rust/lib-hedgewars-engine/src/world.rs
author alfadur
Fri, 22 Mar 2019 23:46:48 +0300
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permissions -rw-r--r--
merge
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use fpnum::{fp, FPNum};
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use hwphysics as hwp;
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use integral_geometry::{Point, Rect, Size};
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use land2d::Land2D;
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use landgen::{
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    outline_template::OutlineTemplate, template_based::TemplatedLandGenerator,
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    LandGenerationParameters, LandGenerator,
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};
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use lfprng::LaggedFibonacciPRNG;
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use crate::render::{camera::Camera, MapRenderer};
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struct GameState {
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    land: Land2D<u32>,
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    physics: hwp::World,
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}
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impl GameState {
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    fn new(land: Land2D<u32>, physics: hwp::World) -> Self {
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        Self { land, physics }
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    }
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}
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pub struct World {
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    random_numbers_gen: LaggedFibonacciPRNG,
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    preview: Option<Land2D<u8>>,
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    game_state: Option<GameState>,
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    renderer: Option<MapRenderer>,
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    camera: Camera,
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}
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impl World {
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    pub fn new() -> Self {
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        Self {
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            random_numbers_gen: LaggedFibonacciPRNG::new(&[]),
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            preview: None,
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            game_state: None,
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            renderer: None,
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            camera: Camera::new(),
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        }
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    }
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    pub fn create_renderer(&mut self, width: u16, height: u16) {
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        let land_tile_size = Size::square(512);
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        self.renderer = Some(MapRenderer::new(land_tile_size));
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        self.camera = Camera::with_size(Size::new(width as usize, height as usize));
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        use mapgen::{theme::Theme, MapGenerator};
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        use std::path::Path;
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        if let Some(ref state) = self.game_state {
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            self.camera.position = state.land.play_box().center();
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            let theme =
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                Theme::load(Path::new("../../share/hedgewars/Data/Themes/Cheese/")).unwrap();
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            let texture = MapGenerator::new().make_texture(&state.land, &theme);
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            if let Some(ref mut renderer) = self.renderer {
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                renderer.init(&texture);
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            }
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        }
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    }
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    pub fn set_seed(&mut self, seed: &[u8]) {
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        self.random_numbers_gen = LaggedFibonacciPRNG::new(seed);
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    }
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    pub fn preview(&self) -> &Option<Land2D<u8>> {
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        &self.preview
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    }
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    pub fn generate_preview(&mut self) {
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        fn template() -> OutlineTemplate {
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            let mut template = OutlineTemplate::new(Size::new(4096, 2048));
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            template.islands = vec![vec![
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                Rect::from_size_coords(100, 2050, 1, 1),
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                Rect::from_size_coords(100, 500, 400, 1200),
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                Rect::from_size_coords(3600, 500, 400, 1200),
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                Rect::from_size_coords(3900, 2050, 1, 1),
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            ]];
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            template.fill_points = vec![Point::new(1, 0)];
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            template
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        }
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        let params = LandGenerationParameters::new(0u8, u8::max_value(), 5, false, false);
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        let landgen = TemplatedLandGenerator::new(template());
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        self.preview = Some(landgen.generate_land(&params, &mut self.random_numbers_gen));
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    }
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    pub fn dispose_preview(&mut self) {
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        self.preview = None
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    }
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    pub fn init(&mut self, template: OutlineTemplate) {
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        let physics = hwp::World::new(template.size);
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        let params = LandGenerationParameters::new(0u32, u32::max_value(), 5, false, false);
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        let landgen = TemplatedLandGenerator::new(template);
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        let land = landgen.generate_land(&params, &mut self.random_numbers_gen);
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        self.game_state = Some(GameState::new(land, physics));
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    }
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    pub fn move_camera(&mut self, position_shift: Point, zoom_shift: f32) {
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        self.camera.zoom += zoom_shift;
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        self.camera.position += Point::new(
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            (position_shift.x as f32 / self.camera.zoom) as i32,
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            (position_shift.y as f32 / self.camera.zoom) as i32,
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        );
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    }
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    pub fn render(&mut self) {
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        if let Some(ref mut renderer) = self.renderer {
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            unsafe {
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                gl::ClearColor(0.4f32, 0f32, 0.2f32, 1f32);
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                gl::Clear(gl::COLOR_BUFFER_BIT);
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            }
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            renderer.render(self.camera.viewport());
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        }
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    }
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    pub fn step(&mut self) {
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        if let Some(ref mut state) = self.game_state {
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            state.physics.step(fp!(1), &state.land);
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        }
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    }
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}