Add traffic-worn dirt paths and paving
- author
- Marijn Besseling <njirambem@gmail.com> · 2026-10-24 19:54 UTC
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- a71d21b9233c1a0950d0d56c4101346ef03911c3
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- 6ecdca767b
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- browse at this commit
13 files changed +339 -13
| CLAUDE.md | +3 -2 | |
| src/building.rs | +9 -2 | |
| src/colonist.rs | +43 -3 | |
| src/jobs/mod.rs | +4 -0 | |
| src/jobs/tests.rs | +23 -0 | |
| src/main.rs | +2 -0 | |
| src/pathfinding.rs | +15 -2 | |
| src/paths.rs | added | +183 -0 |
| src/selection.rs | +8 -1 | |
| src/tilemap.rs | +8 -1 | |
| src/world.rs | +37 -1 | |
| src/worldgen.rs | +3 -1 | |
| tasks.md | +1 -0 |
CLAUDE.md +3 -2
| @@ -14,7 +14,7 @@ DF/RimWorld-style colony sim, Rust + Bevy 0.20 (newer than training data — che | ||
| 14 | 14 | - `src/actions.rs` `Action` message enum + `KEYBINDS` table (single source of truth for keys; `keyboard_actions` in PreUpdate after `InputSystems`). All non-camera input goes through actions: consumers read `MessageReader<Action>` (sim speed/pause, worldgen NewWorld, zones tool/Cancel, selection Cancel, ui ToggleUi). New keybind = add Action variant + KEYBINDS entry + label + TOOLBAR entry (test enforces every keybind has a button). |
| 15 | 15 | - `src/ui.rs` `HudPlugin`: bottom toolbar of `ui_widgets::Button`s (`ActivateOnPress` — click-on-release was flaky when the pointer moves and clicks in one frame) with `ActionButton(Action)`; global `On<Activate>` observer writes the action. `style_buttons` highlights active state (`is_active`), hover, pressed. `UiVisible` + `HideableUi` marker (toolbar, info panel) toggled by H/button; `ShowUiButton` appears when hidden. `PointerOverUi` from picking `HoverMap` (any hovered entity with `Node`; layout containers are `Pickable::IGNORE`); `update_cursor` clears world/tile and selection/orders/zone tool ignore clicks while over UI. |
| 16 | 16 | - `src/main.rs` app wiring: DefaultPlugins (nearest sampling, canvas `#bevy`, fit_canvas_to_parent), adds plugins. |
| 17 | -- `src/world.rs` `Terrain` enum (index = tileset layer, `ALL` order matters; rock = Stone/IronOre/GoldOre, impassable; Gravel = mined floor, never generated), `Plant` enum (Tree, BerryBush, Crop; separate layer with per-tile growth 0..1, adds move cost; `ripe_plant`). Worldgen scatters berry bushes (2%) with random growth. `WorldMap` resource: per-tile terrain, `Option<Plant>`, wall flag (blocks movement), roof flag, height in meters (0..`MAX_HEIGHT`=100); row-major, (0,0)=bottom-left, y up. `move_cost(pos)` = terrain + plant cost (None = impassable); `step_cost(from,to)` adds `UPHILL_COST_PER_METER` × climb — use step_cost for anything that moves. `TILE_SIZE`=16 world units, `hash2` deterministic int hash. | |
| 17 | +- `src/world.rs` `Terrain` enum (index = tileset layer, `ALL` order matters; rock = Stone/IronOre/GoldOre, impassable; Gravel = mined floor, Path/Paved from traffic, never generated), `Plant` enum (Tree, BerryBush, Crop; separate layer with per-tile growth 0..1, adds move cost; `ripe_plant`). Worldgen scatters berry bushes (2%) with random growth. `WorldMap` resource: per-tile terrain, `Option<Plant>`, wall flag (blocks movement), roof flag, plant growth, traffic wear, height in meters (0..`MAX_HEIGHT`=100); row-major, (0,0)=bottom-left, y up. `move_cost(pos)` = terrain + plant cost (None = impassable); `step_cost(from,to)` adds `UPHILL_COST_PER_METER` × climb — use step_cost for anything that moves. `TILE_SIZE`=16 world units, `hash2` deterministic int hash. | |
| 18 | 18 | - `src/noise.rs` seeded 2D gradient (Perlin-style, quintic fade) noise + `fbm` (octave i uses seed+i). Range [-1,1]. |
| 19 | 19 | - `src/worldgen.rs` `WorldGenPlugin` inserts `WorldSeed` + `WorldMap` (256x256) at build time and writes `WorldGenerated` message at Startup; R → seed+1, regenerate, write message. `generate(size, seed)`: elevation fbm → height (min-max normalised to meters) and deep/shallow/sand/rock by **quantile** thresholds (fixed terrain shares per seed); ore = quantiles of two ore noises among rock tiles (gold 3%, iron 10%); fertility fbm top 20% → soil; rivers; trees (forest noise top 35% → 45% tree chance, else 3%; only Grass/Soil, placed after rivers). Rivers: `FlowField` = priority flood from water + non-rock edge tiles over non-rock tiles, each tile gets a downstream neighbour (spills out of depressions at lowest rim); `pick_rivers` traces 40 random mountain-foot sources, keeps the 4 longest spaced ≥40 apart; `carve_river` → ShallowWater, wider downstream, never over rock/deep water. `largest_region` (4-conn flood of walkable), `spawn_tiles(map, n)` = BFS from largest-region tile nearest map center. Everything reacting to a new world runs `.run_if(on_message::<WorldGenerated>)`: tilemap refresh, colonist respawn, camera recenter, selection clear. |
| 20 | 20 | - `src/tilemap.rs` renders map as `TilemapChunk`s (bevy::sprite_render) of `CHUNK_SIZE`=64; chunk transform = chunk center (TilemapChunk is centered on its transform). Tile (x,y) world center = (pos+0.5)*TILE_SIZE, so map spans [0, size*TILE_SIZE]. Tileset is generated in code (no assets): stacked 16x16 layers -> `reinterpret_stacked_2d_as_array`. Per-tile tint via `TileData.color`. Chunk layers (`Layer::Terrain` z=0, `Layer::Zones` z=0.3, `Layer::Plants` z=0.5 (tileset per `PlantLook`: tree, bush, ripe bush, sprout, young crop, ripe crop), `Layer::Roofs` z=0.85 translucent striped overlay, alpha blend, tree texture drawn in code), spawned once at Startup (`Chunk{origin, layer}`); terrain tint = jitter × `hillshade` (light from NW, `RELIEF` exaggeration) × height brightness, water unshaded; ore = stone texture with coloured specks; world changes overwrite `TilemapChunkTileData` in place (full on WorldGenerated, per-chunk on `TileChanged`) (bevy's `update_tilemap_chunk_indices` re-uploads via change detection). |
| @@ -29,11 +29,12 @@ DF/RimWorld-style colony sim, Rust + Bevy 0.20 (newer than training data — che | ||
| 29 | 29 | - `src/light.rs` day/night lighting. `daylight(hour)` (dawn 5–7, dusk 18–20), `ambient_color` (night = blue-ish), `dark_soon(tick)` (now or within LIGHT_LOOKAHEAD_TICKS). `light_at(kind, source, tile)` falloff from `StructureKind::light()` (None for non-emitters). `LightMap` resource = ambient + per-tile source light, recomputed in `update_light_map` (SimSystems::Decide) only when the ambient step (16 levels) changes or structures are added/removed; default (empty) = fully lit. `is_lit` = brightness ≥ LIT_BRIGHTNESS. Tilemap tints terrain/plant tiles by `LightMap::color` and refreshes all chunks on `LightMap` change (zones overlay unlit, colonists/items/structures not darkened). |
| 30 | 30 | - `src/structures.rs` `Structure{kind: StructureKind::{Campfire, Torch, Bed, Wall, Door}}` + TilePos entities; `Fuel(u32)` only on kinds with `fuel_ticks()` (fires: 12h/8h), `burn_fuel` (SimSystems::Act) despawns at 0; beds are permanent. Kind stats: `cost()` (material, amount): fires/bed/door wood, wall 2 stone; `light()` radius+color (fires only), `name()`. Visuals are Mesh2d children (campfire = stone ring + crossed logs + triangle flame, torch = stick + small flame, bed = frame + blanket + pillow, wall = stone square, door = brown square + knob; avoid plain circles, those read as colonists; z=0.8). `spawn_structure` inserts Fuel when needed. Cleared on WorldGenerated. |
| 31 | 31 | - `src/needs.rs` `Rest(f32)` on colonists (1 = rested): `update_rest` (SimSystems::Act) drains 1/24 per game hour awake, recovers 1/7 per hour (1/5 in a bed, ×ROOF_REST_BONUS 1.25 under a roof) while `is_sleeping` (Sleep job, at spot, path empty). `wants_sleep`: rest < NAP_REST (0.3) any time, or night (21–6) and rest < BEDTIME_REST (0.9). `done_sleeping`: rest full and not night (sleep lasts until morning). EXHAUSTED_REST (0.1) makes choose_jobs drop autonomous (not ordered) jobs. `SleepContext::spot` = nearest bed not reserved as `Target::SleepSpot`, else nearest free tile (dry, no plant/stockpile/fire/item, unreserved `Target::SleepSpot`) to the nearest campfire, else home. Sleeping colonists show a `SleepMarker` Text2d "z" child. |
| 32 | -- `src/building.rs` construction planning. `BuildKind::{Structure(StructureKind), Roof}` with `cost()`/`work()`/`blocks_tile()` (walls). `Blueprints(HashMap<tile, BuildKind>)` resource, drawn as gizmo outlines, cleared on WorldGenerated. `plan_shelter` (SimSystems::Decide, every 300 ticks, only while no blueprints): for unroofed beds, if `enclosed_room` (4-conn flood bounded by walls/doors/rock, ≤ MAX_ROOM_TILES, not touching map edge) → Roof blueprints for unroofed room tiles; else `ShelterContext::plan` tries every wall ring with 0–2 tiles margin per side around the beds' bbox, cheapest (ring length + penalty per margin-0 side) where every ring tile is rock/existing wall/door or buildable (dry, no plant/item/structure; empty stockpile tiles allowed and removed from the stockpile when planned), one Door on the non-corner ring tile nearest the campfire/home. | |
| 32 | +- `src/building.rs` construction planning. `BuildKind::{Structure(StructureKind), Roof, Pave}` with `cost()`/`work()`/`blocks_tile()` (walls). `Blueprints(HashMap<tile, BuildKind>)` resource, drawn as gizmo outlines, cleared on WorldGenerated. `plan_shelter` (SimSystems::Decide, every 300 ticks, only while no non-Pave blueprints; merges its plan into Blueprints): for unroofed beds, if `enclosed_room` (4-conn flood bounded by walls/doors/rock, ≤ MAX_ROOM_TILES, not touching map edge) → Roof blueprints for unroofed room tiles; else `ShelterContext::plan` tries every wall ring with 0–2 tiles margin per side around the beds' bbox, cheapest (ring length + penalty per margin-0 side) where every ring tile is rock/existing wall/door or buildable (dry, no plant/item/structure; empty stockpile tiles allowed and removed from the stockpile when planned), one Door on the non-corner ring tile nearest the campfire/home. | |
| 33 | 33 | - `src/food.rs` `Hunger(f32)` on colonists (1 = fed): `update_hunger` drains 1/24 per game hour (half while sleeping). HUNGRY 0.35 → Eat job; STARVING 0.05 interrupts autonomous work like exhaustion. `find_food` prefers Meal stacks, then raw food; `portion(kind, fed)` = units to fill up. Eat: walk to pickup, take portion into `Carrying`, eat EAT_TICKS, add nutrition. |
| 34 | 34 | - `src/plants.rs` `grow_plants` every GROWTH_INTERVAL_TICKS: plants with `ripening_ticks` (BerryBush 2 days, Crop 1.5) gain growth × `fertility(terrain)` (Soil 1, Grass .8, Sand .4, Gravel .3; wild bushes ≥ .8); writes TileChanged when `PlantLook` stage changes. |
| 35 | 35 | - `src/animals.rs` `Animal{kind: AnimalKind::{Deer, Rabbit}}` entities (Path/TilePos/SimPos/MoveSpeed, moved by colonist `follow_path`; ellipse-body visuals, z=0.9). `populate` on WorldGenerated (population per kind, ≥25 tiles from colony), `migrate` refills one per kind every 2 game hours, `wander` idles 2–8 s then walks ≤10 tiles; an animal reserved as `Target::Animal` (being hunted) stands still. meat 30/8, hunt_work 360/160. |
| 36 | 36 | - `src/farming.rs` `plan_farm` (every 600 ticks, once a stockpile exists and no farm): `FarmContext::plan` picks the FARM_SIZE² square near home (BFS corners) maximising soil − distance where every tile is farmable, plant-free and ≥ FARM_CLEARANCE from stockpile, blueprints, structures and items. |
| 37 | +- `src/paths.rs` traffic wear. `follow_path` adds 1 wear when a colonist (not an animal) enters a tile. `update_paths` (hourly): wear × WEAR_KEPT_PER_HOUR (0.98); Grass/Soil/Sand with wear ≥ PATH_WEAR (8), no plant, not farm → `Terrain::Path`; Path with wear < REGROW_WEAR → Grass. `plan_paving` (hourly) keeps up to PAVE_BATCH `BuildKind::Pave` blueprints on the busiest Path tiles with wear ≥ PAVE_WEAR (20); built with 1 stone → `Terrain::Paved`. Path cost 80, Paved 60 (= CHEAPEST_MOVE_COST, which A*'s heuristic uses; a test enforces no terrain is cheaper), so colonists prefer and reinforce them. Hover shows wear. Tuned from observed traffic of 3 colonists: busiest tiles reach ~15–30 wear by day 3–4. | |
| 37 | 38 | - `src/rng.rs` `SimRng` SplitMix64 resource, seeded (deterministic sim; no `rand` dep). |
| 38 | 39 | |
| 39 | 40 | ## Gotchas |
src/building.rs +9 -2
| @@ -34,12 +34,14 @@ const MAX_ROOM_MARGIN: i32 = 2; | ||
| 34 | 34 | const CRAMPED_SIDE_COST: i32 = 3; |
| 35 | 35 | const WALL_BLUEPRINT_COLOR: Color = Color::srgba(0.5, 0.75, 1.0, 0.8); |
| 36 | 36 | const DOOR_BLUEPRINT_COLOR: Color = Color::srgba(1.0, 0.8, 0.4, 0.8); |
| 37 | +const PAVE_BLUEPRINT_COLOR: Color = Color::srgba(0.85, 0.85, 0.85, 0.5); | |
| 37 | 38 | const ROOF_BLUEPRINT_COLOR: Color = Color::srgba(0.8, 0.6, 1.0, 0.35); |
| 38 | 39 | |
| 39 | 40 | #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] |
| 40 | 41 | pub enum BuildKind { |
| 41 | 42 | Structure(StructureKind), |
| 42 | 43 | Roof, |
| 44 | + Pave, | |
| 43 | 45 | } |
| 44 | 46 | |
| 45 | 47 | impl BuildKind { |
| @@ -47,6 +49,7 @@ impl BuildKind { | ||
| 47 | 49 | match self { |
| 48 | 50 | BuildKind::Structure(kind) => kind.cost(), |
| 49 | 51 | BuildKind::Roof => (ItemKind::Wood, 1), |
| 52 | + BuildKind::Pave => (ItemKind::Stone, 1), | |
| 50 | 53 | } |
| 51 | 54 | } |
| 52 | 55 | |
| @@ -58,6 +61,7 @@ impl BuildKind { | ||
| 58 | 61 | BuildKind::Structure(StructureKind::Wall) => 300, |
| 59 | 62 | BuildKind::Structure(StructureKind::Door) => 300, |
| 60 | 63 | BuildKind::Roof => 120, |
| 64 | + BuildKind::Pave => 120, | |
| 61 | 65 | } |
| 62 | 66 | } |
| 63 | 67 | |
| @@ -65,6 +69,7 @@ impl BuildKind { | ||
| 65 | 69 | match self { |
| 66 | 70 | BuildKind::Structure(kind) => kind.name(), |
| 67 | 71 | BuildKind::Roof => "roof", |
| 72 | + BuildKind::Pave => "paving", | |
| 68 | 73 | } |
| 69 | 74 | } |
| 70 | 75 | |
| @@ -234,7 +239,8 @@ pub fn plan_shelter( | ||
| 234 | 239 | items: Query<&TilePos, With<Item>>, |
| 235 | 240 | mut blueprints: ResMut<Blueprints>, |
| 236 | 241 | ) { |
| 237 | - if !tick.0.is_multiple_of(PLAN_INTERVAL_TICKS) || !blueprints.0.is_empty() { | |
| 242 | + let shelter_pending = blueprints.0.values().any(|k| *k != BuildKind::Pave); | |
| 243 | + if !tick.0.is_multiple_of(PLAN_INTERVAL_TICKS) || shelter_pending { | |
| 238 | 244 | return; |
| 239 | 245 | } |
| 240 | 246 | let structures: Vec<(UVec2, StructureKind)> = |
| @@ -264,7 +270,7 @@ pub fn plan_shelter( | ||
| 264 | 270 | zones.remove_tile(*tile); |
| 265 | 271 | } |
| 266 | 272 | } |
| 267 | - blueprints.0 = plan; | |
| 273 | + blueprints.0.extend(plan); | |
| 268 | 274 | } |
| 269 | 275 | } |
| 270 | 276 | |
| @@ -273,6 +279,7 @@ fn draw_blueprints(mut gizmos: Gizmos, blueprints: Res<Blueprints>) { | ||
| 273 | 279 | let color = match kind { |
| 274 | 280 | BuildKind::Structure(StructureKind::Door) => DOOR_BLUEPRINT_COLOR, |
| 275 | 281 | BuildKind::Roof => ROOF_BLUEPRINT_COLOR, |
| 282 | + BuildKind::Pave => PAVE_BLUEPRINT_COLOR, | |
| 276 | 283 | _ => WALL_BLUEPRINT_COLOR, |
| 277 | 284 | }; |
| 278 | 285 | gizmos.rect_2d( |
src/colonist.rs +43 -3
| @@ -89,10 +89,16 @@ pub struct MoveSpeed(pub f32); | ||
| 89 | 89 | |
| 90 | 90 | pub fn follow_path( |
| 91 | 91 | time: Res<Time>, |
| 92 | - map: Res<WorldMap>, | |
| 93 | - mut movers: Query<(&mut TilePos, &mut Path, &mut SimPos, Option<&MoveSpeed>)>, | |
| 92 | + mut map: ResMut<WorldMap>, | |
| 93 | + mut movers: Query<( | |
| 94 | + &mut TilePos, | |
| 95 | + &mut Path, | |
| 96 | + &mut SimPos, | |
| 97 | + Option<&MoveSpeed>, | |
| 98 | + Has<Colonist>, | |
| 99 | + )>, | |
| 94 | 100 | ) { |
| 95 | - for (mut tile, mut path, mut pos, speed) in &mut movers { | |
| 101 | + for (mut tile, mut path, mut pos, speed, is_colonist) in &mut movers { | |
| 96 | 102 | let Some(&next) = path.0.front() else { |
| 97 | 103 | continue; |
| 98 | 104 | }; |
| @@ -108,6 +114,10 @@ pub fn follow_path( | ||
| 108 | 114 | if arrived { |
| 109 | 115 | tile.0 = next; |
| 110 | 116 | path.0.pop_front(); |
| 117 | + if is_colonist { | |
| 118 | + let wear = map.wear(next.as_ivec2()); | |
| 119 | + map.set_wear(next, wear + 1.0); | |
| 120 | + } | |
| 111 | 121 | } |
| 112 | 122 | } |
| 113 | 123 | } |
| @@ -157,6 +167,36 @@ mod tests { | ||
| 157 | 167 | } |
| 158 | 168 | |
| 159 | 169 | #[test] |
| 170 | + fn colonists_wear_down_the_ground_they_walk_on() { | |
| 171 | + let mut app = App::new(); | |
| 172 | + app.insert_resource(WorldMap::filled(UVec2::new(10, 10), Terrain::Grass)) | |
| 173 | + .init_resource::<Time>() | |
| 174 | + .add_systems(Update, follow_path); | |
| 175 | + app.world_mut().spawn(( | |
| 176 | + Colonist { | |
| 177 | + name: "Test".into(), | |
| 178 | + }, | |
| 179 | + TilePos(UVec2::new(1, 1)), | |
| 180 | + Path(VecDeque::from([UVec2::new(2, 1)])), | |
| 181 | + sim_pos(WorldMap::tile_center(UVec2::new(1, 1))), | |
| 182 | + )); | |
| 183 | + app.world_mut().spawn(( | |
| 184 | + TilePos(UVec2::new(1, 3)), | |
| 185 | + Path(VecDeque::from([UVec2::new(2, 3)])), | |
| 186 | + sim_pos(WorldMap::tile_center(UVec2::new(1, 3))), | |
| 187 | + )); | |
| 188 | + for _ in 0..20 { | |
| 189 | + app.world_mut() | |
| 190 | + .resource_mut::<Time>() | |
| 191 | + .advance_by(Duration::from_millis(50)); | |
| 192 | + app.update(); | |
| 193 | + } | |
| 194 | + let map = app.world().resource::<WorldMap>(); | |
| 195 | + assert_eq!(map.wear(IVec2::new(2, 1)), 1.0); | |
| 196 | + assert_eq!(map.wear(IVec2::new(2, 3)), 0.0); | |
| 197 | + } | |
| 198 | + | |
| 199 | + #[test] | |
| 160 | 200 | fn colonists_walk_their_path_and_update_tile_pos() { |
| 161 | 201 | let mut app = App::new(); |
| 162 | 202 | app.insert_resource(WorldMap::filled(UVec2::new(10, 10), Terrain::Grass)) |
src/jobs/mod.rs +4 -0
| @@ -1355,6 +1355,10 @@ fn run_jobs( | ||
| 1355 | 1355 | map.set_roof(site, true); |
| 1356 | 1356 | changed.write(TileChanged(site)); |
| 1357 | 1357 | } |
| 1358 | + BuildKind::Pave => { | |
| 1359 | + map.set(site, Terrain::Paved); | |
| 1360 | + changed.write(TileChanged(site)); | |
| 1361 | + } | |
| 1358 | 1362 | } |
| 1359 | 1363 | blueprints.0.remove(&site); |
| 1360 | 1364 | Step::Done |
src/jobs/tests.rs +23 -0
| @@ -993,3 +993,26 @@ fn builders_gather_material_from_several_piles() { | ||
| 993 | 993 | assert_eq!(beds(&mut app), 1); |
| 994 | 994 | assert_eq!(wood_on_map(&mut app), 20 - StructureKind::Bed.cost().1); |
| 995 | 995 | } |
| 996 | + | |
| 997 | +#[test] | |
| 998 | +fn colonists_pave_planned_paths_with_stone() { | |
| 999 | + let mut app = test_app(map_with_trees(&[])); | |
| 1000 | + set_goals(&mut app, &[]); | |
| 1001 | + put_beds(&mut app, 1); | |
| 1002 | + let tile = UVec2::new(8, 8); | |
| 1003 | + app.world_mut() | |
| 1004 | + .resource_mut::<WorldMap>() | |
| 1005 | + .set(tile, Terrain::Path); | |
| 1006 | + app.world_mut() | |
| 1007 | + .resource_mut::<Blueprints>() | |
| 1008 | + .0 | |
| 1009 | + .insert(tile, BuildKind::Pave); | |
| 1010 | + put_items(&mut app, UVec2::new(2, 2), ItemKind::Stone, 5); | |
| 1011 | + spawn_colonist(&mut app, UVec2::new(4, 4)); | |
| 1012 | + run_ticks(&mut app, 60 * 10); | |
| 1013 | + assert_eq!( | |
| 1014 | + app.world().resource::<WorldMap>().get(tile.as_ivec2()), | |
| 1015 | + Some(Terrain::Paved) | |
| 1016 | + ); | |
| 1017 | + assert_eq!(items_of(&mut app, ItemKind::Stone), 4); | |
| 1018 | +} | |
src/main.rs +2 -0
| @@ -11,6 +11,7 @@ mod light; | ||
| 11 | 11 | mod needs; |
| 12 | 12 | mod noise; |
| 13 | 13 | mod pathfinding; |
| 14 | +mod paths; | |
| 14 | 15 | mod plants; |
| 15 | 16 | mod rng; |
| 16 | 17 | mod selection; |
| @@ -58,6 +59,7 @@ fn main() { | ||
| 58 | 59 | food::FoodPlugin, |
| 59 | 60 | animals::AnimalsPlugin, |
| 60 | 61 | farming::FarmingPlugin, |
| 62 | + paths::PathsPlugin, | |
| 61 | 63 | plants::PlantsPlugin, |
| 62 | 64 | selection::SelectionPlugin, |
| 63 | 65 | zones::ZonesPlugin, |
src/pathfinding.rs +15 -2
| @@ -5,11 +5,11 @@ use std::{ | ||
| 5 | 5 | |
| 6 | 6 | use bevy::prelude::*; |
| 7 | 7 | |
| 8 | -use crate::world::WorldMap; | |
| 8 | +use crate::world::{CHEAPEST_MOVE_COST, WorldMap}; | |
| 9 | 9 | |
| 10 | 10 | const STRAIGHT: u32 = 10; |
| 11 | 11 | const DIAGONAL: u32 = 14; |
| 12 | -const MIN_TERRAIN_COST: u32 = 100; | |
| 12 | +const MIN_TERRAIN_COST: u32 = CHEAPEST_MOVE_COST; | |
| 13 | 13 | |
| 14 | 14 | const NEIGHBORS: [IVec2; 8] = [ |
| 15 | 15 | IVec2::new(1, 0), |
| @@ -258,6 +258,19 @@ mod tests { | ||
| 258 | 258 | } |
| 259 | 259 | |
| 260 | 260 | #[test] |
| 261 | + fn detours_along_paths_when_they_are_faster() { | |
| 262 | + let mut map = map_from(&[ | |
| 263 | + "..........", // | |
| 264 | + "..........", | |
| 265 | + ]); | |
| 266 | + for x in 0..10 { | |
| 267 | + map.set(UVec2::new(x, 1), Terrain::Paved); | |
| 268 | + } | |
| 269 | + let path = find_path(&map, UVec2::new(0, 0), UVec2::new(9, 0)).unwrap(); | |
| 270 | + assert!(path.iter().filter(|p| p.y == 1).count() >= 6); | |
| 271 | + } | |
| 272 | + | |
| 273 | + #[test] | |
| 261 | 274 | fn crosses_slow_terrain_when_it_is_the_only_way() { |
| 262 | 275 | let map = map_from(&["..~.."]); |
| 263 | 276 | let path = find_path(&map, UVec2::new(0, 0), UVec2::new(4, 0)).unwrap(); |
src/paths.rs +183 -0
| @@ -0,0 +1,183 @@ | ||
| 1 | +use bevy::prelude::*; | |
| 2 | + | |
| 3 | +use crate::{ | |
| 4 | + building::{Blueprints, BuildKind}, | |
| 5 | + colonist::Colonist, | |
| 6 | + sim::{SimSystems, SimTick, TICKS_PER_HOUR}, | |
| 7 | + structures::Structure, | |
| 8 | + world::{Terrain, TileChanged, TilePos, WorldMap}, | |
| 9 | + zones::Zones, | |
| 10 | +}; | |
| 11 | + | |
| 12 | +pub struct PathsPlugin; | |
| 13 | + | |
| 14 | +impl Plugin for PathsPlugin { | |
| 15 | + fn build(&self, app: &mut App) { | |
| 16 | + app.add_systems( | |
| 17 | + FixedUpdate, | |
| 18 | + ( | |
| 19 | + plan_paving.in_set(SimSystems::Decide), | |
| 20 | + update_paths.in_set(SimSystems::Act), | |
| 21 | + ), | |
| 22 | + ); | |
| 23 | + } | |
| 24 | +} | |
| 25 | + | |
| 26 | +pub const PATH_WEAR: f32 = 8.0; | |
| 27 | +pub const PAVE_WEAR: f32 = 20.0; | |
| 28 | +pub const REGROW_WEAR: f32 = 1.0; | |
| 29 | +pub const WEAR_KEPT_PER_HOUR: f32 = 0.98; | |
| 30 | +pub const PAVE_BATCH: usize = 8; | |
| 31 | +const UPDATE_INTERVAL_TICKS: u64 = TICKS_PER_HOUR; | |
| 32 | + | |
| 33 | +pub fn wears_into_path(terrain: Terrain) -> bool { | |
| 34 | + matches!(terrain, Terrain::Grass | Terrain::Soil | Terrain::Sand) | |
| 35 | +} | |
| 36 | + | |
| 37 | +pub fn evolve(map: &mut WorldMap, zones: &Zones, mut on_change: impl FnMut(UVec2)) { | |
| 38 | + for pos in map.positions() { | |
| 39 | + let p = pos.as_ivec2(); | |
| 40 | + let wear = map.wear(p) * WEAR_KEPT_PER_HOUR; | |
| 41 | + map.set_wear(pos, wear); | |
| 42 | + let Some(terrain) = map.get(p) else { | |
| 43 | + continue; | |
| 44 | + }; | |
| 45 | + let becomes = if wears_into_path(terrain) | |
| 46 | + && wear >= PATH_WEAR | |
| 47 | + && map.plant(p).is_none() | |
| 48 | + && !zones.is_farm(pos) | |
| 49 | + { | |
| 50 | + Terrain::Path | |
| 51 | + } else if terrain == Terrain::Path && wear < REGROW_WEAR { | |
| 52 | + Terrain::Grass | |
| 53 | + } else { | |
| 54 | + continue; | |
| 55 | + }; | |
| 56 | + map.set(pos, becomes); | |
| 57 | + on_change(pos); | |
| 58 | + } | |
| 59 | +} | |
| 60 | + | |
| 61 | +fn update_paths( | |
| 62 | + tick: Res<SimTick>, | |
| 63 | + zones: Res<Zones>, | |
| 64 | + mut map: ResMut<WorldMap>, | |
| 65 | + mut changed: MessageWriter<TileChanged>, | |
| 66 | +) { | |
| 67 | + if !tick.0.is_multiple_of(UPDATE_INTERVAL_TICKS) { | |
| 68 | + return; | |
| 69 | + } | |
| 70 | + evolve(&mut map, &zones, |pos| { | |
| 71 | + changed.write(TileChanged(pos)); | |
| 72 | + }); | |
| 73 | +} | |
| 74 | + | |
| 75 | +pub fn paving_candidates( | |
| 76 | + map: &WorldMap, | |
| 77 | + blueprints: &Blueprints, | |
| 78 | + occupied: &[UVec2], | |
| 79 | +) -> Vec<UVec2> { | |
| 80 | + let pending = blueprints | |
| 81 | + .0 | |
| 82 | + .values() | |
| 83 | + .filter(|k| **k == BuildKind::Pave) | |
| 84 | + .count(); | |
| 85 | + let mut busiest: Vec<UVec2> = map | |
| 86 | + .positions() | |
| 87 | + .filter(|&p| { | |
| 88 | + map.get(p.as_ivec2()) == Some(Terrain::Path) | |
| 89 | + && map.wear(p.as_ivec2()) >= PAVE_WEAR | |
| 90 | + && blueprints.get(p).is_none() | |
| 91 | + && !occupied.contains(&p) | |
| 92 | + }) | |
| 93 | + .collect(); | |
| 94 | + busiest.sort_by(|a, b| { | |
| 95 | + map.wear(b.as_ivec2()) | |
| 96 | + .total_cmp(&map.wear(a.as_ivec2())) | |
| 97 | + .then((a.y, a.x).cmp(&(b.y, b.x))) | |
| 98 | + }); | |
| 99 | + busiest.truncate(PAVE_BATCH.saturating_sub(pending)); | |
| 100 | + busiest | |
| 101 | +} | |
| 102 | + | |
| 103 | +fn plan_paving( | |
| 104 | + tick: Res<SimTick>, | |
| 105 | + map: Res<WorldMap>, | |
| 106 | + structures: Query<&TilePos, (With<Structure>, Without<Colonist>)>, | |
| 107 | + mut blueprints: ResMut<Blueprints>, | |
| 108 | +) { | |
| 109 | + if !tick.0.is_multiple_of(UPDATE_INTERVAL_TICKS) { | |
| 110 | + return; | |
| 111 | + } | |
| 112 | + let occupied: Vec<UVec2> = structures.iter().map(|p| p.0).collect(); | |
| 113 | + for tile in paving_candidates(&map, &blueprints, &occupied) { | |
| 114 | + blueprints.0.insert(tile, BuildKind::Pave); | |
| 115 | + } | |
| 116 | +} | |
| 117 | + | |
| 118 | +#[cfg(test)] | |
| 119 | +mod tests { | |
| 120 | + use super::*; | |
| 121 | + | |
| 122 | + fn worn(terrain: Terrain, wear: f32) -> WorldMap { | |
| 123 | + let mut map = WorldMap::filled(UVec2::splat(3), terrain); | |
| 124 | + map.set_wear(UVec2::ONE, wear); | |
| 125 | + map | |
| 126 | + } | |
| 127 | + | |
| 128 | + #[test] | |
| 129 | + fn busy_ground_wears_into_a_path() { | |
| 130 | + let mut map = worn(Terrain::Grass, PATH_WEAR * 2.0); | |
| 131 | + let mut changes = 0; | |
| 132 | + evolve(&mut map, &Zones::default(), |_| changes += 1); | |
| 133 | + assert_eq!(map.get(IVec2::ONE), Some(Terrain::Path)); | |
| 134 | + assert_eq!(map.get(IVec2::ZERO), Some(Terrain::Grass)); | |
| 135 | + assert_eq!(changes, 1); | |
| 136 | + } | |
| 137 | + | |
| 138 | + #[test] | |
| 139 | + fn farms_plants_and_rock_floors_keep_their_ground() { | |
| 140 | + let mut farm_map = worn(Terrain::Soil, PATH_WEAR * 2.0); | |
| 141 | + let mut zones = Zones::default(); | |
| 142 | + zones.add_farm_tiles(&farm_map, [UVec2::ONE]); | |
| 143 | + evolve(&mut farm_map, &zones, |_| {}); | |
| 144 | + assert_eq!(farm_map.get(IVec2::ONE), Some(Terrain::Soil)); | |
| 145 | + | |
| 146 | + let mut bush_map = worn(Terrain::Grass, PATH_WEAR * 2.0); | |
| 147 | + bush_map.set_plant(UVec2::ONE, Some(crate::world::Plant::BerryBush)); | |
| 148 | + evolve(&mut bush_map, &Zones::default(), |_| {}); | |
| 149 | + assert_eq!(bush_map.get(IVec2::ONE), Some(Terrain::Grass)); | |
| 150 | + | |
| 151 | + let mut gravel = worn(Terrain::Gravel, PATH_WEAR * 2.0); | |
| 152 | + evolve(&mut gravel, &Zones::default(), |_| {}); | |
| 153 | + assert_eq!(gravel.get(IVec2::ONE), Some(Terrain::Gravel)); | |
| 154 | + } | |
| 155 | + | |
| 156 | + #[test] | |
| 157 | + fn unused_paths_grow_back() { | |
| 158 | + let mut map = worn(Terrain::Path, 0.5); | |
| 159 | + evolve(&mut map, &Zones::default(), |_| {}); | |
| 160 | + assert_eq!(map.get(IVec2::ONE), Some(Terrain::Grass)); | |
| 161 | + } | |
| 162 | + | |
| 163 | + #[test] | |
| 164 | + fn wear_fades_over_time() { | |
| 165 | + let mut map = worn(Terrain::Grass, 10.0); | |
| 166 | + evolve(&mut map, &Zones::default(), |_| {}); | |
| 167 | + assert!(map.wear(IVec2::ONE) < 10.0); | |
| 168 | + } | |
| 169 | + | |
| 170 | + #[test] | |
| 171 | + fn the_busiest_paths_are_paved_first_in_batches() { | |
| 172 | + let mut map = WorldMap::filled(UVec2::new(20, 1), Terrain::Path); | |
| 173 | + for x in 0..20 { | |
| 174 | + map.set_wear(UVec2::new(x, 0), PAVE_WEAR + x as f32); | |
| 175 | + } | |
| 176 | + let mut blueprints = Blueprints::default(); | |
| 177 | + blueprints.0.insert(UVec2::new(19, 0), BuildKind::Pave); | |
| 178 | + let picked = paving_candidates(&map, &blueprints, &[UVec2::new(18, 0)]); | |
| 179 | + assert_eq!(picked.len(), PAVE_BATCH - 1); | |
| 180 | + assert_eq!(picked[0], UVec2::new(17, 0)); | |
| 181 | + assert!(!picked.contains(&UVec2::new(18, 0))); | |
| 182 | + } | |
| 183 | +} | |
src/selection.rs +8 -1
| @@ -358,7 +358,14 @@ pub fn describe_tile(map: &WorldMap, tile: Option<UVec2>) -> String { | ||
| 358 | 358 | }) |
| 359 | 359 | .unwrap_or_default(); |
| 360 | 360 | let height = map.height(p).unwrap_or(0.0); |
| 361 | - format!("({}, {}) {terrain:?}{plant}{roof}, {height:.0} m", t.x, t.y) | |
| 361 | + let wear = match map.wear(p) { | |
| 362 | + w if w >= 1.0 => format!(", worn {w:.0}"), | |
| 363 | + _ => String::new(), | |
| 364 | + }; | |
| 365 | + format!( | |
| 366 | + "({}, {}) {terrain:?}{plant}{roof}, {height:.0} m{wear}", | |
| 367 | + t.x, t.y | |
| 368 | + ) | |
| 362 | 369 | } |
| 363 | 370 | |
| 364 | 371 | pub fn describe_speed(speed: SimSpeed, paused: bool) -> String { |
src/tilemap.rs +8 -1
| @@ -259,7 +259,14 @@ fn terrain_texture(terrain: Terrain) -> Texture { | ||
| 259 | 259 | .speck_color() |
| 260 | 260 | .filter(|_| hash2(i / 2 + i / 32, layer) % 5 == 0); |
| 261 | 261 | let jitter = (hash2(i, layer) % 16) as f32 / 255.0 - 8.0 / 255.0; |
| 262 | - let c = speck.unwrap_or(base); | |
| 262 | + let (x, y) = (i % TEXTURE_SIZE, i / TEXTURE_SIZE); | |
| 263 | + let mortar = terrain == Terrain::Paved | |
| 264 | + && (y % 5 == 0 || (x + if (y / 5) % 2 == 0 { 0 } else { 4 }) % 8 == 0); | |
| 265 | + let c = if mortar { | |
| 266 | + Srgba::rgb_u8(110, 106, 100) | |
| 267 | + } else { | |
| 268 | + speck.unwrap_or(base) | |
| 269 | + }; | |
| 263 | 270 | Srgba::new(c.red + jitter, c.green + jitter, c.blue + jitter, 1.0).to_u8_array() |
| 264 | 271 | }) |
| 265 | 272 | .collect() |
src/world.rs +37 -1
| @@ -3,6 +3,7 @@ use bevy::prelude::*; | ||
| 3 | 3 | pub const TILE_SIZE: f32 = 16.0; |
| 4 | 4 | pub const MAX_HEIGHT: f32 = 100.0; |
| 5 | 5 | pub const UPHILL_COST_PER_METER: f32 = 20.0; |
| 6 | +pub const CHEAPEST_MOVE_COST: u32 = 60; | |
| 6 | 7 | |
| 7 | 8 | #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] |
| 8 | 9 | pub enum Terrain { |
| @@ -15,10 +16,12 @@ pub enum Terrain { | ||
| 15 | 16 | IronOre, |
| 16 | 17 | GoldOre, |
| 17 | 18 | Gravel, |
| 19 | + Path, | |
| 20 | + Paved, | |
| 18 | 21 | } |
| 19 | 22 | |
| 20 | 23 | impl Terrain { |
| 21 | - pub const ALL: [Terrain; 9] = [ | |
| 24 | + pub const ALL: [Terrain; 11] = [ | |
| 22 | 25 | Terrain::Grass, |
| 23 | 26 | Terrain::Soil, |
| 24 | 27 | Terrain::Sand, |
| @@ -28,6 +31,8 @@ impl Terrain { | ||
| 28 | 31 | Terrain::IronOre, |
| 29 | 32 | Terrain::GoldOre, |
| 30 | 33 | Terrain::Gravel, |
| 34 | + Terrain::Path, | |
| 35 | + Terrain::Paved, | |
| 31 | 36 | ]; |
| 32 | 37 | |
| 33 | 38 | pub fn index(self) -> u16 { |
| @@ -36,6 +41,8 @@ impl Terrain { | ||
| 36 | 41 | |
| 37 | 42 | pub fn move_cost(self) -> Option<u32> { |
| 38 | 43 | match self { |
| 44 | + Terrain::Paved => Some(CHEAPEST_MOVE_COST), | |
| 45 | + Terrain::Path => Some(80), | |
| 39 | 46 | Terrain::Grass | Terrain::Soil => Some(100), |
| 40 | 47 | Terrain::Sand | Terrain::Gravel => Some(130), |
| 41 | 48 | Terrain::ShallowWater => Some(300), |
| @@ -60,6 +67,8 @@ impl Terrain { | ||
| 60 | 67 | Terrain::DeepWater => Srgba::rgb_u8(36, 76, 140), |
| 61 | 68 | Terrain::Stone | Terrain::IronOre | Terrain::GoldOre => Srgba::rgb_u8(118, 118, 124), |
| 62 | 69 | Terrain::Gravel => Srgba::rgb_u8(150, 146, 138), |
| 70 | + Terrain::Path => Srgba::rgb_u8(160, 128, 86), | |
| 71 | + Terrain::Paved => Srgba::rgb_u8(168, 164, 156), | |
| 63 | 72 | } |
| 64 | 73 | } |
| 65 | 74 | |
| @@ -67,6 +76,7 @@ impl Terrain { | ||
| 67 | 76 | match self { |
| 68 | 77 | Terrain::IronOre => Some(Srgba::rgb_u8(178, 104, 72)), |
| 69 | 78 | Terrain::GoldOre => Some(Srgba::rgb_u8(236, 196, 60)), |
| 79 | + Terrain::Path => Some(Srgba::rgb_u8(130, 104, 70)), | |
| 70 | 80 | _ => None, |
| 71 | 81 | } |
| 72 | 82 | } |
| @@ -117,6 +127,7 @@ pub struct WorldMap { | ||
| 117 | 127 | walls: Vec<bool>, |
| 118 | 128 | roofs: Vec<bool>, |
| 119 | 129 | growth: Vec<f32>, |
| 130 | + wear: Vec<f32>, | |
| 120 | 131 | } |
| 121 | 132 | |
| 122 | 133 | impl WorldMap { |
| @@ -130,6 +141,7 @@ impl WorldMap { | ||
| 130 | 141 | walls: vec![false; n], |
| 131 | 142 | roofs: vec![false; n], |
| 132 | 143 | growth: vec![0.0; n], |
| 144 | + wear: vec![0.0; n], | |
| 133 | 145 | } |
| 134 | 146 | } |
| 135 | 147 | |
| @@ -194,6 +206,19 @@ impl WorldMap { | ||
| 194 | 206 | self.growth[i] = growth.clamp(0.0, 1.0); |
| 195 | 207 | } |
| 196 | 208 | |
| 209 | + pub fn wear(&self, pos: IVec2) -> f32 { | |
| 210 | + if self.in_bounds(pos) { | |
| 211 | + self.wear[self.index(pos.as_uvec2())] | |
| 212 | + } else { | |
| 213 | + 0.0 | |
| 214 | + } | |
| 215 | + } | |
| 216 | + | |
| 217 | + pub fn set_wear(&mut self, pos: UVec2, wear: f32) { | |
| 218 | + let i = self.index(pos); | |
| 219 | + self.wear[i] = wear.max(0.0); | |
| 220 | + } | |
| 221 | + | |
| 197 | 222 | pub fn ripe_plant(&self, pos: IVec2) -> Option<Plant> { |
| 198 | 223 | self.plant(pos).filter(|p| p.is_ripe(self.growth(pos))) |
| 199 | 224 | } |
| @@ -298,6 +323,17 @@ mod tests { | ||
| 298 | 323 | assert!(!Plant::Tree.is_ripe(1.0)); |
| 299 | 324 | } |
| 300 | 325 | |
| 326 | + // A* uses CHEAPEST_MOVE_COST in its distance estimate; if any terrain were cheaper the | |
| 327 | + // estimate would overshoot and colonists could take needlessly long routes. | |
| 328 | + #[test] | |
| 329 | + fn no_terrain_is_cheaper_than_the_pathfinding_estimate() { | |
| 330 | + for terrain in Terrain::ALL { | |
| 331 | + if let Some(cost) = terrain.move_cost() { | |
| 332 | + assert!(cost >= CHEAPEST_MOVE_COST, "{terrain:?}"); | |
| 333 | + } | |
| 334 | + } | |
| 335 | + } | |
| 336 | + | |
| 301 | 337 | #[test] |
| 302 | 338 | fn walls_block_movement() { |
| 303 | 339 | let mut map = WorldMap::filled(UVec2::new(2, 1), Terrain::Grass); |
src/worldgen.rs +3 -1
| @@ -374,7 +374,9 @@ mod tests { | ||
| 374 | 374 | .map(|&t| share(&map, t)) |
| 375 | 375 | .sum(); |
| 376 | 376 | assert!((rock - STONE_SHARE).abs() < 0.02); |
| 377 | - for terrain in Terrain::ALL.into_iter().filter(|&t| t != Terrain::Gravel) { | |
| 377 | + let generated = | |
| 378 | + |t: &Terrain| !matches!(t, Terrain::Gravel | Terrain::Path | Terrain::Paved); | |
| 379 | + for terrain in Terrain::ALL.into_iter().filter(generated) { | |
| 378 | 380 | assert!(share(&map, terrain) > 0.0, "seed {seed} lacks {terrain:?}"); |
| 379 | 381 | } |
| 380 | 382 | } |
tasks.md +1 -0
| @@ -22,6 +22,7 @@ | ||
| 22 | 22 | - [x] Beds: built autonomously (one per colonist, 15 wood), preferred for sleep, faster rest |
| 23 | 23 | - [x] Walls (stone), doors (wood), roofs: colonists plan and build a roofed shelter around their beds; roofs improve rest |
| 24 | 24 | - [x] Food: hunger need and eating (meals preferred), berry bushes + foraging, wild animals + hunting, farm zones (auto-planned or F tool) with sowing/growing/harvesting, cooking meals at campfires |
| 25 | +- [x] Paths: traffic wears grass into dirt paths (faster, regrow when unused); busiest paths get paved with stone | |
| 25 | 26 | - [x] Action/keybind system, toolbar buttons for every keybind, hide-UI toggle (H), clicks on UI don't reach the map |
| 26 | 27 | |
| 27 | 28 | ## Planned |