feat(city): map viewport, camera, minimap, weather and traffic overlays

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Jeffrey Wilcke
2026-10-12 17:41:04 +02:00
parent f005d0c1b2
commit d43f1b68f0
5 changed files with 765 additions and 0 deletions

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//! A downscaled district map with the viewport rectangle and the player.
use crate::render::Rgb;
use crate::render::style::StylePack;
use citygen::{City, Pos, Rect as TileRect, StratumKind};
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::style::Color;
use ratatui::widgets::Widget;
pub struct Minimap<'a> {
pub city: &'a City,
pub stratum: StratumKind,
/// The main viewport, in tiles.
pub view: TileRect,
pub player: Option<Pos>,
pub style: &'a StylePack,
}
impl Widget for Minimap<'_> {
fn render(self, area: Rect, buf: &mut Buffer) {
if area.width == 0 || area.height == 0 {
return;
}
let Some(st) = self.city.stratum(self.stratum) else {
return;
};
let size = self.city.size;
let scale = (size.w as f32 / area.width as f32)
.max(size.h as f32 / area.height as f32)
.max(1.0)
.ceil() as i32;
let to_cell = |p: Pos| -> Option<(u16, u16)> {
let cx = p.x / scale;
let cy = p.y / scale;
if cx >= 0 && cy >= 0 && cx < area.width as i32 && cy < area.height as i32 {
Some((area.x + cx as u16, area.y + cy as u16))
} else {
None
}
};
for cy in 0..area.height {
for cx in 0..area.width {
let block = TileRect::new(cx as i32 * scale, cy as i32 * scale, scale, scale);
let mut walk = 0usize;
let mut total = 0usize;
let mut theme = None;
let mut water = 0usize;
for p in block.iter() {
let Some(t) = st.tiles.get(p) else { continue };
total += 1;
if t.is_walkable() {
walk += 1;
}
if t.terrain == citygen::Terrain::Water {
water += 1;
}
if theme.is_none() {
theme = t.district.map(|d| self.city.district(d).theme);
}
}
let cell = &mut buf[(area.x + cx, area.y + cy)];
if total == 0 {
cell.set_char(' ').set_bg(self.style.background.to_color());
continue;
}
let bg = if water * 2 > total {
Rgb(10, 24, 50)
} else {
let accent = self.style.theme_or_neutral(theme).accent;
let f = 0.15 + 0.45 * (walk as f32 / total as f32);
accent.scale(f)
};
cell.set_char(' ').set_bg(bg.to_color());
}
}
// Viewport rectangle.
let v = self.view;
let corners = [
(Pos::new(v.x, v.y), '┌'),
(Pos::new(v.right() - 1, v.y), '┐'),
(Pos::new(v.x, v.bottom() - 1), '└'),
(Pos::new(v.right() - 1, v.bottom() - 1), '┘'),
];
let frame = Color::Rgb(230, 230, 240);
for x in v.x..v.right() {
for y in [v.y, v.bottom() - 1] {
if let Some((sx, sy)) = to_cell(Pos::new(x, y)) {
buf[(sx, sy)].set_char('─').set_fg(frame);
}
}
}
for y in v.y..v.bottom() {
for x in [v.x, v.right() - 1] {
if let Some((sx, sy)) = to_cell(Pos::new(x, y)) {
buf[(sx, sy)].set_char('│').set_fg(frame);
}
}
}
for (p, ch) in corners {
if let Some((sx, sy)) = to_cell(p) {
buf[(sx, sy)].set_char(ch).set_fg(frame);
}
}
if let Some(p) = self.player
&& let Some((sx, sy)) = to_cell(p)
{
buf[(sx, sy)]
.set_char('@')
.set_fg(Color::Rgb(255, 255, 255));
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::render::style::StylePack;
use citygen::{GenParams, Generator, Pos, Rect, SizePreset, StratumKind};
use ratatui::Terminal;
use ratatui::backend::TestBackend;
use ratatui::widgets::Widget;
#[test]
fn minimap_fits_any_area_and_marks_player() {
let c = Generator::run(GenParams {
seed: 3,
size: SizePreset::Custom { w: 80, h: 40 },
districts: 4,
..Default::default()
})
.unwrap();
let s = StylePack::load().unwrap();
for (w, h) in [(1u16, 1u16), (24, 12), (80, 40)] {
let mut t = Terminal::new(TestBackend::new(w, h)).unwrap();
t.draw(|f| {
Minimap {
city: &c,
stratum: StratumKind::Street,
view: Rect::new(10, 10, 30, 15),
player: Some(Pos::new(20, 20)),
style: &s,
}
.render(f.area(), f.buffer_mut())
})
.unwrap();
if (w, h) == (80, 40) {
let b = t.backend().buffer();
let found = (0..40).any(|y| (0..80).any(|x| b[(x, y)].symbol() == "@"));
assert!(found);
}
}
}
}

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//! Rendering: colours, cells, the render context and the tileset.
pub mod lighting;
pub mod minimap;
pub mod style;
pub mod tileset;
pub mod traffic;
pub mod viewport;
pub mod weather;
use citygen::{BuildingKind, ConnectorKind, Pos, StratumKind, Theme};
use ratatui::buffer::Buffer;

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//! Ambient traffic on the arterials: purely visual, no simulation beyond position.
use crate::render::style::StylePack;
use crate::render::viewport::{Overlay, tile_to_screen};
use citygen::rng::hash64;
use citygen::{City, Dir, Hue, Pos, Rect as TileRect, StratumKind, Terrain};
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use std::collections::HashSet;
pub const MAX_CARS: usize = 24;
const MAX_AGE: u32 = 600;
#[derive(Clone, Copy, Debug)]
pub struct Car {
pub pos: Pos,
pub dir: Dir,
pub hue: Hue,
pub age: u32,
}
#[derive(Default)]
pub struct Traffic {
pub cars: Vec<Car>,
arterial: HashSet<Pos>,
arterial_key: Option<(u64, u32, u32)>,
}
impl Traffic {
fn ensure_arterials(&mut self, city: &City) {
let key = (city.seed, city.size.w, city.size.h);
if self.arterial_key == Some(key) {
return;
}
self.arterial.clear();
for path in &city.arterials {
for p in path {
for q in TileRect::new(p.x - 1, p.y - 1, 4, 4).iter() {
self.arterial.insert(q);
}
}
}
self.arterial_key = Some(key);
self.cars.clear();
}
fn drivable(&self, city: &City, p: Pos) -> bool {
self.arterial.contains(&p)
&& city
.tile(StratumKind::Street, p)
.is_some_and(|t| t.terrain == Terrain::Road && t.feature.is_none())
}
/// Advances cars and spawns new ones at the edge of `view` (in tiles). Only the Street
/// has traffic.
pub fn update(&mut self, city: &City, stratum: StratumKind, view: TileRect, tick: u64) {
if stratum != StratumKind::Street {
return;
}
self.ensure_arterials(city);
if tick.is_multiple_of(2) {
let cars = std::mem::take(&mut self.cars);
let mut kept = Vec::with_capacity(cars.len());
for mut car in cars {
car.age += 1;
if car.age > MAX_AGE {
continue;
}
let ahead = car.pos.step(car.dir);
if self.drivable(city, ahead) {
car.pos = ahead;
kept.push(car);
continue;
}
let turns = [turn_left(car.dir), turn_right(car.dir), car.dir.opposite()];
if let Some(d) = turns
.into_iter()
.find(|d| self.drivable(city, car.pos.step(*d)))
{
car.dir = d;
car.pos = car.pos.step(d);
kept.push(car);
}
}
self.cars = kept;
}
if tick.is_multiple_of(10) && self.cars.len() < MAX_CARS {
let edge: Vec<Pos> = view
.border()
.filter(|p| self.drivable(city, *p))
.filter(|p| self.cars.iter().all(|c| c.pos != *p))
.collect();
let h = hash64(tick, city.seed);
// No arterial crosses the view edge: pick a drivable tile inside instead.
let inside = (0..64).find_map(|i| {
let hh = hash64(h, i);
let p = Pos::new(
view.x + (hh % view.w.max(1) as u64) as i32,
view.y + ((hh >> 20) % view.h.max(1) as u64) as i32,
);
(self.drivable(city, p) && self.cars.iter().all(|c| c.pos != p)).then_some(p)
});
let pick = if edge.is_empty() {
inside
} else {
Some(edge[(h % edge.len() as u64) as usize])
};
if let Some(pos) = pick {
let order = [Dir::N, Dir::E, Dir::S, Dir::W];
let start = ((h >> 8) % 4) as usize;
let dir = (0..4)
.map(|i| order[(start + i) % 4])
.find(|d| self.drivable(city, pos.step(*d)));
if let Some(dir) = dir {
let hues = [Hue::White, Hue::Yellow, Hue::Red, Hue::Cyan];
self.cars.push(Car {
pos,
dir,
hue: hues[((h >> 16) % 4) as usize],
age: 0,
});
}
}
}
}
}
fn turn_left(d: Dir) -> Dir {
match d {
Dir::N => Dir::W,
Dir::W => Dir::S,
Dir::S => Dir::E,
Dir::E => Dir::N,
other => other,
}
}
fn turn_right(d: Dir) -> Dir {
match d {
Dir::N => Dir::E,
Dir::E => Dir::S,
Dir::S => Dir::W,
Dir::W => Dir::N,
other => other,
}
}
impl Overlay for Traffic {
fn draw(
&self,
_city: &City,
stratum: StratumKind,
origin: Pos,
area: Rect,
_tick: u64,
buf: &mut Buffer,
style: &StylePack,
) {
if stratum != StratumKind::Street {
return;
}
for car in &self.cars {
let color = style.hue(car.hue);
if let Some((sx, sy)) = tile_to_screen(area, origin, car.pos.step(car.dir)) {
let c = &mut buf[(sx, sy)];
let bg = match c.bg {
ratatui::style::Color::Rgb(r, g, b) => crate::render::Rgb(r, g, b),
_ => crate::render::Rgb(0, 0, 0),
};
c.set_bg(bg.mix(color, 0.3).to_color());
}
if let Some((sx, sy)) = tile_to_screen(area, origin, car.pos) {
buf[(sx, sy)].set_char('▬').set_fg(color.to_color());
}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use citygen::{GenParams, Generator, Rect, SizePreset, StratumKind, Terrain};
#[test]
fn traffic_stays_on_roads() {
let c = Generator::run(GenParams {
seed: 3,
size: SizePreset::Custom { w: 120, h: 60 },
districts: 5,
..Default::default()
})
.unwrap();
let mut tr = Traffic::default();
for tick in 0..400 {
tr.update(&c, StratumKind::Street, Rect::new(0, 0, 120, 60), tick);
}
assert!(!tr.cars.is_empty());
assert!(tr.cars.len() <= MAX_CARS);
for car in &tr.cars {
assert_eq!(
c.tile(StratumKind::Street, car.pos).unwrap().terrain,
Terrain::Road
);
}
tr.update(&c, StratumKind::Skyways, Rect::new(0, 0, 120, 60), 401);
}
}

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//! The map viewport: camera, screen/tile mapping and the MapView widget with overlays.
use crate::render::lighting::apply_vis;
use crate::render::style::StylePack;
use crate::render::tileset::{MASK_E, MASK_N, MASK_S, MASK_W, cell, connects};
use crate::render::{Cell, ConnDir, RenderCtx, Visibility};
use citygen::{City, Connector, Grid, Pos, Size, StratumKind};
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::widgets::Widget;
use std::collections::HashMap;
/// Eased camera centred on a tile.
#[derive(Clone, Copy, Debug, Default)]
pub struct Camera {
pub x: f32,
pub y: f32,
pub tx: i32,
pub ty: i32,
}
impl Camera {
pub fn snap(&mut self, p: Pos) {
self.tx = p.x;
self.ty = p.y;
self.x = p.x as f32;
self.y = p.y as f32;
}
pub fn target(&mut self, p: Pos) {
self.tx = p.x;
self.ty = p.y;
}
pub fn pan(&mut self, dx: i32, dy: i32) {
self.tx += dx;
self.ty += dy;
}
/// Moves the target only when `p` leaves the middle third of the view.
pub fn follow(&mut self, p: Pos, view_w: u16, view_h: u16) {
let zx = (view_w as i32 / 6).max(1);
let zy = (view_h as i32 / 6).max(1);
if p.x < self.tx - zx {
self.tx = p.x + zx;
} else if p.x > self.tx + zx {
self.tx = p.x - zx;
}
if p.y < self.ty - zy {
self.ty = p.y + zy;
} else if p.y > self.ty + zy {
self.ty = p.y - zy;
}
}
/// Eases a quarter of the way toward the target each tick.
pub fn update(&mut self) {
self.x += (self.tx as f32 - self.x) * 0.25;
self.y += (self.ty as f32 - self.y) * 0.25;
if (self.tx as f32 - self.x).abs() < 0.05 {
self.x = self.tx as f32;
}
if (self.ty as f32 - self.y).abs() < 0.05 {
self.y = self.ty as f32;
}
}
/// Keeps the target inside the map, with the view never scrolling past the edge.
pub fn clamp(&mut self, size: Size, view_w: u16, view_h: u16) {
let half_w = view_w as i32 / 2;
let half_h = view_h as i32 / 2;
let w = size.w as i32;
let h = size.h as i32;
self.tx = if w > view_w as i32 {
self.tx.clamp(half_w, w - half_w)
} else {
w / 2
};
self.ty = if h > view_h as i32 {
self.ty.clamp(half_h, h - half_h)
} else {
h / 2
};
}
/// Top-left tile shown in a view of the given size.
pub fn origin(&self, view_w: u16, view_h: u16) -> Pos {
Pos::new(
self.x.round() as i32 - view_w as i32 / 2,
self.y.round() as i32 - view_h as i32 / 2,
)
}
}
pub fn screen_to_tile(area: Rect, origin: Pos, (sx, sy): (u16, u16)) -> Pos {
Pos::new(
origin.x + (sx as i32 - area.x as i32),
origin.y + (sy as i32 - area.y as i32),
)
}
pub fn tile_to_screen(area: Rect, origin: Pos, p: Pos) -> Option<(u16, u16)> {
let sx = p.x - origin.x + area.x as i32;
let sy = p.y - origin.y + area.y as i32;
let inside = sx >= area.x as i32
&& sy >= area.y as i32
&& sx < area.right() as i32
&& sy < area.bottom() as i32;
inside.then_some((sx as u16, sy as u16))
}
/// Something drawn over the base tiles.
pub trait Overlay {
#[allow(clippy::too_many_arguments)]
fn draw(
&self,
city: &City,
stratum: StratumKind,
origin: Pos,
area: Rect,
tick: u64,
buf: &mut Buffer,
style: &StylePack,
);
}
/// Draws one stratum of a city into an area, then the overlays, then the cursor.
pub struct MapView<'a> {
pub city: &'a City,
pub stratum: StratumKind,
pub origin: Pos,
pub tick: u64,
pub style: &'a StylePack,
pub vis: Option<&'a Grid<Visibility>>,
pub overlays: &'a [&'a dyn Overlay],
pub cursor: Option<Pos>,
}
impl Widget for MapView<'_> {
fn render(self, area: Rect, buf: &mut Buffer) {
let Some(st) = self.city.stratum(self.stratum) else {
return;
};
let background = Cell {
ch: ' ',
fg: self.style.background,
bg: self.style.background,
bold: false,
dim: false,
};
let conns: HashMap<Pos, &Connector> = self
.city
.connectors
.iter()
.filter(|c| c.serves.contains(&self.stratum))
.map(|c| (c.pos, c))
.collect();
for sy in area.y..area.bottom() {
for sx in area.x..area.right() {
let p = screen_to_tile(area, self.origin, (sx, sy));
let Some(tile) = st.tiles.get(p) else {
background.write(buf, sx, sy);
continue;
};
let mut mask = 0u8;
for (d, bit) in [
((0, -1), MASK_N),
((1, 0), MASK_E),
((0, 1), MASK_S),
((-1, 0), MASK_W),
] {
if let Some(n) = st.tiles.get(p.offset(d.0, d.1))
&& connects(tile.terrain, n.terrain)
{
mask |= bit;
}
}
let connector = conns.get(&p).and_then(|c| {
c.serves_from(self.stratum).map(|(below, above)| ConnDir {
kind: c.kind,
up: above.is_some(),
down: below.is_some(),
})
});
let vis = self
.vis
.and_then(|g| g.get(p).copied())
.unwrap_or(Visibility::Visible);
let ctx = RenderCtx {
style: self.style,
theme: tile.district.map(|d| self.city.district(d).theme),
stratum: self.stratum,
light: st.light.get(p).copied().unwrap_or(0),
tick: self.tick,
pos: p,
vis,
connector,
kind: tile.building.map(|b| self.city.building(b).kind),
wall_mask: mask,
};
apply_vis(cell(tile, &ctx), vis).write(buf, sx, sy);
}
}
for o in self.overlays {
o.draw(
self.city,
self.stratum,
self.origin,
area,
self.tick,
buf,
self.style,
);
}
if let Some(c) = self.cursor
&& let Some((sx, sy)) = tile_to_screen(area, self.origin, c)
{
let cur = &mut buf[(sx, sy)];
let fg = cur.fg;
let bg = cur.bg;
cur.set_fg(bg).set_bg(fg);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::render::style::StylePack;
use crate::render::weather::Weather;
use citygen::{GenParams, Generator, Pos, SizePreset, StratumKind};
use ratatui::Terminal;
use ratatui::backend::TestBackend;
use ratatui::widgets::Widget;
#[test]
fn mapview_clips_at_all_edges_and_tiny_areas() {
let c = Generator::run(GenParams {
seed: 3,
size: SizePreset::Custom { w: 80, h: 40 },
districts: 4,
..Default::default()
})
.unwrap();
let s = StylePack::load().unwrap();
for origin in [
Pos::new(-50, -50),
Pos::new(70, 30),
Pos::new(0, 0),
Pos::new(200, 200),
] {
for (w, h) in [(1u16, 1u16), (120, 40), (10, 3)] {
let mut t = Terminal::new(TestBackend::new(w, h)).unwrap();
t.draw(|f| {
MapView {
city: &c,
stratum: StratumKind::Street,
origin,
tick: 5,
style: &s,
vis: None,
overlays: &[&Weather],
cursor: Some(origin),
}
.render(f.area(), f.buffer_mut())
})
.unwrap();
}
}
let area = ratatui::layout::Rect::new(2, 3, 50, 20);
assert_eq!(
screen_to_tile(area, Pos::new(10, 10), (2, 3)),
Pos::new(10, 10)
);
assert_eq!(
tile_to_screen(area, Pos::new(10, 10), Pos::new(12, 11)),
Some((4, 4))
);
assert_eq!(
tile_to_screen(area, Pos::new(10, 10), Pos::new(9, 11)),
None
);
}
#[test]
fn camera_follow_has_deadzone_and_eases() {
let mut cam = Camera::default();
cam.snap(Pos::new(50, 50));
cam.follow(Pos::new(52, 50), 60, 30);
assert_eq!((cam.tx, cam.ty), (50, 50));
cam.follow(Pos::new(90, 50), 60, 30);
assert!(cam.tx > 50);
let before = cam.x;
cam.update();
assert!(cam.x > before && cam.x < cam.tx as f32);
cam.clamp(citygen::Size { w: 100, h: 40 }, 60, 30);
assert!(cam.tx <= 70 && cam.ty <= 25);
let o = cam.origin(60, 30);
assert_eq!(o.x, cam.x.round() as i32 - 30);
}
}

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//! Rain and fog overlays, pure functions of tick and screen position.
use crate::render::style::StylePack;
use crate::render::viewport::{Overlay, screen_to_tile};
use citygen::rng::hash64;
use citygen::{City, StratumKind, Terrain};
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::style::Color;
/// Rain on the current stratum and fog where the style asks for it.
pub struct Weather;
/// Whether a raindrop occupies screen cell `(sx, sy)` at `tick`. `div` is the density
/// divisor (0 = no rain). Drops fall one cell per tick and drift right every four ticks.
pub fn drop_at(sx: u16, sy: u16, tick: u64, div: u64) -> bool {
if div == 0 {
return false;
}
let drift = (tick / 4) as i64;
let column = sx as i64 - drift;
let seed_row = sy as i64 - tick as i64;
hash64(column as u64, seed_row as u64).is_multiple_of(div)
}
fn density_div(level: u8) -> u64 {
match level {
0 => 0,
1 => 40,
2 => 20,
_ => 10,
}
}
impl Overlay for Weather {
fn draw(
&self,
city: &City,
stratum: StratumKind,
origin: citygen::Pos,
area: Rect,
tick: u64,
buf: &mut Buffer,
style: &StylePack,
) {
let ss = style.stratum(stratum);
let div = density_div(ss.rain);
let Some(st) = city.stratum(stratum) else {
return;
};
let rain = &style.glyphs.rain;
for sy in area.y..area.bottom() {
for sx in area.x..area.right() {
let p = screen_to_tile(area, origin, (sx, sy));
let Some(t) = st.tiles.get(p) else { continue };
let outdoors = !matches!(
t.terrain,
Terrain::Wall
| Terrain::Floor
| Terrain::Door
| Terrain::Window
| Terrain::Stair
| Terrain::Lift
);
if div > 0 && outdoors && drop_at(sx, sy, tick, div) {
let g =
rain[(hash64(sx as u64, sy as u64 + tick) % rain.len() as u64) as usize];
buf[(sx, sy)].set_char(g).set_fg(Color::Rgb(90, 115, 160));
continue;
}
if ss.fog {
let light = st.light.get(p).copied().unwrap_or(0);
if light < 40 && hash64(sx as u64 * 31 + sy as u64, tick / 8).is_multiple_of(6)
{
buf[(sx, sy)].set_char('░').set_fg(Color::Rgb(40, 62, 46));
}
}
}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn rain_falls_one_cell_per_tick() {
// A drop at (x, y) on tick t is at (x + drift, y + 1) on tick t + 1 when drift is 0.
for t in 0..50u64 {
// Drift happens when (t + 1) crosses a multiple of four.
if !(t + 1).is_multiple_of(4) {
assert_eq!(drop_at(10, 5, t, 10), drop_at(10, 6, t + 1, 10));
}
}
assert!((0..400).any(|t| drop_at(3, 3, t, 10)));
assert!(!(0..400).any(|t| drop_at(3, 3, t, 0)));
}
}