]> git.localhorst.tv Git - blobs.git/blobdiff - src/world/world.cpp
overhaul need system
[blobs.git] / src / world / world.cpp
index ed2ade3bb5a6daca721925b3285d759313e3ea72..1b2e058f90d666dfd79d52474ad12ad0fe652686 100644 (file)
@@ -8,12 +8,13 @@
 #include "Tile.hpp"
 #include "TileType.hpp"
 
-#include "Creature.hpp"
-#include "../const.hpp"
 #include "../app/Assets.hpp"
+#include "../creature/Composition.hpp"
+#include "../creature/Creature.hpp"
 #include "../graphics/Viewport.hpp"
-#include "../rand/OctaveNoise.hpp"
-#include "../rand/SimplexNoise.hpp"
+#include "../math/const.hpp"
+#include "../math/OctaveNoise.hpp"
+#include "../math/SimplexNoise.hpp"
 
 #include <algorithm>
 #include <cmath>
@@ -50,11 +51,12 @@ Body::Body()
 , inverse_orbital(1.0)
 , local(1.0)
 , inverse_local(1.0)
-, creatures() {
+, creatures()
+, atmosphere(-1) {
 }
 
 Body::~Body() {
-       for (Creature *c : creatures) {
+       for (creature::Creature *c : creatures) {
                delete c;
        }
 }
@@ -137,6 +139,27 @@ glm::dmat4 Body::FromUniverse() const noexcept {
        return m;
 }
 
+namespace {
+std::vector<creature::Creature *> ccache;
+}
+
+void Body::Tick(double dt) {
+       rotation += dt * AngularMomentum() / Inertia();
+       Cache();
+       ccache = Creatures();
+       for (creature::Creature *c : ccache) {
+               c->Tick(dt);
+       }
+       for (auto c = Creatures().begin(); c != Creatures().end();) {
+               if ((*c)->Removable()) {
+                       delete *c;
+                       c = Creatures().erase(c);
+               } else {
+                       ++c;
+               }
+       }
+}
+
 void Body::Cache() noexcept {
        if (parent) {
                orbital =
@@ -157,11 +180,17 @@ void Body::Cache() noexcept {
                * glm::eulerAngleY(-rotation);
 }
 
-void Body::AddCreature(Creature *c) {
-       c->SetBody(*this);
+void Body::AddCreature(creature::Creature *c) {
        creatures.push_back(c);
 }
 
+void Body::RemoveCreature(creature::Creature *c) {
+       auto entry = std::find(creatures.begin(), creatures.end(), c);
+       if (entry != creatures.end()) {
+               creatures.erase(entry);
+       }
+}
+
 
 Orbit::Orbit()
 : sma(1.0)
@@ -275,24 +304,41 @@ Planet::Planet(int sidelength)
 Planet::~Planet() {
 }
 
-glm::dvec3 Planet::TileCenter(int surface, int x, int y) const noexcept {
+const TileType &Planet::TypeAt(int srf, int x, int y) const {
+       return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
+}
+
+glm::ivec2 Planet::SurfacePosition(int srf, const glm::dvec3 &pos) const noexcept {
+       return glm::ivec2(
+               PositionToTile(pos[(srf + 0) % 3]),
+               PositionToTile(pos[(srf + 1) % 3]));
+}
+
+double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept {
+       return srf < 3
+               ? pos[(srf + 2) % 3] - Radius()
+               : -pos[(srf + 2) % 3] - Radius();
+}
+
+glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
        glm::dvec3 center(0.0f);
-       center[(surface + 0) % 3] = x + 0.5 - Radius();
-       center[(surface + 1) % 3] = y + 0.5 - Radius();
-       center[(surface + 2) % 3] = surface < 3 ? Radius() : -Radius();
+       center[(srf + 0) % 3] = x + 0.5 - Radius();
+       center[(srf + 1) % 3] = y + 0.5 - Radius();
+       center[(srf + 2) % 3] = srf < 3 ? (Radius() + e) : -(Radius() + e);
        return center;
 }
 
 void Planet::BuildVAO(const Set<TileType> &ts) {
-       vao.Bind();
-       vao.BindAttributes();
-       vao.EnableAttribute(0);
-       vao.EnableAttribute(1);
-       vao.AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
-       vao.AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
-       vao.ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
+       vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
+       vao->Bind();
+       vao->BindAttributes();
+       vao->EnableAttribute(0);
+       vao->EnableAttribute(1);
+       vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+       vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
+       vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
        {
-               auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
+               auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
                float offset = Radius();
 
                // srf  0  1  2  3  4  5
@@ -302,43 +348,43 @@ void Planet::BuildVAO(const Set<TileType> &ts) {
                        for (int y = 0; y < sidelength; ++y) {
                                for (int x = 0; x < sidelength; ++x, ++index) {
                                        float tex = ts[TileAt(surface, x, y).type].texture;
-                                       const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
-                                       const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
+                                       const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
+                                       const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
                                        attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
                                        attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
                                        attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
-                                       attrib[4 * index + 0].tex_coord[1] = 1.0f;
+                                       attrib[4 * index + 0].tex_coord[0] = 0.0f;
+                                       attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
                                        attrib[4 * index + 0].tex_coord[2] = tex;
 
                                        attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
                                        attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
                                        attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 1].tex_coord[0] = tex_u_end;
-                                       attrib[4 * index + 1].tex_coord[1] = 1.0f;
+                                       attrib[4 * index + 1].tex_coord[0] = 0.0f;
+                                       attrib[4 * index + 1].tex_coord[1] = tex_v_end;
                                        attrib[4 * index + 1].tex_coord[2] = tex;
 
                                        attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
                                        attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
                                        attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
-                                       attrib[4 * index + 2].tex_coord[1] = 0.0f;
+                                       attrib[4 * index + 2].tex_coord[0] = 1.0f;
+                                       attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
                                        attrib[4 * index + 2].tex_coord[2] = tex;
 
                                        attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
                                        attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
                                        attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 3].tex_coord[0] = tex_u_end;
-                                       attrib[4 * index + 3].tex_coord[1] = 0.0f;
+                                       attrib[4 * index + 3].tex_coord[0] = 1.0f;
+                                       attrib[4 * index + 3].tex_coord[1] = tex_v_end;
                                        attrib[4 * index + 3].tex_coord[2] = tex;
                                }
                        }
                }
        }
-       vao.BindElements();
-       vao.ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
+       vao->BindElements();
+       vao->ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
        {
-               auto element = vao.MapElements(GL_WRITE_ONLY);
+               auto element = vao->MapElements(GL_WRITE_ONLY);
                int index = 0;
                for (int surface = 0; surface < 3; ++surface) {
                        for (int y = 0; y < sidelength; ++y) {
@@ -365,30 +411,32 @@ void Planet::BuildVAO(const Set<TileType> &ts) {
                        }
                }
        }
-       vao.Unbind();
+       vao->Unbind();
 }
 
 void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
-       vao.Bind();
+       if (!vao) return;
+
+       vao->Bind();
        const glm::mat4 &MV = assets.shaders.planet_surface.MV();
        assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f)));
-       vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
+       vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
        assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)));
-       vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
+       vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
        assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)));
-       vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
+       vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
        assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
-       vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
+       vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
        assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(-1.0f, 0.0f, 0.0f, 0.0f)));
-       vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
+       vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
        assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f)));
-       vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
+       vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
 }
 
 
 void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
-       rand::SimplexNoise elevation_gen(0);
-       rand::SimplexNoise variation_gen(45623752346);
+       math::SimplexNoise elevation_gen(0);
+       math::SimplexNoise variation_gen(45623752346);
 
        const int ice = tiles["ice"].id;
        const int ocean = tiles["ocean"].id;
@@ -426,7 +474,7 @@ void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
                                        p.TileAt(surface, x, y).type = ice;
                                        continue;
                                }
-                               float elevation = rand::OctaveNoise(
+                               float elevation = math::OctaveNoise(
                                        elevation_gen,
                                        to_tile / p.Radius(),
                                        3,   // octaves
@@ -435,7 +483,7 @@ void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
                                        2,   // amplitude
                                        2    // growth
                                );
-                               float variation = rand::OctaveNoise(
+                               float variation = math::OctaveNoise(
                                        variation_gen,
                                        to_tile / p.Radius(),
                                        3,   // octaves
@@ -516,5 +564,29 @@ Sun::Sun()
 Sun::~Sun() {
 }
 
+
+std::vector<TileType::Yield>::const_iterator TileType::FindResource(int r) const {
+       auto yield = resources.cbegin();
+       for (; yield != resources.cend(); ++yield) {
+               if (yield->resource == r) {
+                       break;
+               }
+       }
+       return yield;
+}
+
+std::vector<TileType::Yield>::const_iterator TileType::FindBestResource(const creature::Composition &comp) const {
+       auto best = resources.cend();
+       double best_value = 0.0;
+       for (auto yield = resources.cbegin(); yield != resources.cend(); ++yield) {
+               double value = comp.Get(yield->resource);
+               if (value > best_value) {
+                       best = yield;
+                       best_value = value;
+               }
+       }
+       return best;
+}
+
 }
 }