Maybe progress? A task per tile because we're super lazy
This commit is contained in:
parent
deabad05ee
commit
21cec093b9
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@ -1,3 +0,0 @@
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[target.x86_64-unknown-linux-gnu]
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linker = "clang"
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rustflags = ["-C", "link-arg=-fuse-ld=/nix/store/46n1qljc0drdz4r2k9smxxb8kl79di25-mold-2.32.1/bin/mold"]
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16
flake.nix
16
flake.nix
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@ -108,18 +108,20 @@
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nativeBuildInputs = buildTimeDeps pkgs;
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nativeBuildInputs = buildTimeDeps pkgs;
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buildInputs = linkTimeDeps pkgs;
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buildInputs = linkTimeDeps pkgs;
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# hash = pkgs.lib.fakeHash;
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# a hack to avoid using mold as our linker when building with nix
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postUnpack = ''
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ls -la
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rm -r ./*/.cargo
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'';
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};
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};
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ZSTD_SYS_USE_PKG_CONFIG = "1";
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LIBSSH2_SYS_USE_PKG_CONFIG = "1";
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RUSTFLAGS = pkgs.lib.optionalString pkgs.stdenv.isLinux "-C link-arg=-fuse-ld=mold";
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default = outputs.packages.${pkgs.system}.kodotag;
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default = outputs.packages.${pkgs.system}.kodotag;
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});
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});
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apps = forSystems (system: {
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kodotag = outputs.packages.${system}.kodotag;
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default = outputs.apps.${system}.kodotag;
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});
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devShells = genPkgs (pkgs: {
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devShells = genPkgs (pkgs: {
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default = pkgs.mkShell {
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default = pkgs.mkShell {
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inherit (self.checks.${pkgs.system}.git-hooks) shellHook;
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inherit (self.checks.${pkgs.system}.git-hooks) shellHook;
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@ -79,6 +79,8 @@ fn main() -> AppExit {
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.init_state::<View>()
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.init_state::<View>()
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.init_state::<Game>();
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.init_state::<Game>();
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app.enable_state_scoped_entities::<View>();
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app.configure_sets(
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app.configure_sets(
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Update,
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Update,
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(
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(
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@ -100,6 +102,7 @@ fn main() -> AppExit {
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OnEnter(View::LoadingGame),
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OnEnter(View::LoadingGame),
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(player::startup, statue::startup, map::spawn),
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(player::startup, statue::startup, map::spawn),
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)
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)
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.add_systems(OnEnter(View::InGame), (map::finalize))
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.add_systems(
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.add_systems(
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OnExit(View::InGame),
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OnExit(View::InGame),
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(player::exit, statue::exit, map::exit),
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(player::exit, statue::exit, map::exit),
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@ -1,5 +1,7 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::View;
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub struct MainMenu;
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pub struct MainMenu;
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@ -7,6 +9,7 @@ pub fn startup(mut commands: Commands) {
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commands
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commands
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.spawn((
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.spawn((
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MainMenu,
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MainMenu,
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StateScoped(View::MainMenu),
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Name::new("MenuRoot"),
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Name::new("MenuRoot"),
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NodeBundle {
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NodeBundle {
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style: Style {
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style: Style {
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134
src/map.rs
134
src/map.rs
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@ -1,6 +1,6 @@
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use crate::{inspector::HideFromInspector, prelude::*};
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use crate::{inspector::HideFromInspector, prelude::*};
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use bevy::{
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use bevy::{
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ecs::world::CommandQueue,
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ecs::{system::SystemState, world::CommandQueue},
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tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
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tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
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};
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};
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// use bevy::{
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// use bevy::{
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@ -11,13 +11,15 @@ use bevy_ecs_tilemap::prelude::*;
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use rand::prelude::*;
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use rand::prelude::*;
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use rand_pcg::Pcg64;
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use rand_pcg::Pcg64;
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use rand_seeder::Seeder;
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use rand_seeder::Seeder;
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use std::sync::mpsc::channel;
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub struct Tilemap;
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pub struct Tilemap;
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#[derive(Component)]
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#[derive(Component)]
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struct MapGen(Task<TileBundleBuilder>);
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struct MapGenTask(Task<CommandQueue>);
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#[derive(Resource, Deref)]
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struct TileStorageHandle(TileStorage);
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pub fn spawn(mut commands: Commands, assets: Res<AssetServer>) {
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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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// 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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@ -25,14 +27,8 @@ pub fn spawn(mut commands: Commands, assets: Res<AssetServer>) {
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let mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
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let mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
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let size = TilemapSize::new(1024, 1024);
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let size = TilemapSize::new(1024, 1024);
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let tilemap = commands.spawn((Tilemap, Name::new("Tilemap"))).id();
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let tilemap = commands.spawn((Tilemap, Name::new("Tilemap"))).id();
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commands.insert_resource(TileStorageHandle(TileStorage::empty(size)));
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let mut storage = TileStorage::empty(size);
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let pool = AsyncComputeTaskPool::get();
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// let mutex_storage = Mutex::new(storage);
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let task_pool = AsyncComputeTaskPool::get();
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let (tx, rx) = channel::<TileBundle>();
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let tilebundlegenerator = task_pool.spawn(async move {
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// this task is for generating tilebundles
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// this task is for generating tilebundles
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for x in 0..size.x {
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for x in 0..size.x {
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for y in 0..size.y {
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for y in 0..size.y {
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@ -42,28 +38,54 @@ pub fn spawn(mut commands: Commands, assets: Res<AssetServer>) {
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} else {
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} else {
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0
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0
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});
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});
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tx.send(TileBundle {
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let task = pool.spawn(async move {
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let mut command_queue = CommandQueue::default();
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command_queue.push(move |world: &mut World| {
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let mut state = SystemState::<Res<TileStorageHandle>>::new(world);
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let storage = state.get_mut(world);
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let entity = world
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.spawn((
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HideFromInspector,
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TileBundle {
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position,
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position,
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tilemap_id: TilemapId(tilemap),
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tilemap_id: TilemapId(tilemap),
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texture_index,
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texture_index,
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..Default::default()
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..Default::default()
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},
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))
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.id();
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storage.set(&position, entity);
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});
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command_queue
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});
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});
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}
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}
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}
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}
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});
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}
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for x in 0..size.x {
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fn load(mut commands: Commands, mut tasks: Query<&mut MapGenTask>) {
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for y in 0..size.y {
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// to avoid locking up the universe we only want to handle a certain number per iteration (Update)
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let tile = commands.spawn().id();
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for mut task in &mut tasks {
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storage.set(&position, tile);
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if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
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// append the returned command queue to have it execute later
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commands.append(&mut commands_queue);
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}
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}
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}
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}
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}
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pub fn finalize(
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mut commands: Commands,
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mut storage: Res<TileStorageHandle>,
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tilemap: Query<Entity, With<Tilemap>>,
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assets: Res<AssetServer>,
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) {
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// TODO: dedupe with load
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let size = TilemapSize::new(1024, 1024);
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let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
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let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
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let tile_size = TilemapTileSize::new(16., 16.);
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let tile_size = TilemapTileSize::new(16., 16.);
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let grid_size = TilemapGridSize::new(16., 16.);
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let grid_size = TilemapGridSize::new(16., 16.);
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let map_type = TilemapType::Square;
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let map_type = TilemapType::Square;
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let storage = storage.0;
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let tilemap = tilemap.single();
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commands.entity(tilemap).insert(TilemapBundle {
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commands.entity(tilemap).insert(TilemapBundle {
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grid_size,
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grid_size,
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map_type,
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map_type,
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});
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});
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}
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}
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// pub fn spawn_in_background(mut commands: Commands, assets: Res<AssetServer>) {
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// let pool = AsyncComputeTaskPool::get();
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// let tilemap_entity = commands.spawn(Name::new("TilemapEntity")).id();
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// let texture_handle: Handle<Image> = assets.load("img/Tileset Grass.png");
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// let mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
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// let map_size = UVec2::new(1024, 1024);
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// let tile_size = Vec2 { x: 16.0, y: 16.0 };
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// // tiletypes?
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// let task = pool.spawn(async move {
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// let mut queue = CommandQueue::default();
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// for x in 0..map_size.x {
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// for y in 0..map_size.y {
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// let pos = Vec2::new(x as f32, y as f32) * tile_size;
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// let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 {
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// rng.gen_range(0..(16 * 8))
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// } else {
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// 0
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// });
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// queue.push(move |world: &mut World| {
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// let tile_entity = world
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// .spawn((
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// HideFromInspector,
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// TileBundle {
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// position: tile_pos,
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// tilemap_id: TilemapId(tilemap_entity),
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// texture_index,
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// ..Default::default()
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// },
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// ))
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// .id();
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// tile_storage_ref.set(&tile_pos, tile_entity);
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// });
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// }
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// }
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// queue.push(move |world: &mut World| {
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// world.spawn((
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// Tilemap,
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// Name::new("Tilemap"),
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// TilemapBundle {
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// grid_size,
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// map_type,
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// size,
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// storage,
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// texture,
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// tile_size,
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// transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
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// ..default()
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// },
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// ));
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// });
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// queue
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// });
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// commands.entity(tilemap_entity).insert(MapGen(task));
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// }
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// fn handle_tasks(mut commands: Commands, mut tasks: Query<&mut MapGen>) {
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// for mut task in &mut tasks {
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// if let Some(mut queue) = block_on(future::poll_once(&mut task.0)) {
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// commands.append(&mut queue);
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// }
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// }
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// }
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fn load(mut commands: Commands, mut tasks: Query<&mut MapGen>) {
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// to avoid locking up the universe we only want to handle a certain number per iteration (Update)
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for mut task in &mut tasks {
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if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
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// append the returned command queue to have it execute later
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commands.append(&mut commands_queue);
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}
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}
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}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {
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for id in q.iter() {
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for id in q.iter() {
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commands.entity(id).despawn_recursive();
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commands.entity(id).despawn_recursive();
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@ -2,7 +2,7 @@ use std::f32::consts::TAU;
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use crate::camera::Watched;
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use crate::camera::Watched;
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use crate::movement::{Heading, Mover, Speed, Velocity, YSortable};
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use crate::movement::{Heading, Mover, Speed, Velocity, YSortable};
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use crate::prelude::*;
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use crate::{prelude::*, View};
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use bevy::sprite::MaterialMesh2dBundle;
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use bevy::sprite::MaterialMesh2dBundle;
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const PLAYER_SPEED: f32 = 200.;
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const PLAYER_SPEED: f32 = 200.;
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@ -35,6 +35,7 @@ pub fn startup(
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commands
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commands
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.spawn((
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.spawn((
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Player,
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Player,
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StateScoped(View::InGame),
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Name::new("Player"),
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Name::new("Player"),
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VisibilityBundle {
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VisibilityBundle {
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visibility: Visibility::Inherited,
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visibility: Visibility::Inherited,
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@ -1,5 +1,5 @@
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use crate::movement::YSortable;
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use crate::movement::YSortable;
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use crate::prelude::*;
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use crate::{prelude::*, View};
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#[derive(Component, Debug, Default)]
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#[derive(Component, Debug, Default)]
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pub struct Statue;
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pub struct Statue;
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@ -51,7 +51,7 @@ pub fn spawn_statue(
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},
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},
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..default()
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..default()
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};
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};
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commands.spawn((Name::new("Statue"), bundle));
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commands.spawn((Name::new("Statue"), StateScoped(View::InGame), bundle));
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}
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}
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}
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}
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Loading…
Reference in a new issue