Implemented multi-cell sectors

This commit is contained in:
Anuken
2018-07-18 13:23:54 -04:00
parent 0b7decbfdd
commit 7ff4e5879d
6 changed files with 93 additions and 30 deletions

View File

@@ -8,15 +8,17 @@ import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.maps.generation.WorldGenerator.GenResult;
import io.anuke.mindustry.world.ColorMapper;
import io.anuke.mindustry.world.Edges;
import io.anuke.ucore.core.Settings;
import io.anuke.ucore.util.Geometry;
import io.anuke.ucore.util.Bits;
import io.anuke.ucore.util.GridMap;
import io.anuke.ucore.util.Mathf;
import static io.anuke.mindustry.Vars.*;
public class Sectors{
private static final int sectorImageSize = 16;
private static final float sectorLargeChance = 0.1f;
private static final float sectorLargeChance = 0.15f;
private GridMap<Sector> grid = new GridMap<>();
@@ -29,26 +31,43 @@ public class Sectors{
return grid.get(x, y);
}
public Sector get(int position){
return grid.get(Bits.getLeftShort(position), Bits.getRightShort(position));
}
/**Unlocks a sector. This shows nearby sectors.*/
public void completeSector(int x, int y){
createSector(x, y);
Sector sector = get(x, y);
sector.complete = true;
for(GridPoint2 point : Geometry.d4){
for(GridPoint2 point : Edges.getEdges(sector.size)){
createSector(sector.x + point.x, sector.y + point.y);
}
}
/**Creates a sector at a location if it is not present, but does not unlock it.*/
public void createSector(int x, int y){
boolean isLarge = Mathf.randomSeed(Bits.packInt((short)round2(x), (short)round2(y))) < sectorLargeChance;
if(isLarge){
x = round2(x);
y = round2(y);
}
if(grid.containsKey(x, y)) return;
Sector sector = new Sector();
sector.x = (short)x;
sector.y = (short)y;
sector.complete = false;
grid.put(x, y, sector);
sector.size = isLarge ? 2 : 1;
for(int cx = 0; cx < sector.size; cx++){
for(int cy = 0; cy < sector.size; cy++){
grid.put(x + cx, y + cy, sector);
}
}
if(sector.texture == null) createTexture(sector);
}
@@ -58,7 +77,11 @@ public class Sectors{
for(Sector sector : out){
createTexture(sector);
grid.put(sector.x, sector.y, sector);
for(int cx = 0; cx < sector.size; cx++){
for(int cy = 0; cy < sector.size; cy++){
grid.put(sector.x + cx, sector.y + cy, sector);
}
}
}
if(out.size == 0){
@@ -77,20 +100,27 @@ public class Sectors{
Settings.save();
}
private int round2(int i){
if(i < 0){
i --;
}
return i/2*2;
}
private void createTexture(Sector sector){
if(headless) return; //obviously not created or needed on server
Pixmap pixmap = new Pixmap(sectorImageSize, sectorImageSize, Format.RGBA8888);
Pixmap pixmap = new Pixmap(sectorImageSize * sector.size, sectorImageSize * sector.size, Format.RGBA8888);
for(int x = 0; x < sectorImageSize; x++){
for(int y = 0; y < sectorImageSize; y++){
for(int x = 0; x < pixmap.getWidth(); x++){
for(int y = 0; y < pixmap.getHeight(); y++){
int toX = x * sectorSize / sectorImageSize;
int toY = y * sectorSize / sectorImageSize;
GenResult result = world.generator().generateTile(sector.x, sector.y, toX, toY);
int color = ColorMapper.colorFor(result.floor, result.wall, Team.none, result.elevation);
pixmap.drawPixel(x, sectorImageSize - 1 - y, color);
pixmap.drawPixel(x, pixmap.getHeight() - 1 - y, color);
}
}