#include "Body.hpp"
+#include "CreatureCreatureCollision.hpp"
#include "Orbit.hpp"
#include "Planet.hpp"
+#include "Resource.hpp"
+#include "Set.hpp"
#include "Simulation.hpp"
#include "Sun.hpp"
#include "Tile.hpp"
+#include "TileType.hpp"
-#include "../const.hpp"
#include "../app/Assets.hpp"
+#include "../creature/Composition.hpp"
+#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
+#include "../math/const.hpp"
+#include "../math/geometry.hpp"
+#include "../math/OctaveNoise.hpp"
+#include "../math/SimplexNoise.hpp"
#include <algorithm>
#include <cmath>
+#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
using blobs::G;
, surface_tilt(0.0, 0.0)
, axis_tilt(0.0, 0.0)
, rotation(0.0)
-, angular(0.0) {
+, angular(0.0)
+, orbital(1.0)
+, inverse_orbital(1.0)
+, local(1.0)
+, inverse_local(1.0)
+, creatures()
+, atmosphere(-1) {
}
Body::~Body() {
}
}
-glm::dmat4 Body::LocalTransform() const noexcept {
- glm::dmat4 srf = glm::eulerAngleXY(surface_tilt.x, surface_tilt.y);
- glm::dmat4 rot = glm::eulerAngleY(rotation);
- glm::dmat4 tilt = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
- return tilt * rot * srf;
+glm::dmat4 Body::ToUniverse() const noexcept {
+ glm::dmat4 m(1.0);
+ const Body *b = this;
+ while (b->HasParent()) {
+ m = b->ToParent() * m;
+ b = &b->Parent();
+ }
+ return m;
}
-glm::dmat4 Body::InverseTransform() const noexcept {
- glm::dmat4 srf = glm::eulerAngleYX(-surface_tilt.y, -surface_tilt.x);
- glm::dmat4 rot = glm::eulerAngleY(-rotation);
- glm::dmat4 tilt = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
- return srf * rot * tilt;
+glm::dmat4 Body::FromUniverse() const noexcept {
+ glm::dmat4 m(1.0);
+ const Body *b = this;
+ while (b->HasParent()) {
+ m *= b->FromParent();
+ b = &b->Parent();
+ }
+ return m;
+}
+
+namespace {
+std::vector<creature::Creature *> ccache;
+std::vector<CreatureCreatureCollision> collisions;
}
-glm::dmat4 Body::ToParent() const noexcept {
- if (!parent) {
- return glm::dmat4(1.0);
+void Body::Tick(double dt) {
+ rotation += dt * AngularMomentum() / Inertia();
+ Cache();
+ ccache = Creatures();
+ for (creature::Creature *c : ccache) {
+ c->Tick(dt);
}
- return orbit.InverseMatrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
+ // first remove creatures so they don't collide
+ for (auto c = Creatures().begin(); c != Creatures().end();) {
+ if ((*c)->Removable()) {
+ (*c)->Removed();
+ c = Creatures().erase(c);
+ } else {
+ ++c;
+ }
+ }
+ CheckCollision();
}
-glm::dmat4 Body::FromParent() const noexcept {
- if (!parent) {
- return glm::dmat4(1.0);
+void Body::Cache() noexcept {
+ if (parent) {
+ orbital =
+ orbit.Matrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()))
+ * glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
+ inverse_orbital =
+ glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x)
+ * orbit.InverseMatrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
+ } else {
+ orbital = glm::eulerAngleXY(axis_tilt.x, axis_tilt.y);
+ inverse_orbital = glm::eulerAngleYX(-axis_tilt.y, -axis_tilt.x);
}
- return orbit.Matrix(PI_2p0 * (GetSimulation().Time() / OrbitalPeriod()));
+ local =
+ glm::eulerAngleY(rotation)
+ * glm::eulerAngleXY(surface_tilt.x, surface_tilt.y);
+ inverse_local =
+ glm::eulerAngleYX(-surface_tilt.y, -surface_tilt.x)
+ * glm::eulerAngleY(-rotation);
+}
+
+void Body::CheckCollision() noexcept {
+ if (Creatures().size() < 2) return;
+ collisions.clear();
+ auto end = Creatures().end();
+ for (auto i = Creatures().begin(); i != end; ++i) {
+ math::AABB i_box((*i)->CollisionBox());
+ glm::dmat4 i_mat((*i)->CollisionTransform());
+ for (auto j = (i + 1); j != end; ++j) {
+ glm::dvec3 diff((*i)->GetSituation().Position() - (*j)->GetSituation().Position());
+ double max_dist = ((*i)->Size() + (*j)->Size()) * 1.74;
+ if (length2(diff) > max_dist * max_dist) continue;
+ math::AABB j_box((*j)->CollisionBox());
+ glm::dmat4 j_mat((*j)->CollisionTransform());
+ glm::dvec3 normal;
+ double depth;
+ if (Intersect(i_box, i_mat, j_box, j_mat, normal, depth)) {
+ collisions.push_back({ **i, **j, normal, depth });
+ }
+ }
+ }
+ for (auto &c : collisions) {
+ c.A().GetSituation().Move(c.Normal() * (c.Depth() * -0.5));
+ c.B().GetSituation().Move(c.Normal() * (c.Depth() * 0.5));
+ c.A().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.AVel()));
+ c.B().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.BVel()));
+ // TODO: notify participants so they can be annoyed
+ }
+}
+
+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);
+ }
+}
+
+
+CreatureCreatureCollision::~CreatureCreatureCollision() {
+}
+
+const glm::dvec3 &CreatureCreatureCollision::APos() const noexcept {
+ return a->GetSituation().Position();
+}
+
+const glm::dvec3 &CreatureCreatureCollision::AVel() const noexcept {
+ return a->GetSituation().Velocity();
+}
+
+const glm::dvec3 &CreatureCreatureCollision::BPos() const noexcept {
+ return b->GetSituation().Position();
+}
+
+const glm::dvec3 &CreatureCreatureCollision::BVel() const noexcept {
+ return b->GetSituation().Velocity();
}
double P = sma * (cos(E) - ecc);
double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
- return glm::translate(glm::yawPitchRoll(asc, inc, arg), glm::dvec3(P, 0.0, -Q));
+ return glm::yawPitchRoll(asc, inc, arg) * glm::translate(glm::dvec3(P, 0.0, -Q));
}
glm::dmat4 Orbit::InverseMatrix(double t) const noexcept {
double E = mean2eccentric(M, ecc);
double P = sma * (cos(E) - ecc);
double Q = sma * sin(E) * sqrt(1 - (ecc * ecc));
- return glm::transpose(glm::yawPitchRoll(asc, inc, arg)) * glm::translate(glm::dvec3(-P, 0.0, Q));
+ return glm::translate(glm::dvec3(-P, 0.0, Q)) * glm::transpose(glm::yawPitchRoll(asc, inc, arg));
}
Planet::Planet(int sidelength)
: Body()
, sidelength(sidelength)
-, tiles(new Tile[TilesTotal()])
+, tiles(TilesTotal())
, vao() {
Radius(double(sidelength) / 2.0);
}
Planet::~Planet() {
}
-void Planet::BuildVAOs() {
- 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);
+namespace {
+/// map p onto cube, s gives the surface, u and v the position in [-1,1]
+void cubemap(const glm::dvec3 &p, int &s, double &u, double &v) noexcept {
+ const glm::dvec3 p_abs(abs(p));
+ const glm::bvec3 p_pos(greaterThan(p, glm::dvec3(0.0)));
+ double max_axis = 0.0;
+
+ if (p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) {
+ max_axis = p_abs.x;
+ u = p.y;
+ v = p.z;
+ s = 1;
+ }
+ if (!p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) {
+ max_axis = p_abs.x;
+ u = -p.y;
+ v = -p.z;
+ s = 4;
+ }
+ if (p_pos.y && p_abs.y >= p_abs.x && p_abs.y >= p_abs.z) {
+ max_axis = p_abs.y;
+ u = p.z;
+ v = p.x;
+ s = 2;
+ }
+ if (!p_pos.y && p_abs.y >= p_abs.x && p_abs.y >= p_abs.z) {
+ max_axis = p_abs.y;
+ u = -p.z;
+ v = -p.x;
+ s = 5;
+ }
+ if (p_pos.z && p_abs.z >= p_abs.x && p_abs.z >= p_abs.y) {
+ max_axis = p_abs.z;
+ u = p.x;
+ v = p.y;
+ s = 0;
+ }
+ if (!p_pos.z && p_abs.z >= p_abs.x && p_abs.z >= p_abs.y) {
+ max_axis = p_abs.z;
+ u = -p.x;
+ v = -p.y;
+ s = 3;
+ }
+ u /= max_axis;
+ v /= max_axis;
+}
+/// get p from cube, s being surface, u and v the position in [-1,1],
+/// gives a vector from the center to the surface
+glm::dvec3 cubeunmap(int s, double u, double v) {
+ switch (s) {
+ default:
+ case 0: return glm::dvec3(u, v, 1.0); // +Z
+ case 1: return glm::dvec3(1.0, u, v); // +X
+ case 2: return glm::dvec3(v, 1.0, u); // +Y
+ case 3: return glm::dvec3(-u, -v, -1.0); // -Z
+ case 4: return glm::dvec3(-1.0, -u, -v); // -X
+ case 5: return glm::dvec3(-v, -1.0, -u); // -Y
+ };
+}
+}
+
+Tile &Planet::TileAt(const glm::dvec3 &p) noexcept {
+ int srf = 0;
+ double u = 0.0;
+ double v = 0.0;
+ cubemap(p, srf, u, v);
+ int x = glm::clamp(int(u * Radius() + Radius()), 0, sidelength - 1);
+ int y = glm::clamp(int(v * Radius() + Radius()), 0, sidelength - 1);
+ return TileAt(srf, x, y);
+}
+
+const Tile &Planet::TileAt(const glm::dvec3 &p) const noexcept {
+ int srf = 0;
+ double u = 0.0;
+ double v = 0.0;
+ cubemap(p, srf, u, v);
+ int x = glm::clamp(int(u * Radius() + Radius()), 0, sidelength - 1);
+ int y = glm::clamp(int(v * Radius() + Radius()), 0, sidelength - 1);
+ return TileAt(srf, x, y);
+}
+
+const TileType &Planet::TileTypeAt(const glm::dvec3 &p) const noexcept {
+ return GetSimulation().TileTypes()[TileAt(p).type];
+}
+
+Tile &Planet::TileAt(int surface, int x, int y) noexcept {
+ return tiles[IndexOf(surface, x, y)];
+}
+
+const Tile &Planet::TileAt(int surface, int x, int y) const noexcept {
+ return tiles[IndexOf(surface, x, y)];
+}
+
+const TileType &Planet::TypeAt(int srf, int x, int y) const noexcept {
+ return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
+}
+
+glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
+ double u = (double(x) - Radius() + 0.5) / Radius();
+ double v = (double(y) - Radius() + 0.5) / Radius();
+ return normalize(cubeunmap(srf, u, v)) * (Radius() + e);
+}
+
+void Planet::BuildVAO(const Set<TileType> &ts) {
+ vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
+ vao->Bind();
+ vao->BindAttributes();
+ vao->EnableAttribute(0);
+ vao->EnableAttribute(1);
+ vao->EnableAttribute(2);
+ vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+ vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
+ vao->AttributePointer<glm::vec3>(2, false, offsetof(Attributes, tex_coord));
+ vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
- auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
- float offset = sidelength * 0.5f;
+ auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
+ float offset = Radius();
+
+ // srf 0 1 2 3 4 5
+ // up +Z +X +Y -Z -X -Y
for (int index = 0, surface = 0; surface < 6; ++surface) {
for (int y = 0; y < sidelength; ++y) {
for (int x = 0; x < sidelength; ++x, ++index) {
- float tex = TileAt(surface, x, y).type;
- 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;
+ glm::vec3 pos[5];
+ pos[0][(surface + 0) % 3] = x + 0 - offset;
+ pos[0][(surface + 1) % 3] = y + 0 - offset;
+ pos[0][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ pos[1][(surface + 0) % 3] = x + 0 - offset;
+ pos[1][(surface + 1) % 3] = y + 1 - offset;
+ pos[1][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ pos[2][(surface + 0) % 3] = x + 1 - offset;
+ pos[2][(surface + 1) % 3] = y + 0 - offset;
+ pos[2][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ pos[3][(surface + 0) % 3] = x + 1 - offset;
+ pos[3][(surface + 1) % 3] = y + 1 - offset;
+ pos[3][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+
+ float tex = ts[TileAt(surface, x, y).type].texture;
+ 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 = normalize(pos[0]) * offset;
+ attrib[4 * index + 0].normal = pos[0];
attrib[4 * index + 0].tex_coord[0] = 0.0f;
- attrib[4 * index + 0].tex_coord[1] = 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].position = normalize(pos[1]) * offset;
+ attrib[4 * index + 1].normal = pos[1];
attrib[4 * index + 1].tex_coord[0] = 0.0f;
- attrib[4 * index + 1].tex_coord[1] = 1.0f;
+ 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].position = normalize(pos[2]) * offset;
+ attrib[4 * index + 2].normal = pos[2];
attrib[4 * index + 2].tex_coord[0] = 1.0f;
- attrib[4 * index + 2].tex_coord[1] = 0.0f;
+ 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].position = normalize(pos[3]) * offset;
+ attrib[4 * index + 3].normal = pos[3];
attrib[4 * index + 3].tex_coord[0] = 1.0f;
- attrib[4 * index + 3].tex_coord[1] = 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) {
}
}
}
- vao.Unbind();
+ vao->Unbind();
}
void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
- 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);
- 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);
- 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);
- 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);
- 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);
- 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);
-}
-
-
-void GenerateTest(Planet &p) {
+ if (!vao) return;
+
+ vao->Bind();
+ vao->DrawTriangles(TilesTotal() * 6);
+}
+
+
+void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
+ math::SimplexNoise elevation_gen(0);
+ math::SimplexNoise variation_gen(45623752346);
+
+ const int ice = tiles["ice"].id;
+ const int ocean = tiles["ocean"].id;
+ const int water = tiles["water"].id;
+ const int sand = tiles["sand"].id;
+ const int grass = tiles["grass"].id;
+ const int tundra = tiles["tundra"].id;
+ const int taiga = tiles["taiga"].id;
+ const int desert = tiles["desert"].id;
+ const int mntn = tiles["mountain"].id;
+ const int algae = tiles["algae"].id;
+ const int forest = tiles["forest"].id;
+ const int jungle = tiles["jungle"].id;
+ const int rock = tiles["rock"].id;
+ const int wheat = tiles["wheat"].id;
+
+ constexpr double ocean_thresh = -0.2;
+ constexpr double water_thresh = 0.0;
+ constexpr double beach_thresh = 0.05;
+ constexpr double highland_thresh = 0.4;
+ constexpr double mountain_thresh = 0.5;
+
+ const glm::dvec3 axis(glm::dvec4(0.0, 1.0, 0.0, 0.0) * glm::eulerAngleXY(p.SurfaceTilt().x, p.SurfaceTilt().y));
+ const double cap_thresh = std::abs(std::cos(p.AxialTilt().x));
+ const double equ_thresh = std::abs(std::sin(p.AxialTilt().x)) / 2.0;
+ const double fzone_start = equ_thresh - (equ_thresh - cap_thresh) / 3.0;
+ const double fzone_end = cap_thresh + (equ_thresh - cap_thresh) / 3.0;
+
+ for (int surface = 0; surface <= 5; ++surface) {
+ for (int y = 0; y < p.SideLength(); ++y) {
+ for (int x = 0; x < p.SideLength(); ++x) {
+ glm::dvec3 to_tile = p.TileCenter(surface, x, y);
+ double near_axis = std::abs(glm::dot(glm::normalize(to_tile), axis));
+ if (near_axis > cap_thresh) {
+ p.TileAt(surface, x, y).type = ice;
+ continue;
+ }
+ float elevation = math::OctaveNoise(
+ elevation_gen,
+ to_tile / p.Radius(),
+ 3, // octaves
+ 0.5, // persistence
+ 5 / p.Radius(), // frequency
+ 2, // amplitude
+ 2 // growth
+ );
+ float variation = math::OctaveNoise(
+ variation_gen,
+ to_tile / p.Radius(),
+ 3, // octaves
+ 0.5, // persistence
+ 16 / p.Radius(), // frequency
+ 2, // amplitude
+ 2 // growth
+ );
+ if (elevation < ocean_thresh) {
+ p.TileAt(surface, x, y).type = ocean;
+ } else if (elevation < water_thresh) {
+ if (variation > 0.3) {
+ p.TileAt(surface, x, y).type = algae;
+ } else {
+ p.TileAt(surface, x, y).type = water;
+ }
+ } else if (elevation < beach_thresh) {
+ p.TileAt(surface, x, y).type = sand;
+ } else if (elevation < highland_thresh) {
+ if (near_axis < equ_thresh) {
+ if (variation > 0.6) {
+ p.TileAt(surface, x, y).type = grass;
+ } else if (variation > 0.2) {
+ p.TileAt(surface, x, y).type = sand;
+ } else {
+ p.TileAt(surface, x, y).type = desert;
+ }
+ } else if (near_axis < fzone_start) {
+ if (variation > 0.4) {
+ p.TileAt(surface, x, y).type = forest;
+ } else if (variation < -0.5) {
+ p.TileAt(surface, x, y).type = jungle;
+ } else if (variation > -0.02 && variation < 0.02) {
+ p.TileAt(surface, x, y).type = wheat;
+ } else {
+ p.TileAt(surface, x, y).type = grass;
+ }
+ } else if (near_axis < fzone_end) {
+ p.TileAt(surface, x, y).type = tundra;
+ } else {
+ p.TileAt(surface, x, y).type = taiga;
+ }
+ } else if (elevation < mountain_thresh) {
+ if (variation > 0.3) {
+ p.TileAt(surface, x, y).type = mntn;
+ } else {
+ p.TileAt(surface, x, y).type = rock;
+ }
+ } else {
+ p.TileAt(surface, x, y).type = mntn;
+ }
+ }
+ }
+ }
+ p.BuildVAO(tiles);
+}
+
+void GenerateTest(const Set<TileType> &tiles, Planet &p) noexcept {
for (int surface = 0; surface <= 5; ++surface) {
for (int y = 0; y < p.SideLength(); ++y) {
for (int x = 0; x < p.SideLength(); ++x) {
- p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2);
+ if (x == p.SideLength() / 2 && y == p.SideLength() / 2) {
+ p.TileAt(surface, x, y).type = surface;
+ } else {
+ p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2) + 6;
+ }
}
}
}
- p.BuildVAOs();
+ p.BuildVAO(tiles);
}
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;
+}
+
}
}