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|
//! Drawing space: starfields, lit planets, rocks, stations, wrecks and your
//! ship, in terminal cells.
//!
//! A local map unit is one cell across and half a cell down (cells are
//! about twice as tall as wide), so a circle of radius r spans 2r columns
//! and r rows, and looks round.
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::style::{Color, Modifier};
use crate::names::Culture;
use crate::seed;
use crate::space::Vec2;
use crate::space::flight::Ship;
use crate::space::system::Rgb;
pub fn rgb((r, g, b): Rgb) -> Color {
Color::Rgb(r, g, b)
}
/// `colour` at `k` times its brightness (k from 0 to about 1.3).
pub fn shade((r, g, b): Rgb, k: f64) -> Color {
let f = |c: u8| (f64::from(c) * k).round().clamp(0.0, 255.0) as u8;
Color::Rgb(f(r), f(g), f(b))
}
/// Between `a` (at k = 0) and `b` (at k = 1).
pub fn mix(a: Rgb, b: Rgb, k: f64) -> Rgb {
let k = k.clamp(0.0, 1.0);
let f = |x: u8, y: u8| (f64::from(x) * (1.0 - k) + f64::from(y) * k).round() as u8;
(f(a.0, b.0), f(a.1, b.1), f(a.2, b.2))
}
/// A number from 0 to 1 that's always the same for the same inputs.
pub fn hash01(seed: u64, x: i64, y: i64) -> f64 {
let h = seed::derive(seed, "", (x as u64) << 32 ^ (y as u64 & 0xffff_ffff));
(h >> 11) as f64 / (1u64 << 53) as f64
}
/// Where on screen a map position lands, with the camera in the middle of
/// `area`. Fractional: the cell is the floor of each coordinate.
#[derive(Clone, Copy)]
pub struct View {
pub area: Rect,
pub camera: Vec2,
}
impl View {
pub fn screen(&self, p: Vec2) -> (f64, f64) {
let a = self.area;
let col = f64::from(a.x) + f64::from(a.width) / 2.0 + (p.x - self.camera.x);
let row = f64::from(a.y) + f64::from(a.height) / 2.0 + (p.y - self.camera.y) / 2.0;
(col, row)
}
/// The cell a map position falls in, if it's on screen.
pub fn cell(&self, p: Vec2) -> Option<(u16, u16)> {
let (col, row) = self.screen(p);
cell_in(self.area, col.floor(), row.floor())
}
pub fn put(&self, buf: &mut Buffer, p: Vec2, ch: char, fg: Color) {
if let Some(pos) = self.cell(p) {
buf[pos].set_char(ch).set_fg(fg);
}
}
}
fn cell_in(area: Rect, col: f64, row: f64) -> Option<(u16, u16)> {
let inside = col >= f64::from(area.x)
&& row >= f64::from(area.y)
&& col < f64::from(area.right())
&& row < f64::from(area.bottom());
inside.then_some((col as u16, row as u16))
}
/// Writes `text` centred on a screen column, clipped to `area`.
pub fn label(buf: &mut Buffer, area: Rect, col: f64, row: f64, text: &str, fg: Color) {
let width = text.chars().count() as f64;
let start = (col - width / 2.0).floor();
for (i, ch) in text.chars().enumerate() {
if let Some(pos) = cell_in(area, start + i as f64, row.floor()) {
buf[pos].set_char(ch).set_fg(fg);
}
}
}
/// Star layers: how fast each moves as the camera does, how rare its stars
/// are, glyph, and colour. Slower layers read as further away.
const STAR_LAYERS: [(f64, u32, char, Rgb); 3] = [
(0.04, 90, '.', (70, 72, 92)),
(0.12, 170, '·', (130, 132, 150)),
(0.3, 420, '+', (210, 210, 225)),
];
pub fn starfield(buf: &mut Buffer, area: Rect, camera: Vec2, seed: u64) {
for (layer, &(parallax, rarity, glyph, colour)) in STAR_LAYERS.iter().enumerate() {
let layer_seed = seed::derive(seed, "stars", layer as u64);
let dx = (camera.x * parallax).floor() as i64;
let dy = (camera.y * parallax / 2.0).floor() as i64;
for row in area.top()..area.bottom() {
for col in area.left()..area.right() {
let h = hash01(layer_seed, i64::from(col) + dx, i64::from(row) + dy);
if h * f64::from(rarity) < 1.0 {
buf[(col, row)].set_char(glyph).set_fg(rgb(colour));
}
}
}
}
}
/// How to paint a sphere.
pub struct Surface {
pub rgb: Rgb,
/// Cloud bands, for giants.
pub banded: bool,
/// City lights on the night side.
pub lights: bool,
/// Glyphs from darkest to brightest.
pub ramp: &'static [char],
/// Varies the mottling and bands from one body to the next.
pub seed: u64,
}
pub const PLANET_RAMP: &[char] = &['·', '░', '▒', '▓', '█'];
pub const ROCK_RAMP: &[char] = &['.', ':', '%', '#', '@'];
/// A sphere centred at screen position (`col`, `row`), `radius` columns
/// across, lit from `sun` (a unit vector on the map, y down). Returns
/// whether it covered any cell.
pub fn sphere(
buf: &mut Buffer,
area: Rect,
(col, row): (f64, f64),
radius: f64,
sun: Vec2,
surface: &Surface,
) -> bool {
// Mostly from the side, a little from in front, so there's always a
// terminator to see.
let light = {
let (x, y, z) = (sun.x, sun.y, 0.45);
let len = (x * x + y * y + z * z).sqrt();
(x / len, y / len, z / len)
};
let top = (row - radius / 2.0).floor() as i64;
let bottom = (row + radius / 2.0).ceil() as i64;
let left = (col - radius).floor() as i64;
let right = (col + radius).ceil() as i64;
let mut drawn = false;
for r in top..=bottom {
for c in left..=right {
let nx = (c as f64 + 0.5 - col) / radius;
let ny = (r as f64 + 0.5 - row) * 2.0 / radius;
let d2 = nx * nx + ny * ny;
if d2 > 1.0 {
continue;
}
let Some(pos) = cell_in(area, c as f64, r as f64) else {
continue;
};
drawn = true;
let nz = (1.0 - d2).sqrt();
let lit = (nx * light.0 + ny * light.1 + nz * light.2).max(0.0);
let grain = |n: f64| {
let g = hash01(surface.seed, (nx * n).floor() as i64, (ny * n).floor() as i64);
0.86 + 0.14 * g
};
let mut tone = grain(5.0);
if surface.banded {
let phase = (surface.seed % 628) as f64 / 100.0;
tone =
0.84 + 0.12 * (ny * 7.0 + phase).sin() + 0.06 * (ny * 19.0 + phase * 2.0).sin();
}
let cell = &mut buf[pos];
if lit < 0.04 {
let city = surface.lights && grain(13.0) > 0.99 - 0.08;
if city {
cell.set_char('·').set_fg(Color::Rgb(255, 196, 110));
} else {
cell.set_char(surface.ramp[0]).set_fg(shade(surface.rgb, 0.16 * tone));
}
continue;
}
let steps = surface.ramp.len() - 1;
let glyph = surface.ramp[1 + ((lit * steps as f64) as usize).min(steps - 1)];
cell.set_char(glyph).set_fg(shade(surface.rgb, (0.2 + 0.95 * lit) * tone));
}
}
drawn
}
/// One glyph per eighth of a turn, for headings (0 is up, clockwise).
pub fn arrow(heading: f64) -> char {
const ARROWS: [char; 8] = ['↑', '↗', '→', '↘', '↓', '↙', '←', '↖'];
let eighth = (heading / std::f64::consts::TAU * 8.0).round() as i64;
ARROWS[eighth.rem_euclid(8) as usize]
}
/// Each culture's station, drawn centred on its position.
pub fn station_art(culture: Culture) -> (&'static [&'static str], Rgb) {
match culture {
Culture::Qaari => (&[" .-=-. ", "=(( o ))=", " '-=-' "], (232, 190, 112)),
Culture::Cant => (&[" /\\ ", "=[|##|]=", " |##| ", " \\/ "], (204, 124, 92)),
Culture::Houses => (&[" _/^^\\_ ", " <|-<>-|>", " \\__/ "], (206, 186, 240)),
Culture::Drift => (&[" =o= =o= ", "<==[ ]==>", " =o= =o= "], (124, 212, 200)),
}
}
pub fn draw_station(buf: &mut Buffer, view: &View, culture: Culture, ticks: u64) {
let (art, colour) = station_art(culture);
let (col, row) = view.screen(Vec2::ZERO);
let top = row - art.len() as f64 / 2.0;
for (i, line) in art.iter().enumerate() {
let width = line.chars().count() as f64;
let start = (col - width / 2.0).floor();
for (j, ch) in line.chars().enumerate() {
if ch == ' ' {
continue;
}
let Some(pos) = cell_in(view.area, start + j as f64, (top + i as f64).floor()) else {
continue;
};
// Running lights blink in turn.
let light = ch == 'o' && (ticks / 15 + j as u64).is_multiple_of(3);
let fg = if light { Color::Rgb(255, 240, 200) } else { rgb(colour) };
buf[pos].set_char(ch).set_fg(fg);
if light {
buf[pos].modifier.insert(Modifier::BOLD);
}
}
}
}
/// A wreck: a dark hull pointing along its heading, with a red distress
/// beacon blinking if `beacon` (there's still anything aboard, and the
/// beacon hasn't failed).
pub fn draw_wreck(
buf: &mut Buffer,
view: &View,
pos: Vec2,
heading: f64,
beacon: bool,
ticks: u64,
) {
let along = Vec2::from_heading(heading);
let hull = Color::Rgb(112, 118, 140);
view.put(buf, pos - along * 1.5, '=', hull);
view.put(buf, pos, '#', hull);
view.put(buf, pos + along * 1.5, arrow(heading), hull);
if beacon && ticks % 40 < 8 {
view.put(buf, pos, '#', Color::Rgb(255, 70, 60));
}
}
/// Your ship's outline, a notched dart: corners as (ahead, to the right)
/// of its position, in map units. About five and a half units long.
const HULL: [(f64, f64); 4] = [(2.75, 0.0), (-2.75, 2.1), (-0.75, 0.0), (-2.75, -2.1)];
/// Where the engine flame starts: the notch at the back of the hull.
const NOZZLE: f64 = -0.75;
/// Braille dot bits by (column, row) within a cell.
const BRAILLE: [[u32; 4]; 2] = [[0x01, 0x02, 0x04, 0x40], [0x08, 0x10, 0x20, 0x80]];
/// Your ship, turned to exactly its heading, with a flame out the back
/// while the engine is lit. Drawn in braille dots, which are half a unit
/// square (two across a cell, four down), so it turns smoothly rather than
/// snapping between eight arrows.
pub fn draw_ship(buf: &mut Buffer, view: &View, ship: &Ship, ticks: u64) {
let ahead = Vec2::from_heading(ship.heading);
let right = Vec2::new(-ahead.y, ahead.x);
let local = |p: Vec2| (p.dot(ahead), p.dot(right));
let (col, row) = view.screen(ship.pos);
if ship.thrusting {
// A plume, widest just behind the nozzle, flickering between short
// and long ten times a second. Its first unit or two is mostly
// hidden under the hull, which reads better than filling the notch.
let length = 4.0 + 2.0 * hash01(0, (ticks / 3) as i64, 0);
let flame = [
(NOZZLE, 0.5),
(NOZZLE - 1.5, 1.0),
(NOZZLE - length, 0.0),
(NOZZLE - 1.5, -1.0),
(NOZZLE, -0.5),
];
for ((c, r), ch) in braille(view, ship.pos, 7.0, |p| inside(&flame, local(p))) {
// Yellow near the ship, cooling to red-orange at the tip.
let middle = Vec2::new(f64::from(c) + 0.5 - col, (f64::from(r) + 0.5 - row) * 2.0);
let k = (NOZZLE - local(middle).0) / length;
let colour = mix((255, 224, 130), (240, 80, 30), (k - 0.3) / 0.7);
buf[(c, r)].set_char(ch).set_fg(rgb(colour));
}
}
// The hull goes on top: where the two share a cell, the hull wins.
for (cell, ch) in braille(view, ship.pos, 3.5, |p| inside(&HULL, local(p))) {
buf[cell].set_char(ch).set_fg(Color::White);
}
}
/// The braille characters for a shape within `reach` map units of `pos`,
/// and the cells they go in. `covers` says whether a point (in map units
/// from `pos`) is inside the shape, and a dot is lit when the shape covers
/// at least 40% of it, which keeps edges clean at every angle.
fn braille(
view: &View,
pos: Vec2,
reach: f64,
covers: impl Fn(Vec2) -> bool,
) -> Vec<((u16, u16), char)> {
// Samples per dot, each way.
const SAMPLES: u32 = 4;
let sub = |i: u32| (f64::from(i) + 0.5) / f64::from(SAMPLES);
let (col, row) = view.screen(pos);
let mut cells = Vec::new();
for r in (row - reach / 2.0).floor() as i64..=(row + reach / 2.0).floor() as i64 {
for c in (col - reach).floor() as i64..=(col + reach).floor() as i64 {
let Some(cell) = cell_in(view.area, c as f64, r as f64) else {
continue;
};
let mut bits = 0;
for (dx, column) in BRAILLE.iter().enumerate() {
for (dy, bit) in column.iter().enumerate() {
let mut hits = 0;
for sx in 0..SAMPLES {
for sy in 0..SAMPLES {
// In map units from `pos`: a column is one, a row two.
let x = c as f64 - col + (dx as f64 + sub(sx)) / 2.0;
let y = (r as f64 - row + (dy as f64 + sub(sy)) / 4.0) * 2.0;
hits += u32::from(covers(Vec2::new(x, y)));
}
}
if hits * 5 >= SAMPLES * SAMPLES * 2 {
bits |= bit;
}
}
}
if let Some(ch) = char::from_u32(0x2800 + bits).filter(|_| bits != 0) {
cells.push((cell, ch));
}
}
}
cells
}
/// Whether `point` is inside `polygon` (even-odd rule, so it may be concave).
fn inside(polygon: &[(f64, f64)], (x, y): (f64, f64)) -> bool {
let mut odd = false;
for (i, &(x1, y1)) in polygon.iter().enumerate() {
let (x2, y2) = polygon[(i + 1) % polygon.len()];
if (y1 > y) != (y2 > y) && x < x1 + (y - y1) * (x2 - x1) / (y2 - y1) {
odd = !odd;
}
}
odd
}
#[cfg(test)]
mod tests {
use super::*;
/// Every lit braille dot in `buf`, in map units from the centre of
/// `view`, as (ahead, to the right) for a ship facing `heading`.
fn ship_dots(buf: &Buffer, view: &View, heading: f64) -> Vec<(f64, f64)> {
let ahead = Vec2::from_heading(heading);
let right = Vec2::new(-ahead.y, ahead.x);
let (col, row) = view.screen(view.camera);
let mut dots = Vec::new();
for r in 0..view.area.height {
for c in 0..view.area.width {
let ch = buf[(c, r)].symbol().chars().next().unwrap_or(' ');
let bits = u32::from(ch).wrapping_sub(0x2800);
for (dx, column) in BRAILLE.iter().enumerate() {
for (dy, &bit) in column.iter().enumerate() {
if bits <= 0xff && bits & bit != 0 {
let x = f64::from(c) - col + (dx as f64 + 0.5) / 2.0;
let y = (f64::from(r) - row + (dy as f64 + 0.5) / 4.0) * 2.0;
let p = Vec2::new(x, y);
dots.push((p.dot(ahead), p.dot(right)));
}
}
}
}
}
dots
}
fn ship(heading: f64, thrusting: bool) -> Ship {
Ship { pos: Vec2::ZERO, vel: Vec2::ZERO, heading, thrusting }
}
#[test]
fn the_ship_points_its_nose_along_its_heading() {
let view = View { area: Rect::new(0, 0, 20, 10), camera: Vec2::ZERO };
for heading in [0.0, 1.0, 1.9, 2.5, 3.6, 4.4, 5.5] {
let mut buf = Buffer::empty(view.area);
draw_ship(&mut buf, &view, &ship(heading, false), 0);
let dots = ship_dots(&buf, &view, heading);
assert!((24..=36).contains(&dots.len()), "{heading}: {} dots", dots.len());
let front = dots.iter().filter(|d| d.0 > 1.25);
assert!(front.clone().count() >= 2, "{heading}: a nose");
assert!(front.clone().all(|d| d.1.abs() < 1.25), "{heading}: a narrow nose");
let wing = |side: f64| dots.iter().any(|d| d.0 < -1.5 && d.1 * side > 1.25);
assert!(wing(1.0) && wing(-1.0), "{heading}: wings behind, either side");
}
}
#[test]
fn a_lit_engine_trails_a_flame_out_the_back() {
let view = View { area: Rect::new(0, 0, 24, 12), camera: Vec2::ZERO };
for heading in [0.0, 2.0, 4.0] {
// The flame's dots, as how far ahead of the ship each one is.
let flame = |thrusting: bool, ticks: u64| {
let mut buf = Buffer::empty(view.area);
draw_ship(&mut buf, &view, &ship(heading, thrusting), ticks);
for cell in buf.content.iter_mut().filter(|c| c.fg == Color::White) {
cell.reset();
}
ship_dots(&buf, &view, heading)
};
assert!(flame(false, 0).is_empty(), "{heading}: no flame with the engine off");
let lit = flame(true, 0);
assert!(!lit.is_empty(), "{heading}: a flame with it on");
assert!(lit.iter().all(|d| d.0 < -1.0), "{heading}: only behind: {lit:?}");
let sizes: Vec<usize> = (0..60).step_by(3).map(|t| flame(true, t).len()).collect();
assert!(sizes.iter().min() < sizes.iter().max(), "{heading}: flickering");
}
}
#[test]
fn arrows_point_where_headings_do() {
use std::f64::consts::TAU;
assert_eq!(arrow(0.0), '↑');
assert_eq!(arrow(TAU / 4.0), '→');
assert_eq!(arrow(TAU - 0.1), '↑');
assert_eq!(arrow(-TAU / 8.0), '↖');
}
#[test]
fn spheres_are_round_and_lit_on_the_sunward_side() {
let area = Rect::new(0, 0, 40, 20);
let mut buf = Buffer::empty(area);
let surface = Surface {
rgb: (200, 200, 200),
banded: false,
lights: false,
ramp: PLANET_RAMP,
seed: 1,
};
assert!(sphere(&mut buf, area, (20.0, 10.0), 8.0, Vec2::new(1.0, 0.0), &surface));
let row: String = (0..40).map(|c| buf[(c, 10)].symbol().chars().next().unwrap()).collect();
let covered = row.chars().filter(|&c| c != ' ').count();
assert!((15..=17).contains(&covered), "8 units across each way: {row:?}");
let column: usize = (0..20).filter(|&r| buf[(20, r)].symbol() != " ").count();
assert!((7..=9).contains(&column), "and half that many rows tall");
assert_eq!(buf[(26, 10)].symbol(), "█", "bright to the east, where the sun is");
assert_eq!(buf[(13, 10)].symbol(), "·", "dark to the west");
}
}
|