use fpnum::{fp, FPNum, FPPoint};
use hwphysics::{self as hwp, common::GearId};
use integral_geometry::{Point, Rect, Size};
use land2d::Land2D;
use landgen::{
outline_template::OutlineTemplate, template_based::TemplatedLandGenerator,
LandGenerationParameters, LandGenerator,
};
use lfprng::LaggedFibonacciPRNG;
use crate::render::{camera::Camera, GearRenderer, MapRenderer};
struct GameState {
land: Land2D<u32>,
physics: hwp::World,
}
impl GameState {
fn new(land: Land2D<u32>, physics: hwp::World) -> Self {
Self { land, physics }
}
}
pub struct World {
random_numbers_gen: LaggedFibonacciPRNG,
preview: Option<Land2D<u8>>,
game_state: Option<GameState>,
map_renderer: Option<MapRenderer>,
gear_renderer: Option<GearRenderer>,
camera: Camera,
last_gear_id: GearId,
}
impl World {
pub fn new() -> Self {
Self {
random_numbers_gen: LaggedFibonacciPRNG::new(&[]),
preview: None,
game_state: None,
map_renderer: None,
gear_renderer: None,
camera: Camera::new(),
last_gear_id: GearId::default(),
}
}
pub fn create_renderer(&mut self, width: u16, height: u16) {
let land_tile_size = Size::square(512);
self.map_renderer = Some(MapRenderer::new(land_tile_size));
self.gear_renderer = Some(GearRenderer::new());
self.camera = Camera::with_size(Size::new(width as usize, height as usize));
use mapgen::{theme::Theme, MapGenerator};
use std::path::Path;
if let Some(ref state) = self.game_state {
self.camera.position = state.land.play_box().center();
let theme =
Theme::load(Path::new("../../share/hedgewars/Data/Themes/Cheese/")).unwrap();
let texture = MapGenerator::new().make_texture(&state.land, &theme);
if let Some(ref mut renderer) = self.map_renderer {
renderer.init(&texture);
}
}
}
pub fn set_seed(&mut self, seed: &[u8]) {
self.random_numbers_gen = LaggedFibonacciPRNG::new(seed);
}
pub fn preview(&self) -> &Option<Land2D<u8>> {
&self.preview
}
pub fn generate_preview(&mut self) {
fn template() -> OutlineTemplate {
let mut template = OutlineTemplate::new(Size::new(4096, 2048));
template.islands = vec![vec![
Rect::from_size_coords(100, 2050, 1, 1),
Rect::from_size_coords(100, 500, 400, 1200),
Rect::from_size_coords(3600, 500, 400, 1200),
Rect::from_size_coords(3900, 2050, 1, 1),
]];
template.fill_points = vec![Point::new(1, 0)];
template
}
let params = LandGenerationParameters::new(0u8, u8::max_value(), 5, false, false);
let landgen = TemplatedLandGenerator::new(template());
self.preview = Some(landgen.generate_land(¶ms, &mut self.random_numbers_gen));
}
pub fn dispose_preview(&mut self) {
self.preview = None
}
pub fn init(&mut self, template: OutlineTemplate) {
let physics = hwp::World::new(template.size);
let params = LandGenerationParameters::new(0u32, u32::max_value(), 5, false, false);
let landgen = TemplatedLandGenerator::new(template);
let land = landgen.generate_land(¶ms, &mut self.random_numbers_gen);
self.game_state = Some(GameState::new(land, physics));
}
pub fn move_camera(&mut self, position_shift: Point, zoom_shift: f32) {
self.camera.zoom += zoom_shift;
self.camera.position += Point::new(
(position_shift.x as f32 / self.camera.zoom) as i32,
(position_shift.y as f32 / self.camera.zoom) as i32,
);
}
pub fn render(&mut self) {
if let Some(ref mut renderer) = self.map_renderer {
unsafe {
gl::ClearColor(0.4f32, 0f32, 0.2f32, 1f32);
gl::Clear(gl::COLOR_BUFFER_BIT);
}
renderer.render(&self.camera);
}
if let Some(ref mut renderer) = self.gear_renderer {
renderer.render(&self.camera)
}
}
fn get_unused_gear_id(&mut self) -> GearId {
let id = self.last_gear_id;
self.last_gear_id += 1;
id
}
fn create_gear(&mut self, position: Point) {
let id = self.get_unused_gear_id();
if let Some(ref mut state) = self.game_state {
let fp_position = FPPoint::new(position.x.into(), position.y.into());
state.physics.add_gear_data(
id,
hwp::physics::PhysicsData::new(fp_position, FPPoint::zero()),
)
}
}
pub fn step(&mut self) {
if let Some(ref mut state) = self.game_state {
let next = self.random_numbers_gen.next().unwrap();
if next % 32 == 0 {
let position = Point::new(
(self.random_numbers_gen.next().unwrap() % state.land.width() as u32) as i32,
0,
);
self.create_gear(position);
}
}
if let Some(ref mut state) = self.game_state {
state.physics.step(fp!(1), &state.land);
}
}
}