Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 67a2a523b4 | |||
| a806635681 | |||
| 0092ec64a9 | |||
| e08fc65ac8 | |||
| 90379f6e17 | |||
| bb35975642 | |||
| f2838a8f08 |
@@ -23,9 +23,10 @@ python3 tools/airdef.py play # запустить (аргументы игр
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(`tools/gen_sounds.py`, нужны numpy и ffmpeg), собирает и ставит мод. Сгенерированные файлы лежат в репозитории,
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так что для обычной сборки нужен только Rust.
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CI: `.gitea/workflows/build.yml` на каждый пуш собирает мод и игру для Linux, а пуш в `main` публикует релиз
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`build-N`; `.gitea/workflows/desktop.yml` (запуск вручную с тегом релиза) собирает игру для macOS и Windows на
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раннерах с метками `macos-latest` / `windows-latest` и дописывает архивы в релиз.
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CI: `.gitea/workflows/build.yml` на каждый пуш собирает только мод (`airdef.hmod`), а пуш в `main` публикует его
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релизом `build-N`. Игру-форк собирают вручную: `.gitea/workflows/game.yml` (Linux) и `.gitea/workflows/desktop.yml`
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(macOS и Windows, на раннерах с метками `macos-latest` / `windows-latest`); оба запускаются из Actions с тегом
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готового релиза и дописывают свои архивы в него.
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## Как играть
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@@ -130,7 +131,7 @@ API мода `render.set-lights` (до 512, плавно интерполиру
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перехватчиков (жёлтые), сбития (x), прилёты, шкала времени с событиями; время идёт само, колесо мыши перематывает;
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- **повтор момента** — клик по событию в списке: «призраки» дронов и ракет снова летят в мире, камера идёт за
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целью, потом за перехватчиком (или смотрит из пушки, со стороны на прилёт), в момент сбития время замедляется;
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- **полный повтор** — весь налёт, камера-режиссёр сама выбирает, за чем следить; колесо — скорость (×0.5–×16);
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- **полный повтор** — весь налёт, камера-режиссёр сама выбирает, за чем следить; колесо — перемотка, стрелки — скорость;
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- **лучшие моменты** — нарезка до 8 самых интересных событий (перехват баллистики и гиперзвука, поражения
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объектов, потерянные комплексы, разделение «Орешника») с титрами и замедлением; колесо листает моменты.
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@@ -197,7 +197,10 @@ fn post(uv: vec2<f32>, pixel: vec2<f32>) -> vec4<f32> {
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if age < 0.0 || age > 10.0 { continue; }
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let p = project(a.xyz);
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if p.z <= 0.5 { continue; }
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let visible = select(0.25, 1.0, scene_distance(p.xy) > p.z - a.w);
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// Ray distance on both sides: `p.z` is the depth along the view axis, which is shorter
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// than the distance along the ray towards the screen edge.
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let dist = length(a.xyz - frame.camera.xyz);
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let visible = select(0.25, 1.0, scene_distance(p.xy) > dist - a.w);
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let f = exp(-age * 0.7) * min(a.w / 4.0, 2.5) * visible;
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let r = screen_radius(a.xyz, a.w * 2.5) + 20.0;
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let dd = length(px - p.xy * frame.resolution.xy) / r;
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@@ -211,7 +214,7 @@ fn post(uv: vec2<f32>, pixel: vec2<f32>) -> vec4<f32> {
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let b = frame.params[LIGHT_BASE + 2 * j + 1];
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let p = project(a.xyz);
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if p.z <= 0.3 { continue; }
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if scene_distance(p.xy) < p.z - a.w * 1.5 { continue; }
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if scene_distance(p.xy) < length(a.xyz - frame.camera.xyz) - a.w * 1.5 { continue; }
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let r = screen_radius(a.xyz, a.w) + 3.0;
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let dd = length(px - p.xy * frame.resolution.xy) / r;
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let flicker = 0.85 + 0.15 * noise3(vec3<f32>(a.xyz * 0.7 + vec3<f32>(t_now * 1.3)));
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+92
-18
@@ -56,6 +56,9 @@ struct AirDef {
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sim: Sim,
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ground: Ground,
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dirty: bool,
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/// Wall-clock-free pacing of autosaves: the tick before which none is written (at most one a
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/// second while guns fire, and a pause after a failed write).
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next_save: u64,
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hud_shown: bool,
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/// The system the monitor shows (K cycles), none: hidden.
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monitor: Option<usize>,
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@@ -82,8 +85,17 @@ struct AirDef {
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menu: Option<Page>,
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/// Where the player is, for the sounds' delay and far variants.
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listener: DVec3,
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/// Sounds on their way to the player at the speed of sound: (tick, event, at, pitch).
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pending: Vec<(u64, String, DVec3, f32)>,
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/// Sounds on their way to the player at the speed of sound.
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pending: Vec<PendingSound>,
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}
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/// A sound heard later: when, what, where, and how loud and high it was.
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struct PendingSound {
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due: u64,
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name: String,
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at: DVec3,
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volume: f32,
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pitch: f32,
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}
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/// Blocks a tick the sound travels (343 m/s).
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@@ -307,7 +319,8 @@ impl AirDef {
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let size = b.size;
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let glow = (-age / (b.life as f32 * 0.15).max(1.0)).exp();
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let flash = (-age * 0.35).exp() * 4.0;
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let id = 0x6100_0000 ^ (b.start as u32).wrapping_mul(31) ^ (b.at.x as i32 as u32).wrapping_mul(7);
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// Its own id range: the models' and the systems' ids are small numbers.
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let id = 0x6100_0000 | (b.id & 0x00ff_ffff);
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add(id, b.at + DVec3::Y * size as f64 * 0.5, (1.0, 0.58, 0.25), size * size * 18.0 * (glow + flash), size * 14.0);
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}
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for s in &self.sim.sams {
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@@ -317,6 +330,7 @@ impl AirDef {
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// A searchlight's spot where its beam meets the target.
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if s.kind == SamKind::Light
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&& let Some(t) = s.target.and_then(|t| self.sim.drones.iter().find(|d| d.id == t))
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&& self.sim.lit.contains(&t.id)
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{
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add(s.id + 14, t.pos, (0.95, 0.97, 1.0), 220.0, 30.0);
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}
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@@ -351,7 +365,14 @@ impl AirDef {
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let mut p = vec![0.0f32; 4];
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p[0] = self.sim.tick as f32;
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p[3] = if self.hd { 1.0 } else { 0.0 };
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let blasts: Vec<&sim::Blast> = self.sim.blasts.iter().rev().take(48).collect();
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let mut blasts: Vec<&sim::Blast> = self.sim.blasts.iter().rev().take(48).collect();
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// The shader composites the volumes front to back with one shared transmittance, so
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// the nearest to the player goes first. This is exact for volumes that do not
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// overlap; where two intersect, no order by centre is right along every ray.
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if let Some(pl) = player() {
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let e = eye(&pl);
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blasts.sort_by(|a, b| a.at.distance_squared(e).total_cmp(&b.at.distance_squared(e)));
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}
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p[1] = blasts.len() as f32;
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for b in &blasts {
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p.extend([b.at.x as f32, b.at.y as f32, b.at.z as f32, b.size]);
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@@ -440,7 +461,7 @@ impl AirDef {
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if delay == 0 {
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render::play_sound(&name, at.x, at.y, at.z, volume, pitch);
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} else if self.pending.len() < 256 {
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self.pending.push((now + delay, name, at, pitch));
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self.pending.push(PendingSound { due: now + delay, name, at, volume, pitch });
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}
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} else {
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render::play_sound(event, at.x, at.y, at.z, volume, pitch);
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@@ -448,9 +469,9 @@ impl AirDef {
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}
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let mut i = 0;
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while i < self.pending.len() {
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if self.pending[i].0 <= now {
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let (_, name, at, pitch) = self.pending.swap_remove(i);
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render::play_sound(&name, at.x, at.y, at.z, 1.0, pitch);
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if self.pending[i].due <= now {
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let s = self.pending.swap_remove(i);
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render::play_sound(&s.name, s.at.x, s.at.y, s.at.z, s.volume, s.pitch);
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} else {
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i += 1;
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}
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@@ -487,7 +508,24 @@ impl AirDef {
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fn save(&mut self) {
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let mut text = String::new();
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for s in &self.sim.sams {
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text += &format!("sam {} {} {} {} {} {} {} {}\n", s.kind.key(), s.pos.x, s.pos.y, s.pos.z, s.heading, s.roles, s.health, s.cargo);
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// Then its ammunition (missiles, bursts, out and waiting for a truck, reload ticks
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// left) and where it was driving, if anywhere.
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let dest = s.dest.map_or("- - -".to_string(), |d| format!("{} {} {}", d.x, d.y, d.z));
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text += &format!(
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"sam {} {} {} {} {} {} {} {} {} {} {} {} {dest}\n",
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s.kind.key(),
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s.pos.x,
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s.pos.y,
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s.pos.z,
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s.heading,
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s.roles,
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s.health,
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s.cargo,
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s.missiles,
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s.bursts,
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u8::from(s.empty),
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s.reloading,
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);
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}
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for (i, t) in self.sim.targets.iter().enumerate() {
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let h = self.sim.target_health.get(i).copied().unwrap_or(100.0);
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@@ -499,10 +537,17 @@ impl AirDef {
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for (kind, roles) in &self.sim.roles {
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text += &format!("roles {} {}\n", kind.key(), roles);
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}
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if let Err(e) = storage::set(&self.state_key(), text.as_bytes()) {
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horizon_mod_sdk::warn(&format!("could not save: {e}"));
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// Clean only once written: a failed write is tried again after a pause.
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match storage::set(&self.state_key(), text.as_bytes()) {
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Ok(()) => {
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self.dirty = false;
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self.next_save = self.sim.tick + 20;
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}
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Err(e) => {
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horizon_mod_sdk::warn(&format!("could not save: {e}"));
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self.next_save = self.sim.tick + 200;
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}
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}
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self.dirty = false;
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}
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fn load(&mut self) {
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@@ -531,7 +576,22 @@ impl AirDef {
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if let Some(c) = num(8) {
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sam.cargo = c as u32;
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}
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// Older saves have no ammunition: full, as before.
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if let (Some(m), Some(b)) = (num(9), num(10)) {
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sam.missiles = (m as u32).min(sam.missiles);
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sam.bursts = (b as u32).min(sam.bursts);
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sam.empty = num(11) == Some(1.0);
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sam.reloading = num(12).map_or(0, |r| r as u32);
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}
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let dest = match (num(13), num(14), num(15)) {
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(Some(x), Some(y), Some(z)) => Some(DVec3::new(x, y, z)),
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_ => None,
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};
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self.sim.sams.push(sam);
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if let Some(to) = dest {
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let i = self.sim.sams.len() - 1;
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self.sim.order_move(i, to);
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}
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}
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}
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Some(&"target") => {
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@@ -602,11 +662,18 @@ impl AirDef {
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let shader = self.sim.shader;
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let seed = game::get_clock().map_or(0x5eed, |c| c.game_time.wrapping_mul(2654435761) ^ 0x9e37);
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self.sim = Sim::new(seed);
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self.next_save = 0;
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self.sim.shader = shader;
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self.ground = Ground::default();
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self.monitor = None;
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self.grid = false;
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self.grid_ids.clear();
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// The last world's transient state: its sounds were due on its own
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// clock, its picked unit may have another meaning in this one, and
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// its models would stay until the next full model list.
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self.pending.clear();
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self.moving = None;
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render::set_models(&[]);
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self.far = true;
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self.world = Some(world);
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self.load();
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@@ -641,7 +708,7 @@ impl AirDef {
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}
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_ => replay::Mode::Map,
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};
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self.replay = Some(replay::Player::new(n - 1, mode, &self.sim));
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self.replay = Some(replay::Player::new(rec.number, mode, &self.sim));
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self.grid = false;
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input::claim_wheel(true);
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Ok(())
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@@ -852,6 +919,7 @@ impl Mod for AirDef {
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sim: Sim::new(seed),
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ground: Ground::default(),
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dirty: false,
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next_save: 0,
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hud_shown: false,
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monitor: None,
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monitor_shown: false,
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@@ -914,7 +982,7 @@ impl Mod for AirDef {
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_ => replay::Control::Pause,
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};
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if let Some(r) = &mut self.replay
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&& let Some(rec) = self.sim.replays.get(r.rec)
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&& let Some(rec) = self.sim.replay(r.rec)
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{
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r.control(c, rec);
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}
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@@ -931,7 +999,7 @@ impl Mod for AirDef {
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}
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Event::Wheel(w) => {
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if let Some(r) = &mut self.replay
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&& let Some(rec) = self.sim.replays.get(r.rec)
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&& let Some(rec) = self.sim.replay(r.rec)
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{
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r.wheel(w, rec);
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}
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@@ -993,19 +1061,25 @@ impl Mod for AirDef {
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}
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}
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}
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// Damage is saved too: a destroyed system stays destroyed.
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// Damage is saved too: a destroyed system stays destroyed. So are where the units stand
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// (or drive to: not every step of the way), their ammunition and the depots' stock.
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let mark = self
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.sim
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.sams
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.iter()
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.map(|s| (s.health * 1000.0) as u64)
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.map(|s| {
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let at = s.dest.unwrap_or(s.pos);
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let place = (at.x * 10.0) as i64 as u64 ^ ((at.z * 10.0) as i64 as u64).rotate_left(21) ^ (if s.dest.is_some() { 0 } else { (s.heading * 100.0) as i64 as u64 }).rotate_left(42);
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let ammo = u64::from(s.missiles) | u64::from(s.bursts) << 16 | u64::from(s.cargo) << 32 | u64::from(s.empty) << 48 | u64::from(s.reloading > 0) << 49;
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((s.health * 1000.0) as u64).wrapping_mul(1_000_003) ^ place ^ ammo.rotate_left(7)
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})
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.chain(self.sim.target_health.iter().map(|h| (h * 10.0) as u64))
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.fold(self.sim.sams.len() as u64, |a, h| a.wrapping_mul(31).wrapping_add(h));
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if mark != self.health_mark {
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self.health_mark = mark;
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self.dirty = true;
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}
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if self.dirty {
|
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if self.dirty && self.sim.tick >= self.next_save {
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self.save();
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}
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}
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@@ -25,11 +25,22 @@ fn fit(t: String, w: f32) -> String {
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if render::text_width(&t) <= w {
|
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return t;
|
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}
|
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let mut cut: String = t;
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while !cut.is_empty() && render::text_width(&format!("{cut}…")) > w {
|
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cut.pop();
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// The width grows with the prefix: bisect over its char starts, so a long
|
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// label costs a few host calls rather than one per dropped char.
|
||||
let starts: Vec<usize> = t.char_indices().map(|(i, _)| i).collect();
|
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let (mut lo, mut hi) = (0, starts.len());
|
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while lo < hi {
|
||||
let mid = (lo + hi) / 2;
|
||||
if render::text_width(&format!("{}…", &t[..starts[mid]])) <= w {
|
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lo = mid + 1;
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} else {
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hi = mid;
|
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}
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}
|
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format!("{cut}…")
|
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if lo == 0 {
|
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return "…".into();
|
||||
}
|
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format!("{}…", &t[..starts[lo - 1]])
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}
|
||||
|
||||
fn argb(rgb: u32, a: u32) -> u32 {
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@@ -101,7 +112,13 @@ fn cell(sim: &Sim, index: usize, x: f32, y: f32, w: f32, h: f32, s: &mut Vec<Sha
|
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s.push(quad(p(a0, r - 0.4), p(a0, r + 0.4), p(a1, r + 0.4), p(a1, r - 0.4), 0x9040FF60));
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}
|
||||
}
|
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let reach = sam.kind.range();
|
||||
// A system that only fires (no radar) has no reach: a radar's sensor
|
||||
// range stands in, and nothing is divided by zero.
|
||||
let reach = match sam.kind.range() {
|
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r if r > 0.0 => r,
|
||||
_ => spec.sensor,
|
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};
|
||||
let scale = if reach > 0.0 { rr as f64 / (reach * 1.25) } else { 0.0 };
|
||||
let sweep = (tick as f32 * 0.12 + index as f32) % std::f32::consts::TAU;
|
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for k in 0..6 {
|
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let a1 = sweep - k as f32 * 0.09;
|
||||
@@ -115,11 +132,11 @@ fn cell(sim: &Sim, index: usize, x: f32, y: f32, w: f32, h: f32, s: &mut Vec<Sha
|
||||
for d in sim.drones.iter().filter(|d| d.alive() && sam.seen.contains(&d.id)) {
|
||||
let rel = d.pos - sam.pos;
|
||||
let flat = (rel.x * rel.x + rel.z * rel.z).sqrt();
|
||||
if flat > reach * 1.25 {
|
||||
if reach <= 0.0 || flat > reach * 1.25 {
|
||||
continue;
|
||||
}
|
||||
seen += 1;
|
||||
let k = (rr as f64 / (reach * 1.25)) as f32;
|
||||
let k = scale as f32;
|
||||
let (bx, by) = (rx + rel.x as f32 * k, ry + rel.z as f32 * k);
|
||||
let allowed = sam.roles & d.kind.spec().class.bit() != 0;
|
||||
let color = if Some(d.id) == target.map(|t| t.id) {
|
||||
|
||||
+15
-4
@@ -10,6 +10,8 @@ const CYAN: u32 = 0x9FE0FF;
|
||||
const GREY: u32 = 0xB0B0B0;
|
||||
const YELLOW: u32 = 0xFFE070;
|
||||
const GREEN: u32 = 0x80FF90;
|
||||
/// The most lines the summary holds (the HUD's room).
|
||||
const MAX_LINES: usize = 16;
|
||||
|
||||
/// Metres (a block is a metre) as a short distance.
|
||||
pub fn distance(m: f64) -> String {
|
||||
@@ -77,7 +79,15 @@ pub fn summary(sim: &Sim, air: &[&Drone], player: DVec3) -> Vec<Line> {
|
||||
if !sim.missiles.is_empty() {
|
||||
lines.push(line(format!("Перехватчиков в полёте: {}", sim.missiles.len()), YELLOW));
|
||||
}
|
||||
for sam in sim.sams.iter().take(8) {
|
||||
// The score is the last line and always shown: the unit list gets what
|
||||
// room is left, and cuts its own tail.
|
||||
let room = (MAX_LINES - 1).saturating_sub(lines.len());
|
||||
let total = sim.sams.len();
|
||||
let mut shown = total.min(8);
|
||||
if shown + usize::from(total > 8) > room {
|
||||
shown = room.saturating_sub(1);
|
||||
}
|
||||
for sam in sim.sams.iter().take(shown) {
|
||||
let mut text = if sam.kind.armed() {
|
||||
format!("{} [{}]", sam.status(), crate::sim::roles_text(sam.roles))
|
||||
} else {
|
||||
@@ -91,15 +101,16 @@ pub fn summary(sim: &Sim, air: &[&Drone], player: DVec3) -> Vec<Line> {
|
||||
}
|
||||
lines.push(line(text, CYAN));
|
||||
}
|
||||
if sim.sams.len() > 8 {
|
||||
lines.push(line(format!("…и ещё {} комплексов", sim.sams.len() - 8), CYAN));
|
||||
if total > shown && room > 0 {
|
||||
lines.push(line(format!("…и ещё {} комплексов", total - shown), CYAN));
|
||||
}
|
||||
// Room for the score whatever came before.
|
||||
lines.truncate(MAX_LINES - 1);
|
||||
let real = sim.launched.saturating_sub(0);
|
||||
let rate = if real > 0 { sim.kills as f64 * 100.0 / real as f64 } else { 0.0 };
|
||||
lines.push(line(
|
||||
format!("Сбито {} из {} ({rate:.0}%) · прорвалось {}", sim.kills, sim.launched, sim.hits),
|
||||
GREY,
|
||||
));
|
||||
lines.truncate(16);
|
||||
lines
|
||||
}
|
||||
|
||||
+68
-40
@@ -5,7 +5,8 @@
|
||||
//! behind the drone, then behind the interceptor or from the side — slowing
|
||||
//! time round the moment itself.
|
||||
use crate::panel::distance;
|
||||
use crate::sim::record::{EventKind, Recording, What};
|
||||
use crate::sim::record::{EventKind, Recording, STEP, What};
|
||||
use std::cell::Cell;
|
||||
use crate::sim::{Class, DroneKind, Out, Sim};
|
||||
use glam::DVec3;
|
||||
use horizon_mod_sdk::render::{CameraView, FillShape, Point, QuadShape, Rect, Shape, TextShape, ViewShape};
|
||||
@@ -31,8 +32,8 @@ pub struct Clip {
|
||||
}
|
||||
|
||||
pub struct Player {
|
||||
/// Which of the sim's recordings.
|
||||
pub rec: usize,
|
||||
/// Which raid's recording (its number: the list drops the oldest as new ones come).
|
||||
pub rec: u32,
|
||||
pub mode: Mode,
|
||||
t: f64,
|
||||
speed: f64,
|
||||
@@ -55,6 +56,8 @@ pub struct Player {
|
||||
/// Ticks the controls stay on screen.
|
||||
help: u32,
|
||||
pub done: bool,
|
||||
/// The map's area, worked out on the first map frame.
|
||||
area: Cell<Option<[f64; 4]>>,
|
||||
}
|
||||
|
||||
/// What the replay's keys do.
|
||||
@@ -188,7 +191,7 @@ pub fn reel(rec: &Recording) -> Vec<Clip> {
|
||||
}
|
||||
|
||||
impl Player {
|
||||
pub fn new(rec: usize, mode: Mode, sim: &Sim) -> Self {
|
||||
pub fn new(rec: u32, mode: Mode, sim: &Sim) -> Self {
|
||||
let start = match &mode {
|
||||
Mode::Clips { list, .. } => list.first().map_or(0.0, |c| c.from),
|
||||
_ => 0.0,
|
||||
@@ -201,6 +204,7 @@ impl Player {
|
||||
};
|
||||
let _ = sim;
|
||||
Player {
|
||||
area: Cell::new(None),
|
||||
rec,
|
||||
mode,
|
||||
t: start,
|
||||
@@ -291,7 +295,7 @@ impl Player {
|
||||
|
||||
/// One tick: time runs, the ghosts fly, the director films. Models and sounds go to `out`.
|
||||
pub fn tick(&mut self, sim: &Sim, listener: DVec3, out: &mut Out) {
|
||||
let Some(rec) = sim.replays.get(self.rec) else {
|
||||
let Some(rec) = sim.replay(self.rec) else {
|
||||
self.done = true;
|
||||
return;
|
||||
};
|
||||
@@ -491,7 +495,7 @@ impl Player {
|
||||
|
||||
/// The replay's screen: the film with its titles, or the map.
|
||||
pub fn hud(&self, sim: &Sim, (gw, gh): (f32, f32)) -> Vec<Shape> {
|
||||
let Some(rec) = sim.replays.get(self.rec) else { return Vec::new() };
|
||||
let Some(rec) = sim.replay(self.rec) else { return Vec::new() };
|
||||
if matches!(self.mode, Mode::Map) {
|
||||
return self.map(rec, gw, gh);
|
||||
}
|
||||
@@ -581,34 +585,16 @@ impl Player {
|
||||
fn map(&self, rec: &Recording, gw: f32, gh: f32) -> Vec<Shape> {
|
||||
let mut s = vec![fill(0.0, 0.0, gw, gh, 0xF0060A08)];
|
||||
let o = rec.origin;
|
||||
// The area: everything that flew, but not far beyond the systems.
|
||||
let mut lo = (f64::MAX, f64::MAX);
|
||||
let mut hi = (f64::MIN, f64::MIN);
|
||||
let mut grow = |p: DVec3| {
|
||||
lo = (lo.0.min(p.x), lo.1.min(p.z));
|
||||
hi = (hi.0.max(p.x), hi.1.max(p.z));
|
||||
// The area is the same every tick: worked out once for the recording.
|
||||
let [l0, l1, h0, h1] = match self.area.get() {
|
||||
Some(a) => a,
|
||||
None => {
|
||||
let a = area(rec, o);
|
||||
self.area.set(Some(a));
|
||||
a
|
||||
}
|
||||
};
|
||||
for tr in &rec.tracks {
|
||||
if let What::Drone(k) = tr.what
|
||||
&& k.spec().ballistic.is_some()
|
||||
{
|
||||
continue;
|
||||
}
|
||||
for p in tr.path(o, 20, rec.len as f64) {
|
||||
grow(p);
|
||||
}
|
||||
}
|
||||
for sam in &rec.sams {
|
||||
grow(sam.2 - DVec3::splat(60.0));
|
||||
grow(sam.2 + DVec3::splat(60.0));
|
||||
}
|
||||
for p in &rec.objects {
|
||||
grow(*p);
|
||||
}
|
||||
if lo.0 > hi.0 {
|
||||
lo = (o.x - 200.0, o.z - 200.0);
|
||||
hi = (o.x + 200.0, o.z + 200.0);
|
||||
}
|
||||
let (lo, hi) = ((l0, l1), (h0, h1));
|
||||
let (top, bottom) = (20.0f32, 34.0f32);
|
||||
let (aw, ah) = (gw - 16.0, gh - top - bottom);
|
||||
let k = (aw as f64 / (hi.0 - lo.0).max(1.0)).min(ah as f64 / (hi.1 - lo.1).max(1.0));
|
||||
@@ -638,7 +624,9 @@ impl Player {
|
||||
let (x, y) = at(*p);
|
||||
s.push(fill(x - 3.0, y - 3.0, 6.0, 6.0, 0xFFFFFFFF));
|
||||
}
|
||||
// Tracks up to now: a budget of segments shared out.
|
||||
// Tracks up to now: a budget of segments shared out. The stride is
|
||||
// worked out from the points there are, so only the segments drawn
|
||||
// are ever copied.
|
||||
let n = rec.tracks.len().max(1);
|
||||
let per = (640 / n).clamp(2, 14);
|
||||
for tr in &rec.tracks {
|
||||
@@ -647,16 +635,21 @@ impl Player {
|
||||
What::Drone(_) => (0x90FF4040, 0xFFFF6060),
|
||||
What::Missile(..) => (0x90FFD040, 0xFFFFE070),
|
||||
};
|
||||
let pts = tr.path(o, 1, self.t);
|
||||
let upto = ((self.t - tr.first as f64) / STEP as f64).floor();
|
||||
if upto < 0.0 {
|
||||
continue;
|
||||
}
|
||||
let last = ((tr.last() - tr.first) / STEP) as f64;
|
||||
let count = upto.min(last) as usize + 1;
|
||||
if count < 2 {
|
||||
continue;
|
||||
}
|
||||
let pts = tr.path(o, count.div_ceil(per).max(1), self.t);
|
||||
if pts.len() < 2 {
|
||||
continue;
|
||||
}
|
||||
let every = pts.len().div_ceil(per).max(1);
|
||||
let mut prev = at(pts[0]);
|
||||
for (i, p) in pts.iter().enumerate().skip(1) {
|
||||
if i % every != 0 && i != pts.len() - 1 {
|
||||
continue;
|
||||
}
|
||||
for p in pts.iter().skip(1) {
|
||||
let q = at(*p);
|
||||
if inside(prev) && inside(q) {
|
||||
s.push(line(prev, q, 1.0, color));
|
||||
@@ -718,6 +711,41 @@ impl Player {
|
||||
}
|
||||
}
|
||||
|
||||
/// The ground the map shows, as [lo x, lo z, hi x, hi z]: everything that
|
||||
/// flew (not the ballistic falls), with the systems and objects, or round the
|
||||
/// origin when nothing did.
|
||||
fn area(rec: &Recording, o: DVec3) -> [f64; 4] {
|
||||
let mut lo = (f64::MAX, f64::MAX);
|
||||
let mut hi = (f64::MIN, f64::MIN);
|
||||
let mut grow = |p: DVec3| {
|
||||
lo = (lo.0.min(p.x), lo.1.min(p.z));
|
||||
hi = (hi.0.max(p.x), hi.1.max(p.z));
|
||||
};
|
||||
for tr in &rec.tracks {
|
||||
if let What::Drone(k) = tr.what
|
||||
&& k.spec().ballistic.is_some()
|
||||
{
|
||||
continue;
|
||||
}
|
||||
for p in tr.path(o, 20, rec.len as f64) {
|
||||
grow(p);
|
||||
}
|
||||
}
|
||||
// The systems, with some room round them.
|
||||
for sam in &rec.sams {
|
||||
grow(sam.2 - DVec3::splat(60.0));
|
||||
grow(sam.2 + DVec3::splat(60.0));
|
||||
}
|
||||
for p in &rec.objects {
|
||||
grow(*p);
|
||||
}
|
||||
if lo.0 > hi.0 {
|
||||
lo = (o.x - 200.0, o.z - 200.0);
|
||||
hi = (o.x + 200.0, o.z + 200.0);
|
||||
}
|
||||
[lo.0, lo.1, hi.0, hi.1]
|
||||
}
|
||||
|
||||
impl Player {
|
||||
pub fn event_clip(rec: &Recording, i: usize) -> Mode {
|
||||
Mode::Clips { list: vec![clip(rec, i)], at: 0, reel: false }
|
||||
|
||||
@@ -179,12 +179,18 @@ impl Sim {
|
||||
sam.burn = 0;
|
||||
sam.state = SamState::Search;
|
||||
sam.reloading = 0;
|
||||
sam.empty = false;
|
||||
// Rebuilt where it stands: a march under way is called off.
|
||||
sam.dest = None;
|
||||
sam.march = 0;
|
||||
sam.missiles = spec.missile.as_ref().map_or(0, |m| m.magazine);
|
||||
sam.bursts = spec.gun.as_ref().map_or(0, |g| g.bursts);
|
||||
}
|
||||
for h in &mut self.target_health {
|
||||
*h = 100.0;
|
||||
}
|
||||
// The wrecks' ammunition still to cook off goes with them.
|
||||
self.later.clear();
|
||||
n
|
||||
}
|
||||
|
||||
|
||||
@@ -145,7 +145,7 @@ impl Sim {
|
||||
out
|
||||
}
|
||||
|
||||
/// During a raid: drones not yet launched go for what just gave itself away (a jamming station
|
||||
/// During a smart raid: its drones not yet launched go for what just gave itself away (a jamming station
|
||||
/// first, then systems that fired), and drones whose system target is gone pick another.
|
||||
pub(super) fn adapt(&mut self) {
|
||||
if self.tick % 40 != 0 {
|
||||
@@ -159,8 +159,10 @@ impl Sim {
|
||||
return;
|
||||
}
|
||||
let pick = |i: usize, list: &[(u32, DVec3)]| list[i % list.len()].1;
|
||||
// The drones sent at a new target: (waiting in the queue, index), to get a new route.
|
||||
let mut retargeted: Vec<(bool, usize)> = Vec::new();
|
||||
let mut n = 0usize;
|
||||
for (_, d) in self.queue.iter_mut() {
|
||||
for (qi, (_, d)) in self.queue.iter_mut().enumerate().filter(|(_, (_, d))| d.smart) {
|
||||
let hunter = matches!(d.kind, DroneKind::Lancet | DroneKind::Kh22 | DroneKind::Zircon);
|
||||
if !hunter && !(d.kind == DroneKind::Shahed && n % 4 == 0) {
|
||||
n += 1;
|
||||
@@ -173,18 +175,80 @@ impl Sim {
|
||||
let to = if !ew.is_empty() { pick(n, &ew) } else { pick(n, &known) };
|
||||
d.target = to;
|
||||
d.route.clear();
|
||||
retargeted.push((true, qi));
|
||||
n += 1;
|
||||
}
|
||||
// In flight: a target system destroyed — the next known one, or keep going.
|
||||
for d in self.drones.iter_mut().filter(|d| d.alive()) {
|
||||
for (di, d) in self.drones.iter_mut().enumerate().filter(|(_, d)| d.alive() && d.smart) {
|
||||
let aimed_at_wreck = self.sams.iter().any(|s| !s.alive() && s.pos.distance(d.target) < 6.0);
|
||||
if aimed_at_wreck {
|
||||
let next = known.iter().min_by(|a, b| a.1.distance(d.pos).total_cmp(&b.1.distance(d.pos)));
|
||||
if let Some((_, at)) = next {
|
||||
d.target = *at;
|
||||
d.route.clear();
|
||||
retargeted.push((false, di));
|
||||
}
|
||||
}
|
||||
}
|
||||
self.replan_routes(&retargeted);
|
||||
}
|
||||
|
||||
/// Routes round the known defences for drones that were just sent at a new target, from where they are
|
||||
/// (or wait). One grid and one set of prices cover them all, and the work is the planner's share for a
|
||||
/// tick: those left over fly straight, as they did before there was a replan. A Lancet's strike on a
|
||||
/// unit and the ballistic missiles go straight on purpose, as in the raid's own plan.
|
||||
fn replan_routes(&mut self, jobs: &[(bool, usize)]) {
|
||||
let drone = |s: &Sim, (queued, i): (bool, usize)| if queued { s.queue[i].1.clone() } else { s.drones[i].clone() };
|
||||
let jobs: Vec<(bool, usize)> = jobs
|
||||
.iter()
|
||||
.copied()
|
||||
.filter(|&j| {
|
||||
let d = drone(self, j);
|
||||
let spec = d.kind.spec();
|
||||
d.smart && spec.ballistic.is_none() && !spec.decoy && d.kind != DroneKind::Lancet
|
||||
})
|
||||
.collect();
|
||||
if jobs.is_empty() {
|
||||
return;
|
||||
}
|
||||
// One grid over all their starts and goals, with room round them to go by.
|
||||
let (mut lo, mut hi) = (DVec3::splat(f64::INFINITY), DVec3::splat(f64::NEG_INFINITY));
|
||||
for &j in &jobs {
|
||||
let d = drone(self, j);
|
||||
for p in [d.pos, d.target] {
|
||||
lo = lo.min(p);
|
||||
hi = hi.max(p);
|
||||
}
|
||||
}
|
||||
let span = (hi.x - lo.x).max(hi.z - lo.z) / 2.0 + 450.0;
|
||||
let cell = raid::CELL.max(2.0 * span / raid::CELLS as f64);
|
||||
let centre = (lo + hi) / 2.0;
|
||||
let grid = raid::Grid { min: centre - DVec3::new(span, 0.0, span), cell, size: (2.0 * span / cell) as i32 + 1 };
|
||||
let mut prices: HashMap<DroneKind, Vec<f32>> = HashMap::new();
|
||||
let mut routes: HashMap<(DroneKind, (i32, i32), (i32, i32)), Vec<DVec3>> = HashMap::new();
|
||||
let mut work = 0usize;
|
||||
for j in jobs {
|
||||
let d = drone(self, j);
|
||||
if work >= raid::WORK_PER_TICK {
|
||||
break;
|
||||
}
|
||||
let key = (d.kind, grid.index(d.pos), grid.index(d.target));
|
||||
let route = match routes.get(&key) {
|
||||
Some(r) => r.clone(),
|
||||
None => {
|
||||
if !prices.contains_key(&d.kind) {
|
||||
let (p, cost) = self.price_grid(&grid, d.kind);
|
||||
work += cost;
|
||||
prices.insert(d.kind, p);
|
||||
}
|
||||
let (r, cost) = raid::plan_route(&grid, &prices[&d.kind], d.pos, d.target);
|
||||
work += cost;
|
||||
routes.insert(key, r.clone());
|
||||
r
|
||||
}
|
||||
};
|
||||
let d = if j.0 { &mut self.queue[j.1].1 } else { &mut self.drones[j.1] };
|
||||
d.route = route;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -103,18 +103,23 @@ impl Sim {
|
||||
sam.yaw = slew(sam.yaw, want_yaw, 0.12);
|
||||
sam.pitch = slew(sam.pitch, want_pitch.clamp(0.05, 1.5), 0.08);
|
||||
sam.target = target.map(|t| t.0);
|
||||
if let Some((t, _)) = target {
|
||||
self.lit.push(t);
|
||||
}
|
||||
// The beam: segments widening with distance, out to the target.
|
||||
let (head, rot) = self.sams[i].mount();
|
||||
let dir = rot * DVec3::NEG_Z;
|
||||
// The target is lit once the beam is on it, not while it still swings round.
|
||||
if let Some((t, at)) = target
|
||||
&& dir.angle_between(at - head) < 0.08
|
||||
{
|
||||
self.lit.push(t);
|
||||
}
|
||||
let mut along = 1.0;
|
||||
for k in 0..10u32 {
|
||||
// Up to 14 segments (the unit's part ids 2..15), each longer than the last: one
|
||||
// reaches about 550 blocks, past the beam's reach, about 9 blocks wide out there.
|
||||
for k in 0..14u32 {
|
||||
if along >= reach {
|
||||
break;
|
||||
}
|
||||
let size = 0.8 + along * 0.025;
|
||||
let size = 0.8 + along * 0.12;
|
||||
let len = 3.0 * size;
|
||||
out.model(id + 2 + k, "airdef:beam", head + dir * (along + len / 2.0), rot, size, true);
|
||||
along += len;
|
||||
|
||||
@@ -12,9 +12,11 @@ const HANDOVER: f64 = 10.0;
|
||||
const TRUCK_LOAD: u32 = 2;
|
||||
|
||||
impl Sim {
|
||||
/// Whether ammunition is counted: a depot stands (without one, magazines refill as before).
|
||||
/// Whether ammunition is counted: a depot was set up (without one, magazines refill as
|
||||
/// before). A destroyed depot still counts: losing the last one leaves the systems short,
|
||||
/// not supplied from nowhere again.
|
||||
pub fn logistics(&self) -> bool {
|
||||
self.sams.iter().any(|s| s.kind == SamKind::Depot && s.alive())
|
||||
self.sams.iter().any(|s| s.kind == SamKind::Depot)
|
||||
}
|
||||
|
||||
/// Reloads from depots near the systems, and the trucks' rounds.
|
||||
@@ -41,6 +43,10 @@ impl Sim {
|
||||
self.reload_now(i, out);
|
||||
}
|
||||
}
|
||||
// A destroyed truck drops its job, for another to take.
|
||||
for s in self.sams.iter_mut().filter(|s| s.kind == SamKind::Tzm && !s.alive()) {
|
||||
s.job = None;
|
||||
}
|
||||
// The trucks: a job each, when idle.
|
||||
for t in 0..self.sams.len() {
|
||||
let truck = &self.sams[t];
|
||||
@@ -64,13 +70,17 @@ impl Sim {
|
||||
}
|
||||
self.sams[t].job = None;
|
||||
} else if self.sams[j].alive() && (self.sams[j].empty || self.sams[j].kind == SamKind::Depot) {
|
||||
continue; // still on its way (a new order follows when it arrives)
|
||||
// Stopped short of it (it drove off meanwhile): on to where it stands now.
|
||||
let to = self.sams[j].pos;
|
||||
let side = horizontal(at - to).normalize_or(DVec3::X) * (HANDOVER * 0.6);
|
||||
self.order_move(t, to + side);
|
||||
continue;
|
||||
} else {
|
||||
self.sams[t].job = None;
|
||||
}
|
||||
}
|
||||
// A new job: the nearest waiting system no other truck is driving to, or a depot to load at.
|
||||
let taken: Vec<u32> = self.sams.iter().filter(|s| s.kind == SamKind::Tzm).filter_map(|s| s.job).collect();
|
||||
let taken: Vec<u32> = self.sams.iter().filter(|s| s.kind == SamKind::Tzm && s.alive()).filter_map(|s| s.job).collect();
|
||||
let next = if self.sams[t].cargo > 0 {
|
||||
self.sams
|
||||
.iter()
|
||||
|
||||
+178
-73
@@ -18,6 +18,8 @@ mod lights;
|
||||
mod logistics;
|
||||
mod orders;
|
||||
mod units;
|
||||
#[cfg(test)]
|
||||
mod regress;
|
||||
pub use ew::EW_RADIUS;
|
||||
pub use units::{Family, SamKind};
|
||||
use units::Muzzle;
|
||||
@@ -52,6 +54,8 @@ pub struct Particle {
|
||||
/// A blast the post-processing shader draws as a fireball, flash and shock.
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct Blast {
|
||||
/// Never reused while the simulation lives: the HD light keeps its identity through the blast's life.
|
||||
pub id: u32,
|
||||
pub at: DVec3,
|
||||
/// Fireball radius in blocks.
|
||||
pub size: f32,
|
||||
@@ -161,6 +165,33 @@ fn slew(from: f64, to: f64, rate: f64) -> f64 {
|
||||
from + angle_diff(from, to).clamp(-rate, rate)
|
||||
}
|
||||
|
||||
/// One axis of a drive: speeds up towards `err` (the angle still to turn), brakes in time to stop on it,
|
||||
/// and returns the turn this tick. Arriving takes the last bit at once, so there is no overshoot or jitter.
|
||||
fn drive(vel: &mut f64, err: f64, speed: f64, accel: f64) -> f64 {
|
||||
// The fastest it may go and still stop within what is left.
|
||||
let fastest = (2.0 * accel * err.abs()).sqrt().min(speed);
|
||||
let want = fastest.copysign(err);
|
||||
*vel = (*vel + (want - *vel).clamp(-accel, accel)).clamp(-speed, speed);
|
||||
if vel.abs() >= err.abs() && vel.signum() == err.signum() {
|
||||
*vel = 0.0;
|
||||
return err;
|
||||
}
|
||||
*vel
|
||||
}
|
||||
|
||||
/// Moves one system's claim from the drone it had to the one it has, in a count of claims per drone.
|
||||
fn retarget(counts: &mut HashMap<u32, u32>, from: Option<u32>, to: Option<u32>) {
|
||||
if from == to {
|
||||
return;
|
||||
}
|
||||
if let Some(n) = from.and_then(|id| counts.get_mut(&id)) {
|
||||
*n = n.saturating_sub(1);
|
||||
}
|
||||
if let Some(id) = to {
|
||||
*counts.entry(id).or_insert(0) += 1;
|
||||
}
|
||||
}
|
||||
|
||||
fn angle_diff(from: f64, to: f64) -> f64 {
|
||||
(to - from + std::f64::consts::PI).rem_euclid(TAU) - std::f64::consts::PI
|
||||
}
|
||||
@@ -173,8 +204,13 @@ pub struct Ground {
|
||||
known: HashMap<(i32, i32), (i32, u64)>,
|
||||
wanted: Vec<(i32, i32)>,
|
||||
asked: std::collections::HashSet<(i32, i32)>,
|
||||
/// The tick of the last full clean-up (a big cache would otherwise be scanned on every answer).
|
||||
swept: u64,
|
||||
}
|
||||
|
||||
/// Ticks between full clean-ups of a big ground cache.
|
||||
const SWEEP_EVERY: u64 = 200;
|
||||
|
||||
impl Ground {
|
||||
/// One above the highest solid block, if known; the column is asked for
|
||||
/// when it isn't (or is old).
|
||||
@@ -182,7 +218,9 @@ impl Ground {
|
||||
let key = (p.x.floor() as i32, p.z.floor() as i32);
|
||||
match self.known.get(&key) {
|
||||
Some(&(y, when)) => {
|
||||
if now.saturating_sub(when) > 200 && self.wanted.len() < 256 && self.asked.insert(key) {
|
||||
// Refreshes of known columns take at most a quarter of the questions: the rest
|
||||
// stay free for columns never seen, or those would starve.
|
||||
if now.saturating_sub(when) > 200 && self.wanted.len() < 64 && self.asked.insert(key) {
|
||||
self.wanted.push(key);
|
||||
}
|
||||
(y > -64).then_some(f64::from(y))
|
||||
@@ -199,8 +237,9 @@ impl Ground {
|
||||
for (x, z, y) in answers {
|
||||
self.known.insert((x, z), (y, now));
|
||||
}
|
||||
if self.known.len() > 300_000 {
|
||||
self.known.retain(|_, (_, when)| now - *when < 2000);
|
||||
if self.known.len() > 300_000 && now.saturating_sub(self.swept) >= SWEEP_EVERY {
|
||||
self.swept = now;
|
||||
self.known.retain(|_, (_, when)| now.saturating_sub(*when) < 2000);
|
||||
}
|
||||
}
|
||||
pub fn take_wanted(&mut self) -> Vec<(i32, i32)> {
|
||||
@@ -657,6 +696,8 @@ pub struct Drone {
|
||||
pub jammed: bool,
|
||||
/// The approach sector it came from (the enemy keeps score).
|
||||
sector: u8,
|
||||
/// Sent by the smart enemy: it may be turned on systems that give themselves away.
|
||||
smart: bool,
|
||||
}
|
||||
|
||||
impl Drone {
|
||||
@@ -930,6 +971,9 @@ pub struct Sam {
|
||||
pub heading: f64,
|
||||
yaw: f64,
|
||||
pitch: f64,
|
||||
/// How fast the mount turns now (radians a tick); not saved, a loaded system starts at rest.
|
||||
yaw_vel: f64,
|
||||
pitch_vel: f64,
|
||||
pub missiles: u32,
|
||||
pub bursts: u32,
|
||||
cooldown: u32,
|
||||
@@ -983,6 +1027,8 @@ impl Sam {
|
||||
heading,
|
||||
yaw: heading,
|
||||
pitch: spec.rest_pitch,
|
||||
yaw_vel: 0.0,
|
||||
pitch_vel: 0.0,
|
||||
missiles: spec.missile.as_ref().map_or(0, |m| m.magazine),
|
||||
bursts: spec.gun.as_ref().map_or(0, |g| g.bursts),
|
||||
cooldown: 40,
|
||||
@@ -1022,6 +1068,21 @@ impl Sam {
|
||||
self.health > 0.0
|
||||
}
|
||||
/// How well it still works: turning, aiming, its radar's reach.
|
||||
/// Turns the mount towards `yaw` (and `pitch`, if it elevates) under its drive's limits; a damaged
|
||||
/// system has the less of both speed and acceleration.
|
||||
fn aim_towards(&mut self, yaw: f64, pitch: Option<f64>) {
|
||||
let d = self.kind.spec().drive();
|
||||
let fit = self.fitness();
|
||||
self.yaw += drive(&mut self.yaw_vel, angle_diff(self.yaw, yaw), d.yaw.0 * fit, d.yaw.1 * fit);
|
||||
if let Some(pitch) = pitch {
|
||||
self.pitch += drive(&mut self.pitch_vel, pitch - self.pitch, d.pitch.0 * fit, d.pitch.1 * fit);
|
||||
}
|
||||
}
|
||||
/// The mount stops where it is (a march, a deployment: the vehicle drives it directly).
|
||||
pub(super) fn halt_mount(&mut self) {
|
||||
self.yaw_vel = 0.0;
|
||||
self.pitch_vel = 0.0;
|
||||
}
|
||||
fn fitness(&self) -> f64 {
|
||||
0.45 + 0.55 * self.health.clamp(0.0, 1.0)
|
||||
}
|
||||
@@ -1088,6 +1149,8 @@ pub struct Sim {
|
||||
fx: Vec<(u32, Fx)>,
|
||||
/// Blasts for the post-processing shader.
|
||||
pub blasts: Vec<Blast>,
|
||||
/// The next blast's id (separate from `next`, so the other units' ids stay as they were).
|
||||
blast_seq: u32,
|
||||
next: u32,
|
||||
pub rng: Rng,
|
||||
pub tick: u64,
|
||||
@@ -1122,7 +1185,7 @@ pub struct Sim {
|
||||
pub night: bool,
|
||||
/// Illumination flares in the sky, and the drones lit this tick.
|
||||
pub flares: Vec<lights::Flare>,
|
||||
lit: Vec<u32>,
|
||||
pub lit: Vec<u32>,
|
||||
}
|
||||
|
||||
/// Ids: objects get multiples of 16, their parts the low bits.
|
||||
@@ -1138,6 +1201,7 @@ impl Sim {
|
||||
targets: Vec::new(),
|
||||
fx: Vec::new(),
|
||||
blasts: Vec::new(),
|
||||
blast_seq: 0,
|
||||
next: 1,
|
||||
rng: Rng::new(seed),
|
||||
tick: 0,
|
||||
@@ -1230,6 +1294,7 @@ impl Sim {
|
||||
low: false,
|
||||
jammed: false,
|
||||
sector: 0,
|
||||
smart: false,
|
||||
});
|
||||
self.launched += 1;
|
||||
}
|
||||
@@ -1269,6 +1334,10 @@ impl Sim {
|
||||
self.queue.clear();
|
||||
self.plan = None;
|
||||
self.wave = None;
|
||||
// Ammunition still to cook off, flares in the sky.
|
||||
self.later.clear();
|
||||
self.flares.clear();
|
||||
self.lit.clear();
|
||||
}
|
||||
|
||||
/// One game tick.
|
||||
@@ -1301,8 +1370,8 @@ impl Sim {
|
||||
let now = self.tick;
|
||||
let mut boom: Vec<(DVec3, u32, bool)> = Vec::new();
|
||||
let mut removed: Vec<u32> = Vec::new();
|
||||
// Oreshnik pieces released this tick: kind, at, velocity, target.
|
||||
let mut released: Vec<(DroneKind, DVec3, DVec3, DVec3)> = Vec::new();
|
||||
// Oreshnik pieces released this tick: kind, at, velocity, target, the parent's sector (what they teach the enemy).
|
||||
let mut released: Vec<(DroneKind, DVec3, DVec3, DVec3, u8)> = Vec::new();
|
||||
// Warheads that reached their aim (for the replays): drone, kind, where, TNT; and splits.
|
||||
let mut impacts: Vec<(u32, DroneKind, DVec3, u32)> = Vec::new();
|
||||
let mut splits: Vec<(u32, DVec3)> = Vec::new();
|
||||
@@ -1310,6 +1379,15 @@ impl Sim {
|
||||
d.age += 1;
|
||||
let spec = d.kind.spec();
|
||||
let below = ground.at(d.pos, now);
|
||||
// Near its aim it looks at the land there again: a platform or hilltop blown away
|
||||
// meanwhile, it goes for what is left below, not for the air where it stood.
|
||||
if d.flight != Flight::Falling
|
||||
&& horizontal(d.target - d.pos).length() < 250.0
|
||||
&& let Some(g) = ground.at(d.target, now)
|
||||
&& g < d.target.y - 1.5
|
||||
{
|
||||
d.target.y = g;
|
||||
}
|
||||
if d.flight == Flight::Falling {
|
||||
d.vel.y -= 0.05;
|
||||
d.vel *= 0.985;
|
||||
@@ -1345,7 +1423,7 @@ impl Sim {
|
||||
let speed = d.vel.length();
|
||||
let hit = d.pos.distance(d.target) < speed.max(2.0)
|
||||
|| below.is_some_and(|g| d.pos.y <= g + 0.2)
|
||||
|| (d.vel.y < 0.0 && d.pos.y < d.target.y - 1.0)
|
||||
|| (d.vel.y < 0.0 && d.pos.y < d.target.y - 1.0 && horizontal(d.target - d.pos).length() < speed * 2.0)
|
||||
|| d.age > 4000;
|
||||
if hit {
|
||||
boom.push((d.pos, spec.warhead, false));
|
||||
@@ -1370,7 +1448,7 @@ impl Sim {
|
||||
let aim = d.target + DVec3::new(a.sin() * r, 0.0, a.cos() * r);
|
||||
// Straight down at the aim point, at the bus's speed.
|
||||
let v = (aim - d.pos).normalize_or(DVec3::NEG_Y) * 3.0;
|
||||
released.push((piece, d.pos + v.normalize_or_zero() * (i as f64 * 0.3), v, aim));
|
||||
released.push((piece, d.pos + v.normalize_or_zero() * (i as f64 * 0.3), v, aim, d.sector));
|
||||
}
|
||||
out.sound("airdef:boom.sonic", d.pos, 1.0, 0.7);
|
||||
splits.push((d.id, d.pos));
|
||||
@@ -1502,7 +1580,7 @@ impl Sim {
|
||||
self.explode(pos, warhead, small, ground, player, out);
|
||||
}
|
||||
self.drones.retain(|d| !removed.contains(&d.id));
|
||||
for (kind, pos, vel, target) in released {
|
||||
for (kind, pos, vel, target, sector) in released {
|
||||
let id = self.id();
|
||||
self.drones.push(Drone {
|
||||
id,
|
||||
@@ -1518,7 +1596,8 @@ impl Sim {
|
||||
route: Vec::new(),
|
||||
low: false,
|
||||
jammed: false,
|
||||
sector: 0,
|
||||
sector,
|
||||
smart: false,
|
||||
});
|
||||
}
|
||||
for d in &self.drones {
|
||||
@@ -1616,7 +1695,8 @@ impl Sim {
|
||||
}
|
||||
|
||||
fn fireball(&mut self, pos: DVec3, size: f64, life: u32) {
|
||||
self.blasts.push(Blast { at: pos, size: size as f32, start: self.tick, life: life * 9 });
|
||||
self.blast_seq = self.blast_seq.wrapping_add(1);
|
||||
self.blasts.push(Blast { id: self.blast_seq, at: pos, size: size as f32, start: self.tick, life: life * 9 });
|
||||
if self.blasts.len() > 48 {
|
||||
self.blasts.remove(0);
|
||||
}
|
||||
@@ -1680,6 +1760,15 @@ impl Sim {
|
||||
return;
|
||||
}
|
||||
let logistics = self.logistics();
|
||||
// Drones by id (none come or go while the systems act), and how many systems have each as their
|
||||
// missile target and as their gun target: counted once, then kept up to date as targets change.
|
||||
let drone_at: HashMap<u32, usize> = self.drones.iter().enumerate().map(|(k, d)| (d.id, k)).collect();
|
||||
let mut missile_on: HashMap<u32, u32> = HashMap::new();
|
||||
let mut guns_on: HashMap<u32, u32> = HashMap::new();
|
||||
for s in &self.sams {
|
||||
retarget(&mut missile_on, None, s.target);
|
||||
retarget(&mut guns_on, None, s.gun_target);
|
||||
}
|
||||
let mut launches: Vec<(MissileKind, DVec3, DVec3, u32, u32)> = Vec::new();
|
||||
let mut gun_hits: Vec<(u32, u32)> = Vec::new();
|
||||
let mut tracers: Vec<(u32, DVec3, DVec3, u32)> = Vec::new();
|
||||
@@ -1688,8 +1777,8 @@ impl Sim {
|
||||
if !self.sams[i].alive() {
|
||||
let sam = &mut self.sams[i];
|
||||
sam.state = SamState::Destroyed;
|
||||
sam.target = None;
|
||||
sam.gun_target = None;
|
||||
retarget(&mut missile_on, sam.target.take(), None);
|
||||
retarget(&mut guns_on, sam.gun_target.take(), None);
|
||||
continue;
|
||||
}
|
||||
let fit = self.sams[i].fitness();
|
||||
@@ -1715,59 +1804,73 @@ impl Sim {
|
||||
if !self.sams[i].kind.armed() {
|
||||
let sam = &mut self.sams[i];
|
||||
sam.state = SamState::Search;
|
||||
sam.target = None;
|
||||
sam.gun_target = None;
|
||||
// A searchlight's target is its beam's (step_lights): kept for its spot of light.
|
||||
if sam.kind != SamKind::Light {
|
||||
retarget(&mut missile_on, sam.target.take(), None);
|
||||
}
|
||||
retarget(&mut guns_on, sam.gun_target.take(), None);
|
||||
continue;
|
||||
}
|
||||
let pos = self.sams[i].pos;
|
||||
let me = self.sams[i].id;
|
||||
let roles = self.sams[i].roles;
|
||||
let seen = self.sams[i].seen.clone();
|
||||
let own = self.sams[i].own.clone();
|
||||
let allowed = |d: &Drone| d.alive() && roles & d.kind.spec().class.bit() != 0 && seen.contains(&d.id);
|
||||
// Interceptors a target has or will have: in flight, and other systems' launchers on it.
|
||||
let claimed = |d: &Drone| {
|
||||
d.engaged + self.sams.iter().filter(|s| s.id != me && s.target == Some(d.id)).count() as u32
|
||||
};
|
||||
// Ballistic missiles get a pair; anything else one.
|
||||
let needed = |d: &Drone| if d.kind.spec().class == Class::Ballistic { 2 } else { 1 };
|
||||
if let Some(load) = &spec.missile {
|
||||
let in_reach = |d: &Drone, k: f64| (load.min..load.max * k).contains(&d.pos.distance(pos));
|
||||
let keep = self.sams[i].target.filter(|t| {
|
||||
self.drones.iter().any(|d| d.id == *t && allowed(d) && in_reach(d, 1.1))
|
||||
let (had_target, had_gun) = (self.sams[i].target, self.sams[i].gun_target);
|
||||
let (target, gun_target) = {
|
||||
let (seen, own) = (&self.sams[i].seen, &self.sams[i].own);
|
||||
let allowed = |d: &Drone| d.alive() && roles & d.kind.spec().class.bit() != 0 && seen.contains(&d.id);
|
||||
// Interceptors a target has or will have: in flight, and other systems' launchers on it.
|
||||
let claimed = |d: &Drone| {
|
||||
let on = missile_on.get(&d.id).copied().unwrap_or(0) - u32::from(had_target == Some(d.id));
|
||||
d.engaged + on
|
||||
};
|
||||
// Ballistic missiles get a pair; anything else one.
|
||||
let needed = |d: &Drone| if d.kind.spec().class == Class::Ballistic { 2 } else { 1 };
|
||||
let target = spec.missile.as_ref().map(|load| {
|
||||
let in_reach = |d: &Drone, k: f64| (load.min..load.max * k).contains(&d.pos.distance(pos));
|
||||
let keep = had_target.filter(|t| {
|
||||
drone_at.get(t).is_some_and(|&k| allowed(&self.drones[k]) && in_reach(&self.drones[k], 1.1))
|
||||
});
|
||||
keep.or_else(|| {
|
||||
self.drones
|
||||
.iter()
|
||||
.filter(|d| allowed(d) && in_reach(d, 1.0) && claimed(d) < needed(d))
|
||||
.max_by(|a, b| a.threat(pos).total_cmp(&b.threat(pos)))
|
||||
.map(|d| d.id)
|
||||
})
|
||||
});
|
||||
let target = keep.or_else(|| {
|
||||
// Guns: the nearest, spread over the targets the other guns and missiles aren't on.
|
||||
let gun_target = spec.gun.as_ref().map(|gun| {
|
||||
let on_it = |d: &Drone| {
|
||||
(guns_on.get(&d.id).copied().unwrap_or(0) - u32::from(had_gun == Some(d.id))) as f64
|
||||
};
|
||||
self.drones
|
||||
.iter()
|
||||
.filter(|d| allowed(d) && in_reach(d, 1.0) && claimed(d) < needed(d))
|
||||
.max_by(|a, b| a.threat(pos).total_cmp(&b.threat(pos)))
|
||||
.map(|d| d.id)
|
||||
.filter(|d| allowed(d) && own.contains(&d.id) && d.pos.distance(pos) < gun.track)
|
||||
.map(|d| {
|
||||
let busy = 1.0 + 2.0 * on_it(d) + if d.engaged > 0 { 1.5 } else { 0.0 };
|
||||
(d.pos.distance(pos) * busy, d.id)
|
||||
})
|
||||
.min_by(|a, b| a.0.total_cmp(&b.0))
|
||||
.map(|(_, id)| id)
|
||||
});
|
||||
(target, gun_target)
|
||||
};
|
||||
if let Some(target) = target {
|
||||
retarget(&mut missile_on, had_target, target);
|
||||
self.sams[i].target = target;
|
||||
}
|
||||
// Guns: the nearest, spread over the targets the other guns and missiles aren't on.
|
||||
if let Some(gun) = &spec.gun {
|
||||
let guns_on = |d: &Drone| {
|
||||
self.sams.iter().filter(|s| s.id != me && s.gun_target == Some(d.id)).count() as f64
|
||||
};
|
||||
self.sams[i].gun_target = self
|
||||
.drones
|
||||
.iter()
|
||||
.filter(|d| allowed(d) && own.contains(&d.id) && d.pos.distance(pos) < gun.track)
|
||||
.map(|d| {
|
||||
let busy = 1.0 + 2.0 * guns_on(d) + if d.engaged > 0 { 1.5 } else { 0.0 };
|
||||
(d.pos.distance(pos) * busy, d.id)
|
||||
})
|
||||
.min_by(|a, b| a.0.total_cmp(&b.0))
|
||||
.map(|(_, id)| id);
|
||||
if let Some(gun_target) = gun_target {
|
||||
retarget(&mut guns_on, had_gun, gun_target);
|
||||
self.sams[i].gun_target = gun_target;
|
||||
}
|
||||
let sam = &mut self.sams[i];
|
||||
// What the turret or launcher points at: guns first when a target is close.
|
||||
let aim = sam.gun_target.or(sam.target).and_then(|t| self.drones.iter().find(|d| d.id == t));
|
||||
let aim = sam.gun_target.or(sam.target).and_then(|t| drone_at.get(&t).map(|&k| &self.drones[k]));
|
||||
sam.launched = sam.launched.saturating_sub(1);
|
||||
let Some(aim) = aim else {
|
||||
// Out of missiles and nothing to shoot: reload now, guns or not.
|
||||
if spec.missile.is_some() && sam.missiles == 0 && sam.reloading == 0 && !sam.empty {
|
||||
// Out of missiles or of shells, and nothing to shoot: reload now (both, as a
|
||||
// combined system's crew would), not only once both are spent.
|
||||
let spent = (spec.missile.is_some() && sam.missiles == 0) || (spec.gun.is_some() && sam.bursts == 0);
|
||||
if spent && sam.reloading == 0 && !sam.empty {
|
||||
if logistics { sam.empty = true } else { sam.reloading = spec.reload }
|
||||
}
|
||||
sam.state = if sam.reloading > 0 {
|
||||
@@ -1777,8 +1880,8 @@ impl Sim {
|
||||
} else {
|
||||
SamState::Search
|
||||
};
|
||||
sam.yaw = slew(sam.yaw, sam.heading, 0.03);
|
||||
sam.pitch += (spec.rest_pitch - sam.pitch) * 0.05;
|
||||
// Back to the rest position, under the drive's limits like any other turn.
|
||||
sam.aim_towards(sam.heading, Some(spec.rest_pitch));
|
||||
continue;
|
||||
};
|
||||
let (mount, _) = sam.mount();
|
||||
@@ -1787,21 +1890,21 @@ impl Sim {
|
||||
let to = lead - mount;
|
||||
let want_yaw = heading_of(to);
|
||||
let want_pitch = (to.y / to.length().max(0.01)).asin().clamp(-0.1, 1.45);
|
||||
let (yaw_rate, pitch_rate) = spec.gun.as_ref().map_or((0.05, 0.05), |g| g.slew);
|
||||
let (yaw_rate, pitch_rate) = (yaw_rate * fit, pitch_rate * fit);
|
||||
let cells = matches!(spec.muzzle, Muzzle::Cells);
|
||||
match spec.family {
|
||||
// Vertical launch: no aiming (the Tor's turret turns its radar to the target).
|
||||
Family::Vertical if cells => sam.yaw = slew(sam.yaw, want_yaw, 0.15 * fit),
|
||||
Family::Vertical if cells => sam.aim_towards(want_yaw, None),
|
||||
Family::Vertical => {}
|
||||
Family::Trainable => sam.yaw = slew(sam.yaw, want_yaw, 0.12 * fit),
|
||||
_ => {
|
||||
sam.yaw = slew(sam.yaw, want_yaw, yaw_rate);
|
||||
sam.pitch = slew(sam.pitch, want_pitch, pitch_rate);
|
||||
}
|
||||
// The launcher's elevation is fixed (the missile turns after its boost): only the training is aimed.
|
||||
Family::Trainable => sam.aim_towards(want_yaw, None),
|
||||
_ => sam.aim_towards(want_yaw, Some(want_pitch)),
|
||||
}
|
||||
let aim_error = angle_diff(sam.yaw, want_yaw).abs()
|
||||
+ if spec.gun.is_some() { (want_pitch - sam.pitch).abs() } else { 0.0 };
|
||||
// How far the mount still is from the aim, over the axes this family aims.
|
||||
let yaw_error = angle_diff(sam.yaw, want_yaw).abs();
|
||||
let aim_error = match spec.family {
|
||||
Family::Trainable | Family::Vertical => yaw_error,
|
||||
_ => yaw_error + (want_pitch - sam.pitch).abs(),
|
||||
};
|
||||
let vertical = spec.family == Family::Vertical;
|
||||
sam.state = if sam.reloading > 0 {
|
||||
SamState::Reload
|
||||
@@ -1820,7 +1923,7 @@ impl Sim {
|
||||
};
|
||||
// Guns.
|
||||
if let (Some(gun), Some(gt)) = (&spec.gun, sam.gun_target) {
|
||||
if let Some(t) = self.drones.iter().find(|d| d.id == gt) {
|
||||
if let Some(t) = drone_at.get(>).map(|&k| &self.drones[k]) {
|
||||
let dist = t.pos.distance(mount);
|
||||
if aim.id == gt && aim_error < 0.1 && dist < gun.range && sam.gun_cooldown == 0 && sam.reloading == 0 && sam.bursts > 0 {
|
||||
sam.gun_cooldown = 2;
|
||||
@@ -1838,7 +1941,7 @@ impl Sim {
|
||||
};
|
||||
for b in barrels {
|
||||
let muzzle = mount + rot * *b * s;
|
||||
let dir = (lead - muzzle).normalize();
|
||||
let dir = (lead - muzzle).normalize_or(DVec3::NEG_Z);
|
||||
let len = muzzle.distance(lead).min(gun.range * 1.2);
|
||||
// Every round is a red tracer flying out at the shell's speed.
|
||||
let scatter = DVec3::new(self.rng.s(), self.rng.s(), self.rng.s()) * 0.012;
|
||||
@@ -1868,19 +1971,24 @@ impl Sim {
|
||||
let ready = sam.cooldown == 0 && sam.reloading == 0 && sam.missiles > 0;
|
||||
let aligned = match spec.family {
|
||||
Family::Trainable => {
|
||||
let t = self.drones.iter().find(|d| d.id == mt);
|
||||
// The missile turns after its boost: the launcher needn't be exact.
|
||||
t.is_some_and(|t| angle_diff(sam.yaw, heading_of(t.pos - mount)).abs() < 0.45)
|
||||
let t = drone_at.get(&mt).map(|&k| &self.drones[k]);
|
||||
// The missile turns after its boost, but the launcher must point near the target.
|
||||
t.is_some_and(|t| angle_diff(sam.yaw, heading_of(t.pos - mount)).abs() < 0.15)
|
||||
}
|
||||
Family::Turret => aim.id == mt && aim_error < 0.2,
|
||||
Family::Turret => aim.id == mt && aim_error < 0.15,
|
||||
_ => true,
|
||||
};
|
||||
if ready && aligned {
|
||||
let n = load.magazine - sam.missiles;
|
||||
let (muzzle, dir) = sam.muzzle(n);
|
||||
launches.push((load.kind, muzzle, dir, mt, sam.id));
|
||||
// Its missile is on it: the next launch looks for another target.
|
||||
// Its missile is on it from now, so the systems after this one this tick see
|
||||
// the target taken; this one's next launch looks for another.
|
||||
if let Some(&k) = drone_at.get(&mt) {
|
||||
self.drones[k].engaged += 1;
|
||||
}
|
||||
sam.target = None;
|
||||
retarget(&mut missile_on, Some(mt), None);
|
||||
sam.launched = 12;
|
||||
sam.missiles -= 1;
|
||||
sam.fired += 1;
|
||||
@@ -1900,9 +2008,6 @@ impl Sim {
|
||||
let id = self.id();
|
||||
let v0 = if spec.cold > 0 { 0.7 } else { 0.8 };
|
||||
self.missiles.push(Missile { id, kind, pos: muzzle, vel: dir * v0, target, sam, age: 0 });
|
||||
if let Some(d) = self.drones.iter_mut().find(|d| d.id == target) {
|
||||
d.engaged += 1;
|
||||
}
|
||||
if spec.cold > 0 {
|
||||
// Thrown out by gas: a puff, a thump; the motor lights later.
|
||||
out.particles("minecraft:cloud", muzzle, 0.6, dir * 0.05, 0.05, 30);
|
||||
|
||||
@@ -56,6 +56,10 @@ impl Sim {
|
||||
continue;
|
||||
}
|
||||
let spec = sam.kind.spec();
|
||||
// The march and the packing drive the mount themselves: no speed carries over into or out of them.
|
||||
if matches!(sam.state, SamState::Packing | SamState::Moving | SamState::Deploying) {
|
||||
sam.halt_mount();
|
||||
}
|
||||
match sam.state {
|
||||
SamState::Packing => {
|
||||
// The launcher comes down for the march.
|
||||
|
||||
+53
-14
@@ -98,20 +98,20 @@ pub(super) struct WaveStats {
|
||||
}
|
||||
|
||||
/// The planner's grid: cells this big, at most this many a side.
|
||||
const CELL: f64 = 16.0;
|
||||
const CELLS: i32 = 140;
|
||||
pub(super) const CELL: f64 = 16.0;
|
||||
pub(super) const CELLS: i32 = 140;
|
||||
/// The planner's work a tick (cells priced and opened): a raid takes a few ticks to plan, never a long one.
|
||||
const WORK_PER_TICK: usize = 40_000;
|
||||
pub(super) const WORK_PER_TICK: usize = 40_000;
|
||||
|
||||
/// The planner's grid over a raid: its corner, its cells' size and how many a side.
|
||||
struct Grid {
|
||||
min: DVec3,
|
||||
cell: f64,
|
||||
size: i32,
|
||||
pub(super) struct Grid {
|
||||
pub(super) min: DVec3,
|
||||
pub(super) cell: f64,
|
||||
pub(super) size: i32,
|
||||
}
|
||||
|
||||
impl Grid {
|
||||
fn index(&self, p: DVec3) -> (i32, i32) {
|
||||
pub(super) fn index(&self, p: DVec3) -> (i32, i32) {
|
||||
let n = self.size;
|
||||
((((p.x - self.min.x) / self.cell) as i32).clamp(0, n - 1), (((p.z - self.min.z) / self.cell) as i32).clamp(0, n - 1))
|
||||
}
|
||||
@@ -121,7 +121,7 @@ impl Grid {
|
||||
}
|
||||
|
||||
/// The cheapest way over `grid` from `from` to `to` by its prices (A*): points along it, `to` last.
|
||||
fn plan_route(grid: &Grid, prices: &[f32], from: DVec3, to: DVec3) -> (Vec<DVec3>, usize) {
|
||||
pub(super) fn plan_route(grid: &Grid, prices: &[f32], from: DVec3, to: DVec3) -> (Vec<DVec3>, usize) {
|
||||
let mut opened = 0;
|
||||
let n = grid.size;
|
||||
let at = |(i, j): (i32, i32)| (i * n + j) as usize;
|
||||
@@ -195,6 +195,11 @@ impl Sim {
|
||||
/// (each route found in full, a few a tick) and launched when its plan is ready.
|
||||
pub fn order_raid(&mut self, order: &RaidOrder, objects: &[DVec3], out: &mut Out) -> u32 {
|
||||
let Some(¢re) = objects.first() else { return 0 };
|
||||
// One raid is planned at a time: another order waits for this one's drones to be sent.
|
||||
if self.plan.is_some() {
|
||||
out.messages.push("Противник ещё готовит прошлый налёт: подожди пару секунд".into());
|
||||
return 0;
|
||||
}
|
||||
let total: u32 = order.kinds.iter().map(|k| k.1).sum();
|
||||
if total == 0 {
|
||||
return 0;
|
||||
@@ -298,7 +303,8 @@ impl Sim {
|
||||
// Timing: smart raids arrive at once; others leave at once (a moment apart).
|
||||
let now = self.tick;
|
||||
let arrive = plan.done.iter().map(|(_, t, e, g)| t + e - g).fold(0.0, f64::max);
|
||||
for (d, time, early, gap) in plan.done {
|
||||
for (mut d, time, early, gap) in plan.done {
|
||||
d.smart = plan.smart;
|
||||
let wait = if plan.smart { arrive - (early - gap) - time } else { gap + self.rng.f() * 40.0 };
|
||||
self.queue.push((now + wait.clamp(0.0, 2400.0) as u64, d));
|
||||
}
|
||||
@@ -348,6 +354,7 @@ impl Sim {
|
||||
low: false,
|
||||
jammed: false,
|
||||
sector: 0,
|
||||
smart: false,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -394,7 +401,7 @@ impl Sim {
|
||||
|
||||
/// The price of each cell of `grid` for this kind flying low: 1, and much more where a
|
||||
/// system sees it there (its radar's reach for it, the land) and can shoot it.
|
||||
fn price_grid(&self, grid: &Grid, kind: DroneKind) -> (Vec<f32>, usize) {
|
||||
pub(super) fn price_grid(&self, grid: &Grid, kind: DroneKind) -> (Vec<f32>, usize) {
|
||||
let mut cost = 0;
|
||||
let spec = kind.spec();
|
||||
let height = spec.clearance.max(6.0);
|
||||
@@ -419,8 +426,16 @@ impl Sim {
|
||||
let sp = s.kind.spec();
|
||||
let (lo, hi) = sp.missile.as_ref().map_or((0.0, 0.0), |m| (m.min, m.max));
|
||||
let gun = sp.gun.as_ref().map_or(0.0, |g| g.range);
|
||||
let radar = sight::reach(s, kind, height);
|
||||
let far = hi.max(gun).min(radar);
|
||||
// A gun needs its own radar; a missile also flies on the tracks of any radar within data-link range.
|
||||
let own = sight::reach(s, kind, height);
|
||||
let net = self
|
||||
.sams
|
||||
.iter()
|
||||
.filter(|r| r.alive() && r.id != s.id && r.pos.distance(s.pos) <= sight::LINK)
|
||||
.map(|r| sight::reach(r, kind, height))
|
||||
.fold(0.0, f64::max);
|
||||
let (hi, gun) = (hi.min(own.max(net)), gun.min(own));
|
||||
let far = hi.max(gun);
|
||||
let at = sight::antenna(s);
|
||||
let horizon = self.horizons.get(&s.id);
|
||||
// Only the cells round it.
|
||||
@@ -471,7 +486,8 @@ impl Sim {
|
||||
let kills = self.kills - w.kills;
|
||||
let through = self.hits - w.hits;
|
||||
let launched = self.launched - w.launched;
|
||||
let fired: u32 = self.sams.iter().map(|s| s.fired).sum::<u32>() - w.fired;
|
||||
// A system taken away during the raid takes its count along: never below none.
|
||||
let fired: u32 = self.sams.iter().map(|s| s.fired).sum::<u32>().saturating_sub(w.fired);
|
||||
let lost = w.sams.saturating_sub(self.sams.iter().filter(|s| s.alive()).count());
|
||||
let objects = if self.target_health.is_empty() {
|
||||
String::new()
|
||||
@@ -537,6 +553,29 @@ mod tests {
|
||||
eprintln!("4000 ticks in {:?}, kills {} hits {}", t.elapsed(), sim.kills, sim.hits);
|
||||
assert!(sim.queue.is_empty() && !sim.drones.iter().any(|d| d.alive()), "the raid never ended");
|
||||
}
|
||||
#[test]
|
||||
fn systems_ready_together_send_one_missile_at_a_drone() {
|
||||
let mut sim = Sim::new(3);
|
||||
// Vertical launchers of one kind side by side: the drone comes into their reach in the
|
||||
// same tick, and they fire without turning.
|
||||
for i in 0..6 {
|
||||
let id = sim.id();
|
||||
sim.sams.push(Sam::new(id, SamKind::Tor, DVec3::new(2.0 * i as f64, 70.0, 0.0), 0.0));
|
||||
}
|
||||
let mut ground = Ground::default();
|
||||
let mut out = Out::default();
|
||||
for _ in 0..30 {
|
||||
sim.step(&mut ground, None, &mut out);
|
||||
}
|
||||
sim.add_drone(DroneKind::Shahed, DVec3::new(0.0, 120.0, -400.0), DVec3::Z, DVec3::new(0.0, 70.0, 0.0));
|
||||
let id = sim.drones[0].id;
|
||||
for _ in 0..1200 {
|
||||
sim.step(&mut ground, None, &mut out);
|
||||
let on_it = sim.missiles.iter().filter(|m| m.target == id).count();
|
||||
assert!(on_it <= 1, "{on_it} missiles on one Shahed");
|
||||
}
|
||||
assert!(sim.sams.iter().any(|s| s.fired > 0), "nothing was fired");
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
|
||||
@@ -142,6 +142,13 @@ impl Recording {
|
||||
}
|
||||
}
|
||||
|
||||
impl Sim {
|
||||
/// The recording of raid `number`, while it is kept.
|
||||
pub fn replay(&self, number: u32) -> Option<&Recording> {
|
||||
self.replays.iter().find(|r| r.number == number)
|
||||
}
|
||||
}
|
||||
|
||||
impl Sim {
|
||||
/// Something worth a replay happened.
|
||||
pub(super) fn log(&mut self, pos: DVec3, kind: EventKind) {
|
||||
|
||||
@@ -0,0 +1,224 @@
|
||||
//! Regression tests for the issues filed on Gitea (each names its issue).
|
||||
use super::*;
|
||||
use super::raid::Grid;
|
||||
|
||||
// #1: [bug] Запросы рельефа голодают: часть направлений РЛС никогда не получает высоты
|
||||
#[test]
|
||||
fn terrain_queries_must_eventually_cover_all_radar_bearings() {
|
||||
let mut sim=Sim::new(1);
|
||||
for i in 0..10 {
|
||||
let id=sim.id();sim.sams.push(Sam::new(id,SamKind::Radar,DVec3::new(i as f64*5000.,70.,0.),0.));
|
||||
}
|
||||
let mut ground=Ground::default();
|
||||
for now in 1..=2500 {
|
||||
sim.tick=now;sim.update_sight(&mut ground);
|
||||
let answers=ground.take_wanted().into_iter().map(|(x,z)|(x,z,200)).collect();
|
||||
ground.answer(answers,now);
|
||||
}
|
||||
let visible:Vec<usize>=sim.horizons.values().map(|h|h.rays.iter().filter(|r|r.last().is_some_and(|v|v.is_finite())).count()).collect();
|
||||
eprintln!("radar terrain coverage after 125 seconds: {:?} / 48 bearings each",visible);
|
||||
assert!(visible.iter().all(|n|*n==48),"refreshes of early rays starve unknown terrain in later rays");
|
||||
}
|
||||
|
||||
// #2: [bug] Уничтоженная ТЗМ навсегда резервирует заявку на подвоз боеприпасов
|
||||
#[test]
|
||||
fn dead_truck_must_not_reserve_a_waiting_system() {
|
||||
let mut sim=Sim::new(1);
|
||||
let depot=sim.id(); sim.sams.push(Sam::new(depot,SamKind::Depot,DVec3::new(500.,70.,0.),0.));
|
||||
let target=sim.id(); let mut s=Sam::new(target,SamKind::Tor,DVec3::new(0.,70.,0.),0.);s.empty=true;s.missiles=0;sim.sams.push(s);
|
||||
let dead=sim.id();let mut s=Sam::new(dead,SamKind::Tzm,DVec3::new(100.,70.,0.),0.);s.job=Some(target);s.health=0.;sim.sams.push(s);
|
||||
let live=sim.id();sim.sams.push(Sam::new(live,SamKind::Tzm,DVec3::new(30.,70.,0.),0.));
|
||||
sim.tick=3;sim.step_supply(&mut Out::default());
|
||||
assert_eq!(sim.sams[3].job,Some(target),"a live loaded truck must take the waiting system");
|
||||
}
|
||||
|
||||
// #3: [bug] ТЗМ застревает, если обслуживаемая установка сменила позицию
|
||||
#[test]
|
||||
fn truck_must_follow_a_target_that_moved_away() {
|
||||
let mut sim=Sim::new(1);
|
||||
let depot=sim.id();sim.sams.push(Sam::new(depot,SamKind::Depot,DVec3::new(500.,70.,0.),0.));
|
||||
let target=sim.id();let mut s=Sam::new(target,SamKind::Tor,DVec3::new(100.,70.,0.),0.);s.empty=true;s.missiles=0;sim.sams.push(s);
|
||||
let truck=sim.id();let mut s=Sam::new(truck,SamKind::Tzm,DVec3::new(0.,70.,0.),0.);s.job=Some(target);sim.sams.push(s);
|
||||
sim.tick=2;sim.step_supply(&mut Out::default());
|
||||
assert!(sim.sams[2].moving(),"truck at obsolete rendezvous must get a new move order");
|
||||
}
|
||||
|
||||
// #4: [bug] Планировщик умного налёта не учитывает пусковую с внешним целеуказанием
|
||||
#[test]
|
||||
fn network_launcher_must_contribute_to_route_risk() {
|
||||
let mut sim=Sim::new(1);
|
||||
let id=sim.id();sim.sams.push(Sam::new(id,SamKind::P1sun,DVec3::new(0.,70.,0.),0.));
|
||||
let id=sim.id();sim.sams.push(Sam::new(id,SamKind::Radar,DVec3::new(0.,70.,0.),0.));
|
||||
let grid=Grid{min:DVec3::new(-160.,0.,-160.),cell:16.,size:20};
|
||||
let (prices,_)=sim.price_grid(&grid,DroneKind::Shahed);
|
||||
assert!(prices.iter().any(|p|*p>1.),"armed launcher with a network radar is invisible to route risk");
|
||||
}
|
||||
|
||||
// #5: [bug] После ремонта комплекс снова уничтожается от собственной отложенной детонации
|
||||
#[test]
|
||||
fn repair_must_cancel_pending_magazine_explosions() {
|
||||
let mut sim=Sim::new(1);
|
||||
let id=sim.id();sim.sams.push(Sam::new(id,SamKind::Patriot,DVec3::new(0.,70.,0.),0.));
|
||||
sim.blast_damage(DVec3::new(0.,70.,0.),4,&mut Out::default());
|
||||
assert!(!sim.later.is_empty());sim.repair();
|
||||
sim.tick=3; sim.step_later(&mut Ground::default(),None,&mut Out::default());
|
||||
assert!(sim.sams[0].alive(),"a fully repaired launcher was destroyed again by its own pre-repair cook-off");
|
||||
}
|
||||
|
||||
// #34: drones and ballistic missiles burst where their target's platform used to be.
|
||||
#[test]
|
||||
fn munitions_must_go_down_to_the_land_left_under_a_destroyed_target() {
|
||||
for (kind, from, vel) in [
|
||||
(DroneKind::Shahed, DVec3::new(0.0, 121.0, 0.0), DVec3::ZERO),
|
||||
(DroneKind::OreshnikSub, DVec3::new(0.0, 124.0, 0.0), DVec3::ZERO),
|
||||
(DroneKind::Iskander, DVec3::new(100.0, 121.0, 0.0), DVec3::new(0.0, -4.0, 0.0)),
|
||||
] {
|
||||
let mut sim = Sim::new(1);
|
||||
sim.damage = false;
|
||||
let mut ground = Ground::default();
|
||||
// The land under the old platform (at y 120) is at 64 now.
|
||||
for x in -120..=120 {
|
||||
for z in -8..=8 {
|
||||
ground.answer(vec![(x, z, 64)], 0);
|
||||
}
|
||||
}
|
||||
sim.add_drone(kind, from, DVec3::NEG_Y, DVec3::new(0.0, 120.0, 0.0));
|
||||
if vel != DVec3::ZERO {
|
||||
sim.drones[0].vel = vel;
|
||||
sim.drones[0].flight = Flight::Ballistic;
|
||||
}
|
||||
let mut out = Out::default();
|
||||
for _ in 0..400 {
|
||||
if sim.drones.is_empty() {
|
||||
break;
|
||||
}
|
||||
sim.step(&mut ground, None, &mut out);
|
||||
}
|
||||
let blast = sim.blasts.first().map(|b| b.at);
|
||||
assert!(blast.is_some_and(|b| b.y < 80.0), "{kind:?} burst at {blast:?}, in the air over the land");
|
||||
}
|
||||
}
|
||||
|
||||
// #15: lights of blasts in one tick at the same whole X must stay apart
|
||||
#[test]
|
||||
fn blasts_in_one_tick_have_their_own_ids() {
|
||||
let mut sim = Sim::new(1);
|
||||
sim.tick = 100;
|
||||
sim.fireball(DVec3::new(0.0, 70.0, 100.0), 4.0, 10);
|
||||
sim.fireball(DVec3::new(0.0, 70.0, 200.0), 4.0, 10);
|
||||
assert_ne!(sim.blasts[0].id, sim.blasts[1].id);
|
||||
// A blast going away does not hand its id to the next one.
|
||||
let gone = sim.blasts.remove(0).id;
|
||||
sim.fireball(DVec3::new(0.0, 70.0, 300.0), 4.0, 10);
|
||||
assert!(sim.blasts.iter().all(|b| b.id != gone));
|
||||
}
|
||||
|
||||
// #21: a smart drone sent at a new target gets a route again, not a straight line
|
||||
#[test]
|
||||
fn retargeted_smart_drone_gets_a_route_round_the_defences() {
|
||||
let mut sim = Sim::new(1);
|
||||
// A system in the way, between the drone and the unit it is sent at.
|
||||
let id = sim.id();
|
||||
sim.sams.push(Sam::new(id, SamKind::Patriot, DVec3::new(0.0, 70.0, 0.0), 0.0));
|
||||
let id = sim.id();
|
||||
sim.sams.push(Sam::new(id, SamKind::Radar, DVec3::new(0.0, 70.0, 0.0), 0.0));
|
||||
let goal = sim.id();
|
||||
sim.sams.push(Sam::new(goal, SamKind::Ew, DVec3::new(0.0, 70.0, 1000.0), 0.0));
|
||||
sim.intel.revealed.push((goal, DVec3::new(0.0, 70.0, 1000.0), 0));
|
||||
// Its first target, a system that is destroyed by now.
|
||||
let id = sim.id();
|
||||
let mut wreck = Sam::new(id, SamKind::Patriot, DVec3::new(3000.0, 70.0, -1000.0), 0.0);
|
||||
wreck.health = 0.0;
|
||||
sim.sams.push(wreck);
|
||||
sim.add_drone(DroneKind::Shahed, DVec3::new(0.0, 100.0, -1000.0), DVec3::Z, DVec3::new(3000.0, 70.0, -1000.0));
|
||||
sim.drones[0].pos = DVec3::new(0.0, 100.0, -1000.0);
|
||||
sim.drones[0].smart = true;
|
||||
sim.tick = 40;
|
||||
sim.adapt();
|
||||
let d = &sim.drones[0];
|
||||
assert!(d.target.distance(DVec3::new(0.0, 70.0, 1000.0)) < 1.0, "not sent at the unit");
|
||||
assert!(d.route.len() > 1, "no route after the new target: it flies straight through the defences");
|
||||
}
|
||||
|
||||
// #31: a big cache of fresh columns is not scanned on every answer
|
||||
#[test]
|
||||
fn big_ground_cache_is_swept_rarely() {
|
||||
let mut ground = Ground::default();
|
||||
ground.known.extend((0..300_001).map(|x| ((x, 0), (64, 2000))));
|
||||
ground.known.insert((-1, 0), (64, 0));
|
||||
// The first answer past the threshold sweeps what is stale and keeps what is fresh.
|
||||
ground.answer(vec![(-2, 0, 64)], 2100);
|
||||
assert!(!ground.known.contains_key(&(-1, 0)), "a stale column was never swept");
|
||||
assert!(ground.known.len() > 300_000);
|
||||
// The next ones wait their pause: a stale column added now survives them.
|
||||
ground.known.insert((-1, 0), (64, 0));
|
||||
let swept = ground.swept;
|
||||
ground.answer(vec![(-3, 0, 64)], 2101);
|
||||
assert_eq!(ground.swept, swept, "swept again at once");
|
||||
assert!(ground.known.contains_key(&(-1, 0)));
|
||||
ground.answer(vec![(-4, 0, 64)], 2100 + SWEEP_EVERY);
|
||||
assert!(!ground.known.contains_key(&(-1, 0)), "never swept again");
|
||||
}
|
||||
|
||||
// #32: the pieces of an Oreshnik teach the enemy about the sector it came from
|
||||
#[test]
|
||||
fn oreshnik_pieces_keep_the_sector() {
|
||||
let mut sim = Sim::new(1);
|
||||
sim.add_drone(DroneKind::Oreshnik, DVec3::new(100.0, 300.0, 0.0), DVec3::NEG_Y, DVec3::new(0.0, 70.0, 0.0));
|
||||
sim.drones[0].vel = DVec3::new(-1.0, -1.0, 0.0);
|
||||
sim.drones[0].sector = 7;
|
||||
let mut out = Out::default();
|
||||
sim.step_drones(&mut Ground::default(), None, &mut out);
|
||||
let pieces: Vec<_> = sim.drones.iter().filter(|d| d.kind == DroneKind::OreshnikBlock).collect();
|
||||
assert_eq!(pieces.len(), 6);
|
||||
assert!(pieces.iter().all(|d| d.sector == 7));
|
||||
}
|
||||
|
||||
// #33: a turret does not fire before it has turned to the target
|
||||
#[test]
|
||||
fn turret_waits_for_its_aim() {
|
||||
let mut sim = Sim::new(1);
|
||||
let id = sim.id();
|
||||
let mut s = Sam::new(id, SamKind::Gepard, DVec3::new(0.0, 70.0, 0.0), 0.0);
|
||||
s.cooldown = 0;
|
||||
sim.sams.push(s);
|
||||
let id = sim.id();
|
||||
sim.sams.push(Sam::new(id, SamKind::Radar, DVec3::new(0.0, 70.0, 0.0), 0.0));
|
||||
// Straight behind the turret's heading, a slow target well inside the gun's reach.
|
||||
sim.add_drone(DroneKind::Shahed, DVec3::new(0.0, 75.0, 60.0), DVec3::ZERO, DVec3::new(0.0, 70.0, 900.0));
|
||||
sim.drones[0].vel = DVec3::ZERO;
|
||||
let (mut ground, mut out) = (Ground::default(), Out::default());
|
||||
let mut turned = 0;
|
||||
for _ in 0..200 {
|
||||
sim.step(&mut ground, None, &mut out);
|
||||
let g = &sim.sams[0];
|
||||
let want = heading_of(sim.drones[0].pos - g.mount().0);
|
||||
if angle_diff(g.yaw, want).abs() > 0.1 {
|
||||
assert_eq!(g.bursts, 160, "fired with the turret still turning");
|
||||
turned += 1;
|
||||
}
|
||||
if g.bursts < 160 || sim.drones.is_empty() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(turned > 20, "the turret turned too fast to tell ({turned} ticks)");
|
||||
assert!(sim.sams[0].bursts < 160, "never fired");
|
||||
}
|
||||
|
||||
// #33: the drive speeds up, brakes in time and does not overshoot
|
||||
#[test]
|
||||
fn drive_arrives_without_overshoot() {
|
||||
for err in [std::f64::consts::PI, 1.57, 0.3, 0.02] {
|
||||
let (mut vel, mut left) = (0.0, err);
|
||||
let (speed, accel) = (0.088, 0.011);
|
||||
let mut ticks = 0;
|
||||
while left > 0.0 {
|
||||
let step = drive(&mut vel, left, speed, accel);
|
||||
assert!(step.abs() <= speed + 1e-9 && step >= 0.0, "step {step} at {left} left");
|
||||
left -= step;
|
||||
ticks += 1;
|
||||
assert!(ticks < 400, "never arrived for {err}");
|
||||
}
|
||||
assert!(left.abs() < 1e-9 && vel == 0.0);
|
||||
}
|
||||
}
|
||||
@@ -17,7 +17,7 @@ const NEAR: f64 = 24.0;
|
||||
|
||||
pub(super) struct Horizon {
|
||||
/// Per ray, per sample out: the steepest rise of the land so far (tan of its elevation).
|
||||
rays: Vec<Vec<f32>>,
|
||||
pub(super) rays: Vec<Vec<f32>>,
|
||||
}
|
||||
|
||||
impl Horizon {
|
||||
@@ -90,7 +90,8 @@ impl Sim {
|
||||
self.horizons.insert(sam.id, h);
|
||||
}
|
||||
}
|
||||
self.horizons.retain(|id, _| self.sams.iter().any(|s| s.id == *id && s.alive()));
|
||||
let alive: std::collections::HashSet<u32> = self.sams.iter().filter(|s| s.alive()).map(|s| s.id).collect();
|
||||
self.horizons.retain(|id, _| alive.contains(id));
|
||||
// Each drone's height over the land under it (or over the systems' ground, unknown).
|
||||
let heights: Vec<Option<f64>> =
|
||||
self.drones.iter().map(|d| ground.at(d.pos, now).map(|g| d.pos.y - g)).collect();
|
||||
@@ -120,18 +121,20 @@ impl Sim {
|
||||
// The network: every unit gets the tracks of the radars within data-link range.
|
||||
let tracks: Vec<(DVec3, Vec<u32>)> =
|
||||
self.sams.iter().filter(|s| !s.own.is_empty()).map(|s| (s.pos, s.own.clone())).collect();
|
||||
// Merged in the radars' order, each track once: a set marks what is in already.
|
||||
let mut have: std::collections::HashSet<u32> = std::collections::HashSet::new();
|
||||
for sam in &mut self.sams {
|
||||
sam.seen.clone_from(&sam.own);
|
||||
if !sam.alive() || sam.moving() || !sam.kind.armed() {
|
||||
sam.seen = sam.own.clone();
|
||||
continue;
|
||||
}
|
||||
let mut seen = sam.own.clone();
|
||||
have.clear();
|
||||
have.extend(sam.own.iter().copied());
|
||||
for (at, ids) in &tracks {
|
||||
if at.distance(sam.pos) <= LINK {
|
||||
seen.extend(ids.iter().copied().filter(|id| !seen.contains(id)).collect::<Vec<_>>());
|
||||
sam.seen.extend(ids.iter().copied().filter(|id| have.insert(*id)));
|
||||
}
|
||||
}
|
||||
sam.seen = seen;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -99,6 +99,19 @@ pub(super) struct GunSpec {
|
||||
pub slew: (f64, f64),
|
||||
}
|
||||
|
||||
/// How fast a weapon's mount turns: per axis the top speed (radians a tick) and the acceleration, which
|
||||
/// is also the braking (radians a tick²). Game settings, not the real machines' figures.
|
||||
#[derive(Clone, Copy)]
|
||||
pub(super) struct Drive {
|
||||
pub yaw: (f64, f64),
|
||||
pub pitch: (f64, f64),
|
||||
}
|
||||
|
||||
/// The drives are this share of the speeds they had before they had a speed of their own.
|
||||
const DRIVE_SCALE: f64 = 0.4;
|
||||
/// Ticks a drive takes to reach its top speed (and to stop from it).
|
||||
const DRIVE_RAMP: f64 = 8.0;
|
||||
|
||||
pub struct SamSpec {
|
||||
pub name: &'static str,
|
||||
pub key: &'static str,
|
||||
@@ -122,6 +135,20 @@ pub struct SamSpec {
|
||||
pub mast: f64,
|
||||
}
|
||||
|
||||
impl SamSpec {
|
||||
/// The mount's drive: the guns' own slew rates, the old rates of the launchers, scaled down.
|
||||
pub(super) fn drive(&self) -> Drive {
|
||||
let (yaw, pitch) = match (&self.gun, self.family) {
|
||||
(Some(g), _) => g.slew,
|
||||
(None, Family::Trainable) => (0.12, 0.0),
|
||||
(None, Family::Vertical) => (0.15, 0.0),
|
||||
(None, _) => (0.05, 0.05),
|
||||
};
|
||||
let axis = |speed: f64| (speed * DRIVE_SCALE, speed * DRIVE_SCALE / DRIVE_RAMP);
|
||||
Drive { yaw: axis(yaw), pitch: axis(pitch) }
|
||||
}
|
||||
}
|
||||
|
||||
const NO_PARTS: Parts = Parts { body: "", launcher: None, pack: None, dish: None, fixed: &[], spinner: None };
|
||||
/// The battery radar trailer behind a vertical launcher.
|
||||
const BATTERY_RADAR: &[(&str, f64, f64)] = &[("airdef:radar_trailer", 0.0, 4.2)];
|
||||
|
||||
+4
-2
@@ -55,7 +55,7 @@ cd ~/Downloads/airdef-macos-arm64
|
||||
|
||||
```powershell
|
||||
rustup target add wasm32-unknown-unknown
|
||||
git clone ssh://git@gitea.maoniao.team:2222/chexit/airdef.git
|
||||
git clone https://gitea.maoniao.team/chexit/airdef.git
|
||||
cd airdef
|
||||
py tools\airdef.py all # форк Horizon + сборка игры + мод + установка мода
|
||||
py tools\airdef.py play # запуск; мир: py tools\airdef.py play --world "Имя мира"
|
||||
@@ -69,12 +69,14 @@ py tools\airdef.py play # запуск; мир: py tools\airdef.py play
|
||||
|
||||
```sh
|
||||
rustup target add wasm32-unknown-unknown
|
||||
git clone ssh://git@gitea.maoniao.team:2222/chexit/airdef.git
|
||||
git clone https://gitea.maoniao.team/chexit/airdef.git
|
||||
cd airdef
|
||||
python3 tools/airdef.py all
|
||||
python3 tools/airdef.py play # или: python3 tools/airdef.py play --world "Имя мира"
|
||||
```
|
||||
|
||||
Клон по HTTPS не требует ключа. Если у тебя есть SSH-ключ в Gitea, можно и так: `git clone ssh://git@gitea.maoniao.team:2222/chexit/airdef.git`.
|
||||
|
||||
Шаги по отдельности: `fork` (скачать Horizon и наложить патчи `horizon-patches/`), `game` (собрать игру),
|
||||
`mod` (собрать `airdef.hmod`), `install` (положить мод в папку игры и включить), `play`.
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 3de7a6875140a107e28563cc44489b55f5794517 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 12:37:45 +0300
|
||||
Subject: [PATCH 01/11] Mod API (AirDef fork): world models, client particles,
|
||||
Subject: [PATCH 01/14] Mod API (AirDef fork): world models, client particles,
|
||||
sounds, ground heights
|
||||
|
||||
render.set-models draws block models with an interpolated pose per id;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From a6d64e6415bf618539af464e521091e72b72d72f Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 12:39:45 +0300
|
||||
Subject: [PATCH 02/11] cargo-horizon-mod: report particles and sounds
|
||||
Subject: [PATCH 02/14] cargo-horizon-mod: report particles and sounds
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
---
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From ee79b3562feebe51959a01f1585a9e85bd53ccb5 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 13:33:10 +0300
|
||||
Subject: [PATCH 03/11] Mod API (AirDef fork): full-screen post pass for mods
|
||||
Subject: [PATCH 03/14] Mod API (AirDef fork): full-screen post pass for mods
|
||||
|
||||
render.set-post compiles a mod's WGSL after a prelude (camera matrices,
|
||||
time, 256 vec4 of params, the world's colour and depth) and runs it after
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 2b137dbbedd540daeebc7f5e387847aeb56a1355 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 22:09:30 +0300
|
||||
Subject: [PATCH 04/11] Mod models: draw far models as scaled impostors past
|
||||
Subject: [PATCH 04/14] Mod models: draw far models as scaled impostors past
|
||||
the far plane, cull at 4096
|
||||
|
||||
---
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From c8ebca6e0af68630e65211844b34d25c5b985c03 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 22:31:00 +0300
|
||||
Subject: [PATCH 05/11] Mod cameras: render.set-views draws the world from
|
||||
Subject: [PATCH 05/14] Mod cameras: render.set-views draws the world from
|
||||
other points into pictures that HUD view shapes show (API level 9)
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 8d2261fc4f8072c32e454139cfea7a8c0cd9d664 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 23:08:21 +0300
|
||||
Subject: [PATCH 06/11] Mods: more fuel per tick and per event (AirDef plans
|
||||
Subject: [PATCH 06/14] Mods: more fuel per tick and per event (AirDef plans
|
||||
raids)
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 6c548de34def8e4a624d734243418090798bd16a Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Wed, 28 Oct 2026 23:25:29 +0300
|
||||
Subject: [PATCH 07/11] Mod cameras up to 1920x1080 (full-screen replays)
|
||||
Subject: [PATCH 07/14] Mod cameras up to 1920x1080 (full-screen replays)
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
---
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 9b9e93269d67401cc620567a884d5ce97f68d76e Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 11:15:11 +0300
|
||||
Subject: [PATCH 08/11] Mod cameras: distant terrain tiles, fog measured from
|
||||
Subject: [PATCH 08/14] Mod cameras: distant terrain tiles, fog measured from
|
||||
the camera, no impostors while one is shown
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 065d9fa02966238a5bd9ff460392a1a809db0b11 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 11:25:45 +0300
|
||||
Subject: [PATCH 09/11] Mods: game.world-id, so mods keep state per world (API
|
||||
Subject: [PATCH 09/14] Mods: game.world-id, so mods keep state per world (API
|
||||
level 9)
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 1bf28135fd9a31f837323dc3a8d81ed73343d816 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 12:01:08 +0300
|
||||
Subject: [PATCH 10/11] cargo-horizon-mod: trial runs behind feature full, so a
|
||||
Subject: [PATCH 10/14] cargo-horizon-mod: trial runs behind feature full, so a
|
||||
packing-only tool skips wasmtime
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 0a56f5616df4699588cbcc529d4720661baa810f Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 13:18:43 +0300
|
||||
Subject: [PATCH 11/11] HD lighting: G-buffer pass, per-pixel mod point lights
|
||||
Subject: [PATCH 11/14] HD lighting: G-buffer pass, per-pixel mod point lights
|
||||
in HDR, bloom and tone curve; render.set-lights and render.set-lighting (API
|
||||
level 10)
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,439 @@
|
||||
From 7a5a38f68923aec62f10bfa0df50b436474ed612 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 16:19:53 +0300
|
||||
Subject: [PATCH 13/14] HD: bind groups cached until a resize or a new source,
|
||||
shadow passes draw only the entities that cast shadows
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
---
|
||||
crates/horizon-client/src/gfx.rs | 39 ++++-
|
||||
crates/horizon-client/src/gfx/hd.rs | 247 +++++++++++++++++-----------
|
||||
2 files changed, 188 insertions(+), 98 deletions(-)
|
||||
|
||||
diff --git a/crates/horizon-client/src/gfx.rs b/crates/horizon-client/src/gfx.rs
|
||||
index e351763fd..f6bbe038c 100644
|
||||
--- a/crates/horizon-client/src/gfx.rs
|
||||
+++ b/crates/horizon-client/src/gfx.rs
|
||||
@@ -459,6 +459,8 @@ pub struct Renderer {
|
||||
entity_buffer: wgpu::Buffer,
|
||||
entity_capacity: u64,
|
||||
entity_batch: EntityBatch,
|
||||
+ /// AirDef fork: the runs of entity quads (first, end) that cast shadows this frame.
|
||||
+ shadow_casters: Vec<(u32, u32)>,
|
||||
group: wgpu::BindGroup,
|
||||
globals: wgpu::Buffer,
|
||||
lightmap: wgpu::Texture,
|
||||
@@ -2744,6 +2746,7 @@ impl Renderer {
|
||||
entity_buffer,
|
||||
entity_capacity,
|
||||
entity_batch: EntityBatch::default(),
|
||||
+ shadow_casters: Vec::new(),
|
||||
group,
|
||||
globals,
|
||||
lightmap,
|
||||
@@ -4980,6 +4983,30 @@ impl Renderer {
|
||||
}
|
||||
// The sun's (or moon's) shadow cascades: the world's globals swapped for the light's.
|
||||
if shadow_strength > 0.0 {
|
||||
+ // The quads the shadow shader would not discard (overlays 4, 9, 10 and 40:
|
||||
+ // glowing mod geometry), as runs, so those are not vertex-processed twice.
|
||||
+ self.shadow_casters.clear();
|
||||
+ let mut start = None;
|
||||
+ let quads = self.entity_batch.combined.as_chunks::<4>().0;
|
||||
+ for (i, quad) in quads.iter().take(entity_quads as usize).enumerate() {
|
||||
+ let caster = !matches!(quad[0].layer, 4 | 9 | 10 | 40);
|
||||
+ match (caster, start) {
|
||||
+ (true, None) => start = Some(i as u32),
|
||||
+ (false, Some(first)) => {
|
||||
+ self.shadow_casters.push((first, i as u32));
|
||||
+ start = None;
|
||||
+ }
|
||||
+ _ => {}
|
||||
+ }
|
||||
+ }
|
||||
+ if let Some(first) = start {
|
||||
+ self.shadow_casters.push((first, entity_quads));
|
||||
+ }
|
||||
+ // Many tiny runs cost more in draw calls than they save: draw everything.
|
||||
+ if self.shadow_casters.len() > 64 {
|
||||
+ self.shadow_casters.clear();
|
||||
+ self.shadow_casters.push((0, entity_quads));
|
||||
+ }
|
||||
self.queue
|
||||
.write_buffer(&hd.main_globals, 0, bytemuck::bytes_of(&globals));
|
||||
for (c, cascade) in hd_cascades.iter().enumerate() {
|
||||
@@ -5021,11 +5048,13 @@ impl Renderer {
|
||||
let instance = hd_shadow_first + k as u32;
|
||||
pass.draw_indexed(0..s.solid * 6, s.start as i32, instance..instance + 1);
|
||||
}
|
||||
- if entity_quads > 0 {
|
||||
+ if !self.shadow_casters.is_empty() {
|
||||
pass.set_pipeline(&self.shadow_entity);
|
||||
pass.set_bind_group(0, &self.entity_group, &[]);
|
||||
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
|
||||
- pass.draw_indexed(0..entity_quads * 6, 0, 0..1);
|
||||
+ for &(first, end) in &self.shadow_casters {
|
||||
+ pass.draw_indexed(first * 6..end * 6, 0, 0..1);
|
||||
+ }
|
||||
}
|
||||
}
|
||||
encoder.copy_buffer_to_buffer(&hd.main_globals, 0, &self.globals, 0, globals_size);
|
||||
@@ -5586,7 +5615,7 @@ impl Renderer {
|
||||
);
|
||||
} else if let Some((color, depth)) = &scaled
|
||||
&& hd_on
|
||||
- && let Some(hd) = &self.hd
|
||||
+ && let Some(hd) = &mut self.hd
|
||||
{
|
||||
// AirDef fork: lit by the mods' lights into the HD target, the mod's post pass on
|
||||
// that, then bloom and the tone curve onto the screen.
|
||||
@@ -5607,9 +5636,9 @@ impl Renderer {
|
||||
self.mod_params.1,
|
||||
);
|
||||
post.run(&self.device, &mut encoder, (&hd.lit, depth), &hd.fx);
|
||||
- hd.finish(&self.device, &mut encoder, &hd.fx, &view_target);
|
||||
+ hd.finish(&self.device, &mut encoder, hd::HdSource::Fx, &view_target);
|
||||
}
|
||||
- _ => hd.finish(&self.device, &mut encoder, &hd.lit, &view_target),
|
||||
+ _ => hd.finish(&self.device, &mut encoder, hd::HdSource::Lit, &view_target),
|
||||
}
|
||||
} else if let Some((color, depth)) = &scaled
|
||||
&& mod_post
|
||||
diff --git a/crates/horizon-client/src/gfx/hd.rs b/crates/horizon-client/src/gfx/hd.rs
|
||||
index c36c1795d..fe2634f2c 100644
|
||||
--- a/crates/horizon-client/src/gfx/hd.rs
|
||||
+++ b/crates/horizon-client/src/gfx/hd.rs
|
||||
@@ -359,6 +359,21 @@ fn target(
|
||||
Target { view }
|
||||
}
|
||||
|
||||
+/// The outside views and sampler the lighting group reads.
|
||||
+type LightKey = (
|
||||
+ wgpu::TextureView,
|
||||
+ wgpu::TextureView,
|
||||
+ wgpu::TextureView,
|
||||
+ wgpu::Sampler,
|
||||
+);
|
||||
+
|
||||
+/// What bloom and the tone curve read: the lit world, or the post pass's output.
|
||||
+#[derive(Clone, Copy, PartialEq, Eq)]
|
||||
+pub enum HdSource {
|
||||
+ Lit,
|
||||
+ Fx,
|
||||
+}
|
||||
+
|
||||
pub struct Hd {
|
||||
size: [u32; 2],
|
||||
pub albedo: wgpu::TextureView,
|
||||
@@ -377,6 +392,15 @@ pub struct Hd {
|
||||
pub lit: wgpu::TextureView,
|
||||
pub fx: wgpu::TextureView,
|
||||
bloom: Vec<Target>,
|
||||
+ /// Bind groups, rebuilt only when their views change: `resize` drops all of them, the
|
||||
+ /// lighting and the source-reading ones are keyed by the views they read.
|
||||
+ light_group: Option<(LightKey, wgpu::BindGroup)>,
|
||||
+ prefilter_group: Option<(wgpu::TextureView, wgpu::BindGroup)>,
|
||||
+ tone_group: Option<(wgpu::TextureView, wgpu::BindGroup)>,
|
||||
+ /// Reading bloom level k - 1 (for the down pass into level k, index k - 1) and level k (for
|
||||
+ /// the up pass onto level k - 1, index k - 1).
|
||||
+ down_groups: Vec<wgpu::BindGroup>,
|
||||
+ up_groups: Vec<wgpu::BindGroup>,
|
||||
frame: wgpu::Buffer,
|
||||
lights: wgpu::Buffer,
|
||||
sampler: wgpu::Sampler,
|
||||
@@ -656,6 +680,11 @@ impl Hd {
|
||||
lit: target(device, "HD lit", [1, 1], HDR).view,
|
||||
fx: target(device, "HD post", [1, 1], HDR).view,
|
||||
bloom: Vec::new(),
|
||||
+ light_group: None,
|
||||
+ prefilter_group: None,
|
||||
+ tone_group: None,
|
||||
+ down_groups: Vec::new(),
|
||||
+ up_groups: Vec::new(),
|
||||
frame,
|
||||
lights,
|
||||
sampler,
|
||||
@@ -690,6 +719,16 @@ impl Hd {
|
||||
target(device, "HD bloom", s, HDR)
|
||||
})
|
||||
.collect();
|
||||
+ // Every group names a view that was just replaced.
|
||||
+ self.light_group = None;
|
||||
+ self.prefilter_group = None;
|
||||
+ self.tone_group = None;
|
||||
+ self.down_groups = (1..self.bloom.len())
|
||||
+ .map(|k| self.bloom_group(device, &self.bloom[k - 1].view))
|
||||
+ .collect();
|
||||
+ self.up_groups = (1..self.bloom.len())
|
||||
+ .map(|k| self.bloom_group(device, &self.bloom[k].view))
|
||||
+ .collect();
|
||||
}
|
||||
|
||||
/// This frame's camera, sun, fog, lights and settings.
|
||||
@@ -829,73 +868,85 @@ impl Hd {
|
||||
|
||||
/// Lights the world (its colour and depth) into `lit`.
|
||||
pub fn light(
|
||||
- &self,
|
||||
+ &mut self,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
world: (&wgpu::TextureView, &wgpu::TextureView),
|
||||
lightmap: (&wgpu::TextureView, &wgpu::Sampler),
|
||||
) {
|
||||
- let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
- label: Some("HD lighting"),
|
||||
- layout: &self.light_layout,
|
||||
- entries: &[
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 0,
|
||||
- resource: self.frame.as_entire_binding(),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 1,
|
||||
- resource: wgpu::BindingResource::TextureView(world.0),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 2,
|
||||
- resource: wgpu::BindingResource::TextureView(world.1),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 3,
|
||||
- resource: wgpu::BindingResource::TextureView(&self.albedo),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 4,
|
||||
- resource: wgpu::BindingResource::TextureView(&self.normal),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 5,
|
||||
- resource: wgpu::BindingResource::TextureView(&self.depth),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 6,
|
||||
- resource: self.lights.as_entire_binding(),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 7,
|
||||
- resource: wgpu::BindingResource::TextureView(&self.levels),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 8,
|
||||
- resource: wgpu::BindingResource::TextureView(&self.shadow_array),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 9,
|
||||
- resource: wgpu::BindingResource::Sampler(&self.shadow_sampler),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 10,
|
||||
- resource: wgpu::BindingResource::TextureView(lightmap.0),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 11,
|
||||
- resource: wgpu::BindingResource::Sampler(lightmap.1),
|
||||
- },
|
||||
- ],
|
||||
- });
|
||||
+ let key = (
|
||||
+ world.0.clone(),
|
||||
+ world.1.clone(),
|
||||
+ lightmap.0.clone(),
|
||||
+ lightmap.1.clone(),
|
||||
+ );
|
||||
+ if self.light_group.as_ref().is_none_or(|(k, _)| *k != key) {
|
||||
+ let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
+ label: Some("HD lighting"),
|
||||
+ layout: &self.light_layout,
|
||||
+ entries: &[
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 0,
|
||||
+ resource: self.frame.as_entire_binding(),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 1,
|
||||
+ resource: wgpu::BindingResource::TextureView(world.0),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 2,
|
||||
+ resource: wgpu::BindingResource::TextureView(world.1),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 3,
|
||||
+ resource: wgpu::BindingResource::TextureView(&self.albedo),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 4,
|
||||
+ resource: wgpu::BindingResource::TextureView(&self.normal),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 5,
|
||||
+ resource: wgpu::BindingResource::TextureView(&self.depth),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 6,
|
||||
+ resource: self.lights.as_entire_binding(),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 7,
|
||||
+ resource: wgpu::BindingResource::TextureView(&self.levels),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 8,
|
||||
+ resource: wgpu::BindingResource::TextureView(&self.shadow_array),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 9,
|
||||
+ resource: wgpu::BindingResource::Sampler(&self.shadow_sampler),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 10,
|
||||
+ resource: wgpu::BindingResource::TextureView(lightmap.0),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 11,
|
||||
+ resource: wgpu::BindingResource::Sampler(lightmap.1),
|
||||
+ },
|
||||
+ ],
|
||||
+ });
|
||||
+ self.light_group = Some((key, group));
|
||||
+ }
|
||||
+ let Some((_, group)) = &self.light_group else {
|
||||
+ return;
|
||||
+ };
|
||||
Self::draw(
|
||||
encoder,
|
||||
"HD lighting",
|
||||
&self.lit,
|
||||
false,
|
||||
&self.light_pipeline,
|
||||
- &group,
|
||||
+ group,
|
||||
);
|
||||
}
|
||||
|
||||
@@ -922,12 +973,53 @@ impl Hd {
|
||||
|
||||
/// Bloom from `source` (the lit world or the post pass's output), then the tone curve onto `screen`.
|
||||
pub fn finish(
|
||||
- &self,
|
||||
+ &mut self,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
- source: &wgpu::TextureView,
|
||||
+ source: HdSource,
|
||||
screen: &wgpu::TextureView,
|
||||
) {
|
||||
+ let source = match source {
|
||||
+ HdSource::Lit => self.lit.clone(),
|
||||
+ HdSource::Fx => self.fx.clone(),
|
||||
+ };
|
||||
+ if self
|
||||
+ .prefilter_group
|
||||
+ .as_ref()
|
||||
+ .is_none_or(|(v, _)| *v != source)
|
||||
+ {
|
||||
+ let group = self.bloom_group(device, &source);
|
||||
+ self.prefilter_group = Some((source.clone(), group));
|
||||
+ }
|
||||
+ if self.tone_group.as_ref().is_none_or(|(v, _)| *v != source) {
|
||||
+ let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
+ label: Some("HD tone mapping"),
|
||||
+ layout: &self.tone_layout,
|
||||
+ entries: &[
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 0,
|
||||
+ resource: self.frame.as_entire_binding(),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 1,
|
||||
+ resource: wgpu::BindingResource::TextureView(&source),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 2,
|
||||
+ resource: wgpu::BindingResource::TextureView(&self.bloom[0].view),
|
||||
+ },
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 3,
|
||||
+ resource: wgpu::BindingResource::Sampler(&self.sampler),
|
||||
+ },
|
||||
+ ],
|
||||
+ });
|
||||
+ self.tone_group = Some((source, group));
|
||||
+ }
|
||||
+ let (Some((_, prefilter)), Some((_, tone))) = (&self.prefilter_group, &self.tone_group)
|
||||
+ else {
|
||||
+ return;
|
||||
+ };
|
||||
// Down: the prefilter into the first level, then each level from the one above.
|
||||
Self::draw(
|
||||
encoder,
|
||||
@@ -935,61 +1027,30 @@ impl Hd {
|
||||
&self.bloom[0].view,
|
||||
false,
|
||||
&self.prefilter,
|
||||
- &self.bloom_group(device, source),
|
||||
+ prefilter,
|
||||
);
|
||||
for k in 1..self.bloom.len() {
|
||||
- let g = self.bloom_group(device, &self.bloom[k - 1].view);
|
||||
Self::draw(
|
||||
encoder,
|
||||
"HD bloom down",
|
||||
&self.bloom[k].view,
|
||||
false,
|
||||
&self.down,
|
||||
- &g,
|
||||
+ &self.down_groups[k - 1],
|
||||
);
|
||||
}
|
||||
// Up: each level added onto the bigger one.
|
||||
for k in (1..self.bloom.len()).rev() {
|
||||
- let g = self.bloom_group(device, &self.bloom[k].view);
|
||||
Self::draw(
|
||||
encoder,
|
||||
"HD bloom up",
|
||||
&self.bloom[k - 1].view,
|
||||
true,
|
||||
&self.up,
|
||||
- &g,
|
||||
+ &self.up_groups[k - 1],
|
||||
);
|
||||
}
|
||||
- let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
- label: Some("HD tone mapping"),
|
||||
- layout: &self.tone_layout,
|
||||
- entries: &[
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 0,
|
||||
- resource: self.frame.as_entire_binding(),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 1,
|
||||
- resource: wgpu::BindingResource::TextureView(source),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 2,
|
||||
- resource: wgpu::BindingResource::TextureView(&self.bloom[0].view),
|
||||
- },
|
||||
- wgpu::BindGroupEntry {
|
||||
- binding: 3,
|
||||
- resource: wgpu::BindingResource::Sampler(&self.sampler),
|
||||
- },
|
||||
- ],
|
||||
- });
|
||||
- Self::draw(
|
||||
- encoder,
|
||||
- "HD tone mapping",
|
||||
- screen,
|
||||
- false,
|
||||
- &self.tone,
|
||||
- &group,
|
||||
- );
|
||||
+ Self::draw(encoder, "HD tone mapping", screen, false, &self.tone, tone);
|
||||
}
|
||||
}
|
||||
|
||||
--
|
||||
2.54.0 (Apple Git-157)
|
||||
|
||||
@@ -0,0 +1,362 @@
|
||||
From 8020811e57d4b5a9ea1cd72d30ce859dc5095d35 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 16:25:44 +0300
|
||||
Subject: [PATCH 14/14] HD: lights culled per 16x16 tile (surface and halo
|
||||
lists built on the CPU), a naga test for the lighting shaders
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
---
|
||||
crates/horizon-client/src/gfx/hd.rs | 242 +++++++++++++++++++++++++++-
|
||||
1 file changed, 236 insertions(+), 6 deletions(-)
|
||||
|
||||
diff --git a/crates/horizon-client/src/gfx/hd.rs b/crates/horizon-client/src/gfx/hd.rs
|
||||
index fe2634f2c..2776219fc 100644
|
||||
--- a/crates/horizon-client/src/gfx/hd.rs
|
||||
+++ b/crates/horizon-client/src/gfx/hd.rs
|
||||
@@ -16,6 +16,12 @@ pub const LIGHT_LEVELS: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
|
||||
pub const HDR: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
|
||||
/// The most lights drawn a frame.
|
||||
pub const MAX_LIGHTS: usize = 512;
|
||||
+/// The side (pixels) of a tile of the screen with its own short list of lights.
|
||||
+const TILE: u32 = 16;
|
||||
+/// The indices all the tile lists may hold together; a tile past it loops over every light.
|
||||
+const TILE_INDICES: usize = 1 << 19;
|
||||
+/// A list length that means "every light": the list overflowed.
|
||||
+const EVERY_LIGHT: u32 = u32::MAX;
|
||||
/// Bloom's mip levels.
|
||||
const BLOOM_LEVELS: usize = 6;
|
||||
|
||||
@@ -55,7 +61,7 @@ struct HdFrame {
|
||||
fog: [f32; 4],
|
||||
/// x: sky light kept in the shade; y: blocks' light; z: the air's density (rays, halos).
|
||||
ambient: [f32; 4],
|
||||
- /// x: shadows on; y, z: the cascades' half sizes.
|
||||
+ /// x: shadows on; y, z: the cascades' half sizes; w: the light tiles per row.
|
||||
shadow: [f32; 4],
|
||||
}
|
||||
|
||||
@@ -123,6 +129,10 @@ struct Light {
|
||||
@group(0) @binding(9) var shadow_sampler: sampler_comparison;
|
||||
@group(0) @binding(10) var lightmap: texture_2d<f32>;
|
||||
@group(0) @binding(11) var linear: sampler;
|
||||
+// Per tile of 16x16 pixels: where its surface list and its halo list start in this array and
|
||||
+// how long they are (4 words), then the lists of light indices. A length of 0xffffffff means
|
||||
+// every light.
|
||||
+@group(0) @binding(12) var<storage, read> tiles: array<u32>;
|
||||
|
||||
// Interleaved gradient noise: a different offset each pixel and frame, for the ray march.
|
||||
fn ign(px: vec2<f32>) -> f32 {
|
||||
@@ -181,6 +191,13 @@ fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
|
||||
let sun = frame.sun.xyz;
|
||||
let sun_on = frame.sun.w;
|
||||
let count = u32(frame.params.x);
|
||||
+ let tile = ((u32(px.y) >> 4u) * u32(frame.shadow.w) + (u32(px.x) >> 4u)) * 4u;
|
||||
+ let surface_start = tiles[tile];
|
||||
+ let surface_all = tiles[tile + 1u] == 0xffffffffu;
|
||||
+ let surface_count = select(tiles[tile + 1u], count, surface_all);
|
||||
+ let halo_start = tiles[tile + 2u];
|
||||
+ let halo_all = tiles[tile + 3u] == 0xffffffffu;
|
||||
+ let halo_count = select(tiles[tile + 3u], count, halo_all);
|
||||
var c = scene;
|
||||
let surface = d > 0.0 && abs(d - g) <= max(d, g) * 0.002;
|
||||
if surface {
|
||||
@@ -199,8 +216,8 @@ fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
|
||||
let direct = frame.sun_color.rgb * sun_on * max(ndl, 0.0) * s * sky_reach;
|
||||
var light = max(base * frame.ambient.x, block * frame.ambient.y) + direct;
|
||||
// The mods' lights.
|
||||
- for (var i = 0u; i < count; i++) {
|
||||
- let l = lights[i];
|
||||
+ for (var k = 0u; k < surface_count; k++) {
|
||||
+ let l = lights[select(tiles[surface_start + k], k, surface_all)];
|
||||
let to = l.pos.xyz - p;
|
||||
let dist = length(to);
|
||||
if dist >= l.pos.w { continue; }
|
||||
@@ -233,8 +250,8 @@ fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
|
||||
let phase = (1.0 - gk * gk) / pow(1.0 + gk * gk - 2.0 * gk * cos_t, 1.5) * 0.08;
|
||||
c += frame.sun_color.rgb * sun_on * (acc / f32(steps)) * phase * (1.0 - exp(-far * density));
|
||||
}
|
||||
- for (var i = 0u; i < count; i++) {
|
||||
- let l = lights[i];
|
||||
+ for (var k = 0u; k < halo_count; k++) {
|
||||
+ let l = lights[select(tiles[halo_start + k], k, halo_all)];
|
||||
// Nearest point of the view ray to the light, and the glow along the ray in front of it.
|
||||
let t0 = dot(l.pos.xyz, view);
|
||||
let hh = length(l.pos.xyz - view * t0) + 0.5;
|
||||
@@ -403,6 +420,11 @@ pub struct Hd {
|
||||
up_groups: Vec<wgpu::BindGroup>,
|
||||
frame: wgpu::Buffer,
|
||||
lights: wgpu::Buffer,
|
||||
+ /// The tiles' light lists (see `tile_lists`), sized for the screen, and the tiles per row.
|
||||
+ tiles: wgpu::Buffer,
|
||||
+ tiles_x: u32,
|
||||
+ tile_scratch: Vec<Vec<u16>>,
|
||||
+ tile_words: Vec<u32>,
|
||||
sampler: wgpu::Sampler,
|
||||
light_layout: wgpu::BindGroupLayout,
|
||||
light_pipeline: wgpu::RenderPipeline,
|
||||
@@ -414,6 +436,137 @@ pub struct Hd {
|
||||
tone: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
+/// The tiles' header (4 words each) and index lists for a screen of `size`.
|
||||
+fn tiles_buffer(device: &wgpu::Device, size: [u32; 2]) -> wgpu::Buffer {
|
||||
+ let tiles = (size[0].div_ceil(TILE).max(1) * size[1].div_ceil(TILE).max(1)) as usize;
|
||||
+ device.create_buffer(&wgpu::BufferDescriptor {
|
||||
+ label: Some("HD light tiles"),
|
||||
+ size: ((tiles * 4 + TILE_INDICES) * std::mem::size_of::<u32>()) as u64,
|
||||
+ usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
+ mapped_at_creation: false,
|
||||
+ })
|
||||
+}
|
||||
+
|
||||
+/// Where a camera-relative sphere can show on the screen.
|
||||
+enum Cover {
|
||||
+ /// Nowhere: it is wholly behind the camera.
|
||||
+ Nothing,
|
||||
+ /// Anywhere: it crosses the camera's plane, or holds the camera.
|
||||
+ Everywhere,
|
||||
+ /// Inside this pixel rectangle (min x, min y, max x, max y).
|
||||
+ Rect([f32; 4]),
|
||||
+}
|
||||
+
|
||||
+/// The screen cover of the sphere at `c` of radius `r`: the projection of the 8 corners of the
|
||||
+/// box round it. A box is convex and so is its projection while every corner is in front of the
|
||||
+/// camera, so the rectangle holds the whole sphere. With some corners behind, the projection
|
||||
+/// is not bounded and the cover is the whole screen; with all of them behind, no pixel ray
|
||||
+/// (they all point forward) can meet the sphere.
|
||||
+fn cover(view_proj: &Mat4, c: glam::Vec3, r: f32, size: [u32; 2]) -> Cover {
|
||||
+ if !c.is_finite() || !r.is_finite() {
|
||||
+ return Cover::Everywhere;
|
||||
+ }
|
||||
+ // A little more than the shader's radius, against rounding.
|
||||
+ let r = r * 1.01 + 0.01;
|
||||
+ let (mut lo, mut hi) = (glam::Vec2::splat(f32::MAX), glam::Vec2::splat(f32::MIN));
|
||||
+ let mut front = 0;
|
||||
+ for corner in 0..8 {
|
||||
+ let o = glam::Vec3::new(
|
||||
+ if corner & 1 == 0 { -r } else { r },
|
||||
+ if corner & 2 == 0 { -r } else { r },
|
||||
+ if corner & 4 == 0 { -r } else { r },
|
||||
+ );
|
||||
+ let h = *view_proj * (c + o).extend(1.0);
|
||||
+ if h.w > 0.0 {
|
||||
+ front += 1;
|
||||
+ let ndc = glam::Vec2::new(h.x, h.y) / h.w;
|
||||
+ let px = glam::Vec2::new(
|
||||
+ (ndc.x * 0.5 + 0.5) * size[0] as f32,
|
||||
+ (0.5 - ndc.y * 0.5) * size[1] as f32,
|
||||
+ );
|
||||
+ lo = lo.min(px);
|
||||
+ hi = hi.max(px);
|
||||
+ }
|
||||
+ }
|
||||
+ match front {
|
||||
+ 0 => Cover::Nothing,
|
||||
+ 8 => Cover::Rect([lo.x - 2.0, lo.y - 2.0, hi.x + 2.0, hi.y + 2.0]),
|
||||
+ _ => Cover::Everywhere,
|
||||
+ }
|
||||
+}
|
||||
+
|
||||
+/// Fills `words` with each 16x16 tile's two lists of the lights that can reach it: header
|
||||
+/// (surface start, surface length, halo start, halo length) per tile, then the indices; a
|
||||
+/// length of `EVERY_LIGHT` stands for all of `lights` (a list past the buffer's room). The
|
||||
+/// surface list holds the lights whose sphere can touch what the tile sees. The halo list
|
||||
+/// holds the lights whose halo can reach a ray of the tile: the shader adds a halo for the
|
||||
+/// view *line* passing within half the radius of the light, so a ray pointing away from a light
|
||||
+/// behind it is lit too, and the mirrored sphere is covered as well. Lights stay in order, so
|
||||
+/// the sums are the ones of the full loop.
|
||||
+fn tile_lists(
|
||||
+ view_proj: &Mat4,
|
||||
+ lights: &[HdLight],
|
||||
+ size: [u32; 2],
|
||||
+ scratch: &mut Vec<Vec<u16>>,
|
||||
+ words: &mut Vec<u32>,
|
||||
+) {
|
||||
+ let tx = size[0].div_ceil(TILE).max(1) as usize;
|
||||
+ let ty = size[1].div_ceil(TILE).max(1) as usize;
|
||||
+ let tiles = tx * ty;
|
||||
+ scratch.resize_with(tiles * 2, Vec::new);
|
||||
+ scratch.truncate(tiles * 2);
|
||||
+ scratch.iter_mut().for_each(Vec::clear);
|
||||
+ let mut add = |list: usize, area: Cover, light: u16| match area {
|
||||
+ Cover::Nothing => {}
|
||||
+ Cover::Everywhere => {
|
||||
+ for t in 0..tiles {
|
||||
+ scratch[t * 2 + list].push(light);
|
||||
+ }
|
||||
+ }
|
||||
+ Cover::Rect([x0, y0, x1, y1]) => {
|
||||
+ let tile = TILE as f32;
|
||||
+ if x1 < 0.0 || y1 < 0.0 || x0 >= size[0] as f32 || y0 >= size[1] as f32 {
|
||||
+ return;
|
||||
+ }
|
||||
+ let from = |v: f32, n: usize| ((v / tile).floor().max(0.0) as usize).min(n - 1);
|
||||
+ for y in from(y0, ty)..=from(y1, ty) {
|
||||
+ for x in from(x0, tx)..=from(x1, tx) {
|
||||
+ scratch[(y * tx + x) * 2 + list].push(light);
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ };
|
||||
+ for (i, l) in lights.iter().enumerate() {
|
||||
+ let c = glam::Vec3::new(l.pos[0], l.pos[1], l.pos[2]);
|
||||
+ add(0, cover(view_proj, c, l.pos[3], size), i as u16);
|
||||
+ // The shader's halo reach: the line within `radius / 2 - 0.5` of the light.
|
||||
+ let reach = l.pos[3] * 0.5 - 0.5;
|
||||
+ if reach > 0.0 || !reach.is_finite() {
|
||||
+ add(1, cover(view_proj, c, reach, size), i as u16);
|
||||
+ add(1, cover(view_proj, -c, reach, size), i as u16);
|
||||
+ }
|
||||
+ }
|
||||
+ words.clear();
|
||||
+ words.resize(tiles * 4, 0);
|
||||
+ let mut room = TILE_INDICES;
|
||||
+ for t in 0..tiles {
|
||||
+ for list in 0..2 {
|
||||
+ let ids = &mut scratch[t * 2 + list];
|
||||
+ // Both the sphere and its mirror can name a light: once is enough.
|
||||
+ ids.dedup();
|
||||
+ let at = t * 4 + list * 2;
|
||||
+ if ids.len() > room {
|
||||
+ words[at + 1] = EVERY_LIGHT;
|
||||
+ } else {
|
||||
+ room -= ids.len();
|
||||
+ words[at] = words.len() as u32;
|
||||
+ words[at + 1] = ids.len() as u32;
|
||||
+ words.extend(ids.iter().map(|&i| u32::from(i)));
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+}
|
||||
+
|
||||
fn module(device: &wgpu::Device, label: &str, body: &str) -> wgpu::ShaderModule {
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some(label),
|
||||
@@ -527,6 +680,11 @@ impl Hd {
|
||||
wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
|
||||
FLOAT,
|
||||
SAMPLER,
|
||||
+ wgpu::BindingType::Buffer {
|
||||
+ ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
+ has_dynamic_offset: false,
|
||||
+ min_binding_size: None,
|
||||
+ },
|
||||
]),
|
||||
});
|
||||
let bloom_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
@@ -687,6 +845,10 @@ impl Hd {
|
||||
up_groups: Vec::new(),
|
||||
frame,
|
||||
lights,
|
||||
+ tiles: tiles_buffer(device, [1, 1]),
|
||||
+ tiles_x: 1,
|
||||
+ tile_scratch: Vec::new(),
|
||||
+ tile_words: Vec::new(),
|
||||
sampler,
|
||||
light_layout,
|
||||
light_pipeline,
|
||||
@@ -713,6 +875,8 @@ impl Hd {
|
||||
self.depth = target(device, "HD depth", size, wgpu::TextureFormat::Depth32Float).view;
|
||||
self.lit = target(device, "HD lit", size, HDR).view;
|
||||
self.fx = target(device, "HD post", size, HDR).view;
|
||||
+ self.tiles = tiles_buffer(device, size);
|
||||
+ self.tiles_x = size[0].div_ceil(TILE).max(1);
|
||||
self.bloom = (0..BLOOM_LEVELS)
|
||||
.map(|k| {
|
||||
let s = [(size[0] >> (k + 1)).max(1), (size[1] >> (k + 1)).max(1)];
|
||||
@@ -743,6 +907,15 @@ impl Hd {
|
||||
if n > 0 {
|
||||
queue.write_buffer(&self.lights, 0, bytemuck::cast_slice(&lights[..n]));
|
||||
}
|
||||
+ // Written every frame, empty too: the shader reads the counts, not `params.x`.
|
||||
+ tile_lists(
|
||||
+ &scene.view_proj,
|
||||
+ &lights[..n],
|
||||
+ self.size,
|
||||
+ &mut self.tile_scratch,
|
||||
+ &mut self.tile_words,
|
||||
+ );
|
||||
+ queue.write_buffer(&self.tiles, 0, bytemuck::cast_slice(&self.tile_words));
|
||||
self.frames = self.frames.wrapping_add(1);
|
||||
// The sun by day, the moon (opposite) by night, faded out round the horizon.
|
||||
let (dir, strength, color) = light_of(scene);
|
||||
@@ -773,7 +946,7 @@ impl Hd {
|
||||
if strength > 0.0 { 1.0 } else { 0.0 },
|
||||
CASCADES[0],
|
||||
CASCADES[1],
|
||||
- 0.0,
|
||||
+ self.tiles_x as f32,
|
||||
],
|
||||
};
|
||||
queue.write_buffer(&self.frame, 0, bytemuck::bytes_of(&frame));
|
||||
@@ -933,6 +1106,10 @@ impl Hd {
|
||||
binding: 11,
|
||||
resource: wgpu::BindingResource::Sampler(lightmap.1),
|
||||
},
|
||||
+ wgpu::BindGroupEntry {
|
||||
+ binding: 12,
|
||||
+ resource: self.tiles.as_entire_binding(),
|
||||
+ },
|
||||
],
|
||||
});
|
||||
self.light_group = Some((key, group));
|
||||
@@ -1102,3 +1279,56 @@ pub fn cascades(camera: glam::DVec3, light: glam::Vec3) -> [Mat4; 2] {
|
||||
(projection * view).as_mat4()
|
||||
})
|
||||
}
|
||||
+
|
||||
+#[cfg(test)]
|
||||
+mod tests {
|
||||
+ use super::*;
|
||||
+
|
||||
+ #[test]
|
||||
+ fn lighting_shader_parses() {
|
||||
+ for (name, body) in [("light", LIGHT), ("bloom", BLOOM)] {
|
||||
+ let source = format!("{COMMON}{body}");
|
||||
+ let module = naga::front::wgsl::parse_str(&source).unwrap_or_else(|e| {
|
||||
+ panic!("{name}: {}", e.emit_to_string(&source));
|
||||
+ });
|
||||
+ naga::valid::Validator::new(
|
||||
+ naga::valid::ValidationFlags::all(),
|
||||
+ naga::valid::Capabilities::all(),
|
||||
+ )
|
||||
+ .validate(&module)
|
||||
+ .unwrap_or_else(|e| panic!("{name}: {e:?}"));
|
||||
+ }
|
||||
+ }
|
||||
+
|
||||
+ #[test]
|
||||
+ fn tile_lists_keep_lights_that_reach_a_tile() {
|
||||
+ let size = [320, 160];
|
||||
+ let proj = Mat4::perspective_rh(1.0, 2.0, 0.05, 1000.0);
|
||||
+ let light = |x: f32, y: f32, z: f32, r: f32| HdLight {
|
||||
+ pos: [x, y, z, r],
|
||||
+ color: [1.0; 4],
|
||||
+ };
|
||||
+ let lights = [
|
||||
+ // Dead ahead and small; far to the side; behind the camera; holding the camera.
|
||||
+ light(0.0, 0.0, -20.0, 4.0),
|
||||
+ light(30.0, 0.0, -5.0, 4.0),
|
||||
+ light(0.0, 0.0, 10.0, 8.0),
|
||||
+ light(1.0, 0.0, 0.0, 6.0),
|
||||
+ ];
|
||||
+ let (mut scratch, mut words) = (Vec::new(), Vec::new());
|
||||
+ tile_lists(&proj, &lights, size, &mut scratch, &mut words);
|
||||
+ let list = |tile: usize, which: usize| -> Vec<u32> {
|
||||
+ let (start, len) = (words[tile * 4 + which * 2], words[tile * 4 + which * 2 + 1]);
|
||||
+ words[start as usize..(start + len) as usize].to_vec()
|
||||
+ };
|
||||
+ // The centre tile sees the first light and the one at the camera, in both lists.
|
||||
+ let centre = 5 * 20 + 10;
|
||||
+ assert_eq!(list(centre, 0), vec![0, 3]);
|
||||
+ assert!(list(centre, 1).contains(&0) && list(centre, 1).contains(&3));
|
||||
+ // A far corner sees only the one at the camera.
|
||||
+ assert_eq!(list(0, 0), vec![3]);
|
||||
+ // The light behind the camera shows in the halo list where the view points away.
|
||||
+ assert!(list(centre, 1).contains(&2));
|
||||
+ assert!(!list(0, 0).contains(&2));
|
||||
+ }
|
||||
+}
|
||||
--
|
||||
2.54.0 (Apple Git-157)
|
||||
|
||||
+28
-3
@@ -12,6 +12,7 @@
|
||||
Minecraft 26.3), AIRDEF_GAME (готовый horizon-client вместо собранного).
|
||||
"""
|
||||
import glob
|
||||
import hashlib
|
||||
import os
|
||||
import platform
|
||||
import shutil
|
||||
@@ -51,21 +52,45 @@ def cargo() -> str:
|
||||
return found
|
||||
|
||||
|
||||
def fork_stamp(commit: str, patches) -> str:
|
||||
"""Что должно стоять в horizon/: коммит апстрима и содержимое патчей."""
|
||||
h = hashlib.sha256(commit.encode())
|
||||
for p in patches:
|
||||
h.update(p.name.encode())
|
||||
h.update(p.read_bytes())
|
||||
return h.hexdigest()
|
||||
|
||||
|
||||
def fork():
|
||||
"""horizon/ = апстрим на коммите HORIZON_COMMIT + патчи horizon-patches/."""
|
||||
"""horizon/ = апстрим на коммите HORIZON_COMMIT + патчи horizon-patches/.
|
||||
|
||||
Ветка airdef пересобирается, когда коммит или патчи изменились (после обновления репозитория);
|
||||
прежняя остаётся в ветке airdef-prev."""
|
||||
commit = (ROOT / "HORIZON_COMMIT").read_text().strip()
|
||||
patches = sorted((ROOT / "horizon-patches").glob("*.patch"))
|
||||
stamp = fork_stamp(commit, patches)
|
||||
stamp_file = FORK / ".git" / "airdef-stamp"
|
||||
if not (FORK / ".git").exists():
|
||||
run(["git", "clone", "--filter=blob:none", UPSTREAM, FORK])
|
||||
branch = subprocess.run(["git", "-C", FORK, "branch", "--show-current"], capture_output=True, text=True).stdout.strip()
|
||||
if branch == "airdef":
|
||||
print("horizon/: ветка airdef уже есть")
|
||||
if branch == "airdef" and stamp_file.exists() and stamp_file.read_text().strip() == stamp:
|
||||
print("horizon/: ветка airdef на нужных коммите и патчах")
|
||||
return
|
||||
dirty = subprocess.run(["git", "-C", FORK, "status", "--porcelain", "--untracked-files=no"],
|
||||
capture_output=True, text=True).stdout.strip()
|
||||
if dirty:
|
||||
sys.exit("horizon/: есть незакоммиченные изменения, а движок надо обновить. Закоммить или убери их и запусти снова.")
|
||||
exists = subprocess.run(["git", "-C", FORK, "rev-parse", "--verify", "-q", "refs/heads/airdef"],
|
||||
capture_output=True).returncode == 0
|
||||
if exists:
|
||||
print("horizon/: коммит или патчи изменились, ветка airdef пересобирается (прежняя: airdef-prev)")
|
||||
run(["git", "-C", FORK, "branch", "-f", "airdef-prev", "airdef"])
|
||||
run(["git", "-C", FORK, "fetch", "--quiet", "origin", commit])
|
||||
run(["git", "-C", FORK, "checkout", "-B", "airdef", commit])
|
||||
if patches:
|
||||
run(["git", "-C", FORK, "-c", "user.name=airdef", "-c", "user.email=airdef@localhost",
|
||||
"am", "--3way", *patches])
|
||||
stamp_file.write_text(stamp + "\n")
|
||||
|
||||
|
||||
def game():
|
||||
|
||||
Reference in New Issue
Block a user