forked from razterizer/DungGine
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathTerrain.h
175 lines (165 loc) · 4.18 KB
/
Terrain.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
//
// Terrain.h
// DungGine
//
// Created by Rasmus Anthin on 2024-08-11.
//
#pragma once
namespace dung
{
enum class Terrain
{
Default,
Void,
Water,
Sand,
Gravel,
Stone,
Mountain,
Lava,
Cave,
Swamp,
Poison,
Acid,
Tar,
Path,
Mine,
Grass,
Shrub,
Tree,
Tile,
Masonry,
Column,
Brick,
Wood,
Ice,
Metal,
Silver,
Gold,
Bone,
Rope,
};
bool is_dry(Terrain terrain)
{
switch (terrain)
{
case Terrain::Water:
case Terrain::Lava:
case Terrain::Swamp:
case Terrain::Poison:
case Terrain::Acid:
case Terrain::Tar:
return false;
default:
return true;
}
}
bool is_wet(Terrain terrain)
{
switch (terrain)
{
case Terrain::Water:
case Terrain::Poison:
case Terrain::Acid:
return true;
default:
return false;
}
}
bool allow_move_to(Terrain terrain)
{
switch (terrain)
{
case Terrain::Mountain: return false;
case Terrain::Tree: return false;
case Terrain::Column: return false;
case Terrain::Masonry: return false;
default: return true;
}
}
// 1 : Most viscous.
// 0 : Least viscous.
std::optional<float> get_wet_viscosity(Terrain terrain)
{
switch (terrain)
{
case Terrain::Water: return 0.05f;
case Terrain::Lava: return 0.9f;
case Terrain::Swamp: return 0.7f;
case Terrain::Poison: return 0.2f;
case Terrain::Acid: return 0.1f;
case Terrain::Tar: return 0.8f;
default:
return {};
}
}
// 1 : highest resistance : hardest to walk over/in.
// 0 : lowest resistance : easiest to walk over/in.
// Some values are a bit arbitrary.
std::optional<float> get_dry_resistance(Terrain terrain)
{
switch (terrain)
{
case Terrain::Default: return 0.f;
case Terrain::Void: return 0.f;
case Terrain::Stone: return 0.f;
case Terrain::Cave: return 0.f;
case Terrain::Mine: return 0.f;
case Terrain::Tile: return 0.f;
case Terrain::Ice: return 0.f;
case Terrain::Rope: return 0.1f;
case Terrain::Grass: return 0.15f;
case Terrain::Wood: return 0.15f;
case Terrain::Gravel: return 0.25f;
case Terrain::Path: return 0.25f;
case Terrain::Bone: return 0.3f;
case Terrain::Sand: return 0.55f;
case Terrain::Metal: return 0.65f;
case Terrain::Silver: return 0.65f;
case Terrain::Gold: return 0.65f;
case Terrain::Shrub: return 0.7f;
case Terrain::Brick: return 0.75f;
case Terrain::Tree: return 1.f;
case Terrain::Column: return 1.f;
case Terrain::Masonry: return 1.f;
case Terrain::Mountain: return 1.f;
default: return {};
}
}
std::string terrain2str(Terrain terrain)
{
switch (terrain)
{
case Terrain::Default: return "Default";
case Terrain::Void: return "Void";
case Terrain::Water: return "Water";
case Terrain::Sand: return "Sand";
case Terrain::Gravel: return "Gravel";
case Terrain::Stone: return "Stone";
case Terrain::Mountain: return "Mountain";
case Terrain::Lava: return "Lava";
case Terrain::Cave: return "Cave";
case Terrain::Swamp: return "Swamp";
case Terrain::Poison: return "Poison";
case Terrain::Acid: return "Acid";
case Terrain::Tar: return "Tar";
case Terrain::Path: return "Path";
case Terrain::Mine: return "Mine";
case Terrain::Grass: return "Grass";
case Terrain::Shrub: return "Shrub";
case Terrain::Tree: return "Tree";
case Terrain::Tile: return "Tile";
case Terrain::Masonry: return "Masonry";
case Terrain::Column: return "Column";
case Terrain::Brick: return "Brick";
case Terrain::Wood: return "Wood";
case Terrain::Ice: return "Ice";
case Terrain::Metal: return "Metal";
case Terrain::Silver: return "Silver";
case Terrain::Gold: return "Gold";
case Terrain::Bone: return "Bone";
case Terrain::Rope: return "Rope";
default: return "n/a";
}
}
}