| 1 |
use std::collections::{HashMap, HashSet, VecDeque}; |
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|
| 3 |
use bevy::prelude::*; |
| 4 |
|
| 5 |
use crate::{ |
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building::{Blueprints, BuildKind, MAX_ROOM_TILES}, |
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colonist::Colonist, |
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sim::{SimSystems, SimTick}, |
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structures::{Structure, StructureKind}, |
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world::{Terrain, TilePos, WorldMap}, |
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worldgen::WorldGenerated, |
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}; |
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|
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pub struct RoomsPlugin; |
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|
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impl Plugin for RoomsPlugin { |
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fn build(&self, app: &mut App) { |
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app.init_resource::<Rooms>() |
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.add_systems(Update, clear_rooms.run_if(on_message::<WorldGenerated>)) |
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.add_systems( |
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FixedUpdate, |
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(update_rooms, (roof_rooms, remove_bad_doors)) |
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.chain() |
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.in_set(SimSystems::Decide), |
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); |
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} |
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} |
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|
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pub const MIN_ROOM_TILES: usize = 4; |
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const ROOM_CHECK_TICKS: u64 = 60; |
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const ROOM_PLAN_TICKS: u64 = 300; |
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const CROWDED_TILES_PER_BED: usize = 3; |
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const SIDES: [IVec2; 4] = [IVec2::X, IVec2::NEG_X, IVec2::Y, IVec2::NEG_Y]; |
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|
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#[derive(Debug, Clone, PartialEq)] |
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pub struct Room { |
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pub tiles: Vec<UVec2>, |
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pub doors: Vec<UVec2>, |
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pub quality: f32, |
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} |
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|
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impl Room { |
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pub fn bounds(&self) -> (UVec2, UVec2) { |
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let lo = self.tiles.iter().fold(UVec2::MAX, |a, t| a.min(*t)); |
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let hi = self.tiles.iter().fold(UVec2::ZERO, |a, t| a.max(*t)); |
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(lo, hi) |
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} |
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|
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pub fn is_rectangle(&self) -> bool { |
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let (lo, hi) = self.bounds(); |
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(hi - lo + UVec2::ONE).element_product() as usize == self.tiles.len() |
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} |
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} |
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|
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#[derive(Resource, Default, Debug)] |
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pub struct Rooms { |
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pub rooms: Vec<Room>, |
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by_tile: HashMap<UVec2, usize>, |
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shape: Option<(u64, Vec<UVec2>)>, |
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} |
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|
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impl Rooms { |
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pub fn at(&self, tile: UVec2) -> Option<&Room> { |
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self.by_tile.get(&tile).map(|&i| &self.rooms[i]) |
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} |
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|
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pub fn contains(&self, tile: UVec2) -> bool { |
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self.by_tile.contains_key(&tile) |
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} |
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|
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pub fn detect(map: &WorldMap, doors: &HashSet<UVec2>) -> Self { |
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let detected = detect_rooms(map, doors); |
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Self { |
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by_tile: detected |
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.iter() |
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.enumerate() |
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.flat_map(|(i, (tiles, _))| tiles.iter().map(move |t| (*t, i))) |
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.collect(), |
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rooms: detected |
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.into_iter() |
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.map(|(tiles, doors)| Room { |
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tiles, |
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doors, |
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quality: 0.0, |
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}) |
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.collect(), |
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shape: None, |
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} |
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} |
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} |
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|
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fn clear_rooms(mut rooms: ResMut<Rooms>) { |
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*rooms = Rooms::default(); |
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} |
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|
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pub fn blocks_room(map: &WorldMap, doors: &HashSet<UVec2>, tile: IVec2) -> bool { |
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!map.in_bounds(tile) |
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|| map.is_wall(tile) |
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|| doors.contains(&tile.as_uvec2()) |
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|| map.get(tile).is_none_or(|t| t.move_cost().is_none()) |
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} |
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|
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pub fn detect_rooms(map: &WorldMap, doors: &HashSet<UVec2>) -> Vec<(Vec<UVec2>, Vec<UVec2>)> { |
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let width = map.size.x; |
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let index = |p: UVec2| (p.y * width + p.x) as usize; |
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let mut seen = vec![false; map.size.element_product() as usize]; |
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let mut rooms = Vec::new(); |
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for start in map.positions() { |
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if seen[index(start)] || blocks_room(map, doors, start.as_ivec2()) { |
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continue; |
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} |
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seen[index(start)] = true; |
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let mut region = vec![start]; |
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let mut room_doors = HashSet::new(); |
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let mut outdoors = false; |
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let mut queue = VecDeque::from([start]); |
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while let Some(tile) = queue.pop_front() { |
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for side in SIDES { |
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let next = tile.as_ivec2() + side; |
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if !map.in_bounds(next) { |
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outdoors = true; |
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continue; |
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} |
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let next_u = next.as_uvec2(); |
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if doors.contains(&next_u) { |
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room_doors.insert(next_u); |
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} |
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if blocks_room(map, doors, next) || seen[index(next_u)] { |
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continue; |
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} |
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seen[index(next_u)] = true; |
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region.push(next_u); |
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queue.push_back(next_u); |
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} |
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} |
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let size = region.len(); |
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if !outdoors && size >= MIN_ROOM_TILES && size <= MAX_ROOM_TILES && !room_doors.is_empty() { |
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region.sort_by_key(|t| (t.y, t.x)); |
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let mut room_doors: Vec<UVec2> = room_doors.into_iter().collect(); |
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room_doors.sort_by_key(|t| (t.y, t.x)); |
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rooms.push((region, room_doors)); |
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} |
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} |
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rooms |
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} |
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|
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#[derive(Debug, Default, Clone, Copy)] |
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pub struct Furnishing { |
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pub beds: usize, |
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pub statue: bool, |
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pub hearth: bool, |
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} |
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|
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pub fn room_quality(map: &WorldMap, tiles: &[UVec2], furnishing: Furnishing) -> f32 { |
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let n = tiles.len().max(1) as f32; |
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let share = |
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|test: &dyn Fn(UVec2) -> bool| tiles.iter().filter(|t| test(**t)).count() as f32 / n; |
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let floor = share(&|t| map.get(t.as_ivec2()) == Some(Terrain::WoodFloor)); |
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let roofed = share(&|t| map.is_roofed(t.as_ivec2())); |
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let space = (n / 16.0).min(1.0); |
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let crowded = furnishing.beds * CROWDED_TILES_PER_BED > tiles.len(); |
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let quality = 0.1 |
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+ 0.2 * space |
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+ 0.25 * floor |
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+ 0.15 * roofed |
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+ if furnishing.statue { 0.2 } else { 0.0 } |
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+ if furnishing.hearth { 0.1 } else { 0.0 } |
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- if crowded { 0.2 } else { 0.0 }; |
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quality.clamp(0.0, 1.0) |
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} |
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|
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#[allow(clippy::type_complexity)] |
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fn update_rooms( |
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tick: Res<SimTick>, |
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map: Res<WorldMap>, |
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structures: Query<(&TilePos, &Structure), Without<Colonist>>, |
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mut rooms: ResMut<Rooms>, |
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) { |
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if !tick.0.is_multiple_of(ROOM_CHECK_TICKS) { |
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return; |
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} |
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let mut doors: Vec<UVec2> = structures |
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.iter() |
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.filter(|(_, s)| s.kind == StructureKind::Door) |
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.map(|(pos, _)| pos.0) |
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.collect(); |
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doors.sort_by_key(|t| (t.y, t.x)); |
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let shape = (map.shape_version(), doors.clone()); |
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if rooms.shape.as_ref() != Some(&shape) { |
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let door_set: HashSet<UVec2> = doors.into_iter().collect(); |
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*rooms = Rooms::detect(&map, &door_set); |
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rooms.shape = Some(shape); |
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} else if !tick.0.is_multiple_of(ROOM_PLAN_TICKS) { |
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return; |
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} |
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let mut furnishing = vec![Furnishing::default(); rooms.rooms.len()]; |
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for (pos, structure) in &structures { |
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let Some(&i) = rooms.by_tile.get(&pos.0) else { |
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continue; |
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}; |
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match structure.kind { |
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StructureKind::Bed => furnishing[i].beds += 1, |
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StructureKind::Statue => furnishing[i].statue = true, |
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StructureKind::Hearth => furnishing[i].hearth = true, |
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_ => {} |
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} |
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} |
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for (room, furnishing) in rooms.rooms.iter_mut().zip(furnishing) { |
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room.quality = room_quality(&map, &room.tiles, furnishing); |
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} |
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} |
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|
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fn roof_rooms( |
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tick: Res<SimTick>, |
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map: Res<WorldMap>, |
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rooms: Res<Rooms>, |
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structures: Query<(&TilePos, &Structure), Without<Colonist>>, |
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mut blueprints: ResMut<Blueprints>, |
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) { |
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if !tick.0.is_multiple_of(ROOM_PLAN_TICKS) { |
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return; |
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} |
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let lived_in: HashSet<*const Room> = structures |
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.iter() |
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.filter(|(_, s)| matches!(s.kind, StructureKind::Bed | StructureKind::Hearth)) |
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.filter_map(|(pos, _)| rooms.at(pos.0)) |
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.map(|room| room as *const Room) |
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.collect(); |
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for room in &rooms.rooms { |
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if !lived_in.contains(&(room as *const Room)) { |
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continue; |
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} |
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for &tile in &room.tiles { |
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if !map.is_roofed(tile.as_ivec2()) && blueprints.get(tile).is_none() { |
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blueprints.0.insert(tile, BuildKind::Roof); |
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} |
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} |
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} |
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} |
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|
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pub fn bad_door(map: &WorldMap, door: UVec2) -> bool { |
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let blocked = SIDES |
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.iter() |
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.filter(|side| { |
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let next = door.as_ivec2() + **side; |
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!map.in_bounds(next) || map.move_cost(next).is_none() |
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}) |
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.count(); |
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blocked >= 3 |
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} |
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|
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fn remove_bad_doors( |
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tick: Res<SimTick>, |
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map: Res<WorldMap>, |
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structures: Query<(&TilePos, &Structure), Without<Colonist>>, |
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mut blueprints: ResMut<Blueprints>, |
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) { |
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if !tick.0.is_multiple_of(ROOM_PLAN_TICKS) { |
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return; |
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} |
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for (pos, structure) in &structures { |
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if structure.kind == StructureKind::Door |
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&& bad_door(&map, pos.0) |
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&& blueprints.get(pos.0).is_none() |
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{ |
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blueprints.0.insert(pos.0, BuildKind::Deconstruct); |
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} |
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} |
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} |
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|
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#[cfg(test)] |
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mod tests { |
| 273 |
use super::*; |
| 274 |
|
| 275 |
fn walled(map: &mut WorldMap, lo: UVec2, hi: UVec2) { |
| 276 |
for y in lo.y..=hi.y { |
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for x in lo.x..=hi.x { |
| 278 |
if x == lo.x || x == hi.x || y == lo.y || y == hi.y { |
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map.set_wall(UVec2::new(x, y), true); |
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} |
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} |
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} |
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} |
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|
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|
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|
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|
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#[test] |
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fn rooms_are_enclosed_spaces_with_a_door() { |
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let mut map = WorldMap::filled(UVec2::splat(30), Terrain::Grass); |
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walled(&mut map, UVec2::new(2, 2), UVec2::new(6, 5)); |
| 292 |
walled(&mut map, UVec2::new(6, 2), UVec2::new(10, 5)); |
| 293 |
walled(&mut map, UVec2::new(15, 15), UVec2::new(18, 18)); |
| 294 |
let doors = [UVec2::new(4, 2), UVec2::new(8, 2)]; |
| 295 |
for door in doors { |
| 296 |
map.set_wall(door, false); |
| 297 |
} |
| 298 |
let rooms = detect_rooms(&map, &doors.into_iter().collect()); |
| 299 |
assert_eq!(rooms.len(), 2); |
| 300 |
assert!( |
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rooms |
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.iter() |
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.all(|(tiles, doors)| tiles.len() == 6 && doors.len() == 1) |
| 304 |
); |
| 305 |
} |
| 306 |
|
| 307 |
#[test] |
| 308 |
fn quality_rewards_floors_furniture_and_space() { |
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let mut map = WorldMap::filled(UVec2::splat(10), Terrain::Grass); |
| 310 |
let tiles: Vec<UVec2> = (1..5) |
| 311 |
.flat_map(|y| (1..5).map(move |x| UVec2::new(x, y))) |
| 312 |
.collect(); |
| 313 |
let bare = room_quality(&map, &tiles, Furnishing::default()); |
| 314 |
for &t in &tiles { |
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map.set(t, Terrain::WoodFloor); |
| 316 |
map.set_roof(t, true); |
| 317 |
} |
| 318 |
let furnished = Furnishing { |
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beds: 2, |
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statue: true, |
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hearth: true, |
| 322 |
}; |
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let nice = room_quality(&map, &tiles, furnished); |
| 324 |
assert!(nice > bare + 0.5, "{bare} {nice}"); |
| 325 |
let packed = Furnishing { |
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beds: 6, |
| 327 |
..furnished |
| 328 |
}; |
| 329 |
assert!(room_quality(&map, &tiles, packed) < nice); |
| 330 |
} |
| 331 |
|
| 332 |
|
| 333 |
|
| 334 |
#[test] |
| 335 |
fn doors_walled_in_on_three_sides_are_bad() { |
| 336 |
let mut map = WorldMap::filled(UVec2::splat(10), Terrain::Grass); |
| 337 |
map.set_wall(UVec2::new(4, 5), true); |
| 338 |
map.set_wall(UVec2::new(6, 5), true); |
| 339 |
assert!(!bad_door(&map, UVec2::new(5, 5))); |
| 340 |
map.set_wall(UVec2::new(5, 6), true); |
| 341 |
assert!(bad_door(&map, UVec2::new(5, 5))); |
| 342 |
} |
| 343 |
|
| 344 |
|
| 345 |
|
| 346 |
#[test] |
| 347 |
fn lived_in_rooms_are_roofed_and_bad_doors_removed() { |
| 348 |
let mut map = WorldMap::filled(UVec2::splat(20), Terrain::Grass); |
| 349 |
walled(&mut map, UVec2::new(2, 2), UVec2::new(6, 5)); |
| 350 |
let door = UVec2::new(4, 2); |
| 351 |
map.set_wall(door, false); |
| 352 |
let boxed = UVec2::new(12, 12); |
| 353 |
for side in [IVec2::X, IVec2::NEG_X, IVec2::Y] { |
| 354 |
map.set_wall((boxed.as_ivec2() + side).as_uvec2(), true); |
| 355 |
} |
| 356 |
let mut app = App::new(); |
| 357 |
app.insert_resource(map) |
| 358 |
.init_resource::<SimTick>() |
| 359 |
.init_resource::<Rooms>() |
| 360 |
.init_resource::<Blueprints>() |
| 361 |
.add_systems(Update, (update_rooms, roof_rooms, remove_bad_doors).chain()); |
| 362 |
let structure = |kind| Structure { kind }; |
| 363 |
let world = app.world_mut(); |
| 364 |
world.spawn((structure(StructureKind::Door), TilePos(door))); |
| 365 |
world.spawn((structure(StructureKind::Door), TilePos(boxed))); |
| 366 |
world.spawn((structure(StructureKind::Bed), TilePos(UVec2::new(3, 3)))); |
| 367 |
app.update(); |
| 368 |
let blueprints = app.world().resource::<Blueprints>(); |
| 369 |
let roofs = blueprints |
| 370 |
.0 |
| 371 |
.values() |
| 372 |
.filter(|k| **k == BuildKind::Roof) |
| 373 |
.count(); |
| 374 |
assert_eq!(roofs, 6); |
| 375 |
assert_eq!(blueprints.get(boxed), Some(BuildKind::Deconstruct)); |
| 376 |
assert_eq!(blueprints.get(door), None); |
| 377 |
let rooms = app.world().resource::<Rooms>(); |
| 378 |
assert!(rooms.at(UVec2::new(3, 3)).is_some_and(|r| r.quality > 0.0)); |
| 379 |
} |
| 380 |
} |