You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
297 lines
10 KiB
297 lines
10 KiB
|
|
|
|
-- distance from hex centerpoint to any vertex
|
|
HEX_SIZE = 26
|
|
|
|
HEX_PIXEL_WIDTH = hex_width(HEX_SIZE, ORIENTATION.FLAT)
|
|
HEX_PIXEL_HEIGHT = hex_height(HEX_SIZE, ORIENTATION.FLAT)
|
|
HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT)
|
|
|
|
do
|
|
-- add padding, because we terraform the very outer edge and it looks ugly, so hide it
|
|
local padding = 3
|
|
|
|
HEX_GRID_WIDTH = math.floor(win.width / (HEX_PIXEL_WIDTH + HEX_SIZE) * 2) + padding
|
|
HEX_GRID_HEIGHT = math.floor(win.height / HEX_PIXEL_HEIGHT) + padding
|
|
|
|
-- odd numbers are important because we want a 'true' center
|
|
if HEX_GRID_WIDTH % 2 == 0 then
|
|
HEX_GRID_WIDTH = HEX_GRID_WIDTH + 1
|
|
end
|
|
if HEX_GRID_HEIGHT % 2 == 0 then
|
|
HEX_GRID_HEIGHT = HEX_GRID_HEIGHT + 1
|
|
end
|
|
|
|
HEX_GRID_DIMENSIONS = vec2(HEX_GRID_WIDTH, HEX_GRID_HEIGHT)
|
|
|
|
-- leaving y == 0 makes this the center in hex/cube coordinates
|
|
-- assuming that our dimensions are correct (odd numbers)
|
|
HEX_GRID_CENTER = vec2(math.floor(HEX_GRID_WIDTH/2)
|
|
, 0)
|
|
end
|
|
|
|
HEX_GRID_MINIMUM_ELEVATION = -1
|
|
HEX_GRID_MAXIMUM_ELEVATION = 1
|
|
|
|
do
|
|
local hhs = hex_horizontal_spacing(HEX_SIZE)
|
|
local hvs = hex_vertical_spacing(HEX_SIZE)
|
|
|
|
HEX_GRID_PIXEL_WIDTH = (HEX_GRID_WIDTH - 1) * hhs
|
|
HEX_GRID_PIXEL_HEIGHT = (HEX_GRID_HEIGHT - 1) * hvs
|
|
|
|
-- number of 'spacings' on the grid == number of cells - 1
|
|
HEX_GRID_PIXEL_DIMENSIONS = vec2(HEX_GRID_PIXEL_WIDTH
|
|
, HEX_GRID_PIXEL_HEIGHT)
|
|
end
|
|
|
|
-- amulet puts 0,0 in the middle of the screen
|
|
-- transform coordinates by this to pretend 0,0 is elsewhere
|
|
-- note this is isn't necessary when adding stuff to the worldspace in general,
|
|
-- because the whole worldspace is translated by this constant
|
|
WORLDSPACE_COORDINATE_OFFSET = -HEX_GRID_PIXEL_DIMENSIONS/2
|
|
|
|
-- the outer edges of the map are not interactable
|
|
-- the interactable region is defined with this function and constant
|
|
HEX_GRID_INTERACTABLE_REGION_MARGIN = 3
|
|
function evenq_is_in_interactable_region(evenq)
|
|
return point_in_rect(evenq, {
|
|
x1 = HEX_GRID_INTERACTABLE_REGION_MARGIN,
|
|
x2 = HEX_GRID_WIDTH - HEX_GRID_INTERACTABLE_REGION_MARGIN,
|
|
y1 = HEX_GRID_INTERACTABLE_REGION_MARGIN,
|
|
y2 = HEX_GRID_HEIGHT - HEX_GRID_INTERACTABLE_REGION_MARGIN
|
|
})
|
|
end
|
|
|
|
function is_water_elevation(elevation)
|
|
return elevation < -0.5
|
|
end
|
|
|
|
function is_mountain_elevation(elevation)
|
|
return elevation >= 0.5
|
|
end
|
|
|
|
function tile_is_medium_elevation(tile)
|
|
return tile.elevation >= -0.5 and tile.elevation < 0.5
|
|
end
|
|
|
|
function grid_heuristic(source, target)
|
|
return math.distance(source, target)
|
|
end
|
|
|
|
function grid_cost(map, from, to)
|
|
local t1, t2 = map_get(map, from), map_get(map, to)
|
|
|
|
-- i have no fucking clue why, but adding +0.2 to the end of this fixes a bug where sometimes two (or more)
|
|
-- equivalent paths are found and mobs backpedal trying to decide between them
|
|
-- (seed 2014 at time of writing has this at the bottom)
|
|
local elevation_epsilon = HEX_GRID_MAXIMUM_ELEVATION - HEX_GRID_MINIMUM_ELEVATION + 0.2
|
|
local elevation_cost = math.abs(math.abs(t1.elevation)^0.5
|
|
- math.abs(t2.elevation)^0.5)
|
|
|
|
local epsilon = elevation_epsilon
|
|
local cost = elevation_cost
|
|
|
|
return 1
|
|
end
|
|
|
|
function grid_neighbours(map, hex)
|
|
return table.filter(hex_neighbours(hex), function(_hex)
|
|
local tile = map_get(map, _hex)
|
|
return tile and tile_is_medium_elevation(tile)
|
|
end)
|
|
end
|
|
|
|
function generate_flow_field(map, start)
|
|
return dijkstra(map, start, nil, grid_cost, grid_neighbours)
|
|
end
|
|
|
|
function apply_flow_field(map, flow_field, world)
|
|
local flow_field_hidden = world and world"flow_field" and world"flow_field".hidden or true
|
|
if world and world"flow_field" then
|
|
world:remove"flow_field"
|
|
end
|
|
|
|
local overlay_group = am.group():tag"flow_field"
|
|
for i,_ in pairs(map) do
|
|
for j,f in pairs(map[i]) do
|
|
local flow = map_get(flow_field, i, j)
|
|
|
|
if flow then
|
|
map[i][j].priority = flow.priority
|
|
|
|
overlay_group:append(am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
|
|
^ am.text(string.format("%.1f", flow.priority * 10)))
|
|
else
|
|
map[i][j].priority = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
if world then
|
|
overlay_group.hidden = flow_field_hidden
|
|
world:append(overlay_group)
|
|
end
|
|
end
|
|
|
|
-- some convenience functions for setting and retrieving values from a 2d sparse array
|
|
-- where the first index might return a nil value, causing the second second to crash the game
|
|
-- and where it's often the case that the indexer is a vec2
|
|
function map_get(map, hex, y)
|
|
if y then return map[hex] and map[hex][y] end
|
|
return map[hex.x] and map[hex.x][hex.y]
|
|
end
|
|
|
|
function map_set(map, hex, y, v)
|
|
if v then
|
|
if map[hex] then
|
|
map[hex][y] = v
|
|
else
|
|
map[hex] = {}
|
|
map[hex][y] = v
|
|
end
|
|
else
|
|
if map[hex.x] then
|
|
map[hex.x][hex.y] = y
|
|
else
|
|
map[hex.x] = {}
|
|
map[hex.x][hex.y] = y
|
|
end
|
|
end
|
|
end
|
|
|
|
function building_tower_breaks_flow_field(tower_type, hex)
|
|
local original_elevations = {}
|
|
local all_impassable = true
|
|
local hexes = spiral_map(hex, get_tower_size(tower_type))
|
|
for _,h in pairs(hexes) do
|
|
local tile = map_get(state.map, h)
|
|
|
|
if all_impassable and mob_can_pass_through(nil, h) then
|
|
all_impassable = false
|
|
end
|
|
|
|
table.insert(original_elevations, tile.elevation)
|
|
|
|
-- making the tile's elevation very large *should* make it unwalkable
|
|
tile.elevation = math.huge
|
|
end
|
|
|
|
-- if no mobs can pass over any of the tiles we're building on
|
|
-- there is no need to regenerate the flow field, or do anything more
|
|
-- (besides return all the tile's elevations back to their original state)
|
|
if all_impassable then
|
|
for i,h in pairs(hexes) do
|
|
map_get(state.map, h).elevation = original_elevations[i]
|
|
end
|
|
return false
|
|
end
|
|
|
|
local flow_field = generate_flow_field(state.map, HEX_GRID_CENTER)
|
|
local result = not map_get(flow_field, 0, 0)
|
|
|
|
for i,h in pairs(hexes) do
|
|
map_get(state.map, h).elevation = original_elevations[i]
|
|
end
|
|
|
|
return result, flow_field
|
|
end
|
|
|
|
function make_hex_grid_scene(map)
|
|
local function color_at(elevation)
|
|
if elevation < -0.5 then -- lowest elevation
|
|
return COLORS.WATER{ a = (elevation + 1.4) / 2 + 0.2 }
|
|
|
|
elseif elevation < 0 then -- med-low elevation
|
|
return math.lerp(COLORS.DIRT, COLORS.GRASS, elevation + 0.5){ a = (elevation + 1.8) / 2 + 0.3 }
|
|
|
|
elseif elevation < 0.5 then -- med-high elevation
|
|
return math.lerp(COLORS.DIRT, COLORS.GRASS, elevation + 0.5){ a = (elevation + 1.6) / 2 + 0.3 }
|
|
|
|
elseif elevation < 1 then -- high elevation
|
|
return COLORS.MOUNTAIN{ ra = elevation }
|
|
|
|
else
|
|
-- @TODO probably fix... this only happens when loading a save, and the tile has an elevation that's
|
|
-- higher that anything here
|
|
return vec4(0.1)
|
|
end
|
|
end
|
|
-- the world's appearance relies largely on a backdrop which can be scaled in
|
|
-- tone to give the appearance of light or darkness
|
|
-- @NOTE replace this with a shader program
|
|
-- interestingly, if it's colored white, it almost gives the impression of a winter biome
|
|
local neg_mask = am.rect(
|
|
0,
|
|
0,
|
|
HEX_GRID_PIXEL_WIDTH,
|
|
HEX_GRID_PIXEL_HEIGHT,
|
|
COLORS.TRUE_BLACK
|
|
)
|
|
:tag"negative_mask"
|
|
|
|
local world = am.group(neg_mask):tag"world"
|
|
for i,_ in pairs(map) do
|
|
for j,tile in pairs(map[i]) do
|
|
local evenq = hex_to_evenq(vec2(i, j))
|
|
|
|
-- light shading on edge cells
|
|
local mask = vec4(0, 0, 0, math.max(((evenq.x - HEX_GRID_WIDTH/2) / HEX_GRID_WIDTH) ^ 2
|
|
, ((-evenq.y - HEX_GRID_HEIGHT/2) / HEX_GRID_HEIGHT) ^ 2))
|
|
|
|
local color = color_at(tile.elevation) - mask
|
|
|
|
local node = am.translate(hex_to_pixel(vec2(i, j), vec2(HEX_SIZE)))
|
|
^ am.circle(vec2(0), HEX_SIZE, color, 6)
|
|
|
|
map_set(map, i, j, {
|
|
elevation = tile.elevation,
|
|
node = node
|
|
})
|
|
|
|
world:append(node)
|
|
end
|
|
end
|
|
|
|
apply_flow_field(map, generate_flow_field(map, HEX_GRID_CENTER), world)
|
|
|
|
return am.translate(WORLDSPACE_COORDINATE_OFFSET) ^ world
|
|
end
|
|
|
|
function random_map(seed)
|
|
local map = rectangular_map(HEX_GRID_DIMENSIONS.x, HEX_GRID_DIMENSIONS.y, seed)
|
|
math.randomseed(map.seed)
|
|
|
|
-- there are some things about the generated map we'd like to change...
|
|
for i,_ in pairs(map) do
|
|
for j,noise in pairs(map[i]) do
|
|
local evenq = hex_to_evenq(vec2(i, j))
|
|
|
|
if evenq.x == 0 or evenq.x == (HEX_GRID_WIDTH - 1)
|
|
or -evenq.y == 0 or -evenq.y == (HEX_GRID_HEIGHT - 1) then
|
|
-- if we're on an edge -- terraform edges to be passable
|
|
noise = 0
|
|
|
|
elseif j == HEX_GRID_CENTER.y and i == HEX_GRID_CENTER.x then
|
|
-- also terraform the center of the grid to be passable
|
|
-- very infrequently, but still sometimes it is not medium elevation
|
|
noise = 0
|
|
|
|
else
|
|
-- scale noise to be closer to 0 the closer we are to the center
|
|
-- @NOTE i don't know if this 100% of the time makes the center tile passable, but it seems to 99.9+% of the time
|
|
-- @NOTE it doesn't. seed: 1835, 2227?
|
|
local nx, ny = evenq.x/HEX_GRID_WIDTH - 0.5, -evenq.y/HEX_GRID_HEIGHT - 0.5
|
|
local d = (nx^2 + ny^2)^0.5 / 0.5^0.5
|
|
noise = noise * d^0.125 -- arbitrary, seems to work good
|
|
end
|
|
|
|
map_set(map, i, j, {
|
|
elevation = noise,
|
|
})
|
|
end
|
|
end
|
|
|
|
return map, make_hex_grid_scene(map)
|
|
end
|
|
|