bevy-playground/src/map.rs

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use crate::View;
use crate::{inspector::HideFromInspector, prelude::*};
use bevy::tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task};
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use bevy_ecs_tilemap::prelude::*;
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use rand::prelude::*;
use rand_pcg::Pcg64;
use rand_seeder::Seeder;
use std::sync::mpsc::{channel, Receiver};
use std::sync::Mutex;
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#[derive(Component, Debug)]
pub struct Tilemap;
#[derive(Component, Debug)]
pub struct TileChan(Mutex<Receiver<TileBundle>>);
#[derive(Component, Debug)]
pub struct TileInit(Task<()>);
pub fn init(mut commands: Commands, assets: Res<AssetServer>) {
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// TODO: I'm pretty determined to not have this sieze up the game despite the large number of entities being added. Should work with a "loading" screen and doing this in the background?
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let mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
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let size = TilemapSize::new(1024, 1024);
let tile_size = TilemapTileSize::new(16., 16.);
let grid_size = TilemapGridSize::new(16., 16.);
let map_type = TilemapType::Square;
let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
let storage = TileStorage::empty(size);
let tilemap = commands
.spawn((
Tilemap,
Name::new("Tilemap"),
TilemapBundle {
grid_size,
map_type,
size,
storage,
texture,
tile_size,
transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
..Default::default()
},
))
.id();
let pool = AsyncComputeTaskPool::get();
let (tx, rx) = channel::<TileBundle>();
let task = pool.spawn(async move {
for x in 0..size.x {
for y in 0..size.y {
let position = TilePos::new(x, y);
let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 {
rng.gen_range(0..(16 * 8))
} else {
0
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});
tx.send(TileBundle {
position,
tilemap_id: TilemapId(tilemap),
texture_index,
..Default::default()
})
.unwrap();
}
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}
return ();
});
commands
.entity(tilemap)
.insert((TileInit(task), TileChan(Mutex::new(rx))));
}
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pub fn tile_loaders(
mut commands: Commands,
mut query: Query<(Entity, &mut TileStorage, &TileChan), With<Tilemap>>,
mut tasks: Query<&mut TileInit>,
mut app_state: ResMut<NextState<View>>,
) {
// TODO: to avoid locking up the universe we only want to handle a certain number per iteration (Update)
let (tilemap, mut storage, chan) = query.single_mut();
let chan = chan.0.lock().unwrap();
let mut counter = 0;
let mut tiles_done = false;
loop {
match chan.recv() {
Ok(ev) => {
let ref_position = &ev.position;
let tile = commands.spawn((HideFromInspector, ev)).id();
storage.set(ref_position, tile);
counter += 1;
if counter > 5_000 {
info!("Finished 100k!");
break;
}
}
Err(err) => {
error!("{err:#?}");
tiles_done = true;
break;
}
}
}
info!("Task: {tasks:#?}");
for mut task in &mut tasks {
let poll = future::poll_once(&mut task.0);
info!("Poll: {poll:#?}");
if block_on(poll).is_some() {
commands.entity(tilemap).remove::<TileInit>();
// need to check if the map is fully loaded before switching
// app_state.set(View::InGame);
// TODO: transition to game?
info!("poll was some");
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}
}
if tasks.iter().peekable().peek().is_none() && tiles_done {
app_state.set(View::InGame);
}
}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {
for id in q.iter() {
commands.entity(id).despawn_recursive();
}
}