Auto-tile circuits

master
Louis Pearson 2022-08-04 03:17:23 -06:00
parent f88d689404
commit 60c6a5df8d
2 changed files with 148 additions and 3 deletions

View File

@ -14,6 +14,10 @@ pub const Options = struct {
alloc: std.mem.Allocator, alloc: std.mem.Allocator,
level: world.Level, level: world.Level,
tileset: world.AutoTileset, tileset: world.AutoTileset,
conduit: world.AutoTileset,
plug: world.AutoTileset,
switch_on: world.AutoTileset,
switch_off: world.AutoTileset,
}; };
fn is_solid(tile: u7) bool { fn is_solid(tile: u7) bool {
@ -55,9 +59,10 @@ pub fn extractLevel(opt: Options) !void {
var autotiles = try alloc.alloc(?AutoTile, size); var autotiles = try alloc.alloc(?AutoTile, size);
defer alloc.free(autotiles); defer alloc.free(autotiles);
// Auto generate walls
{ {
var i: usize = 0; var i: usize = 0;
while (i < level.tiles.len) : (i += 1) { while (i < size) : (i += 1) {
const x = @mod(i, width); const x = @mod(i, width);
const y = @divTrunc(i, width); const y = @divTrunc(i, width);
const stride = width; const stride = width;
@ -111,10 +116,78 @@ pub fn extractLevel(opt: Options) !void {
const li = autotile.to_u4(); const li = autotile.to_u4();
const tile = tileset.lookup[li]; const tile = tileset.lookup[li];
map.tiles[i] = tile; map.tiles[i] = tile;
} else { }
}
// Auto generate circuit
// Re-use autotiles to save memory
{
var i: usize = 0;
while (i < size) : (i += 1) {
const x = @mod(i, width); const x = @mod(i, width);
const y = @divTrunc(i, width); const y = @divTrunc(i, width);
w4.trace("{}, {}: {}", .{ x, y, map.tiles[i] }); const stride = width;
if (circuit_map[i] == .None) {
autotiles[i] = null;
continue;
}
const out_of_bounds = switch (circuit_map[i]) {
.Join, .Source => true,
else => false,
};
var north = false;
var south = false;
var west = false;
var east = false;
// Check horizontal neighbors
if (x == 0) {
west = out_of_bounds;
east = circuit_map[i + 1] != .None;
} else if (x == width - 1) {
west = circuit_map[i - 1] != .None;
east = out_of_bounds;
} else {
west = circuit_map[i - 1] != .None;
east = circuit_map[i + 1] != .None;
}
// Check vertical neighbours
if (y == 0) {
north = out_of_bounds;
south = circuit_map[i + stride] != .None;
} else if (y == height - 1) {
north = circuit_map[i - stride] != .None;
south = out_of_bounds;
} else {
north = circuit_map[i - stride] != .None;
south = circuit_map[i + stride] != .None;
}
autotiles[i] = AutoTile{
.North = north,
.South = south,
.West = west,
.East = east,
};
}
}
for (autotiles) |autotile_opt, i| {
if (autotile_opt) |autotile| {
const li = autotile.to_u4();
const tile = switch (circuit_map[i]) {
.Conduit, .Source, .Join => opt.conduit.lookup[li],
.Switch_On => opt.switch_on.lookup[li],
.Switch_Off => opt.switch_off.lookup[li],
.Plug => opt.plug.lookup[li],
.And => 60,
.Xor => 62,
else => 0,
};
circuit.map[i] = tile;
} }
} }
} }

View File

@ -62,6 +62,78 @@ pub fn start() !void {
22, // South-East-West 22, // South-East-West
0, // South-East-West-North 0, // South-East-West-North
}}, }},
.conduit = world.AutoTileset{ .lookup = .{
42, // Island
58, // North
59, // West
41, // West-North
57, // East
40, // East-North
26, // East-West
73, // East-West-North
56, // South
27, // South-North
25, // South-West
74, // South-West-North
24, // South-East
75, // South-East-North
72, // South-East-West
43, // South-East-West-North
} },
.plug = world.AutoTileset{ .lookup = .{
02, // Island
45, // North
46, // West
02, // West-North
47, // East
02, // East-North
02, // East-West
02, // East-West-North
44, // South
02, // South-North
02, // South-West
02, // South-West-North
02, // South-East
02, // South-East-North
02, // South-East-West
02, // South-East-West-North
} },
.switch_off = world.AutoTileset{ .lookup = .{
02, // Island
02, // North
02, // West
02, // West-North
02, // East
02, // East-North
02, // East-West
02, // East-West-North
02, // South
32, // South-North
02, // South-West
29, // South-West-North
02, // South-East
31, // South-East-North
02, // South-East-West
02, // South-East-West-North
} },
.switch_on = world.AutoTileset{ .lookup = .{
02, // Island
02, // North
02, // West
02, // West-North
02, // East
02, // East-North
02, // East-West
02, // East-West-North
02, // South
48, // South-North
02, // South-West
28, // South-West-North
02, // South-East
02, // South-East-North
30, // South-East-West
02, // South-East-West-North
} },
}); });
} }