Also makes block fitting recursive so irregular district regions split into several clean blocks instead of being dropped. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
314 lines
10 KiB
Rust
314 lines
10 KiB
Rust
//! Stage 5: lots and building placement.
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use super::{GenCtx, Lot, LotUse, Stage, StageRunner, StepOut};
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use crate::geom::{Pos, Rect};
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use crate::ids::BuildingId;
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use crate::params::GenError;
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use crate::rng::{chance, pick_weighted};
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use crate::theme::{StreetStyle, ThemeSpec};
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use crate::tile::Terrain;
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use crate::world::{Building, BuildingKind, HeightClass, StrataSpan, StratumKind};
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use rand::Rng;
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use rand_chacha::ChaCha8Rng;
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#[derive(Default)]
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pub(crate) struct LotsStage {
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next: usize,
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filled: bool,
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rng: Option<ChaCha8Rng>,
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}
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/// Splits a block into lots no smaller than `min` and no larger than twice that.
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fn bsp(rng: &mut ChaCha8Rng, rect: Rect, min: (i32, i32), out: &mut Vec<Rect>) {
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let (min_w, min_h) = min;
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let split_w = rect.w > 2 * min_w;
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let split_h = rect.h > 2 * min_h;
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if !split_w && !split_h {
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out.push(rect);
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return;
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}
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let vertical = if split_w && split_h {
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rect.w as f32 / min_w as f32 >= rect.h as f32 / min_h as f32
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} else {
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split_w
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};
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let jitter: f32 = rng.random_range(0.4..0.6);
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if vertical {
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let s =
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(rect.x + (rect.w as f32 * jitter) as i32).clamp(rect.x + min_w, rect.right() - min_w);
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bsp(rng, Rect::new(rect.x, rect.y, s - rect.x, rect.h), min, out);
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bsp(
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rng,
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Rect::new(s, rect.y, rect.right() - s, rect.h),
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min,
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out,
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);
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} else {
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let s =
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(rect.y + (rect.h as f32 * jitter) as i32).clamp(rect.y + min_h, rect.bottom() - min_h);
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bsp(rng, Rect::new(rect.x, rect.y, rect.w, s - rect.y), min, out);
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bsp(
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rng,
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Rect::new(rect.x, s, rect.w, rect.bottom() - s),
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min,
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out,
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);
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}
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}
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fn choose_class(rng: &mut ChaCha8Rng, kind: BuildingKind, spec: &ThemeSpec) -> HeightClass {
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let allowed = kind.height_classes();
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if allowed.contains(&HeightClass::Tall) && chance(rng, spec.tall) {
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HeightClass::Tall
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} else if allowed.contains(&HeightClass::Mid) && chance(rng, spec.mid) {
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HeightClass::Mid
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} else if allowed.contains(&HeightClass::Low) {
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HeightClass::Low
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} else {
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allowed[0]
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}
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}
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impl LotsStage {
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fn place_block(&mut self, ctx: &mut GenCtx, idx: usize) {
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let block = ctx.scratch.blocks[idx];
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let district = ctx.city.district(block.district).clone();
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let spec = district.theme.spec();
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let density = ctx.params().density;
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let rng = self.rng.as_mut().expect("begin sets rng");
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let mut lots = Vec::new();
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bsp(rng, block.rect, spec.min_lot, &mut lots);
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for lot in lots {
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if lot.w < 4 || lot.h < 3 {
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ctx.stratum_fill(StratumKind::Street, lot, Terrain::Plaza);
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ctx.scratch.lots.push(Lot {
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rect: lot,
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district: district.id,
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use_: LotUse::Plaza,
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});
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continue;
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}
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let plaza_p = spec.plaza * (1.3 - density);
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if chance(rng, plaza_p) {
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let parking = matches!(
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district.theme,
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crate::world::Theme::CorpCore | crate::world::Theme::Industrial
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) && rng.random_bool(0.5);
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ctx.stratum_fill(StratumKind::Street, lot, Terrain::Plaza);
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ctx.scratch.lots.push(Lot {
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rect: lot,
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district: district.id,
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use_: if parking {
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LotUse::Parking
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} else {
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LotUse::Plaza
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},
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});
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continue;
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}
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let kind = *pick_weighted(rng, spec.mix);
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let class = choose_class(rng, kind, spec);
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let basement = chance(rng, spec.basement);
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let mut footprint = lot;
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if matches!(spec.street_style, StreetStyle::Organic | StreetStyle::Strip)
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&& chance(rng, 0.3)
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{
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footprint = match rng.random_range(0..4) {
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0 if lot.w > 4 => Rect::new(lot.x + 1, lot.y, lot.w - 1, lot.h),
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1 if lot.w > 4 => Rect::new(lot.x, lot.y, lot.w - 1, lot.h),
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2 if lot.h > 3 => Rect::new(lot.x, lot.y + 1, lot.w, lot.h - 1),
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3 if lot.h > 3 => Rect::new(lot.x, lot.y, lot.w, lot.h - 1),
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_ => lot,
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};
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}
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let id = BuildingId(ctx.city.buildings.len() as u32);
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let span = StrataSpan::from_class(class, basement);
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for p in footprint.iter() {
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let on_border = p.x == footprint.x
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|| p.y == footprint.y
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|| p.x == footprint.right() - 1
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|| p.y == footprint.bottom() - 1;
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ctx.set_terrain(
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StratumKind::Street,
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p,
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if on_border {
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Terrain::Wall
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} else {
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Terrain::Floor
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},
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);
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for k in span.iter() {
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if let Some(t) = ctx.city.tile_mut(k, p) {
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t.building = Some(id);
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}
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}
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}
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ctx.city.buildings.push(Building {
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id,
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kind,
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district: district.id,
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footprint,
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span,
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name: None,
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});
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ctx.scratch.lots.push(Lot {
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rect: lot,
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district: district.id,
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use_: LotUse::Building {
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kind,
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class,
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basement,
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},
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});
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}
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}
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/// Any zoned land still untouched becomes a back alley so nothing is unreachable void.
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fn fill_leftovers(ctx: &mut GenCtx) {
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let size = ctx.size();
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for y in 0..size.h as i32 {
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for x in 0..size.w as i32 {
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let p = Pos::new(x, y);
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let Some(t) = ctx.city.tile(StratumKind::Street, p) else {
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continue;
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};
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if t.district.is_some() && t.terrain == Terrain::Void {
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ctx.set_terrain(StratumKind::Street, p, Terrain::Alley);
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}
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}
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}
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}
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}
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impl GenCtx {
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/// Fills a rect with `terrain` on one stratum (no district check).
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pub fn stratum_fill(&mut self, k: StratumKind, r: Rect, terrain: Terrain) {
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for p in r.iter() {
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self.set_terrain(k, p, terrain);
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}
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}
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}
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impl StageRunner for LotsStage {
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fn begin(&mut self, ctx: &mut GenCtx) -> Result<(), GenError> {
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self.rng = Some(ctx.rng(Stage::Lots));
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self.next = 0;
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self.filled = false;
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ctx.scratch.lots.clear();
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Ok(())
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}
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fn step(&mut self, ctx: &mut GenCtx) -> Result<StepOut, GenError> {
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let n = ctx.scratch.blocks.len();
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if self.next < n {
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self.place_block(ctx, self.next);
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self.next += 1;
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return Ok(StepOut::Continue(0.95 * self.next as f32 / n as f32));
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}
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if !self.filled {
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Self::fill_leftovers(ctx);
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self.filled = true;
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return Ok(StepOut::Continue(1.0));
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}
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Ok(StepOut::Finished)
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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 crate::generate::Generator;
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use crate::generate::testutil::small;
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use crate::params::{GenParams, SizePreset, WaterMode};
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use crate::tile::Terrain;
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use crate::world::{StratumKind, Theme};
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#[test]
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fn buildings_fit_blocks_and_do_not_overlap() {
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let c = small(41, WaterMode::Bay, 7);
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assert!(
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c.buildings.len() > 40,
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"only {} buildings",
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c.buildings.len()
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);
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let st = c.stratum(StratumKind::Street).unwrap();
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for (i, a) in c.buildings.iter().enumerate() {
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assert_eq!(a.id.index(), i);
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assert!(
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a.footprint.w >= 4 && a.footprint.h >= 3,
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"{:?}",
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a.footprint
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);
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for b in &c.buildings[i + 1..] {
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assert!(
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!a.footprint.intersects(b.footprint),
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"{:?} overlaps {:?}",
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a.id,
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b.id
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);
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}
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for p in a.footprint.border() {
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assert!(
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matches!(
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st.tiles[p].terrain,
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Terrain::Wall | Terrain::Door | Terrain::Window
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),
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"{p:?} is {:?}",
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st.tiles[p].terrain
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);
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assert_eq!(st.tiles[p].building, Some(a.id));
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}
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for p in a.footprint.inset(1).iter() {
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assert!(st.tiles[p].terrain != Terrain::Void && !st.tiles[p].is_outdoor_ground());
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}
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assert_eq!(st.tiles[a.footprint.center()].district, Some(a.district));
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}
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}
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#[test]
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fn corp_core_has_tall_buildings_and_no_void_left_on_land() {
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let c = small(41, WaterMode::None, 7);
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let core = c
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.districts
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.iter()
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.find(|d| d.theme == Theme::CorpCore)
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.unwrap()
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.id;
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assert!(
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c.buildings
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.iter()
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.any(|b| b.district == core && b.span.hi == StratumKind::Heights)
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);
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let st = c.stratum(StratumKind::Street).unwrap();
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assert_eq!(
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st.tiles
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.iter()
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.filter(|(_, t)| t.terrain == Terrain::Void && t.district.is_some())
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.count(),
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0
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);
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}
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#[test]
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fn density_changes_plaza_share() {
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let run = |seed, density| {
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Generator::run(GenParams {
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seed,
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density,
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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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.buildings
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.len()
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};
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let lo: usize = (4..8).map(|s| run(s, 0.2)).sum();
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let hi: usize = (4..8).map(|s| run(s, 0.95)).sum();
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assert!(
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lo < hi,
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"low density {lo} should yield fewer buildings than high {hi}"
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);
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}
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}
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