336 Commits

Author SHA1 Message Date
c7e7d3bdac
Added ferns, fixed herb render and cleaned up TestContent
- Added Test:Fern
- Herbs are no longer stretched horizontally
- Formatted and cleaned up TestContent
2021-08-23 18:36:15 +03:00
62729f5873
Added packet buffering and fix crash when placing flowers on leaves
- Packets are now buffered before processing to reduce stack depth
- Attempts to place tiles on invalid locations get rejected earlier
2021-08-23 17:37:25 +03:00
84864f8947
Added more grass variants
- Added flat grass tiles with varying opaqueness
- Renamed Test:Grass to Test:GrassOpaque
- Added Chernozem
2021-08-23 15:18:37 +03:00
d01ef3654f
Added grasses and flowers
- Added CROSimple to optimize simple non-Surface textures
- Added TileRenderCross
- Added Low, Medium and Tall grass
- Added Blue, Purple and White flat flowers
- Added Bushes
- Added tiny Dandelions and tiny Lavanders
- Improved grass and log textures
2021-08-22 22:18:42 +03:00
9fc1a21191
Added rock DB and worldgen
- Added Rocks container
- Added DiscreteNoise and a DIY Worley generator
- Added RockLayer
  - Used to generate rock strata
- Reworked SurfaceTerrainGenerator to use contexts
2021-08-21 23:05:54 +03:00
IvanZ
4f620b7261
Added 6 more types of rocks
- Added black granite, dolomite, eclogite, gabbro, limestone and marble
  - Monolith, cracked, gravel and sand variants
- Renamed Test:Granite to Test:RedGranite
- Added red granite sand
2021-08-21 17:44:01 +03:00
6f90bf345b
Incremented version and made some small changes
- Version is now pre-alpha 2. Yay?
- Removed compass display in the lower-left
- The cross can now be hidden by pressing F1
  - Does not hide LayerAbout though
- Generator spawns the player in the middle of a surface rather than at
its edge
2021-08-20 21:37:49 +03:00
2328f2ae3a
Replaced placeholder worldgen with a passable one
- Removed old (pre-planet) worldgen
  - TestGravityModel remains
- Moved surface generator to .logic.world.generation.surface
- Split planet generator into generator logic and config
  - Logic moved to .logic.world.generation.planet
  - Config extracted into TestGenerationConfig & others in .test.gen
  - GravityModel renamed to Test:PlanetGravityModel
- TestTerrainGenerator utilities moved and made public thru Fields
- Reconfigured planet generator to be a passable
  - Increased planet size to R=0.5 km
  - Added noise-based heightmaps (fabulous cliffs included)
  - Added noise-based forest density map
  - Reworked all SurfaceFeatures
    - TestGrassFeature now also places scatter and flowers
    - TestTreeFeature and TestBushFeature:
      - Common code exctracted to MultiblockVegetationFeature
      - Made prettier
  - gud muscle flex yeeeeeeeeeeee
- Fixed a bug in the gravity model
- A lot of other changes that I already forgot about
2021-08-20 18:07:41 +03:00
opfromthestart
fae09edb16 Fixes n Speed n Stuff
-Better comparison for HashableVec3i
-Changed RandomAccessFile to MappedByteBuffer
-natFromInt now works properly
-better region selection
-Changes to make different strategies work
2021-08-19 10:47:16 -04:00
opfromthestart
e4ced6507e Hash Things
-Removed unused imports
-Using HashMap to keep track of RandomAccessFile instances
-Using those instances to do stuff
-Made new HashableVec3i class that allows for hashing of 3d vectors.
2021-08-18 18:50:48 -04:00
opfromthestart
b7dcbb0f30 Fixing stuff
-Got rid of some annoying logging
-Format
2021-08-18 13:21:54 -04:00
opfromthestart
9c26418354 Well, it works now ig
-Better file lengthening
-Made temp files
    -Exchanged temp files for ByteArrayIn/OutputBuffers
-Fixed loadRegion to actually read sector sizes
2021-08-18 13:15:30 -04:00
15b5d367b4
Chunk loading region around the player is now compressed vertically 2021-08-18 10:58:18 +03:00
ca2014802a
Resolved a random deadlock that became way too frequent to ignore
There was a deadlock that sometimes occurred when passing PacketSetBlock
to client: PacketSetBlock first acquired monitor of the chunk it
modified, than attempted to lock the visible chunks set. In parallel, a
chunk update first acquires the visible chunks, than the individual
chunk. Turns out, markForUpdate() doesn't need to be synchronized, so
PacketSetBlock can now acquire the locks sequentially, avoiding the
deadlock.
2021-08-18 09:30:29 +03:00
539a61e854
Almost resolved feature generation issue, removed dead code
- SurfaceFeatures that change neighboring chunks no longer suffer from
tearing if world saving is enabled
  - World saving is still disabled by default
    - wontfix until we get a new, more optimized world IO system
  - See GitHub issue #13 for details
- Removed WorldAccessor getter from Server. This is an implementation
detail.
- Removed SurfaceWorld, SurfaceFeature.Request (see previous commit)
2021-08-18 00:26:45 +03:00
a3760d7425
Removed erroneous RelFace resolution by WorldAccessor 2021-08-17 19:21:57 +03:00
d33b48578d
Added SurfaceContexts to replace SurfaceWorld+Request. WIP
There is a problem with features when up != POS_Z
2021-08-17 16:05:44 +03:00
a6fd81ba1e
Contexts now only accept RelFace; fixed tile placement crash 2021-08-16 13:05:57 +03:00
82872c7cf3
Fixed RotatingServerContext
- RotatingServerContext now rotates coordinates, too
- Fixed a bug caused by the implementation of push methods by
TransformingServerContext
- Fixed unbounded recursion in WorldGenericRO.hasTile(Vec3i, BlockFace,
int)
2021-08-15 23:54:25 +03:00
54c66d28d6
Added TransformingServerContext and RotatingServerContext. WIP
There is a problem with faces in contexts when up != POS_Z, world
crashes soon after startup

- Added TransformingServerContext - a common basis for context wrappers
that alter the coordinate space
- Added RotatingServerContext - a context wrapper that rotates the
coordinate space
  - Used to ensure positive Z is up
- PacketAffectTile now checks the provided tile tag for validity
  - This causes a crash when the invalid action is requested, not
executed
- TickChunk task reuses contexts
2021-08-13 16:11:46 +03:00
78a1c25554
Grass tiles have regained the ability to disappear under blocks
- Test:Grass now (again) randomly disappears under opaque blocks
- Fixed a truly egregious bug in AbstractContextRO.pop()
- Fixed BlockContext.pushRelative(AbsRelation)
- Some changes in toString methods in contexts
2021-08-11 13:45:47 +03:00
a03c783fc9
Fixing bugs introduced in previous commit
- Fixed AbstractContextRO.isSubcontexting()
- Fixed push(...) overrides in FilterServerContext
- Fixed DefaultChunkLogic.tmp_generateTickLists()
- Debug screen now also lists visible and loaded chunks
- AbstractContextRO.Frame now has a toString()
2021-08-11 13:02:18 +03:00
0a45613e45
Began work on integrating the new Contexts. Compiles but does not work
- All TickContexts including TickContextMutable are deleted
- Previous occurrences of TickContexts are replaced by appropriate
ServerContexts
- Added Context.popAndReturn methods for convenience

Current known problems:
- World does not generate properly on startup
- No bulk methods in the new API (the likes of forEachTile, etc.)
- AbsFace/RelFace ambiguity in the new API (see
TestTileLogicGrass.java:68)
- TestTileLogicGrass.java:53 is disabled for some reason
2021-08-09 20:32:15 +03:00
5fb4c601ff
Added ReportingServerContext
- Added ReportingServerContext to listen for write events in contexts
- Fixed method WorldGenericContextWO.setBlock(Vec3i, B)
2021-08-08 14:07:07 +03:00
020802a89c
Added FilterServerContext and DefaultServerContextLogic
- Added DefaultServerContextLogic
  - A standard implementation of ServerTileContext.Logic that delegates
all methods to a ServerTileContext instance
  - Now used by DefaultServerContextImpl
- Added FilterServerContext
  - A base for creating context wrappers
2021-08-08 12:19:31 +03:00
opfromthestart
6891d3a095 Trying to get it to work
-Uses many streams to keep track of things
-Fixed some bad things, still are a ton.
2021-08-06 12:56:21 -04:00
0f909039fe
Renamed ReusableServerContext to DefaultServerContext 2021-08-06 11:02:43 +03:00
15f741bc04
Added subcontexting. Context#subcontexting. 2021-08-06 10:49:40 +03:00
opfromthestart
8167c40f64 IDK these errors are weird
-Changed the loading to fit the byte changes
2021-08-05 14:12:37 -04:00
opfromthestart
8bc23acb61 idk changes so I can show OLEGSHA
-changed number of index bytes from 4 to 3
-exposed some variables for help with debugger
2021-08-05 13:39:42 -04:00
80541eafc3
Renamed BlockFace contexts into TileStack contexts 2021-08-05 19:39:39 +03:00
opfromthestart
254faca0a5 Better deletion
-Makes new TestPlayerControls instance each time you enter a world
-Some dynamic sizing of chunk data within region files.
2021-08-05 12:29:29 -04:00
0f60d45ffa
Contexts no longer expose to World, Chunks, TileStacks or TileReferences
The intention is to bottleneck all read queries and write requests
through context objects without the need to create practically useless
Chunk, TileStack and TileRef wrappers.

- WorldGenericContext{RO,WO} no longer extend WorldGeneric{RO,WO}
- Added tag access for tiles to contexts
- Documented almost all context methods
- Renamed isBlockLoaded() to isLocationLoaded()
- I found some inner peace
2021-08-05 16:42:21 +03:00
opfromthestart
0c66f1751e Made outline of region file
-Improved loading screen loading(so it doesnt crash)
-Implemented region file related things, but it doesnt quite work
    -Uses file header to try to look up location of data
    -Writes the data at the end of the file(I need info to how much it writes)
2021-08-04 19:17:49 -04:00
opfromthestart
c88dea6030 Fixing Bugs mostly
-Cleaning up imports
-Better error detection
-Actual thread deletion(still needs a bit of work to delete all conected objects)
-Starting making format file and inplementing it
2021-08-04 16:57:21 -04:00
opfromthestart
6521cb5749 Better Listeners
-Specific listeners for the start and stop of loading
-Better(?) layer deletion after exiting a world
-Actual server thread shutdown
2021-08-04 12:52:37 -04:00
fbc803d6e2
Laid some groundwork for context implementation; rewrite incoming
- ReusableServerContext will be the default context implementation. It
is sort of implemented, but not really
- WorldLogic{,RO} now declare getData() method
- WorldGenericContextWO.removeEntity(EntityGeneric) received a default
implementation
- TileDataContext.getTag() received a default implementation
2021-08-04 18:42:16 +03:00
opfromthestart
94db44e443 Im tired i need sleep
-Added listeners for saving and loading chunks
-Made loading screens for between title and game(they dont work yet)
-Added localized text(some)
-Safeish deletion and saving of chunks
    -It still keeps them in memory I think so this needs work too
2021-08-03 22:42:46 -04:00
opfromthestart
53f72b068a Merge branch 'title-screen' into save-world 2021-08-03 20:08:39 -04:00
opfromthestart
a9ca5f6b17 Everything Excpeti polishing and options
-Added LayerTitle class that is the title menu
-Edited the launcher and proxy so it only starts the game when it needs to
-Made buttons work with MutableString objects
2021-08-03 19:42:04 -04:00
opfromthestart
4ab7cb738e Testing some stuff
-Made functions to convert integers into natural numbers (cause why not)
-Ideas/plans of dynamic/custom region file sizes
2021-08-03 17:53:49 -04:00
1ee9a55d19 Defined Data and Server context interfaces
Server read-write (not RO) interfaces do not extend the complimentary
*GenericContextWO interfaces by design. It makes no sense to set a
BlockLogic, but it makes plenty of sense to refer to a ChunkData rather
than a ChunkDataRO.
2021-07-31 20:47:23 +03:00
a338a00f1d
A change to the class hierarchy of WorldLogic similar to prev commit
- Renamed ChunkLogic -> DefaultChunkLogic, WorldLogic ->
DefaultWorldLogic
- Created/rewritten TileLogicReference{,RO}, TileLogicStack{,RO},
ChunkLogic{,RO}
- Drafted up something for ServerWorldContext & friends, WIP

(see commit 9a32660 for more details)
2021-07-31 16:01:25 +03:00
9a326603cd Still working on Contexts. Introduced a billion interfaces. WIP.
*takes a deep breath
- Renamed Generic world structure interfaces to the following scheme:

      {Block,Tile,Chunk,World}Generic{,Stack,Reference}{RO,WO}
      (e.g. GenericWritableChunk -> ChunkGenericWO)

    - RO is Read Only, WO is Write Only
- Generic writable interfaces no longer extend their read-only
counterparts (thus Write Only)
- TileGenericStack{RO,WO} are now interfaces; AbstractList is only
introduced by final implementations
- TileGenericReferenceRO now has a WO counterpart
- Fixed compilation issues with the previous commit
- Declared some additional functionality for Generic interfaces
- Old ChunkData and WorldData renamed to DefaultChunkData and
DefaultWorldData
  - Now considered to be an implementation detail; references will be
minimized
- Introduced TileDataStack{,RO}, TileDataReference{,RO}, ChunkData{,RO},
WorldData{,RO} interfaces
  - Suffix -RO indicates Read Only, no suffix means read-write
  - To be used in place of DefaultChunk and DefaultWorld
  - Designed to support wrappers and "fake" implementations
  - May need some refinement (fix return/parameter types, ...)
- Surface world generator is now implemented poorly (WIP)
- Should compile. May work fine. Unless Java inheritance rules have
screwed me over.
2021-07-23 22:46:49 +03:00
d7afe39f00
Added more generic Contexts. WIP. 2021-07-15 22:26:20 +03:00
0264e512ab
Merge branch 'master' into addPlanet
Conflicts:
	src/main/java/ru/windcorp/progressia/test/LayerTestGUI.java
	src/main/java/ru/windcorp/progressia/test/TestPlayerControls.java
2021-07-12 16:20:15 +03:00
e47fb3c4bd
Added surface features. Tree generation is currently broken!
- Added SurfaceFeature
  - Used to generate chunk features
- Added SurfaceTopLayerFeature
  - A superclass for features that are only concerned with editing the
surface
- Added grass, temporary bushes and temporary trees
  - Bushes and trees do not generate properly due to bugs
  - Added Test:TemporaryLeaves
- Added SurfaceWorld (a GenericWritableWorld wrapper)
- Added some unit tests for rotation utilities
- Fixed a whole lot of bugs
2021-07-07 17:37:08 +03:00
eace6733ce
Added Menus and cursor visibility management
- Layers now have a CursorPolicy
  - Used to enable/disable cursor based on top layer
- Added a default menu layer implementation
2021-06-28 17:45:49 +03:00
085f602427
Panel now has decorations; functionality moved to new superclass Group 2021-06-25 17:33:46 +03:00
opfromthestart
737b495fc4
Ported GUI improvements from opfromthestart/Progressia
These changes were originally implemented by opfromthestart. OLEGSHA
then patched a whole bunch of stuff

- Components can now be disabled
- Added BasicButton
- Added Button, Checkbox and RadioButton (with RadioButtonGroup)
- Added some new colors to Colors
- Pressing Esc in game pops up a menu (WIP)
- Fixed text z-ordering
- Fixed LayoutGrid Y-direction
2021-06-25 14:35:36 +03:00