bevy-playground/src/map.rs

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Rust
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use crate::{inspector::HideFromInspector, prelude::*};
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use bevy::{
ecs::{system::SystemState, world::CommandQueue},
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tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
};
// use bevy::{
// ecs::world::CommandQueue,
// tasks::{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;
#[derive(Component, Debug)]
pub struct Tilemap;
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#[derive(Component)]
struct MapGenTask(Task<CommandQueue>);
#[derive(Resource, Deref, DerefMut)]
struct TileStorageHandle(TileStorage);
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pub fn spawn(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 tilemap = commands.spawn((Tilemap, Name::new("Tilemap"))).id();
commands.insert_resource(TileStorageHandle(TileStorage::empty(size)));
let pool = AsyncComputeTaskPool::get();
// this task is for generating tilebundles
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
});
let task = pool.spawn(async move {
let mut command_queue = CommandQueue::default();
command_queue.push(move |world: &mut World| {
let mut state = SystemState::<ResMut<TileStorageHandle>>::new(world);
let entity = world
.spawn((
HideFromInspector,
TileBundle {
position,
tilemap_id: TilemapId(tilemap),
texture_index,
..Default::default()
},
))
.id();
let mut storage = state.get_mut(world);
storage.set(&position, entity);
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});
command_queue
});
commands.entity(tilemap).insert(MapGenTask(task));
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}
}
}
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fn load(mut commands: Commands, mut tasks: Query<&mut MapGenTask>) {
// to avoid locking up the universe we only want to handle a certain number per iteration (Update)
for mut task in &mut tasks {
if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
// append the returned command queue to have it execute later
commands.append(&mut commands_queue);
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}
}
}
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pub fn finalize(
// mut commands: Commands,
// mut storage: Res<TileStorageHandle>,
// tilemap: Query<Entity, With<Tilemap>>,
// assets: Res<AssetServer>,
world: &mut World,
) {
let storage = world.remove_resource::<TileStorageHandle>().unwrap();
// TODO: dedupe with load
let size = TilemapSize::new(1024, 1024);
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let tile_size = TilemapTileSize::new(16., 16.);
let grid_size = TilemapGridSize::new(16., 16.);
let map_type = TilemapType::Square;
let storage = storage.0;
let mut query = world.query_filtered::<Entity, With<Tilemap>>();
let tilemap = query.single(world);
let assets = world.resource::<AssetServer>();
let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
let mut commands = world.commands();
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commands.entity(tilemap).insert(TilemapBundle {
grid_size,
map_type,
size,
storage,
texture,
tile_size,
transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
..Default::default()
});
}
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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();
}
}