stockpiles work
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aece757dde
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package xyz.valnet.engine.math;
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import java.util.Random;
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// Just like in perlin noise you will in general combine several octaves of noise
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// to create fractal noise (which gives you terrain like features).
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// Note that 3D terrain heights are created by 2D noise.
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public class SimplexNoise {
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private SimplexNoiseOctave[] octaves;
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private double[] frequencys;
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private double[] amplitudes;
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private int largestFeature;
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private double persistence;
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private int seed;
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public SimplexNoise(int largestFeature, double persistence, int seed) {
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this.largestFeature = largestFeature;
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this.persistence = persistence;
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this.seed = seed;
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// recieves a number (eg 128) and calculates what power of 2 it is (eg 2^7)
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// Math.ceil(7) = 7 = numberOfOctaves
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int numberOfOctaves = (int)Math.ceil(Math.log10(this.largestFeature)/Math.log10(2));
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octaves = new SimplexNoiseOctave[numberOfOctaves];
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frequencys = new double[numberOfOctaves];
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amplitudes = new double[numberOfOctaves];
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Random rnd = new Random(this.seed);
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for(int i=0; i<numberOfOctaves; i++) {
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octaves[i] = new SimplexNoiseOctave(rnd.nextInt());
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frequencys[i] = Math.pow(2,i);
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amplitudes[i] = Math.pow(this.persistence, octaves.length-i);
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}
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}
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public double getNoise2D(int x, int y) {
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double result = 0;
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for(int i=0;i<octaves.length;i++) {
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// double frequency = Math.pow(2,i);
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// double amplitude = Math.pow(persistence,octaves.length-i);
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result = result+octaves[i].noise(x/frequencys[i], y/frequencys[i])* amplitudes[i];
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}
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return result;
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}
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public double getNoise3D(int x, int y, int z) {
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double result=0;
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for(int i=0;i<octaves.length;i++) {
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double frequency = Math.pow(2,i);
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double amplitude = Math.pow(persistence,octaves.length-i);
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result = result+octaves[i].noise(x/frequency, y/frequency,z/frequency)* amplitude;
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}
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return result;
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}
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}
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package xyz.valnet.engine.math;
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import java.util.Random;
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/*
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* A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
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*
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* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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* Better rank ordering method by Stefan Gustavson in 2012.
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*
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* This could be speeded up even further, but it's useful as it is.
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*
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* Version 2012-03-09
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*
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* This code was placed in the public domain by its original author,
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* Stefan Gustavson. You may use it as you see fit, but
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* attribution is appreciated.
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*
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*/
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public class SimplexNoiseOctave {
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public static int RANDOMSEED=0;
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private static int NUMBEROFSWAPS=400;
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private static Grad grad3[] = {
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new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
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new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
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new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)
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};
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private static Grad grad4[]= {
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new Grad(0,1,1,1),new Grad(0,1,1,-1),new Grad(0,1,-1,1),new Grad(0,1,-1,-1),
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new Grad(0,-1,1,1),new Grad(0,-1,1,-1),new Grad(0,-1,-1,1),new Grad(0,-1,-1,-1),
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new Grad(1,0,1,1),new Grad(1,0,1,-1),new Grad(1,0,-1,1),new Grad(1,0,-1,-1),
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new Grad(-1,0,1,1),new Grad(-1,0,1,-1),new Grad(-1,0,-1,1),new Grad(-1,0,-1,-1),
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new Grad(1,1,0,1),new Grad(1,1,0,-1),new Grad(1,-1,0,1),new Grad(1,-1,0,-1),
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new Grad(-1,1,0,1),new Grad(-1,1,0,-1),new Grad(-1,-1,0,1),new Grad(-1,-1,0,-1),
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new Grad(1,1,1,0),new Grad(1,1,-1,0),new Grad(1,-1,1,0),new Grad(1,-1,-1,0),
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new Grad(-1,1,1,0),new Grad(-1,1,-1,0),new Grad(-1,-1,1,0),new Grad(-1,-1,-1,0)
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};
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//this contains all the numbers between 0 and 255, these are put in a random order depending upon the seed
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private static short p_supply[] = {
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151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180};
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private short p[] = new short[p_supply.length];
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// To remove the need for index wrapping, double the permutation table length
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private short perm[] = new short[512];
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private short permMod12[] = new short[512];
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public SimplexNoiseOctave(int seed) {
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p=p_supply.clone();
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if (seed==RANDOMSEED){
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Random rand=new Random();
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seed=rand.nextInt();
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}
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//the random for the swaps
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Random rand=new Random(seed);
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//the seed determines the swaps that occur between the default order and the order we're actually going to use
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for(int i=0;i<NUMBEROFSWAPS;i++) {
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int swapFrom=rand.nextInt(p.length);
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int swapTo=rand.nextInt(p.length);
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short temp=p[swapFrom];
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p[swapFrom]=p[swapTo];
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p[swapTo]=temp;
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}
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for(int i=0; i<512; i++) {
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perm[i]=p[i & 255];
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permMod12[i] = (short)(perm[i] % 12);
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}
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}
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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private static final double F2 = 0.5*(Math.sqrt(3.0)-1.0);
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private static final double G2 = (3.0-Math.sqrt(3.0))/6.0;
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private static final double F3 = 1.0/3.0;
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private static final double G3 = 1.0/6.0;
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private static final double F4 = (Math.sqrt(5.0)-1.0)/4.0;
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private static final double G4 = (5.0-Math.sqrt(5.0))/20.0;
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// This method is a *lot* faster than using (int)Math.floor(x)
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private static int fastfloor(double x) {
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int xi = (int)x;
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return x<xi ? xi-1 : xi;
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}
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private static double dot(Grad g, double x, double y) {
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return g.x*x + g.y*y; }
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private static double dot(Grad g, double x, double y, double z) {
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return g.x*x + g.y*y + g.z*z;
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}
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private static double dot(Grad g, double x, double y, double z, double w) {
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return g.x*x + g.y*y + g.z*z + g.w*w;
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}
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// 2D simplex noise
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public double noise(double xin, double yin) {
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double n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin+yin)*F2; // Hairy factor for 2D
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int i = fastfloor(xin+s);
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int j = fastfloor(yin+s);
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double t = (i+j)*G2;
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double X0 = i-t; // Unskew the cell origin back to (x,y) space
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double Y0 = j-t;
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double x0 = xin-X0; // The x,y distances from the cell origin
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double y0 = yin-Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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double y1 = y0 - j1 + G2;
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double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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double y2 = y0 - 1.0 + 2.0 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int gi0 = permMod12[ii+perm[jj]];
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int gi1 = permMod12[ii+i1+perm[jj+j1]];
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int gi2 = permMod12[ii+1+perm[jj+1]];
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// Calculate the contribution from the three corners
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double t0 = 0.5 - x0*x0-y0*y0;
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if(t0<0) n0 = 0.0;
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else {
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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double t1 = 0.5 - x1*x1-y1*y1;
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if(t1<0) n1 = 0.0;
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else {
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
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}
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double t2 = 0.5 - x2*x2-y2*y2;
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if(t2<0) n2 = 0.0;
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else {
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70.0 * (n0 + n1 + n2);
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}
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// 3D simplex noise
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public double noise(double xin, double yin, double zin) {
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double n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D
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int i = fastfloor(xin+s);
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int j = fastfloor(yin+s);
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int k = fastfloor(zin+s);
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double t = (i+j+k)*G3;
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double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
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double Y0 = j-t;
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double Z0 = k-t;
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double x0 = xin-X0; // The x,y,z distances from the cell origin
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double y0 = yin-Y0;
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double z0 = zin-Z0;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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if(x0>=y0) {
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if(y0>=z0) {
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i1=1; j1=0; k1=0; i2=1; j2=1; k2=0;
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} // X Y Z order
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else if(x0>=z0) {
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i1=1; j1=0; k1=0; i2=1; j2=0; k2=1;
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} // X Z Y order
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else {
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i1=0; j1=0; k1=1; i2=1; j2=0; k2=1;
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} // Z X Y order
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}
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else { // x0<y0
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if(y0<z0) {
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i1=0; j1=0; k1=1; i2=0; j2=1; k2=1;
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} // Z Y X order
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else if(x0<z0) {
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i1=0; j1=1; k1=0; i2=0; j2=1; k2=1;
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} // Y Z X order
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else {
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i1=0; j1=1; k1=0; i2=1; j2=1; k2=0;
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} // Y X Z order
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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double y1 = y0 - j1 + G3;
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double z1 = z0 - k1 + G3;
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double x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
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double y2 = y0 - j2 + 2.0*G3;
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double z2 = z0 - k2 + 2.0*G3;
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double x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
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double y3 = y0 - 1.0 + 3.0*G3;
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double z3 = z0 - 1.0 + 3.0*G3;
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// Work out the hashed gradient indices of the four simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int kk = k & 255;
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int gi0 = permMod12[ii+perm[jj+perm[kk]]];
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int gi1 = permMod12[ii+i1+perm[jj+j1+perm[kk+k1]]];
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int gi2 = permMod12[ii+i2+perm[jj+j2+perm[kk+k2]]];
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int gi3 = permMod12[ii+1+perm[jj+1+perm[kk+1]]];
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// Calculate the contribution from the four corners
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double t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
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if(t0<0) n0 = 0.0;
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else {
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
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}
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double t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
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if(t1<0) n1 = 0.0;
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else {
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
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}
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double t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
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if(t2<0) n2 = 0.0;
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else {
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
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}
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double t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
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if(t3<0) n3 = 0.0;
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else {
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t3 *= t3;
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n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to stay just inside [-1,1]
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return 32.0*(n0 + n1 + n2 + n3);
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}
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// 4D simplex noise, better simplex rank ordering method 2012-03-09
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public double noise(double x, double y, double z, double w) {
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double n0, n1, n2, n3, n4; // Noise contributions from the five corners
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// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
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double s = (x + y + z + w) * F4; // Factor for 4D skewing
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int i = fastfloor(x + s);
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int j = fastfloor(y + s);
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int k = fastfloor(z + s);
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int l = fastfloor(w + s);
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double t = (i + j + k + l) * G4; // Factor for 4D unskewing
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double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
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double Y0 = j - t;
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double Z0 = k - t;
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double W0 = l - t;
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double x0 = x - X0; // The x,y,z,w distances from the cell origin
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double y0 = y - Y0;
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double z0 = z - Z0;
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double w0 = w - W0;
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// For the 4D case, the simplex is a 4D shape I won't even try to describe.
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// To find out which of the 24 possible simplices we're in, we need to
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// determine the magnitude ordering of x0, y0, z0 and w0.
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// Six pair-wise comparisons are performed between each possible pair
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// of the four coordinates, and the results are used to rank the numbers.
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int rankx = 0;
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int ranky = 0;
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int rankz = 0;
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int rankw = 0;
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if(x0 > y0) rankx++; else ranky++;
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if(x0 > z0) rankx++; else rankz++;
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if(x0 > w0) rankx++; else rankw++;
|
||||
if(y0 > z0) ranky++; else rankz++;
|
||||
if(y0 > w0) ranky++; else rankw++;
|
||||
if(z0 > w0) rankz++; else rankw++;
|
||||
int i1, j1, k1, l1; // The integer offsets for the second simplex corner
|
||||
int i2, j2, k2, l2; // The integer offsets for the third simplex corner
|
||||
int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
|
||||
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
|
||||
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
|
||||
// impossible. Only the 24 indices which have non-zero entries make any sense.
|
||||
// We use a thresholding to set the coordinates in turn from the largest magnitude.
|
||||
// Rank 3 denotes the largest coordinate.
|
||||
i1 = rankx >= 3 ? 1 : 0;
|
||||
j1 = ranky >= 3 ? 1 : 0;
|
||||
k1 = rankz >= 3 ? 1 : 0;
|
||||
l1 = rankw >= 3 ? 1 : 0;
|
||||
// Rank 2 denotes the second largest coordinate.
|
||||
i2 = rankx >= 2 ? 1 : 0;
|
||||
j2 = ranky >= 2 ? 1 : 0;
|
||||
k2 = rankz >= 2 ? 1 : 0;
|
||||
l2 = rankw >= 2 ? 1 : 0;
|
||||
// Rank 1 denotes the second smallest coordinate.
|
||||
i3 = rankx >= 1 ? 1 : 0;
|
||||
j3 = ranky >= 1 ? 1 : 0;
|
||||
k3 = rankz >= 1 ? 1 : 0;
|
||||
l3 = rankw >= 1 ? 1 : 0;
|
||||
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
|
||||
double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
||||
double y1 = y0 - j1 + G4;
|
||||
double z1 = z0 - k1 + G4;
|
||||
double w1 = w0 - l1 + G4;
|
||||
double x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords
|
||||
double y2 = y0 - j2 + 2.0*G4;
|
||||
double z2 = z0 - k2 + 2.0*G4;
|
||||
double w2 = w0 - l2 + 2.0*G4;
|
||||
double x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords
|
||||
double y3 = y0 - j3 + 3.0*G4;
|
||||
double z3 = z0 - k3 + 3.0*G4;
|
||||
double w3 = w0 - l3 + 3.0*G4;
|
||||
double x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords
|
||||
double y4 = y0 - 1.0 + 4.0*G4;
|
||||
double z4 = z0 - 1.0 + 4.0*G4;
|
||||
double w4 = w0 - 1.0 + 4.0*G4;
|
||||
// Work out the hashed gradient indices of the five simplex corners
|
||||
int ii = i & 255;
|
||||
int jj = j & 255;
|
||||
int kk = k & 255;
|
||||
int ll = l & 255;
|
||||
int gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
|
||||
int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
|
||||
int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
|
||||
int gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
|
||||
int gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
|
||||
// Calculate the contribution from the five corners
|
||||
double t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
|
||||
if(t0<0) n0 = 0.0;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0);
|
||||
}
|
||||
double t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
|
||||
if(t1<0) n1 = 0.0;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1);
|
||||
}
|
||||
double t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
|
||||
if(t2<0) n2 = 0.0;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2);
|
||||
}
|
||||
double t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
|
||||
if(t3<0) n3 = 0.0;
|
||||
else {
|
||||
t3 *= t3;
|
||||
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3);
|
||||
}
|
||||
double t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
|
||||
if(t4<0) n4 = 0.0;
|
||||
else {
|
||||
t4 *= t4;
|
||||
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4);
|
||||
}
|
||||
// Sum up and scale the result to cover the range [-1,1]
|
||||
return 27.0 * (n0 + n1 + n2 + n3 + n4);
|
||||
}
|
||||
|
||||
// Inner class to speed upp gradient computations
|
||||
// (array access is a lot slower than member access)
|
||||
private static class Grad
|
||||
{
|
||||
double x, y, z, w;
|
||||
|
||||
Grad(double x, double y, double z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
Grad(double x, double y, double z, double w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ public class GameObject implements IRenderable, ITickable {
|
|||
|
||||
public void start() {}
|
||||
|
||||
public void remove(GameObject obj) {
|
||||
protected void remove(GameObject obj) {
|
||||
scene.remove(obj);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@ package xyz.valnet.hadean.gameobjects;
|
|||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.List;
|
||||
import java.util.function.Function;
|
||||
|
||||
import xyz.valnet.engine.math.Vector2f;
|
||||
import xyz.valnet.engine.math.Vector2i;
|
||||
|
|
@ -15,6 +16,7 @@ import xyz.valnet.hadean.interfaces.IWorkable;
|
|||
public class Job extends GameObject {
|
||||
|
||||
private Job that = this;
|
||||
private List<Callback> closedListeners = new ArrayList<Callback>();
|
||||
|
||||
public abstract class JobStep {
|
||||
public abstract Vector2i[] getLocations();
|
||||
|
|
@ -45,8 +47,10 @@ public class Job extends GameObject {
|
|||
|
||||
public Vector2i[] getLocations() {
|
||||
Stockpile pile = that.get(Stockpile.class);
|
||||
Vector4f box = pile.getWorldBox();
|
||||
return new Vector2i[] { new Vector2f(box.x, box.y).asInt() };
|
||||
// Vector4f box = pile.getWorldBox().toXYWH();
|
||||
return new Vector2i[] {
|
||||
pile.getFreeTile()
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -89,7 +93,13 @@ public class Job extends GameObject {
|
|||
|
||||
public void nextStep() {
|
||||
step ++;
|
||||
if(isCompleted()) get(JobBoard.class).completeJob(this);
|
||||
if(isCompleted()) {
|
||||
get(JobBoard.class).completeJob(this);
|
||||
for(Callback callback : closedListeners) {
|
||||
callback.apply();
|
||||
}
|
||||
remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
public boolean isCompleted() {
|
||||
|
|
@ -104,4 +114,13 @@ public class Job extends GameObject {
|
|||
public String getJobName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
@FunctionalInterface
|
||||
public interface Callback {
|
||||
public void apply();
|
||||
}
|
||||
|
||||
public void registerClosedListener(Callback callback) {
|
||||
closedListeners.add(callback);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
package xyz.valnet.hadean.gameobjects;
|
||||
|
||||
import xyz.valnet.engine.math.FastNoiseLite;
|
||||
import xyz.valnet.engine.math.Vector2i;
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.engine.scenegraph.GameObject;
|
||||
|
|
@ -8,11 +9,17 @@ import xyz.valnet.hadean.pathfinding.IPathable;
|
|||
|
||||
public class Terrain extends GameObject implements IPathable, IWorldBoundsAdapter {
|
||||
|
||||
public static final int WORLD_SIZE = 24;
|
||||
public static final int WORLD_SIZE = 30;
|
||||
public static final int TILE_SIZE = 8;
|
||||
|
||||
// public static int left, top;
|
||||
|
||||
public float getNoise(int seed, float x, float y) {
|
||||
FastNoiseLite noise = new FastNoiseLite(seed);
|
||||
float base = ((noise.GetNoise(x * 10, y * 10) + 1) / 2) * 1.0f;
|
||||
float highnoise = ((noise.GetNoise(x * 100, y * 100) + 1) / 2) * 1.0f;
|
||||
return (base + highnoise) / 2.0f;
|
||||
}
|
||||
|
||||
private Tile[][] tiles = new Tile[WORLD_SIZE][WORLD_SIZE];
|
||||
|
||||
private Camera camera;
|
||||
|
|
|
|||
|
|
@ -2,14 +2,17 @@ package xyz.valnet.hadean.gameobjects;
|
|||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.stream.Stream;
|
||||
|
||||
import xyz.valnet.engine.graphics.Sprite;
|
||||
import xyz.valnet.engine.math.Vector2f;
|
||||
import xyz.valnet.engine.math.Vector2i;
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.engine.scenegraph.GameObject;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.FarmPlot;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.Tree;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.WorldObject;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.items.Item;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.interfaces.IWorkable;
|
||||
import xyz.valnet.hadean.util.Assets;
|
||||
|
|
@ -17,13 +20,18 @@ import xyz.valnet.hadean.util.Layers;
|
|||
|
||||
public class Tile extends WorldObject implements IWorkable {
|
||||
|
||||
private Camera camera;
|
||||
private static int redSeed = (int)(Math.random() * 10000);
|
||||
private static int greenSeed = (int)(Math.random() * 10000);
|
||||
private static int blueSeed = (int)(Math.random() * 10000);
|
||||
|
||||
private final int x, y;
|
||||
private final Vector4f color = new Vector4f((float) Math.random() * 0.1f, 0.4f + (float) Math.random() * 0.15f, (float) Math.random() * 0.05f, 1f);
|
||||
// private final int x, y;
|
||||
private Vector4f color;
|
||||
private final Sprite sprite = Assets.defaultTerrain[(int)Math.floor(Math.random() * Assets.defaultTerrain.length)];
|
||||
|
||||
private List<ITileThing> stuff = new ArrayList<ITileThing>();
|
||||
// TODO remove remove queue, cause like, we dont iterate over
|
||||
// things? so why remove queue them? that just leads to unneccesary
|
||||
// timing issues. you dumb fuck.
|
||||
private List<ITileThing> toRemove = new ArrayList<ITileThing>();
|
||||
|
||||
public Tile(int x, int y) {
|
||||
|
|
@ -32,18 +40,33 @@ public class Tile extends WorldObject implements IWorkable {
|
|||
}
|
||||
|
||||
public Vector2i getCoords() {
|
||||
return new Vector2i(x, y);
|
||||
return new Vector2f(x, y).asInt();
|
||||
}
|
||||
|
||||
public void start() {
|
||||
camera = get(Camera.class);
|
||||
|
||||
super.start();
|
||||
if(Math.random() > 0.97) {
|
||||
Tree tree = new Tree(x, y);
|
||||
Tree tree = new Tree((int)x, (int)y);
|
||||
stuff.add(tree);
|
||||
add(tree);
|
||||
}
|
||||
|
||||
|
||||
float scale = 1;
|
||||
|
||||
float red = (float) terrain.getNoise(redSeed, x * scale, y * scale);
|
||||
float green = (float) terrain.getNoise(greenSeed, x * scale, y * scale);
|
||||
float blue = (float) terrain.getNoise(blueSeed, x * scale, y * scale);
|
||||
|
||||
color = new Vector4f(red * 0.1f, 0.4f + green * 0.15f, blue * 0.05f, 1f);
|
||||
// color = new Vector4f(red, green, blue, 1.0f);
|
||||
}
|
||||
|
||||
public boolean isTileFree() {
|
||||
if(!isWalkable()) return false;
|
||||
for(ITileThing thing : stuff) {
|
||||
if(thing instanceof Item) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void placeThing(ITileThing thing) {
|
||||
|
|
@ -51,6 +74,7 @@ public class Tile extends WorldObject implements IWorkable {
|
|||
if(thing instanceof GameObject) {
|
||||
add((GameObject)thing);
|
||||
}
|
||||
thing.onPlaced(this);
|
||||
if(thing instanceof FarmPlot) {
|
||||
desiredTill = true;
|
||||
|
||||
|
|
@ -58,6 +82,14 @@ public class Tile extends WorldObject implements IWorkable {
|
|||
}
|
||||
}
|
||||
|
||||
public <T extends ITileThing> T removeThing(T thing) {
|
||||
if(!(stuff.contains(thing))) return null;
|
||||
if(toRemove.contains(thing)) return null;
|
||||
|
||||
toRemove.add(thing);
|
||||
return thing;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(float dTime) {
|
||||
for(ITileThing thing : stuff) {
|
||||
|
|
@ -106,15 +138,15 @@ public class Tile extends WorldObject implements IWorkable {
|
|||
@Override
|
||||
public Vector2i[] getWorkablePositions() {
|
||||
return new Vector2i[] {
|
||||
new Vector2i(x - 1, y - 1),
|
||||
new Vector2i(x, y - 1),
|
||||
new Vector2i(x + 1, y - 1),
|
||||
new Vector2i(x - 1, y + 0),
|
||||
new Vector2i(x, y + 0),
|
||||
new Vector2i(x + 1, y + 0),
|
||||
new Vector2i(x - 1, y + 1),
|
||||
new Vector2i(x, y + 1),
|
||||
new Vector2i(x + 1, y + 1),
|
||||
new Vector2i((int)x - 1, (int)y - 1),
|
||||
new Vector2i((int)x, (int)y - 1),
|
||||
new Vector2i((int)x + 1, (int)y - 1),
|
||||
new Vector2i((int)x - 1, (int)y + 0),
|
||||
new Vector2i((int)x, (int)y + 0),
|
||||
new Vector2i((int)x + 1, (int)y + 0),
|
||||
new Vector2i((int)x - 1, (int)y + 1),
|
||||
new Vector2i((int)x, (int)y + 1),
|
||||
new Vector2i((int)x + 1, (int)y + 1),
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -143,4 +175,13 @@ public class Tile extends WorldObject implements IWorkable {
|
|||
public Vector4f getWorldBox() {
|
||||
return new Vector4f(x, y, x+1, y+1);
|
||||
}
|
||||
|
||||
public String toThingsString() {
|
||||
if(stuff.size() == 0) return " - Nothing";
|
||||
String str = "";
|
||||
for(ITileThing thing : stuff) {
|
||||
str += " - " + thing + "\n";
|
||||
}
|
||||
return str.stripTrailing();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,8 +8,9 @@ import xyz.valnet.engine.math.Vector2f;
|
|||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.engine.scenegraph.GameObject;
|
||||
import xyz.valnet.hadean.gameobjects.Camera;
|
||||
import xyz.valnet.hadean.gameobjects.Terrain;
|
||||
import xyz.valnet.hadean.gameobjects.Tile;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.WorldObject;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.util.Assets;
|
||||
|
||||
public class HoverQuery extends GameObject {
|
||||
|
|
@ -37,6 +38,10 @@ public class HoverQuery extends GameObject {
|
|||
position.y < box.w
|
||||
) {
|
||||
thingStrings.add(obj.getName());
|
||||
|
||||
if(obj instanceof Tile) {
|
||||
thingStrings.add(((Tile)obj).toThingsString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -45,8 +50,10 @@ public class HoverQuery extends GameObject {
|
|||
public void render() {
|
||||
int i = 16;
|
||||
for(String thingString : thingStrings) {
|
||||
Assets.font.drawString(thingString, 16, i);
|
||||
i += 14;
|
||||
for(String str : thingString.split("\n")) {
|
||||
Assets.font.drawString(str, 16, i);
|
||||
i += 14;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -112,7 +112,7 @@ public class BuildTab extends Tab implements ISelectionChangeListener, IMouseCap
|
|||
// draw the currently selected build item
|
||||
Assets.flat.pushColor(new Vector4f(1f, 1f, 1f, 0.5f));
|
||||
for(int i = 0; i < w; i ++) for(int j = 0; j < h; j ++) {{
|
||||
camera.draw(Layers.BUILD_INTERACTABLE, Assets.stockpile, x + i, y + j);
|
||||
camera.draw(Layers.BUILD_INTERACTABLE, Assets.checkerBoard, x + i, y + j);
|
||||
}}
|
||||
Assets.flat.popColor();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ public class FarmPlot extends WorldObject implements ISelectable, ITileThing, IB
|
|||
return new Vector4f(x, y, x + w, y + h);
|
||||
}
|
||||
|
||||
private static Action TOGGLE_VISIBILITY = new Action("Hide / Show");
|
||||
private static Action TOGGLE_VISIBILITY = new Action("Hide\n----\nShow");
|
||||
|
||||
@Override
|
||||
public Action[] getActions() {
|
||||
|
|
|
|||
|
|
@ -1,13 +1,11 @@
|
|||
package xyz.valnet.hadean.gameobjects.worldobjects;
|
||||
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.hadean.interfaces.ISelectable;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.util.Action;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.items.Item;
|
||||
import xyz.valnet.hadean.util.Assets;
|
||||
import xyz.valnet.hadean.util.Layers;
|
||||
|
||||
public class Log extends WorldObject implements ITileThing, ISelectable {
|
||||
public class Log extends Item {
|
||||
|
||||
|
||||
@Override
|
||||
public void start() {
|
||||
|
|
@ -37,25 +35,6 @@ public class Log extends WorldObject implements ITileThing, ISelectable {
|
|||
@Override
|
||||
public void onRemove() {}
|
||||
|
||||
@Override
|
||||
public Vector4f getWorldBox() {
|
||||
return new Vector4f(x, y, x + 1, y + 1);
|
||||
}
|
||||
|
||||
private static final Action ACTION_HAUL = new Action("Haul");
|
||||
|
||||
@Override
|
||||
public Action[] getActions() {
|
||||
return new Action[] {
|
||||
ACTION_HAUL
|
||||
};
|
||||
}
|
||||
|
||||
@Override
|
||||
public void runAction(Action action) {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public String details() {
|
||||
return "A fat log";
|
||||
|
|
|
|||
|
|
@ -1,5 +1,8 @@
|
|||
package xyz.valnet.hadean.gameobjects.worldobjects;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import xyz.valnet.engine.math.Vector2f;
|
||||
import xyz.valnet.engine.math.Vector2i;
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
|
|
@ -8,6 +11,8 @@ import xyz.valnet.hadean.gameobjects.JobBoard;
|
|||
import xyz.valnet.hadean.gameobjects.Terrain;
|
||||
import xyz.valnet.hadean.gameobjects.Job.JobStep;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.agents.Agent;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.items.Item;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.interfaces.IWorker;
|
||||
import xyz.valnet.hadean.util.Action;
|
||||
import xyz.valnet.hadean.util.Assets;
|
||||
|
|
@ -106,6 +111,8 @@ public class Pawn extends Agent implements IWorker {
|
|||
return false;
|
||||
}
|
||||
|
||||
private List<Item> inventory = new ArrayList<Item>();
|
||||
|
||||
private boolean doJob() {
|
||||
if(!jobboard.workerHasJob(this)) return false;
|
||||
JobStep step = jobboard.getJob(this).getCurrentStep();
|
||||
|
|
@ -116,6 +123,25 @@ public class Pawn extends Agent implements IWorker {
|
|||
Job.Work workStep = (Job.Work)step;
|
||||
if(workStep.doWork()) step.next();
|
||||
return true;
|
||||
} else if(step instanceof Job.PickupItem) {
|
||||
Job.PickupItem pickupStep = (Job.PickupItem) step;
|
||||
Item item = getTile().removeThing(pickupStep.item);
|
||||
remove(item);
|
||||
inventory.add(item);
|
||||
step.next();
|
||||
return true;
|
||||
} else if(step instanceof Job.DropoffAtStockpile) {
|
||||
if(!getTile().isTileFree()) return false;
|
||||
Job.DropoffAtStockpile dropoffStep = (Job.DropoffAtStockpile) step;
|
||||
Item item = dropoffStep.item;
|
||||
if(!inventory.contains(item)) {
|
||||
return false;
|
||||
}
|
||||
inventory.remove(item);
|
||||
add(item);
|
||||
getTile().placeThing(item);
|
||||
step.next();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
|
|||
|
|
@ -3,13 +3,15 @@ package xyz.valnet.hadean.gameobjects.worldobjects;
|
|||
import xyz.valnet.engine.math.Vector2f;
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.hadean.gameobjects.JobBoard;
|
||||
import xyz.valnet.hadean.gameobjects.Tile;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.items.Item;
|
||||
import xyz.valnet.hadean.interfaces.ISelectable;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.util.Action;
|
||||
import xyz.valnet.hadean.util.Assets;
|
||||
import xyz.valnet.hadean.util.Layers;
|
||||
|
||||
public class Rice extends WorldObject implements ITileThing, ISelectable {
|
||||
public class Rice extends Item implements ITileThing, ISelectable {
|
||||
|
||||
// private SmartBoolean haul;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
package xyz.valnet.hadean.gameobjects.worldobjects;
|
||||
|
||||
import xyz.valnet.engine.math.Vector2i;
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.hadean.gameobjects.Tile;
|
||||
import xyz.valnet.hadean.interfaces.BuildableMetadata;
|
||||
import xyz.valnet.hadean.interfaces.IBuildable;
|
||||
import xyz.valnet.hadean.interfaces.ISelectable;
|
||||
|
|
@ -32,6 +34,27 @@ public class Stockpile extends WorldObject implements ISelectable, ITileThing, I
|
|||
|
||||
}
|
||||
|
||||
private Tile[] getTiles() {
|
||||
Vector4f box = getWorldBox();
|
||||
int count = 0;
|
||||
Tile[] tiles = new Tile[(int)box.z * (int)box.w];
|
||||
for(float x = box.x; x < box.z; x ++) {
|
||||
for(float y = box.y; y < box.w; y ++) {
|
||||
tiles[count] = terrain.getTile((int)x, (int)y);
|
||||
count ++;
|
||||
}
|
||||
}
|
||||
return tiles;
|
||||
}
|
||||
|
||||
public Vector2i getFreeTile() {
|
||||
Tile[] tiles = getTiles();
|
||||
for(Tile tile : tiles) {
|
||||
if(tile.isTileFree()) return tile.getCoords();
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void start() {
|
||||
super.start();
|
||||
|
|
@ -86,9 +109,7 @@ public class Stockpile extends WorldObject implements ISelectable, ITileThing, I
|
|||
this.y = y;
|
||||
this.w = w;
|
||||
this.h = h;
|
||||
System.out.println("<" + x + ", " + y + ", " + w + ", " + h + ">");
|
||||
System.out.println(inScene());
|
||||
terrain.getTile(x, y).placeThing(this);
|
||||
|
||||
for(int i = x; i < x + w; i ++) {
|
||||
for(int j = y; j < y + h; j ++) {
|
||||
terrain.getTile(i, j).placeThing(this);
|
||||
|
|
@ -102,4 +123,7 @@ public class Stockpile extends WorldObject implements ISelectable, ITileThing, I
|
|||
return "Stockpile";
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlaced(Tile tile) {}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ import xyz.valnet.engine.math.Vector2i;
|
|||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.hadean.gameobjects.Job;
|
||||
import xyz.valnet.hadean.gameobjects.JobBoard;
|
||||
import xyz.valnet.hadean.gameobjects.Tile;
|
||||
import xyz.valnet.hadean.interfaces.ISelectable;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.interfaces.IWorkable;
|
||||
|
|
@ -17,8 +18,6 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka
|
|||
private String name = "Tree " + (++ counter);
|
||||
|
||||
private Job chopJob = null;
|
||||
|
||||
private int x, y;
|
||||
|
||||
public Tree(int x, int y) {
|
||||
this.x = x;
|
||||
|
|
@ -69,10 +68,10 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka
|
|||
@Override
|
||||
public Vector2i[] getWorkablePositions() {
|
||||
return new Vector2i[] {
|
||||
new Vector2i(x, y - 1),
|
||||
new Vector2i(x, y + 1),
|
||||
new Vector2i(x - 1, y),
|
||||
new Vector2i(x + 1, y)
|
||||
new Vector2i((int)x, (int)y - 1),
|
||||
new Vector2i((int)x, (int)y + 1),
|
||||
new Vector2i((int)x - 1, (int)y),
|
||||
new Vector2i((int)x + 1, (int)y)
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -116,7 +115,8 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka
|
|||
|
||||
@Override
|
||||
public void onRemove() {
|
||||
add(new Log(x, y));
|
||||
Log log = new Log((int)x, (int)y);
|
||||
getTile().placeThing(log);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -128,4 +128,10 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka
|
|||
public String getName() {
|
||||
return "Tree";
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlaced(Tile tile) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,41 +1,71 @@
|
|||
package xyz.valnet.hadean.gameobjects.worldobjects.items;
|
||||
|
||||
import xyz.valnet.engine.math.Vector2f;
|
||||
import xyz.valnet.engine.math.Vector4f;
|
||||
import xyz.valnet.hadean.gameobjects.Job;
|
||||
import xyz.valnet.hadean.gameobjects.JobBoard;
|
||||
import xyz.valnet.hadean.gameobjects.Tile;
|
||||
import xyz.valnet.hadean.gameobjects.worldobjects.WorldObject;
|
||||
import xyz.valnet.hadean.util.SmartBoolean;
|
||||
import xyz.valnet.hadean.interfaces.ISelectable;
|
||||
import xyz.valnet.hadean.interfaces.ITileThing;
|
||||
import xyz.valnet.hadean.util.Action;
|
||||
import xyz.valnet.hadean.util.Assets;
|
||||
import xyz.valnet.hadean.util.Layers;
|
||||
|
||||
public class Item extends WorldObject {
|
||||
public abstract class Item extends WorldObject implements ISelectable, ITileThing {
|
||||
protected JobBoard jobboard;
|
||||
|
||||
private SmartBoolean haul;
|
||||
|
||||
// camera.draw(Layers.MARKERS, Assets.haulArrow, x, y);
|
||||
private Job haulJob = null;
|
||||
|
||||
@Override
|
||||
public void start() {
|
||||
super.start();
|
||||
haul = new SmartBoolean(false, new SmartBoolean.IListener() {
|
||||
@Override
|
||||
public void rise() {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void fall() {
|
||||
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getName() {
|
||||
// TODO Auto-generated method stub
|
||||
return null;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Vector4f getWorldBox() {
|
||||
return null;
|
||||
return new Vector4f(x, y, x + 1, y + 1);
|
||||
}
|
||||
|
||||
private static final Action ACTION_HAUL = new Action("Haul");
|
||||
|
||||
@Override
|
||||
public Action[] getActions() {
|
||||
return new Action[] {
|
||||
ACTION_HAUL
|
||||
};
|
||||
}
|
||||
|
||||
@Override
|
||||
public void renderAlpha() {
|
||||
if(haulJob != null) {
|
||||
Assets.flat.pushColor(Vector4f.opacity(0.6f));
|
||||
camera.draw(Layers.GENERAL_UI, Assets.haulArrow, getWorldPosition());
|
||||
Assets.flat.popColor();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void runAction(Action action) {
|
||||
if (action == ACTION_HAUL) {
|
||||
haulJob = add(new Job("Haul " + this.getName()));
|
||||
haulJob.addStep(haulJob.new PickupItem(this, new Vector2f[] { this.getWorldPosition() }));
|
||||
haulJob.addStep(haulJob.new DropoffAtStockpile(this));
|
||||
haulJob.registerClosedListener(() -> {
|
||||
haulJob = null;
|
||||
});
|
||||
get(JobBoard.class).postJob(haulJob);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onPlaced(Tile tile) {
|
||||
this.x = tile.getCoords().x;
|
||||
this.y = tile.getCoords().y;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,10 @@
|
|||
package xyz.valnet.hadean.interfaces;
|
||||
|
||||
import xyz.valnet.hadean.gameobjects.Tile;
|
||||
|
||||
public interface ITileThing {
|
||||
public boolean isWalkable();
|
||||
public boolean shouldRemove();
|
||||
public void onRemove();
|
||||
public void onPlaced(Tile tile);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
package xyz.valnet.hadean.util;
|
||||
|
||||
public class Action {
|
||||
public String name;
|
||||
public final String name;
|
||||
|
||||
public Action(String name) {
|
||||
this.name = name;
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@ public class Assets {
|
|||
public static final Sprite log;
|
||||
public static final Sprite lilAxe;
|
||||
public static final Sprite haulArrow;
|
||||
public static final Sprite stockpile;
|
||||
public static final Sprite checkerBoard;
|
||||
public static final Sprite riceBag;
|
||||
public static final Sprite farmPlot;
|
||||
public static final Sprite whiteBox;
|
||||
|
|
@ -66,7 +66,7 @@ public class Assets {
|
|||
log = new Sprite(atlas, 48, 96, 16, 16);
|
||||
lilAxe = new Sprite(atlas, 64, 88, 16, 16);
|
||||
haulArrow = new Sprite(atlas, 80, 88, 16, 16);
|
||||
stockpile = new Sprite(atlas, 40, 64, 4, 4);
|
||||
checkerBoard = new Sprite(atlas, 40, 64, 4, 4);
|
||||
riceBag = new Sprite(atlas, 48, 112, 16, 16);
|
||||
farmPlot = new Sprite(atlas, 40, 72, 8, 8);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue