rust/landgen/src/template_based.rs
author Wuzzy <Wuzzy2@mail.ru>
Mon, 16 Sep 2019 17:33:49 +0200
changeset 15415 8504fee3b601
parent 14212 bb2f301d4fe0
permissions -rw-r--r--
Racer: Fix weird water splashes after waypoint placement Does not affect official racer, as only waypoint placement is touched. The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.

use integral_geometry::{Point, Size};
use land2d::Land2D;
use crate::{
    LandGenerationParameters,
    LandGenerator,
    outline::OutlinePoints,
    outline_template::OutlineTemplate
};

pub struct TemplatedLandGenerator {
    outline_template: OutlineTemplate,
}

impl TemplatedLandGenerator {
    pub fn new(outline_template: OutlineTemplate) -> Self {
        Self { outline_template }
    }
}

impl LandGenerator for TemplatedLandGenerator {
    fn generate_land<T: Copy + PartialEq, I: Iterator<Item = u32>>(
        &self,
        parameters: &LandGenerationParameters<T>,
        random_numbers: &mut I,
    ) -> Land2D<T> {
        let mut land = Land2D::new(self.outline_template.size, parameters.basic);

        let mut points = OutlinePoints::from_outline_template(
            &self.outline_template,
            land.play_box(),
            land.size(),
            random_numbers,
        );

        // mirror
        if self.outline_template.can_mirror {
            if let Some(b) = random_numbers.next() {
                if b & 1 != 0 {
                    points.mirror();
                }
            }
        }

        // flip
        if self.outline_template.can_flip {
            if let Some(b) = random_numbers.next() {
                if b & 1 != 0 {
                    points.flip();
                }
            }
        }

        if !parameters.skip_distort {
            points.distort(parameters.distance_divisor, random_numbers);
        }

        if !parameters.skip_bezier {
            points.bezierize(5);
        }

        points.draw(&mut land, parameters.zero);

        for p in &points.fill_points {
            land.fill(*p, parameters.zero, parameters.zero)
        }

        points.draw(&mut land, parameters.basic);

        land
    }
}