feat(city): walker with symmetric shadowcasting FOV
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
155
crates/city/src/walker/fov.rs
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155
crates/city/src/walker/fov.rs
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//! Symmetric shadowcasting field of view.
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//!
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//! Albert Ford's algorithm: each quadrant is scanned row by row between two rational
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//! slopes; a floor tile is visible exactly when its centre lies inside the view
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//! segment, which makes visibility symmetric between any two floor tiles.
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use citygen::Pos;
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/// A rational slope `num / den` with `den > 0`.
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#[derive(Clone, Copy, Debug)]
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struct Frac {
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num: i64,
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den: i64,
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}
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impl Frac {
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const fn new(num: i64, den: i64) -> Self {
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Frac { num, den }
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}
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}
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#[derive(Clone, Copy)]
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enum Quadrant {
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N,
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E,
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S,
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W,
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}
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impl Quadrant {
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fn transform(self, origin: Pos, depth: i64, col: i64) -> Pos {
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let (d, c) = (depth as i32, col as i32);
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match self {
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Quadrant::N => Pos::new(origin.x + c, origin.y - d),
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Quadrant::S => Pos::new(origin.x + c, origin.y + d),
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Quadrant::E => Pos::new(origin.x + d, origin.y + c),
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Quadrant::W => Pos::new(origin.x - d, origin.y + c),
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}
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}
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}
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/// `floor(depth * f + 1/2)`.
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fn round_ties_up(depth: i64, f: Frac) -> i64 {
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(2 * depth * f.num + f.den).div_euclid(2 * f.den)
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}
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/// `ceil(depth * f - 1/2)`.
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fn round_ties_down(depth: i64, f: Frac) -> i64 {
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let n = 2 * depth * f.num - f.den;
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let d = 2 * f.den;
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-((-n).div_euclid(d))
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}
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fn slope(depth: i64, col: i64) -> Frac {
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Frac::new(2 * col - 1, 2 * depth)
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}
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/// `col >= depth * start && col <= depth * end`.
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fn is_symmetric(depth: i64, col: i64, start: Frac, end: Frac) -> bool {
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col * start.den >= depth * start.num && col * end.den <= depth * end.num
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}
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/// Marks every tile visible from `origin` within `radius`. `blocks` says whether a
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/// tile stops sight; out-of-bounds tiles (per `in_bounds`) count as walls and are
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/// never marked.
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pub fn compute(
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origin: Pos,
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radius: i32,
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blocks: impl Fn(Pos) -> bool,
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in_bounds: impl Fn(Pos) -> bool,
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mut mark: impl FnMut(Pos),
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) {
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mark(origin);
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let r2 = (radius as i64) * (radius as i64);
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for q in [Quadrant::N, Quadrant::E, Quadrant::S, Quadrant::W] {
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let mut stack: Vec<(i64, Frac, Frac)> = vec![(1, Frac::new(-1, 1), Frac::new(1, 1))];
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while let Some((depth, mut start, end)) = stack.pop() {
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if depth > radius as i64 {
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continue;
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}
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let min_col = round_ties_up(depth, start);
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let max_col = round_ties_down(depth, end);
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let mut prev: Option<bool> = None; // Some(true) = wall, Some(false) = floor
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for col in min_col..=max_col {
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let p = q.transform(origin, depth, col);
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let inside = in_bounds(p);
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let wall = !inside || blocks(p);
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let within = depth * depth + col * col <= r2;
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if inside && within && (wall || is_symmetric(depth, col, start, end)) {
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mark(p);
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}
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if prev == Some(true) && !wall {
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start = slope(depth, col);
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}
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if prev == Some(false) && wall {
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stack.push((depth + 1, start, slope(depth, col)));
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}
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prev = Some(wall);
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}
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if prev == Some(false) {
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stack.push((depth + 1, start, end));
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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 {
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use super::*;
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use citygen::Pos;
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use std::collections::HashSet;
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fn see(from: Pos, radius: i32) -> HashSet<Pos> {
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// 9x9 room, wall column at x=4 rows 0..=6, opening at (4,7),(4,8).
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let wall = |p: Pos| p.x == 4 && p.y <= 6;
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let bounds = |p: Pos| (0..9).contains(&p.x) && (0..9).contains(&p.y);
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let mut v = HashSet::new();
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compute(from, radius, wall, bounds, |p| {
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v.insert(p);
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});
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v
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}
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#[test]
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fn fov_symmetric_and_walls_block() {
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let a = Pos::new(1, 1);
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let b = Pos::new(7, 1);
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assert_eq!(see(a, 12).contains(&b), see(b, 12).contains(&a));
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assert!(!see(a, 12).contains(&b));
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assert!(see(a, 12).contains(&Pos::new(4, 1)));
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assert!(see(a, 12).contains(&a));
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assert!(see(Pos::new(1, 8), 12).contains(&Pos::new(7, 8)));
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assert!(!see(a, 12).contains(&Pos::new(1, 14)));
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assert!(!see(a, 2).contains(&Pos::new(1, 5)));
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assert!(see(a, 2).contains(&Pos::new(1, 3)));
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// Every floor tile on the open side is visible from the middle of the room.
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let c = Pos::new(2, 4);
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for y in 0..9 {
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for x in 0..4 {
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assert!(see(c, 12).contains(&Pos::new(x, y)), "({x},{y}) hidden");
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}
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}
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// Symmetry holds for every pair of floor tiles.
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let floors: Vec<Pos> = (0..9)
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.flat_map(|y| (0..9).map(move |x| Pos::new(x, y)))
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.filter(|p| !(p.x == 4 && p.y <= 6))
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.collect();
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for p in &floors {
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let sp = see(*p, 20);
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for q in &floors {
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assert_eq!(sp.contains(q), see(*q, 20).contains(p), "{p:?} {q:?}");
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}
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}
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}
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}
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@@ -1,5 +1,181 @@
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//! The walker: the player's `@`, movement, connectors and field of view.
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//! The walker: the player's `@`, movement, connectors and field of view.
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/// The player. Filled in by the walker task; declared here so app state can hold one.
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pub mod fov;
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pub use crate::render::Visibility;
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use citygen::rng::hash64;
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use citygen::{City, Dir, Grid, Pos, StratumKind, Theme};
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pub const RADIUS_STREET: i32 = 14;
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pub const RADIUS_UNDER: i32 = 8;
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug)]
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pub struct Player;
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pub struct Player {
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pub pos: Pos,
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pub stratum: StratumKind,
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/// What has been seen on each physical stratum.
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memory: Vec<Grid<Visibility>>,
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}
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impl Player {
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/// Drops the player on a public connector at street level, outside the corp core.
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pub fn spawn(city: &City, seed: u64) -> Player {
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let street = StratumKind::Street;
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let is_core = |p: Pos| {
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city.tile(street, p)
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.and_then(|t| t.district)
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.is_some_and(|d| city.district(d).theme == Theme::CorpCore)
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};
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let public: Vec<Pos> = city
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.connectors
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.iter()
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.filter(|c| c.public && c.serves.contains(&street) && city.walkable(street, c.pos))
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.map(|c| c.pos)
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.collect();
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let preferred: Vec<Pos> = public.iter().copied().filter(|p| !is_core(*p)).collect();
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let pool = if preferred.is_empty() {
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&public
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} else {
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&preferred
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};
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let pos = if pool.is_empty() {
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city.stratum(street)
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.and_then(|st| {
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st.tiles
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.iter()
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.find(|(_, t)| t.is_walkable())
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.map(|(p, _)| p)
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})
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.unwrap_or(city.size.center())
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} else {
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pool[(hash64(seed, 0x5A17) % pool.len() as u64) as usize]
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};
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let mut player = Player {
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pos,
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stratum: street,
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memory: StratumKind::PHYSICAL
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.iter()
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.map(|_| Grid::filled(city.size, Visibility::Unseen))
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.collect(),
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};
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player.update_fov(city);
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player
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}
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pub fn radius(&self) -> i32 {
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if self.stratum == StratumKind::Undercity {
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RADIUS_UNDER
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} else {
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RADIUS_STREET
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}
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}
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/// Steps one tile if the target is walkable.
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pub fn try_move(&mut self, city: &City, dir: Dir) -> bool {
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let target = self.pos.step(dir);
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if city.walkable(self.stratum, target) {
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self.pos = target;
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true
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} else {
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false
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}
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}
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/// Takes the connector under the player one stratum up or down, if it serves that way.
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pub fn use_connector(&mut self, city: &City, up: bool) -> Option<StratumKind> {
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let dest = city
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.connectors_at(self.pos)
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.filter_map(|c| c.serves_from(self.stratum))
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.find_map(|(below, above)| if up { above } else { below })?;
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if !city.walkable(dest, self.pos) {
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return None;
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}
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self.stratum = dest;
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Some(dest)
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}
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/// Recomputes what the player sees on the current stratum, demoting old sight to memory.
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pub fn update_fov(&mut self, city: &City) {
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let radius = self.radius();
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let Some(st) = city.stratum(self.stratum) else {
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return;
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};
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let grid = &mut self.memory[self.stratum.index()];
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for v in grid.as_mut_slice().iter_mut() {
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if *v == Visibility::Visible {
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*v = Visibility::Remembered;
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}
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}
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let size = city.size;
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fov::compute(
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self.pos,
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radius,
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|p| st.tiles.get(p).is_none_or(|t| t.blocks_sight()),
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|p| size.contains(p),
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|p| {
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grid.set(p, Visibility::Visible);
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},
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);
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}
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/// Visibility grid for the current stratum.
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pub fn vis(&self) -> &Grid<Visibility> {
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&self.memory[self.stratum.index()]
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use citygen::{Dir, GenParams, Generator, Pos, SizePreset, StratumKind};
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#[test]
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fn player_moves_and_uses_connectors() {
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let c = Generator::run(GenParams {
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seed: 6,
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size: SizePreset::Custom { w: 120, h: 60 },
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districts: 5,
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..Default::default()
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})
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.unwrap();
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let mut p = Player::spawn(&c, 1);
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assert_eq!(p.stratum, StratumKind::Street);
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assert!(c.walkable(p.stratum, p.pos));
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let conn = c
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.connectors
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.iter()
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.find(|k| k.public && k.serves.contains(&StratumKind::Undercity))
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.unwrap();
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p.pos = conn.pos;
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p.stratum = StratumKind::Street;
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assert_eq!(p.use_connector(&c, false), Some(StratumKind::Undercity));
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assert_eq!(p.use_connector(&c, false), None);
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assert_eq!(p.use_connector(&c, true), Some(StratumKind::Street));
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p.update_fov(&c);
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assert_eq!(p.vis()[p.pos], Visibility::Visible);
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assert!(p.vis().count(|v| *v == Visibility::Visible) > 10);
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let moved = Dir::ALL.iter().any(|d| {
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let mut q = p.clone();
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q.try_move(&c, *d)
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});
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assert!(moved);
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let before = p.pos;
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for d in Dir::ALL {
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if p.try_move(&c, d) {
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break;
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}
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}
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assert_ne!(p.pos, before);
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p.update_fov(&c);
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assert!(
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p.vis().count(|v| *v == Visibility::Remembered)
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<= p.vis().count(|v| *v != Visibility::Unseen)
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);
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let mut q = p.clone();
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q.pos = Pos::new(-1, -1);
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assert!(!q.try_move(&c, Dir::N) || c.walkable(q.stratum, q.pos));
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assert_eq!(p.radius(), 14);
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p.stratum = StratumKind::Undercity;
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assert_eq!(p.radius(), 8);
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}
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}
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