Commit Graph

281 Commits

Author SHA1 Message Date
51752f95f9 Merge pull request #15 from opfromthestart/falling-block
Falling block
2021-08-23 13:35:58 -04:00
175f092673 Fixed some stuff
-Added default gravity block check in server
-Some things I had to copy since i didnt merge right
-Adds all gravity blocks to FallingBlock list
-LogTop debug thing to check for good textures
-Some texture rendering(see above)
-Some control changes since I need to get to the edge quickly
2021-08-23 13:33:18 -04:00
59129f95c9 Why
-Idk this has to be "Sand" and not "Test:Sand"
2021-08-22 14:04:42 -04:00
efff41a6db Merge branch 'master' into falling-block 2021-08-22 14:03:31 -04:00
30879a1241 Merge pull request #1 from OLEGSHA/master
Uhhh pull
2021-08-22 13:47:54 -04:00
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
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
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
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
80541eafc3 Renamed BlockFace contexts into TileStack contexts 2021-08-05 19:39:39 +03:00
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
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
dccfcc9419 Better /Stuff
-Uses Coordinates a little in TestWorldGenerator. Ill do more eventually I think
-Better sprite getting for FallingBlocks
2021-08-03 15:05:05 -04:00
c2a2cc074a Some Stuff to Fix Bugs
-Improved debug info of Fallingblock ticking
-Fixed unsynchronized access as per OLEGSHA
-Maybe better server side deletion of blocks
2021-08-03 14:45:36 -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
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
e58007ea11 Format
Format
2021-06-10 17:09:24 -04:00
ae2980c9de Bug Fixing and Performance
-Multiple null checks(It doesn't work without them)
-Checks to make sure entities are within loaded chunks
-Actual entity removal
2021-06-10 17:00:09 -04:00
3879e5ffac Sand Towers Fall
-The listener in TestWorldGenerator updates any block above it if that block is a block that can be affected by gravity.
-Format happened(I forgot)
2021-06-10 15:56:15 -04:00
47eb9fa5af Conservation of Matter
-Placing a Test:Sand block now deletes the block and summons a Test:FallingBlock in its place.
2021-06-10 14:08:35 -04:00
bf49687ab6 Better performance maybe?
-Changed as many of the ClientState statements to context as I could.
-Only looks for a sand based update once per block update(I think it was twice before)
2021-06-10 12:50:51 -04:00
b3ae829383 Almost All Works
-Added Set in TestEntityLogicFallingBlock to keep track of gravity blocks
  -Used this set in listener in TestWorldGenerator
-setInvisible and isDone() methods in TestEntityDataFallingBlock
  -Used to determine if the entity should be rendered/cared about in TestEntityRenderFallingBlock and TestEntityLogicFallingBlock
-Added more accurate Vec3i mod and div methods in TestEntityLogicFallingBlock
  *Change this to a better place
-TestEntityLogicFallingBlock actually places the block when the entity lands
-Better air block detection in TestWorldGenerator
*Still cannot erase the original placed block, not sure why.
2021-05-09 15:57:38 -04:00
b374e9a736 Added FallingBlock Classes
-Added TestEntityDataFallingBlock class
  -Right now only supports Test:Sand
  -Kinda just copied from Statie
-Added TestEntityRenderFallingBlock
  -Used BlockRenderTexturedCube and TestEntityRenderStatie for this one
  -Has a setTexture method, but it needs improving
-Added TestEntityLogicFallingBlock class
  -Allows for a falling block to return to being a block.
  -The coordinates of the entity never move, even if it does ingame.
-In TestContent
  -Registers Test:FallingBlock
-In TestWorldGenerator
  -Adds listener for a sand block being placed
    -Listener replaces the block with a FallingBlock entity
    -It should also replace the block with air but it hasn't been working for me.
2021-05-04 20:29:06 -04:00
531a8c99c3 Added CONTRIBUTING.md. Discussion is welcome. 2021-04-27 23:22:48 +03:00
6fb7e7fc04 Added SurfaceWorld to facilitate surface feature generation 2021-04-13 15:18:15 +03:00
20dccf3d12 Some more refactoring of generic world-related classes. May not compile.
- Added GenericWritableWorld
- Moved static methods from GenericChunk to GenericChunks
- GenericEntity now declares getEntityId()
- GenericWorld now declares getEntity(long)
- Added a lambda-based mapToFaces variations for AbsFace and RelFace
2021-04-09 23:16:08 +03:00
32851b8fb0 Added a serverside uptime tick counter 2021-04-09 20:34:47 +03:00
a95bdf1efe Moved .setBlockRel(...) implementation to GenericWritableChunk 2021-04-09 20:15:07 +03:00