fixed structures being farmable in a small area + started working on mining
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display.cmi
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display.ml
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display.ml
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@ -37,9 +37,11 @@ let coin_magnet_dist = 1. ;;
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(* -------------------------------------------------------------------------------------------------------- *)
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(* -------------------------------------------------------------------------------------------------------- *)
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let structure_1_frequency = 2000 ;;
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let structure_1_frequency = 2500 ;;
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(* avg number of chunk generation required before encountering a structure of type 1 *)
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(* avg number of chunk generation required before encountering a structure of type 1 *)
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let structure_2_frequency = 2500 ;;
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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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@ -57,6 +59,8 @@ ocamlfind ocamlopt -linkpkg -package unix -linkpkg -package graphics -thread -pa
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*)
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*)
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type chemical = Iron | Copper | Tungsten | Gold | Diamond | Carbon | Steel | Stackyte ;;
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(* ------------------------------------------------------------- *)
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(* ------------------------------------------------------------- *)
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(* ------------------------------------------------------------- *)
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(* ------------------------------------------------------------- *)
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@ -1118,13 +1122,15 @@ let render_chunks hash mem camx camy camz ch_distance screen_wd screen_ht fov =
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let structure_1_spawnable opt = match opt with
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let structure_1_spawnable opt = match opt with
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| None -> true
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| None -> true
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| Some k when k <= 0 && k <> -1 -> true
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| Some k when k <= 0 && k > -1 -> true
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| _ -> false ;;
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| _ -> false ;;
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let generate_structure_1 hash mem ch_x ch_y ch_z =
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let generate_structure_1 hash mem ch_x ch_y ch_z =
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(* structure 1 is 5x5x5 chunks around the center *)
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(* structure 1 is 5x5x5 chunks around the center *)
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(* iterating on the edge of render distance field to prevent structure popping out of nowhere *)
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(* iterating on the edge of render distance field to prevent structure popping out of nowhere *)
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let spawn_structure chx chy chz =
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let spawn_structure chx chy chz =
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Stdlib.print_endline "1";
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(*
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(*
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par invariant global, Hashtbl.find_opt hash (chx, chy, chz) = None
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par invariant global, Hashtbl.find_opt hash (chx, chy, chz) = None
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*)
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*)
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@ -1225,6 +1231,121 @@ let generate_structure_1 hash mem ch_x ch_y ch_z =
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done
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done
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done ;;
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done ;;
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let structure_2_spawnable opt = match opt with
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| None -> true
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| Some k when k <= 0 && k > -2 -> true
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| _ -> false ;;
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let generate_structure_2 hash mem ch_x ch_y ch_z =
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(* structure 1 is 5x5x5 chunks around the center *)
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(* iterating on the edge of render distance field to prevent structure popping out of nowhere *)
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let spawn_structure chx chy chz =
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Stdlib.print_endline "2";
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(*
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par invariant global, Hashtbl.find_opt hash (chx, chy, chz) = None
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*)
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let empty = dyn_create {flag = "struct_2" ; cube = create_cube 0 0 0 1; red = 33; green = 33; blue = 22} in
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(*dyn_append dyna {cube = create_cube (chunk_size*chx) (chunk_size*chy) (chunk_size*chz) chunk_size; red = 250; green = 32; blue = 32};*)
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for w = -2 to 2 do
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for h = -2 to 2 do
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for d = -2 to 2 do
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if abs w = 2 || (abs h = 2 && w*d <> 0) || abs d = 2 then begin
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let filled = dyn_create {flag = "struct_2" ; cube = create_cube 0 0 0 1; red = 33; green = 33; blue = 22} in
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dyn_append filled {flag = "struct_2" ; cube = create_cube ((chx+w)*chunk_size) ((chy+h)*chunk_size) ((chz+d)*chunk_size) chunk_size; red = 128; green = 250; blue = 64};
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Hashtbl.add hash (chx+w, chy+h, chz+d) filled;
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end
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else if w = 0 && h = 0 && d = 0 then begin
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let filled = dyn_create {flag = "10" ; cube = create_cube 0 0 0 1; red = 33; green = 33; blue = 22} in
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for i = 0 to chunk_size -1 do
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for j = 0 to chunk_size -1 do
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for k = 0 to chunk_size -1 do
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dyn_append filled {flag = "10" ; cube = create_cube (chx*chunk_size+i) (chy*chunk_size+j) (chz*chunk_size+k) 1; red = 250; green = 250; blue = 64};
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done
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done
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done;
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Hashtbl.add hash (chx+w, chy+h, chz+d) filled;
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end
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else begin
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Hashtbl.add hash (chx+w, chy+h, chz+d) empty;
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end;
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Hashtbl.add mem (chx+w, chy+h, chz+d) 3;
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done
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done
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done;
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(*Hashtbl.add mem (chx, chy, chz) 2;
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Hashtbl.add hash (chx, chy, chz) dyna;*)
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(*Printf.printf "Added S1 at (%d, %d, %d)\n" (chx*chunk_size) (chy*chunk_size) (chz*chunk_size);
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Printf.printf "----------- (%d, %d, %d)" chx chy chz;
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Stdlib.print_endline " "*)
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in
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for w = -(chunk_dist+3) to (chunk_dist+3) do
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for h = -(chunk_dist+3) to (chunk_dist+3) do
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if structure_2_spawnable (Hashtbl.find_opt mem (ch_x + w, ch_y + h, ch_z - (chunk_dist+3))) then begin (* if the chunk is valid *)
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if (Random.int (structure_2_frequency-1)) = 0 then (* roll a dice *)
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spawn_structure (ch_x + w) (ch_y + h) (ch_z - (chunk_dist+3))
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else (* failed atempt *)
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Hashtbl.add mem (ch_x + w, ch_y + h, ch_z - (chunk_dist+3)) (-2)
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end;
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done
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done;
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for w = -(chunk_dist+3) to (chunk_dist+3) do
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for h = -(chunk_dist+3) to (chunk_dist+3) do
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if structure_2_spawnable (Hashtbl.find_opt mem (ch_x + w, ch_y + h, ch_z + (chunk_dist+3))) then begin
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if (Random.int (structure_2_frequency-1)) = 0 then
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spawn_structure (ch_x + w) (ch_y + h) (ch_z + (chunk_dist+3))
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else
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Hashtbl.add mem (ch_x + w, ch_y + h, ch_z + (chunk_dist+3)) (-2)
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end
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done
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done;
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for w = -(chunk_dist+3) to (chunk_dist+3) do
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for d = -(chunk_dist+3) to (chunk_dist+3) do
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if structure_2_spawnable (Hashtbl.find_opt mem (ch_x + w, ch_y - (chunk_dist+3), ch_z + d)) then begin
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if (Random.int (structure_2_frequency-1)) = 0 then
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spawn_structure (ch_x + w) (ch_y - (chunk_dist+3)) (ch_z + d)
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else
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Hashtbl.add mem (ch_x + w, ch_y - (chunk_dist+3), ch_z + d) (-2)
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end
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done
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done;
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for w = -(chunk_dist+3) to (chunk_dist+3) do
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for d = -(chunk_dist+3) to (chunk_dist+3) do
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if structure_2_spawnable (Hashtbl.find_opt mem (ch_x + w, ch_y + (chunk_dist+3), ch_z + d)) then begin
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if (Random.int (structure_2_frequency-1)) = 0 then
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spawn_structure (ch_x + w) (ch_y + (chunk_dist+3)) (ch_z + d)
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else
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Hashtbl.add mem (ch_x + w, ch_y + (chunk_dist+3), ch_z + d) (-2)
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end
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done
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done;
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for h = -(chunk_dist+3) to (chunk_dist+3) do
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for d = -(chunk_dist+3) to (chunk_dist+3) do
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if structure_2_spawnable (Hashtbl.find_opt mem (ch_x - (chunk_dist+3), ch_y + h, ch_z + d)) then begin
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if (Random.int (structure_2_frequency-1)) = 0 then
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spawn_structure (ch_x - (chunk_dist+3)) (ch_y + h) (ch_z + d)
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else
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Hashtbl.add mem (ch_x - (chunk_dist+3), ch_y + h, ch_z + d) (-2)
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end
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done
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done;
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for h = -(chunk_dist+3) to (chunk_dist+3) do
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for d = -(chunk_dist+3) to (chunk_dist+3) do
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if structure_2_spawnable (Hashtbl.find_opt mem (ch_x + (chunk_dist+3), ch_y + h, ch_z + d)) then begin
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if (Random.int (structure_2_frequency-1)) = 0 then
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spawn_structure (ch_x + (chunk_dist+3)) (ch_y + h) (ch_z + d)
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else
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Hashtbl.add mem (ch_x + (chunk_dist+3), ch_y + h, ch_z + d) (-2)
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end
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done
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done ;;
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let generate_structures hash mem chx chy chz =
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generate_structure_1 hash mem chx chy chz ;
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generate_structure_2 hash mem chx chy chz ;;
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let get1char_plus () =
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let get1char_plus () =
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if key_pressed () then
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if key_pressed () then
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read_key ()
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read_key ()
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@ -1273,7 +1394,7 @@ let play_dos laby =
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let (cx, cy, cz) = coords_to_chunk_f (-. camera_xyz.x) (-. camera_xyz.y) camera_xyz.z in
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let (cx, cy, cz) = coords_to_chunk_f (-. camera_xyz.x) (-. camera_xyz.y) camera_xyz.z in
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ch_x := cx ; ch_y := cy ; ch_z := cz;
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ch_x := cx ; ch_y := cy ; ch_z := cz;
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generate_structure_1 hash memory !ch_x !ch_y !ch_z;
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generate_structures hash memory !ch_x !ch_y !ch_z;
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render_chunks hash memory !ch_x !ch_y !ch_z chunk_dist __width__ __height__ fov ;
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render_chunks hash memory !ch_x !ch_y !ch_z chunk_dist __width__ __height__ fov ;
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set_color white;
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set_color white;
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@ -4,4 +4,5 @@
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"<integer>" : coin with its value
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"<integer>" : coin with its value
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"spawn" : spawn chunk ; always has to be empty for the player to spawn
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"spawn" : spawn chunk ; always has to be empty for the player to spawn
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"struct_N" : solid block for structure N
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"struct_N" : solid block for structure N
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"terrain" : regular terrain piece, usually white/gray
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"terrain" : regular terrain piece, usually white/gray
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"<chemical_element>" : any material, quantity granted is always 1
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