;
mod tiles;
fn main() { fn main() {
App::new() App::new()
.insert_resource(game::ZIndex(0.0)) .insert_resource(game::ZIndex(0.0))
.insert_resource(tiles::CurrentWorldSpriteState { .insert_resource(world::tiles::CurrentWorldSpriteState {
state: tiles::TerrainSpriteState::Inactive, state: world::tiles::TerrainSpriteState::Inactive,
}) })
.insert_resource(camera::CameraMoved(false)) .insert_resource(camera::CameraMoved(false))
.insert_resource(tiles::QuiltCache::default()) .insert_resource(world::tiles::QuiltCache::default())
.add_systems(PreStartup, tiles::initialize_textures) .add_systems(PreStartup, world::textures::initialize_textures)
.add_plugins( .add_plugins(
DefaultPlugins DefaultPlugins
.set(WindowPlugin { .set(WindowPlugin {
@@ -35,7 +33,7 @@ fn main() {
(constants::SEED as u64).to_le_bytes(), (constants::SEED as u64).to_le_bytes(),
)) ))
.insert_resource(ClearColor(Color::srgb(0., 0., 0.))) .insert_resource(ClearColor(Color::srgb(0., 0., 0.)))
.add_plugins(tilemap::TilemapPlugin) .add_plugins(world::WorldPlugin)
.add_plugins(entities::pathfinding::PathfindingPlugin) .add_plugins(entities::pathfinding::PathfindingPlugin)
.add_systems( .add_systems(
Startup, Startup,
-75
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@@ -1,75 +0,0 @@
use std::time::Instant;
use crate::{
game, tilemap,
tiles::{self, TerrainSpriteState},
};
use bevy::prelude::*;
use bevy_platform::collections::hash_map::HashMap;
#[derive(Component, Clone)]
pub struct FloorTile {
pub id: u32,
pub opaque: bool,
pub walkable: bool,
pub astar_weight: u8,
pub visible_range: [u32; 8],
}
impl Default for FloorTile {
fn default() -> Self {
Self {
id: 0,
opaque: true,
walkable: true,
astar_weight: 0,
visible_range: [0; 8],
}
}
}
#[derive(Component, Clone)]
pub struct FixtureTile {
pub id: u32,
pub solid: bool,
pub visible_range: [u32; 8],
}
impl Default for FixtureTile {
fn default() -> Self {
Self {
id: 0,
solid: true,
visible_range: [0; 8],
}
}
}
#[derive(Resource, Default, Clone)]
pub struct TileMap {
pub floor_tiles: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])>, //id, canStandIn, canStandOn, visiblyTransparent, astar_weight, visible_range
pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range
}
pub fn update_tile_visibility(
z_index: Res<game::ZIndex>,
mut query: Query<(&tiles::TerrainSprite, &mut Visibility)>,
mut cwss: ResMut<tiles::CurrentWorldSpriteState>,
) {
let now = Instant::now();
for (terrain_sprite, mut visibility) in query.iter_mut() {
*visibility = if terrain_sprite.z_index == ((z_index.0 + tilemap::Z_BELOW) as usize) {
Visibility::Visible
} else {
Visibility::Hidden
};
}
cwss.state = TerrainSpriteState::Inactive;
println!("Visibility update: {:.2?}", now.elapsed());
}
#[derive(Component)]
pub struct TileState {
pub timer: Timer,
}
-678
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@@ -1,678 +0,0 @@
use std::sync::Mutex;
use std::time::Instant;
use crate::constants::{self, ITILE_SIZE, TILE_SIZE};
use crate::tile::{update_tile_visibility, FloorTile, TileMap};
use crate::tiles::{
self, build_quilted_terrain_sprites, CurrentWorldSpriteState, FixtureTilePrefab,
FloorTilePrefab, TerrainSpriteState, TextureIDs, Textures,
};
use crate::{camera, game};
use bevy::prelude::*;
use bevy_platform::collections::hash_map::HashMap;
use bevy_platform::collections::HashSet;
use bevy_rand::prelude::*;
use noise::{NoiseFn, Perlin};
use rand::{Rng, SeedableRng};
use std::collections::hash_map::DefaultHasher;
use std::hash::{Hash, Hasher};
pub const CHUNK_SIZE: i32 = 8;
pub const Z_BELOW: f32 = 45.0;
pub const Z_ABOVE: f32 = 15.0;
pub const Z_TOTAL: f32 = Z_ABOVE + Z_BELOW;
const _: () = assert!(Z_TOTAL <= 255.0);
#[derive(Resource)]
pub struct ChunkMap {
pub loaded_chunks: HashMap<IVec2, (bool, i32)>,
}
impl Default for ChunkMap {
fn default() -> Self {
Self {
loaded_chunks: HashMap::new(),
}
}
}
#[derive(Event)]
pub struct GenerateChunkEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
pub struct ChunkTerrainEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
// CAlculate the weather effecrs and rivers/lakes of this chunk
pub struct ChunkWeatheringAndPrecipitationEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
pub struct ChunkForrestryEvent {
pub chunk_position: IVec2,
pub floor_tiles: Vec<(Vec3, String)>,
}
#[derive(Event)]
pub struct ChunkFoliageEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
pub struct ChunkFaunaEvent {
pub chunk_position: IVec2,
}
fn setup_chunk_system(mut commands: Commands) {
commands.insert_resource(TileMap::default());
commands.insert_resource(ChunkMap::default());
}
#[derive(Event)]
pub struct TileOcclusionEvent {
pub tile_position: IVec3,
}
pub fn handle_tile_occlusion_updates(
mut tilemap: ResMut<TileMap>,
mut floor_tiles: Query<(Entity, &mut FloorTile, &Transform)>,
mut cwss: ResMut<CurrentWorldSpriteState>,
mut events: EventReader<TileOcclusionEvent>,
) {
let start = Instant::now();
let count = events.len();
// Process events in parallel
let updates: Vec<(IVec3, [u32; 8])> = events
.par_read()
.into_iter()
.map(|event| {
let pos = event.0.tile_position;
let visibility = calculate_visibility(pos, &tilemap);
(pos, visibility)
})
.collect();
// Map updates for efficient lookup
let update_map: HashMap<IVec3, [u32; 8]> = updates.into_iter().collect();
// Update only the relevant FloorTile components
for (_, mut tile, pos) in floor_tiles.iter_mut() {
if let Some(visibility) = update_map.get(&pos.translation.as_ivec3()) {
tile.visible_range = *visibility;
if let Some(tile_data) = tilemap.floor_tiles.get_mut(&pos.translation.as_ivec3()) {
tile_data.5 = *visibility;
}
}
}
if count > 0 {
cwss.state = TerrainSpriteState::WaitingForRender;
println!(
"Tile occlusion calculated for {} tiles in {:.2?}",
count,
start.elapsed()
);
}
}
pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
let mut visible_range = [0u32; 8];
for mut camera_z in -Z_BELOW as i32..=Z_ABOVE as i32 {
camera_z *= ITILE_SIZE;
let mut is_visible = false;
if pos.z > camera_z {
continue;
}
let mut is_occluded = false;
let v_check_height: i32 = Z_TOTAL as i32 - (camera_z / ITILE_SIZE) + Z_BELOW as i32 + 1;
'vertical_check: for z_offset in 1..v_check_height {
let above_pos = IVec3::new(pos.x, pos.y, pos.z + (z_offset * ITILE_SIZE));
if above_pos.z <= camera_z {
if let Some(&(_, _, _, visibly_transparent, _, _)) =
tilemap.floor_tiles.get(&above_pos)
{
if !visibly_transparent {
is_occluded = true;
break 'vertical_check;
}
}
} else {
break 'vertical_check;
}
}
if !is_occluded {
'neighbor_check: for x_offset in -1..=1 {
for y_offset in -1..=1 {
for z_offset in 0..=1 {
if x_offset == 0 && y_offset == 0 && z_offset == 0 {
continue;
}
let neighbor_pos = IVec3::new(
pos.x + x_offset * ITILE_SIZE,
pos.y + y_offset * ITILE_SIZE,
pos.z + z_offset * ITILE_SIZE,
);
if let Some(&(id, _, _, _, _, _)) = tilemap.floor_tiles.get(&neighbor_pos) {
if id == 0 {
// id 0 = air tile
is_visible = true;
break 'neighbor_check;
}
}
}
}
}
}
if is_visible {
let z2 = ((camera_z / ITILE_SIZE) + Z_BELOW as i32) as usize;
visible_range[z2 / 32] |= 1 << ((z2 % 32) as u32);
}
}
visible_range
}
pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
let noise = Perlin::new(constants::SEED);
let mut noise_value = 0.0;
let mut amplitude = 1.0;
let mut frequency = 0.008;
for _ in 0..6 {
noise_value += noise.get([x as f64 * frequency, y as f64 * frequency]) * amplitude;
amplitude *= 0.6;
frequency *= 1.8;
}
(noise_value * 2.5) as f32
}
fn chunkmap_despawn_timer_system(
mut chunk_map: ResMut<ChunkMap>,
mut cwss: ResMut<CurrentWorldSpriteState>,
) {
for (_, (is_loaded, timer)) in chunk_map.loaded_chunks.iter_mut() {
if !*is_loaded {
continue;
}
if *timer > 0 {
*timer -= 1;
} else {
//TODO - remove chunk from chunkmap
*is_loaded = false;
cwss.state = TerrainSpriteState::WaitingForRender;
}
}
}
fn handle_chunk_events(
mut chunk_events: EventReader<GenerateChunkEvent>,
mut chunk_map: ResMut<ChunkMap>,
mut terrain_event_writer: EventWriter<ChunkTerrainEvent>,
mut weathering_event_writer: EventWriter<ChunkWeatheringAndPrecipitationEvent>,
mut foliage_event_writer: EventWriter<ChunkFoliageEvent>,
mut fauna_event_writer: EventWriter<ChunkFaunaEvent>,
mut cwss: ResMut<CurrentWorldSpriteState>,
) {
let mut any = false;
for event in chunk_events.par_read() {
let chunk_pos = event.0.chunk_position;
if let Some((true, _)) = chunk_map.loaded_chunks.get(&chunk_pos) {
continue;
}
any = true;
let chunk_map_updates: Mutex<HashMap<IVec2, bool>> = Mutex::new(HashMap::new());
// Mark chunk as loaded in our thread-safe collection
chunk_map_updates.lock().unwrap().insert(chunk_pos, true);
terrain_event_writer.write(ChunkTerrainEvent {
chunk_position: chunk_pos,
});
weathering_event_writer.write(ChunkWeatheringAndPrecipitationEvent {
chunk_position: chunk_pos,
});
foliage_event_writer.write(ChunkFoliageEvent {
chunk_position: chunk_pos,
});
fauna_event_writer.write(ChunkFaunaEvent {
chunk_position: chunk_pos,
});
// Apply all collected updates to the actual resources
for (chunk_pos, value) in chunk_map_updates.into_inner().unwrap() {
chunk_map.loaded_chunks.insert(chunk_pos, (value, 1800));
}
}
if any {
cwss.state = TerrainSpriteState::WaitingForRender;
}
}
fn generate_chunk_terrain(
commands: ParallelCommands<'_, '_>, // Use ParallelCommands for parallel spawning
mut events: EventReader<ChunkTerrainEvent>,
mut tilemap: ResMut<TileMap>,
mut forrestry_event_writer: EventWriter<ChunkForrestryEvent>,
mut occlusion_event_writer: EventWriter<TileOcclusionEvent>,
) {
let is_empty = events.is_empty();
let start = Instant::now();
let count: usize = events.len();
let cave_noise = Perlin::new(constants::SEED);
// Create mutexes for our shared resources
let tilemap_updates = Mutex::new(HashMap::new());
let forrestry_events = Mutex::new(Vec::new());
events.par_read().for_each(|event| {
let chunk_pos = event.chunk_position;
let start_x = chunk_pos.x * CHUNK_SIZE;
let start_y = chunk_pos.y * CHUNK_SIZE;
let mut surface_positions: Vec<(Vec3, String)> = Vec::new();
let mut local_tilemap_updates: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])> =
HashMap::new();
// Generate tiles for this chunk
for local_y in 0..CHUNK_SIZE {
for local_x in 0..CHUNK_SIZE {
let world_x = start_x + local_x;
let world_y = start_y + local_y;
let noise_position = Vec3::new(
(world_x as f32 * TILE_SIZE).round(),
(world_y as f32 * TILE_SIZE).round(),
(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round(),
);
// Spawn tiles and add them to tilemap
for z in -Z_BELOW as isize..=Z_ABOVE as isize {
let position = Vec3::new(
(world_x as f32 * TILE_SIZE).round(),
(world_y as f32 * TILE_SIZE).round(),
(z as f32 * TILE_SIZE).round(),
);
let pos_ivec = position.as_ivec3();
if z < -5 {
let cave_value = cave_noise.get([
world_x as f64 * 0.05,
world_y as f64 * 0.05,
z as f64 * 0.05,
]);
if cave_value < -0.75 {
commands.command_scope(|mut cmd| {
FloorTilePrefab::air(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (0, true, false, true, 0, [0; 8]));
// Air tile
} else if cave_value < 0.8 {
commands.command_scope(|mut cmd| {
FloorTilePrefab::rock(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (2, false, true, false, 50, [0; 8]));
// Rock tile
} else {
commands.command_scope(|mut cmd| {
FloorTilePrefab::dirt(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (1, false, true, false, 85, [0; 8]));
// Dirt tile
}
} else if noise_position.z > position.z {
if (generate_surface_terrain(world_x, world_y) * TILE_SIZE).round()
<= position.z + TILE_SIZE
{
commands.command_scope(|mut cmd| {
FloorTilePrefab::grass(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (1, false, true, false, 100, [0; 8])); // Dirt tile (grass)
surface_positions.push((position, ("grass").to_string()));
} else {
commands.command_scope(|mut cmd| {
FloorTilePrefab::dirt(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (1, false, true, false, 85, [0; 8]));
// Dirt tile
}
} else {
commands.command_scope(|mut cmd| {
FloorTilePrefab::air(position).spawn(&mut cmd);
});
local_tilemap_updates.insert(pos_ivec, (0, true, false, true, 0, [0; 8]));
// Air tile
}
}
}
}
// Add our local updates to the global mutexes
{
let mut tilemap_guard = tilemap_updates.lock().unwrap();
for (pos, data) in local_tilemap_updates {
tilemap_guard.insert(pos, data);
}
}
// Store forrestry event for this chunk
forrestry_events.lock().unwrap().push(ChunkForrestryEvent {
chunk_position: chunk_pos,
floor_tiles: surface_positions,
});
});
for (pos, data) in tilemap_updates.into_inner().unwrap() {
tilemap.floor_tiles.insert(pos, data);
occlusion_event_writer.write(TileOcclusionEvent { tile_position: pos });
}
// Send all forrestry events
for event in forrestry_events.into_inner().unwrap() {
forrestry_event_writer.write(event);
}
if !is_empty {
println!("{} terrain chunks loaded in {:.2?}", count, start.elapsed());
}
}
fn generate_chunk_weathering_and_precipitation(// mut commands: Commands,
// mut events: EventReader<GenerateChunkEvent>,
// mut chunk_map: ResMut<ChunkMap>,
// mut tilemap: ResMut<TileMap>,
) {
// TODO: Generate weathering and precipitation
// Temperature and humidity
// Erosion
// Hadley lines/cells etc
// Biomes
}
fn generate_chunk_forrestry(
commands: ParallelCommands<'_, '_>,
mut events: EventReader<ChunkForrestryEvent>,
mut tilemap: ResMut<TileMap>,
texture_ids: Res<TextureIDs>,
textures: Res<Textures>,
) {
let start = Instant::now();
let count = events.len();
let collected_tilemap_updates: Mutex<Vec<(IVec3, (i32, bool, bool, [u32; 8]))>> =
Mutex::new(Vec::<(IVec3, (i32, bool, bool, [u32; 8]))>::new());
events.par_read().for_each(|event| {
let floor_positions = &event.floor_tiles;
let mut tree_positions: Vec<Vec3> = Vec::new();
let min_distance = 7.0 * TILE_SIZE;
let mut hasher = DefaultHasher::new();
constants::SEED.hash(&mut hasher);
event.chunk_position.x.hash(&mut hasher);
event.chunk_position.y.hash(&mut hasher);
let seed = hasher.finish();
let mut rng = WyRand::seed_from_u64(seed);
for (position, floor_type) in floor_positions.iter() {
let above_pos = *position + Vec3::new(0.0, 0.0, TILE_SIZE);
match floor_type.as_str() {
"grass" => {
commands.command_scope(|mut commands| {
// Track log positions to avoid leaf overlap
let mut log_positions = HashSet::new();
// Check if position is far enough from existing trees
let is_far_enough = tree_positions
.iter()
.all(|&tree_pos| above_pos.distance(tree_pos) > min_distance);
// 1 in 100 chance if far enough from other trees
if is_far_enough && rng.random::<u32>() % 100 == 0 {
// Generate trunk
let trunk_height = 4 + rng.random::<u32>() % 5;
for i in 0..trunk_height {
let trunk_pos =
above_pos + Vec3::new(0.0, 0.0, i as f32 * TILE_SIZE);
let trunk_ivec = trunk_pos.as_ivec3();
// Skip if position already has a tile
if tilemap.fixture_tiles.get(&trunk_ivec).is_some() {
continue;
}
let trunk_entity =
FixtureTilePrefab::log(trunk_pos).spawn(&mut commands);
tree_positions.push(trunk_pos);
// Add sprite component to the same entity if texture exists
if let Some(texture_id) = texture_ids.refs.get(&500004) {
if let Some(texture) = textures.handles.get(texture_id) {
let sprite = Sprite {
image: texture.clone(),
..Default::default()
};
commands
.entity(trunk_entity)
.insert((sprite, VisibleGameEntity));
// .insert(Visibility::Visible); // Override the hidden visibility
}
}
collected_tilemap_updates
.lock()
.unwrap()
.push((trunk_ivec, (1, false, true, [0; 8])));
log_positions.insert(trunk_ivec);
}
// Generate leaves - 3D spherical canopy with random shape
let base_leaf_radius = 2.25;
let leaf_center =
above_pos + Vec3::new(0.0, 0.0, trunk_height as f32 * TILE_SIZE);
for x in -base_leaf_radius as i32..=base_leaf_radius as i32 {
for y in -base_leaf_radius as i32..=base_leaf_radius as i32 {
for z in -base_leaf_radius as i32..=base_leaf_radius as i32 {
let pos = Vec3::new(
x as f32 * TILE_SIZE,
y as f32 * TILE_SIZE,
z as f32 * TILE_SIZE,
) + leaf_center;
let ivec = pos.as_ivec3();
// Skip if position already has a tile or is a log
if tilemap.fixture_tiles.get(&ivec).is_some()
|| log_positions.contains(&ivec)
{
continue;
}
// Apply random radius variation for natural shape
let x_f = x as f32;
let y_f = y as f32;
let z_f = z as f32;
let radius = base_leaf_radius
* (1.0 + (rng.random::<f32>() * 0.35 - 0.1));
if x_f * x_f + y_f * y_f + z_f * z_f <= radius * radius {
FixtureTilePrefab::leaves(pos).spawn(&mut commands);
if let Some(texture_id) = texture_ids.refs.get(&500005)
{
if let Some(texture) =
textures.handles.get(texture_id)
{
let sprite = Sprite {
image: texture.clone(),
..Default::default()
};
let leaf = commands
.spawn((
sprite,
Transform::from_xyz(
pos.x, pos.y, pos.z,
),
))
.id();
commands.entity(leaf).insert(VisibleGameEntity);
collected_tilemap_updates
.lock()
.unwrap()
.push((ivec, (5, false, true, [0; 8])));
}
}
}
}
}
}
}
});
}
_ => {}
}
}
});
let collected_updates = collected_tilemap_updates.into_inner().unwrap();
for (ivec, data) in collected_updates {
tilemap.fixture_tiles.insert(ivec, data);
}
if count > 0 {
println!(
"Forrestry update for {:?} chunks in {:.2?}",
count,
start.elapsed()
);
}
}
fn generate_chunk_foliage(
mut commands: Commands,
mut events: EventReader<GenerateChunkEvent>,
mut chunk_map: ResMut<ChunkMap>,
mut tilemap: ResMut<TileMap>,
) {
}
fn generate_chunk_fauna(
mut commands: Commands,
mut events: EventReader<GenerateChunkEvent>,
mut chunk_map: ResMut<ChunkMap>,
mut tilemap: ResMut<TileMap>,
) {
}
fn setup_initial_chunks(mut event_writer: EventWriter<GenerateChunkEvent>) {
for x in -5..=5 {
for y in -5..=5 {
event_writer.write(GenerateChunkEvent {
chunk_position: IVec2::new(x, y),
});
}
}
}
#[derive(Component)]
pub struct VisibleGameEntity;
pub fn compute_visibility_of_game_entities(
mut query: Query<(&Transform, &mut Visibility, &mut Sprite), With<VisibleGameEntity>>,
z_index: Res<game::ZIndex>,
) {
query
.par_iter_mut()
.for_each(|(transform, mut visibility, mut sprite)| {
let entity_z = (transform.translation.z / TILE_SIZE) - 1.0;
// if same z-level, always visible
if z_index.0 == entity_z {
sprite.color = Color::WHITE;
sprite.color.set_alpha(1.0);
*visibility = Visibility::Visible;
return;
};
// if entity too low, saturation does not matter
if z_index.0 - entity_z > 8.0 {
*visibility = Visibility::Hidden;
return;
}
// if entity too high, saturation does not matter
if entity_z > z_index.0 {
*visibility = Visibility::Hidden;
return;
}
// if visible, calculate saturation
*visibility = Visibility::Visible;
let saturation =
((z_index.0 - (transform.translation.z / TILE_SIZE) + 1.) / 8.0).clamp(0.0, 1.0);
sprite.color = Color::hsv(194.7, saturation, 1.0 - (saturation / 2.0));
sprite.color.set_alpha(1.0 - saturation);
});
}
pub struct TilemapPlugin;
impl Plugin for TilemapPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ChunkMap>()
.add_event::<GenerateChunkEvent>()
.add_event::<ChunkTerrainEvent>()
.add_event::<ChunkWeatheringAndPrecipitationEvent>()
.add_event::<ChunkForrestryEvent>()
.add_event::<ChunkFoliageEvent>()
.add_event::<ChunkFaunaEvent>()
.add_event::<TileOcclusionEvent>()
.add_systems(Startup, (setup_chunk_system, setup_initial_chunks).chain())
.add_systems(
FixedUpdate,
(
(
handle_chunk_events,
generate_chunk_terrain,
generate_chunk_weathering_and_precipitation,
generate_chunk_forrestry,
generate_chunk_foliage,
generate_chunk_fauna,
)
.chain(),
chunkmap_despawn_timer_system,
),
)
.add_systems(
Update,
(
compute_visibility_of_game_entities,
(
handle_tile_occlusion_updates,
build_quilted_terrain_sprites,
update_tile_visibility.run_if(
|cwss: Res<tiles::CurrentWorldSpriteState>,
camera_moved: Res<camera::CameraMoved>| {
cwss.state == tiles::TerrainSpriteState::RenderReady
|| camera_moved.0
},
),
)
.chain(),
),
);
}
}
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use bevy::prelude::*;
use bevy_platform::collections::HashMap;
use bevy_platform::sync::Mutex;
use crate::world::{tiles::TileMap, CurrentWorldSpriteState, TerrainSpriteState};
pub const CHUNK_SIZE: i32 = 8;
pub const Z_BELOW: f32 = 45.0;
pub const Z_ABOVE: f32 = 15.0;
pub const Z_TOTAL: f32 = Z_ABOVE + Z_BELOW;
const _: () = assert!(Z_TOTAL <= 255.0);
#[derive(Resource)]
pub struct ChunkMap {
pub loaded_chunks: HashMap<IVec2, (bool, i32)>,
}
impl Default for ChunkMap {
fn default() -> Self {
Self {
loaded_chunks: HashMap::new(),
}
}
}
#[derive(Event)]
pub struct GenerateChunkEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
pub struct ChunkTerrainEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
// CAlculate the weather effecrs and rivers/lakes of this chunk
pub struct ChunkWeatheringAndPrecipitationEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
pub struct ChunkForrestryEvent {
pub chunk_position: IVec2,
pub floor_tiles: Vec<(Vec3, String)>,
}
#[derive(Event)]
pub struct ChunkFoliageEvent {
pub chunk_position: IVec2,
}
#[derive(Event)]
pub struct ChunkFaunaEvent {
pub chunk_position: IVec2,
}
pub fn setup_chunk_system(mut commands: Commands) {
commands.insert_resource(TileMap::default());
commands.insert_resource(ChunkMap::default());
}
pub fn handle_chunk_events(
mut chunk_events: EventReader<GenerateChunkEvent>,
mut chunk_map: ResMut<ChunkMap>,
mut terrain_event_writer: EventWriter<ChunkTerrainEvent>,
mut weathering_event_writer: EventWriter<ChunkWeatheringAndPrecipitationEvent>,
mut foliage_event_writer: EventWriter<ChunkFoliageEvent>,
mut fauna_event_writer: EventWriter<ChunkFaunaEvent>,
mut cwss: ResMut<CurrentWorldSpriteState>,
) {
let mut any = false;
for event in chunk_events.par_read() {
let chunk_pos = event.0.chunk_position;
if let Some((true, _)) = chunk_map.loaded_chunks.get(&chunk_pos) {
continue;
}
any = true;
let chunk_map_updates: Mutex<HashMap<IVec2, bool>> = Mutex::new(HashMap::new());
// Mark chunk as loaded in our thread-safe collection
chunk_map_updates.lock().unwrap().insert(chunk_pos, true);
terrain_event_writer.write(ChunkTerrainEvent {
chunk_position: chunk_pos,
});
weathering_event_writer.write(ChunkWeatheringAndPrecipitationEvent {
chunk_position: chunk_pos,
});
foliage_event_writer.write(ChunkFoliageEvent {
chunk_position: chunk_pos,
});
fauna_event_writer.write(ChunkFaunaEvent {
chunk_position: chunk_pos,
});
// Apply all collected updates to the actual resources
for (chunk_pos, value) in chunk_map_updates.into_inner().unwrap() {
chunk_map.loaded_chunks.insert(chunk_pos, (value, 1800));
}
}
if any {
cwss.state = TerrainSpriteState::WaitingForRender;
}
}
pub fn chunkmap_despawn_timer_system(
mut chunk_map: ResMut<ChunkMap>,
mut cwss: ResMut<CurrentWorldSpriteState>,
) {
for (_, (is_loaded, timer)) in chunk_map.loaded_chunks.iter_mut() {
if !*is_loaded {
continue;
}
if *timer > 0 {
*timer -= 1;
} else {
//TODO - remove chunk from chunkmap
*is_loaded = false;
cwss.state = TerrainSpriteState::WaitingForRender;
}
}
}
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pub mod management;
pub use management::*;
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use bevy::prelude::*;
use crate::world::{tiles::TileMap, ChunkMap, GenerateChunkEvent};
pub fn generate_chunk_fauna(
mut commands: Commands,
mut events: EventReader<GenerateChunkEvent>,
mut chunk_map: ResMut<ChunkMap>,
mut tilemap: ResMut<TileMap>,
) {
}
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use bevy::prelude::*;
use crate::world::{tiles::TileMap, ChunkMap, GenerateChunkEvent};
pub fn generate_chunk_foliage(
mut commands: Commands,
mut events: EventReader<GenerateChunkEvent>,
mut chunk_map: ResMut<ChunkMap>,
mut tilemap: ResMut<TileMap>,
) {
}
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use bevy::prelude::*;
use bevy_platform::collections::HashSet;
use bevy_platform::sync::Mutex;
use bevy_platform::time::Instant;
use bevy_rand::prelude::*;
use rand::{Rng, SeedableRng};
use std::collections::hash_map::DefaultHasher;
use std::hash::{Hash, Hasher};
use crate::{
constants::{SEED, TILE_SIZE},
world::{
tiles::TileMap, ChunkForrestryEvent, FixtureTilePrefab, TextureIDs, Textures,
VisibleGameEntity,
},
};
pub fn generate_chunk_forrestry(
commands: ParallelCommands<'_, '_>,
mut events: EventReader<ChunkForrestryEvent>,
mut tilemap: ResMut<TileMap>,
texture_ids: Res<TextureIDs>,
textures: Res<Textures>,
) {
let start = Instant::now();
let count = events.len();
let collected_tilemap_updates: Mutex<Vec<(IVec3, (i32, bool, bool, [u32; 8]))>> =
Mutex::new(Vec::<(IVec3, (i32, bool, bool, [u32; 8]))>::new());
events.par_read().for_each(|event| {
let floor_positions = &event.floor_tiles;
let mut tree_positions: Vec<Vec3> = Vec::new();
let min_distance = 7.0 * TILE_SIZE;
let mut hasher = DefaultHasher::new();
SEED.hash(&mut hasher);
event.chunk_position.x.hash(&mut hasher);
event.chunk_position.y.hash(&mut hasher);
let seed = hasher.finish();
let mut rng = WyRand::seed_from_u64(seed);
for (position, floor_type) in floor_positions.iter() {
let above_pos = *position + Vec3::new(0.0, 0.0, TILE_SIZE);
match floor_type.as_str() {
"grass" => {
commands.command_scope(|mut commands| {
// Track log positions to avoid leaf overlap
let mut log_positions = HashSet::new();
// Check if position is far enough from existing trees
let is_far_enough = tree_positions
.iter()
.all(|&tree_pos| above_pos.distance(tree_pos) > min_distance);
// 1 in 100 chance if far enough from other trees
if is_far_enough && rng.random::<u32>() % 100 == 0 {
// Generate trunk
let trunk_height = 4 + rng.random::<u32>() % 5;
for i in 0..trunk_height {
let trunk_pos =
above_pos + Vec3::new(0.0, 0.0, i as f32 * TILE_SIZE);
let trunk_ivec = trunk_pos.as_ivec3();
// Skip if position already has a tile
if tilemap.fixture_tiles.get(&trunk_ivec).is_some() {
continue;
}
let trunk_entity =
FixtureTilePrefab::log(trunk_pos).spawn(&mut commands);
tree_positions.push(trunk_pos);
// Add sprite component to the same entity if texture exists
if let Some(texture_id) = texture_ids.refs.get(&500004) {
if let Some(texture) = textures.handles.get(texture_id) {
let sprite = Sprite {
image: texture.clone(),
..Default::default()
};
commands
.entity(trunk_entity)
.insert((sprite, VisibleGameEntity));
// .insert(Visibility::Visible); // Override the hidden visibility
}
}
collected_tilemap_updates
.lock()
.unwrap()
.push((trunk_ivec, (1, false, true, [0; 8])));
log_positions.insert(trunk_ivec);
}
// Generate leaves - 3D spherical canopy with random shape
let base_leaf_radius = 2.25;
let leaf_center =
above_pos + Vec3::new(0.0, 0.0, trunk_height as f32 * TILE_SIZE);
for x in -base_leaf_radius as i32..=base_leaf_radius as i32 {
for y in -base_leaf_radius as i32..=base_leaf_radius as i32 {
for z in -base_leaf_radius as i32..=base_leaf_radius as i32 {
let pos = Vec3::new(
x as f32 * TILE_SIZE,
y as f32 * TILE_SIZE,
z as f32 * TILE_SIZE,
) + leaf_center;
let ivec = pos.as_ivec3();
// Skip if position already has a tile or is a log
if tilemap.fixture_tiles.get(&ivec).is_some()
|| log_positions.contains(&ivec)
{
continue;
}
// Apply random radius variation for natural shape
let x_f = x as f32;
let y_f = y as f32;
let z_f = z as f32;
let radius = base_leaf_radius
* (1.0 + (rng.random::<f32>() * 0.35 - 0.1));
if x_f * x_f + y_f * y_f + z_f * z_f <= radius * radius {
FixtureTilePrefab::leaves(pos).spawn(&mut commands);
if let Some(texture_id) = texture_ids.refs.get(&500005)
{
if let Some(texture) =
textures.handles.get(texture_id)
{
let sprite = Sprite {
image: texture.clone(),
..Default::default()
};
let leaf = commands
.spawn((
sprite,
Transform::from_xyz(
pos.x, pos.y, pos.z,
),
))
.id();
commands.entity(leaf).insert(VisibleGameEntity);
collected_tilemap_updates
.lock()
.unwrap()
.push((ivec, (5, false, true, [0; 8])));
}
}
}
}
}
}
}
});
}
_ => {}
}
}
});
let collected_updates = collected_tilemap_updates.into_inner().unwrap();
for (ivec, data) in collected_updates {
tilemap.fixture_tiles.insert(ivec, data);
}
if count > 0 {
println!(
"Forrestry update for {:?} chunks in {:.2?}",
count,
start.elapsed()
);
}
}
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pub mod fauna;
pub mod foliage;
pub mod forestry;
pub mod terrain;
pub use fauna::*;
pub use foliage::*;
pub use forestry::*;
pub use terrain::*;
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use bevy::prelude::*;
use bevy_platform::collections::HashMap;
use bevy_platform::sync::Mutex;
use bevy_platform::time::Instant;
use noise::{NoiseFn, Perlin};
use crate::{
constants::{SEED, TILE_SIZE},
world::{
tiles::TileMap, ChunkForrestryEvent, ChunkTerrainEvent, FloorTilePrefab,
TileOcclusionEvent, CHUNK_SIZE, Z_ABOVE, Z_BELOW,
},
};
pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
let noise = Perlin::new(SEED);
let mut noise_value = 0.0;
let mut amplitude = 1.0;
let mut frequency = 0.008;
for _ in 0..6 {
noise_value += noise.get([x as f64 * frequency, y as f64 * frequency]) * amplitude;
amplitude *= 0.6;
frequency *= 1.8;
}
(noise_value * 2.5) as f32
}
pub fn generate_chunk_terrain(
commands: ParallelCommands<'_, '_>, // Use ParallelCommands for parallel spawning
mut events: EventReader<ChunkTerrainEvent>,
mut tilemap: ResMut<TileMap>,
mut forrestry_event_writer: EventWriter<ChunkForrestryEvent>,
mut occlusion_event_writer: EventWriter<TileOcclusionEvent>,
) {
let is_empty = events.is_empty();
let start = Instant::now();
let count: usize = events.len();
let cave_noise = Perlin::new(SEED);
// Create mutexes for our shared resources
let tilemap_updates = Mutex::new(HashMap::new());
let forrestry_events = Mutex::new(Vec::new());
events.par_read().for_each(|event| {
let chunk_pos = event.chunk_position;
let start_x = chunk_pos.x * CHUNK_SIZE;
let start_y = chunk_pos.y * CHUNK_SIZE;
let mut surface_positions: Vec<(Vec3, String)> = Vec::new();
let mut local_tilemap_updates: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])> =
HashMap::new();
// Generate tiles for this chunk
for local_y in 0..CHUNK_SIZE {
for local_x in 0..CHUNK_SIZE {
let world_x = start_x + local_x;
let world_y = start_y + local_y;
let noise_position = Vec3::new(
(world_x as f32 * TILE_SIZE).round(),
(world_y as f32 * TILE_SIZE).round(),
(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round(),
);
// Spawn tiles and add them to tilemap
for z in -Z_BELOW as isize..=Z_ABOVE as isize {
let position = Vec3::new(
(world_x as f32 * TILE_SIZE).round(),
(world_y as f32 * TILE_SIZE).round(),
(z as f32 * TILE_SIZE).round(),
);
let pos_ivec = position.as_ivec3();
if z < -5 {
let cave_value = cave_noise.get([
world_x as f64 * 0.05,
world_y as f64 * 0.05,
z as f64 * 0.05,
]);
if cave_value < -0.75 {
commands.command_scope(|mut cmd| {
FloorTilePrefab::air(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (0, true, false, true, 0, [0; 8]));
// Air tile
} else if cave_value < 0.8 {
commands.command_scope(|mut cmd| {
FloorTilePrefab::rock(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (2, false, true, false, 50, [0; 8]));
// Rock tile
} else {
commands.command_scope(|mut cmd| {
FloorTilePrefab::dirt(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (1, false, true, false, 85, [0; 8]));
// Dirt tile
}
} else if noise_position.z > position.z {
if (generate_surface_terrain(world_x, world_y) * TILE_SIZE).round()
<= position.z + TILE_SIZE
{
commands.command_scope(|mut cmd| {
FloorTilePrefab::grass(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (1, false, true, false, 100, [0; 8])); // Dirt tile (grass)
surface_positions.push((position, ("grass").to_string()));
} else {
commands.command_scope(|mut cmd| {
FloorTilePrefab::dirt(position).spawn(&mut cmd);
});
local_tilemap_updates
.insert(pos_ivec, (1, false, true, false, 85, [0; 8]));
// Dirt tile
}
} else {
commands.command_scope(|mut cmd| {
FloorTilePrefab::air(position).spawn(&mut cmd);
});
local_tilemap_updates.insert(pos_ivec, (0, true, false, true, 0, [0; 8]));
// Air tile
}
}
}
}
// Add our local updates to the global mutexes
{
let mut tilemap_guard = tilemap_updates.lock().unwrap();
for (pos, data) in local_tilemap_updates {
tilemap_guard.insert(pos, data);
}
}
// Store forrestry event for this chunk
forrestry_events.lock().unwrap().push(ChunkForrestryEvent {
chunk_position: chunk_pos,
floor_tiles: surface_positions,
});
});
for (pos, data) in tilemap_updates.into_inner().unwrap() {
tilemap.floor_tiles.insert(pos, data);
occlusion_event_writer.write(TileOcclusionEvent { tile_position: pos });
}
// Send all forrestry events
for event in forrestry_events.into_inner().unwrap() {
forrestry_event_writer.write(event);
}
if !is_empty {
println!("{} terrain chunks loaded in {:.2?}", count, start.elapsed());
}
}
pub fn generate_chunk_weathering_and_precipitation(// mut commands: Commands,
// mut events: EventReader<GenerateChunkEvent>,
// mut chunk_map: ResMut<ChunkMap>,
// mut tilemap: ResMut<TileMap>,
) {
// TODO: Generate weathering and precipitation
// Temperature and humidity
// Erosion
// Hadley lines/cells etc
// Biomes
}
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use crate::{
camera,
world::generation::{
generate_chunk_fauna, generate_chunk_foliage, generate_chunk_forrestry,
generate_chunk_terrain, generate_chunk_weathering_and_precipitation,
},
};
use bevy::prelude::*;
pub mod chunks;
pub mod generation;
pub mod textures;
pub mod tiles;
// Re-export commonly used items
pub use chunks::management::*;
pub use textures::management::*;
pub use tiles::{prefabs::*, rendering::*, visibility::*};
// Plugin
pub struct WorldPlugin;
impl Plugin for WorldPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ChunkMap>()
.add_event::<GenerateChunkEvent>()
.add_event::<ChunkTerrainEvent>()
.add_event::<ChunkWeatheringAndPrecipitationEvent>()
.add_event::<ChunkForrestryEvent>()
.add_event::<ChunkFoliageEvent>()
.add_event::<ChunkFaunaEvent>()
.add_event::<TileOcclusionEvent>()
.add_systems(Startup, (setup_chunk_system, setup_initial_chunks).chain())
.add_systems(
FixedUpdate,
(
(
handle_chunk_events,
generate_chunk_terrain,
generate_chunk_weathering_and_precipitation,
generate_chunk_forrestry,
generate_chunk_foliage,
generate_chunk_fauna,
)
.chain(),
chunkmap_despawn_timer_system,
),
)
.add_systems(
Update,
(
compute_visibility_of_game_entities,
(
handle_tile_occlusion_updates,
build_quilted_terrain_sprites,
update_tile_visibility.run_if(
|cwss: Res<tiles::CurrentWorldSpriteState>,
camera_moved: Res<camera::CameraMoved>| {
cwss.state == tiles::TerrainSpriteState::RenderReady
|| camera_moved.0
},
),
)
.chain(),
),
);
}
}
fn setup_initial_chunks(mut event_writer: EventWriter<GenerateChunkEvent>) {
for x in -5..=5 {
for y in -5..=5 {
event_writer.write(GenerateChunkEvent {
chunk_position: IVec2::new(x, y),
});
}
}
}
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use bevy::prelude::*;
use bevy_platform::collections::HashMap;
use bevy_platform::time::Instant;
pub const FLOOR_ID_OFFSET: u32 = 0;
pub const FIXTURE_ID_OFFSET: u32 = 500000;
pub const DEFAULT_TEXTURE: &str = "default.png";
#[derive(Resource)]
pub struct Textures {
pub handles: HashMap<String, Handle<Image>>,
}
#[derive(Resource)]
pub struct TextureIDs {
pub refs: HashMap<u32, String>,
}
const GRASS_FLOOR_PATH: &str = "grass_floor.png";
const DIRT_FLOOR_PATH: &str = "dirt_floor.png";
const ROCK_FLOOR_PATH: &str = "rock_floor.png";
const BEDROCK_FLOOR_PATH: &str = "bedrock_floor.png";
const SKY_PATH: &str = "sky.png";
const DIRT_WALL_PATH: &str = "dirt_wall.png";
const ROCK_WALL_PATH: &str = "rock_wall.png";
const BEDROCK_WALL_PATH: &str = "bedrock_wall.png";
const LOG_PATH: &str = "log.png";
const LEAVES_PATH: &str = "leaves.png";
pub fn initialize_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
println!("");
println!("####################");
let start = Instant::now();
let mut textures: HashMap<String, Handle<Image>> = HashMap::new();
let mut texture_ids: HashMap<u32, String> = HashMap::new();
texture_ids.insert(u32::MAX, DEFAULT_TEXTURE.to_string());
texture_ids.insert(FLOOR_ID_OFFSET, SKY_PATH.to_string());
textures.insert(SKY_PATH.to_string(), asset_server.load(SKY_PATH));
texture_ids.insert(FLOOR_ID_OFFSET + 1, GRASS_FLOOR_PATH.to_string());
textures.insert(
GRASS_FLOOR_PATH.to_string(),
asset_server.load(GRASS_FLOOR_PATH),
);
texture_ids.insert(FLOOR_ID_OFFSET + 2, DIRT_FLOOR_PATH.to_string());
textures.insert(
DIRT_FLOOR_PATH.to_string(),
asset_server.load(DIRT_FLOOR_PATH),
);
texture_ids.insert(FLOOR_ID_OFFSET + 3, ROCK_FLOOR_PATH.to_string());
textures.insert(
ROCK_FLOOR_PATH.to_string(),
asset_server.load(ROCK_FLOOR_PATH),
);
texture_ids.insert(FLOOR_ID_OFFSET + 4, BEDROCK_FLOOR_PATH.to_string());
textures.insert(
BEDROCK_FLOOR_PATH.to_string(),
asset_server.load(BEDROCK_FLOOR_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 1, DIRT_WALL_PATH.to_string());
textures.insert(
DIRT_WALL_PATH.to_string(),
asset_server.load(DIRT_WALL_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 2, ROCK_WALL_PATH.to_string());
textures.insert(
ROCK_WALL_PATH.to_string(),
asset_server.load(ROCK_WALL_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 3, BEDROCK_WALL_PATH.to_string());
textures.insert(
BEDROCK_WALL_PATH.to_string(),
asset_server.load(BEDROCK_WALL_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 4, LOG_PATH.to_string());
textures.insert(LOG_PATH.to_string(), asset_server.load(LOG_PATH));
texture_ids.insert(FIXTURE_ID_OFFSET + 5, LEAVES_PATH.to_string());
textures.insert(LEAVES_PATH.to_string(), asset_server.load(LEAVES_PATH));
commands.insert_resource(Textures { handles: textures });
commands.insert_resource(TextureIDs { refs: texture_ids });
println!("Textures initialized in {:.2?}", start.elapsed());
}
+3
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@@ -0,0 +1,3 @@
pub mod management;
pub use management::*;
+44
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@@ -0,0 +1,44 @@
use bevy::prelude::*;
#[derive(Component, Clone)]
pub struct FloorTile {
pub id: u32,
pub opaque: bool,
pub walkable: bool,
pub astar_weight: u8,
pub visible_range: [u32; 8],
}
impl Default for FloorTile {
fn default() -> Self {
Self {
id: 0,
opaque: true,
walkable: true,
astar_weight: 0,
visible_range: [0; 8],
}
}
}
#[derive(Component, Clone)]
pub struct FixtureTile {
pub id: u32,
pub solid: bool,
pub visible_range: [u32; 8],
}
impl Default for FixtureTile {
fn default() -> Self {
Self {
id: 0,
solid: true,
visible_range: [0; 8],
}
}
}
#[derive(Component)]
pub struct TileState {
pub timer: Timer,
}
+11
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@@ -0,0 +1,11 @@
pub mod components;
pub mod prefabs;
pub mod rendering;
pub mod tilemap;
pub mod visibility;
pub use components::*;
pub use prefabs::*;
pub use rendering::*;
pub use tilemap::*;
pub use visibility::*;
+166
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@@ -0,0 +1,166 @@
use bevy::prelude::*;
use crate::world::{
tiles::{FixtureTile, FloorTile, TileState},
FIXTURE_ID_OFFSET,
};
#[derive(Bundle)]
pub struct FloorTilePrefab {
transform: Transform,
tile: FloorTile,
tile_state: TileState,
visibility: Visibility,
}
impl FloorTilePrefab {
pub fn grass(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 1,
astar_weight: 100,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn dirt(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 2,
astar_weight: 85,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn rock(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 3,
astar_weight: 50,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn air(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 0,
opaque: false,
walkable: false,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn bedrock(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 4,
astar_weight: 150,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn spawn(self, commands: &mut Commands) {
commands.spawn((self.tile, self.transform, self.tile_state, self.visibility));
}
}
#[derive(Bundle)]
pub struct FixtureTilePrefab {
transform: Transform,
tile: FixtureTile,
visibility: Visibility,
}
impl FixtureTilePrefab {
pub fn dirt_wall(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 1,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn rock_wall(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 2,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn log(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 4,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn leaves(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 5,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn bedrock_wall(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: 0,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn spawn(self, commands: &mut Commands) -> Entity {
commands
.spawn((self.tile, self.transform, self.visibility))
.id()
}
}
+9 -275
View File
@@ -1,93 +1,13 @@
use crate::tile::{FixtureTile, FloorTile, TileState}; use bevy::{asset::RenderAssetUsages, prelude::*, render::render_resource};
use crate::tilemap::Z_BELOW; use bevy_platform::collections::HashMap;
use crate::{constants::*, tilemap}; use bevy_platform::sync::Mutex;
use bevy::asset::RenderAssetUsages; use bevy_platform::time::Instant;
use bevy::prelude::*;
use bevy::render::render_resource;
use bevy_platform::collections::hash_map::HashMap;
use rayon::prelude::*; use rayon::prelude::*;
#[derive(Resource)] use crate::{
pub struct Textures { constants::{PIXEL_RATIO, TILE_PIXELS, TILE_SIZE},
pub handles: HashMap<String, Handle<Image>>, world::{tiles::FloorTile, TextureIDs, Textures, Z_BELOW, Z_TOTAL},
} };
#[derive(Resource)]
pub struct TextureIDs {
pub refs: HashMap<u32, String>,
}
const FLOOR_ID_OFFSET: u32 = 0;
const FIXTURE_ID_OFFSET: u32 = 500000;
pub const DEFAULT_TEXTURE: &str = "default.png";
const GRASS_FLOOR_PATH: &str = "grass_floor.png";
const DIRT_FLOOR_PATH: &str = "dirt_floor.png";
const ROCK_FLOOR_PATH: &str = "rock_floor.png";
const BEDROCK_FLOOR_PATH: &str = "bedrock_floor.png";
const SKY_PATH: &str = "sky.png";
const DIRT_WALL_PATH: &str = "dirt_wall.png";
const ROCK_WALL_PATH: &str = "rock_wall.png";
const BEDROCK_WALL_PATH: &str = "bedrock_wall.png";
const LOG_PATH: &str = "log.png";
const LEAVES_PATH: &str = "leaves.png";
pub fn initialize_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
println!("");
println!("####################");
let start = Instant::now();
let mut textures: HashMap<String, Handle<Image>> = HashMap::new();
let mut texture_ids: HashMap<u32, String> = HashMap::new();
texture_ids.insert(u32::MAX, DEFAULT_TEXTURE.to_string());
texture_ids.insert(FLOOR_ID_OFFSET, SKY_PATH.to_string());
textures.insert(SKY_PATH.to_string(), asset_server.load(SKY_PATH));
texture_ids.insert(FLOOR_ID_OFFSET + 1, GRASS_FLOOR_PATH.to_string());
textures.insert(
GRASS_FLOOR_PATH.to_string(),
asset_server.load(GRASS_FLOOR_PATH),
);
texture_ids.insert(FLOOR_ID_OFFSET + 2, DIRT_FLOOR_PATH.to_string());
textures.insert(
DIRT_FLOOR_PATH.to_string(),
asset_server.load(DIRT_FLOOR_PATH),
);
texture_ids.insert(FLOOR_ID_OFFSET + 3, ROCK_FLOOR_PATH.to_string());
textures.insert(
ROCK_FLOOR_PATH.to_string(),
asset_server.load(ROCK_FLOOR_PATH),
);
texture_ids.insert(FLOOR_ID_OFFSET + 4, BEDROCK_FLOOR_PATH.to_string());
textures.insert(
BEDROCK_FLOOR_PATH.to_string(),
asset_server.load(BEDROCK_FLOOR_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 1, DIRT_WALL_PATH.to_string());
textures.insert(
DIRT_WALL_PATH.to_string(),
asset_server.load(DIRT_WALL_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 2, ROCK_WALL_PATH.to_string());
textures.insert(
ROCK_WALL_PATH.to_string(),
asset_server.load(ROCK_WALL_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 3, BEDROCK_WALL_PATH.to_string());
textures.insert(
BEDROCK_WALL_PATH.to_string(),
asset_server.load(BEDROCK_WALL_PATH),
);
texture_ids.insert(FIXTURE_ID_OFFSET + 4, LOG_PATH.to_string());
textures.insert(LOG_PATH.to_string(), asset_server.load(LOG_PATH));
texture_ids.insert(FIXTURE_ID_OFFSET + 5, LEAVES_PATH.to_string());
textures.insert(LEAVES_PATH.to_string(), asset_server.load(LEAVES_PATH));
commands.insert_resource(Textures { handles: textures });
commands.insert_resource(TextureIDs { refs: texture_ids });
println!("Textures initialized in {:.2?}", start.elapsed());
}
#[derive(Debug, PartialEq)] #[derive(Debug, PartialEq)]
pub enum TerrainSpriteState { pub enum TerrainSpriteState {
@@ -102,10 +22,6 @@ pub struct CurrentWorldSpriteState {
pub state: TerrainSpriteState, pub state: TerrainSpriteState,
} }
use std::process::exit;
use std::sync::Mutex;
use std::time::Instant;
#[derive(Component)] #[derive(Component)]
pub struct TerrainSprite { pub struct TerrainSprite {
pub z_index: usize, // Store the z-index this sprite belongs to (as world_Z) pub z_index: usize, // Store the z-index this sprite belongs to (as world_Z)
@@ -158,7 +74,7 @@ pub fn build_quilted_terrain_sprites(
for (floortile, transform) in query_tiles.iter() { for (floortile, transform) in query_tiles.iter() {
let position = Vec2::new(transform.translation.x, transform.translation.y); let position = Vec2::new(transform.translation.x, transform.translation.y);
for z_index in 0..=tilemap::Z_TOTAL as usize { for z_index in 0..=Z_TOTAL as usize {
if (floortile.visible_range[z_index / 32] & (1 << (z_index % 32) as u32)) != 0 { if (floortile.visible_range[z_index / 32] & (1 << (z_index % 32) as u32)) != 0 {
tiles_by_z tiles_by_z
.entry(z_index) .entry(z_index)
@@ -384,185 +300,3 @@ fn blit_texture_with_alpha(
} }
} }
} }
// This system handles updating quilted sprites when the world changes
// pub fn update_quilts_on_world_change(
// mut commands: Commands,
// mut quilt_cache: ResMut<QuiltCache>,
// mut cwss: ResMut<CurrentWorldSpriteState>,
// Add any resources or queries that indicate world changes
// For example, if you have a WorldChangeEvent:
// mut world_changes: EventReader<WorldChangeEvent>,
// ) {
// Example: Check for world changes
// if !world_changes.is_empty() {
// for event in world_changes.iter() {
// quilt_cache.dirty_indices.push(event.z_index);
// }
// cwss.state = WorldSpriteState::WaitingForRender;
// }
// Alternatively, if you have specific systems that modify the world,
// you could have them set cwss.state = WorldSpriteState::WaitingForRender
// and add affected z-indices to quilt_cache.dirty_indices
// }
#[derive(Bundle)]
pub struct FloorTilePrefab {
transform: Transform,
tile: FloorTile,
tile_state: TileState,
visibility: Visibility,
}
impl FloorTilePrefab {
pub fn grass(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 1,
astar_weight: 100,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn dirt(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 2,
astar_weight: 85,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn rock(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 3,
astar_weight: 50,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn air(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 0,
opaque: false,
walkable: false,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn bedrock(position: Vec3) -> Self {
FloorTilePrefab {
transform: Transform::from_translation(position),
tile: FloorTile {
id: 4,
astar_weight: 150,
..Default::default()
},
tile_state: TileState {
timer: Timer::from_seconds(1.0, TimerMode::Repeating),
},
visibility: Visibility::Hidden,
}
}
pub fn spawn(self, commands: &mut Commands) {
commands.spawn((self.tile, self.transform, self.tile_state, self.visibility));
}
}
#[derive(Bundle)]
pub struct FixtureTilePrefab {
transform: Transform,
tile: FixtureTile,
visibility: Visibility,
}
impl FixtureTilePrefab {
pub fn dirt_wall(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 1,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn rock_wall(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 2,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn log(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 4,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn leaves(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: FIXTURE_ID_OFFSET + 5,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn bedrock_wall(position: Vec3) -> Self {
FixtureTilePrefab {
transform: Transform::from_translation(position),
tile: FixtureTile {
id: 0,
..Default::default()
},
visibility: Visibility::Hidden,
}
}
pub fn spawn(self, commands: &mut Commands) -> Entity {
commands
.spawn((self.tile, self.transform, self.visibility))
.id()
}
}
+8
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@@ -0,0 +1,8 @@
use bevy::prelude::*;
use bevy_platform::collections::hash_map::HashMap;
#[derive(Resource, Default, Clone)]
pub struct TileMap {
pub floor_tiles: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])>, //id, canStandIn, canStandOn, visiblyTransparent, astar_weight, visible_range
pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range
}
+181
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@@ -0,0 +1,181 @@
use crate::{
constants::{ITILE_SIZE, TILE_SIZE},
game,
world::{
chunks::{Z_ABOVE, Z_BELOW, Z_TOTAL},
tiles::{CurrentWorldSpriteState, FloorTile, TerrainSprite, TerrainSpriteState, TileMap},
},
};
use bevy::prelude::*;
use bevy_platform::collections::HashMap;
use bevy_platform::time::Instant;
#[derive(Component)]
pub struct VisibleGameEntity;
pub fn compute_visibility_of_game_entities(
mut query: Query<(&Transform, &mut Visibility, &mut Sprite), With<VisibleGameEntity>>,
z_index: Res<game::ZIndex>,
) {
query
.par_iter_mut()
.for_each(|(transform, mut visibility, mut sprite)| {
let entity_z = (transform.translation.z / TILE_SIZE) - 1.0;
// if same z-level, always visible
if z_index.0 == entity_z {
sprite.color = Color::WHITE;
sprite.color.set_alpha(1.0);
*visibility = Visibility::Visible;
return;
};
// if entity too low, saturation does not matter
if z_index.0 - entity_z > 8.0 {
*visibility = Visibility::Hidden;
return;
}
// if entity too high, saturation does not matter
if entity_z > z_index.0 {
*visibility = Visibility::Hidden;
return;
}
// if visible, calculate saturation
*visibility = Visibility::Visible;
let saturation =
((z_index.0 - (transform.translation.z / TILE_SIZE) + 1.) / 8.0).clamp(0.0, 1.0);
sprite.color = Color::hsv(194.7, saturation, 1.0 - (saturation / 2.0));
sprite.color.set_alpha(1.0 - saturation);
});
}
#[derive(Event)]
pub struct TileOcclusionEvent {
pub tile_position: IVec3,
}
pub fn handle_tile_occlusion_updates(
mut tilemap: ResMut<TileMap>,
mut floor_tiles: Query<(Entity, &mut FloorTile, &Transform)>,
mut cwss: ResMut<CurrentWorldSpriteState>,
mut events: EventReader<TileOcclusionEvent>,
) {
let start = Instant::now();
let count = events.len();
// Process events in parallel
let updates: Vec<(IVec3, [u32; 8])> = events
.par_read()
.into_iter()
.map(|event| {
let pos = event.0.tile_position;
let visibility = calculate_visibility(pos, &tilemap);
(pos, visibility)
})
.collect();
// Map updates for efficient lookup
let update_map: HashMap<IVec3, [u32; 8]> = updates.into_iter().collect();
// Update only the relevant FloorTile components
for (_, mut tile, pos) in floor_tiles.iter_mut() {
if let Some(visibility) = update_map.get(&pos.translation.as_ivec3()) {
tile.visible_range = *visibility;
if let Some(tile_data) = tilemap.floor_tiles.get_mut(&pos.translation.as_ivec3()) {
tile_data.5 = *visibility;
}
}
}
if count > 0 {
cwss.state = TerrainSpriteState::WaitingForRender;
println!(
"Tile occlusion calculated for {} tiles in {:.2?}",
count,
start.elapsed()
);
}
}
pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
let mut visible_range = [0u32; 8];
for mut camera_z in -Z_BELOW as i32..=Z_ABOVE as i32 {
camera_z *= ITILE_SIZE;
let mut is_visible = false;
if pos.z > camera_z {
continue;
}
let mut is_occluded = false;
let v_check_height: i32 = Z_TOTAL as i32 - (camera_z / ITILE_SIZE) + Z_BELOW as i32 + 1;
'vertical_check: for z_offset in 1..v_check_height {
let above_pos = IVec3::new(pos.x, pos.y, pos.z + (z_offset * ITILE_SIZE));
if above_pos.z <= camera_z {
if let Some(&(_, _, _, visibly_transparent, _, _)) =
tilemap.floor_tiles.get(&above_pos)
{
if !visibly_transparent {
is_occluded = true;
break 'vertical_check;
}
}
} else {
break 'vertical_check;
}
}
if !is_occluded {
'neighbor_check: for x_offset in -1..=1 {
for y_offset in -1..=1 {
for z_offset in 0..=1 {
if x_offset == 0 && y_offset == 0 && z_offset == 0 {
continue;
}
let neighbor_pos = IVec3::new(
pos.x + x_offset * ITILE_SIZE,
pos.y + y_offset * ITILE_SIZE,
pos.z + z_offset * ITILE_SIZE,
);
if let Some(&(id, _, _, _, _, _)) = tilemap.floor_tiles.get(&neighbor_pos) {
if id == 0 {
// id 0 = air tile
is_visible = true;
break 'neighbor_check;
}
}
}
}
}
}
if is_visible {
let z2 = ((camera_z / ITILE_SIZE) + Z_BELOW as i32) as usize;
visible_range[z2 / 32] |= 1 << ((z2 % 32) as u32);
}
}
visible_range
}
pub fn update_tile_visibility(
z_index: Res<game::ZIndex>,
mut query: Query<(&TerrainSprite, &mut Visibility)>,
mut cwss: ResMut<CurrentWorldSpriteState>,
) {
let now = Instant::now();
for (terrain_sprite, mut visibility) in query.iter_mut() {
*visibility = if terrain_sprite.z_index == ((z_index.0 + Z_BELOW) as usize) {
Visibility::Visible
} else {
Visibility::Hidden
};
}
cwss.state = TerrainSpriteState::Inactive;
println!("Visibility update: {:.2?}", now.elapsed());
}