diff options
Diffstat (limited to 'src/LivingVillage.Desktop')
| -rw-r--r-- | src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj | 2 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/MapGen.fs | 24 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/WorldBootstrap.fs | 35 |
3 files changed, 54 insertions, 7 deletions
diff --git a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj index 739b750..6f388f2 100644 --- a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj +++ b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj @@ -7,9 +7,9 @@ <ItemGroup> <Compile Include="VillagePresentation.fs" /> - <Compile Include="WorldBootstrap.fs" /> <Compile Include="ProceduralMap.fs" /> <Compile Include="MapGen.fs" /> + <Compile Include="WorldBootstrap.fs" /> <Compile Include="VillageArt.fs" /> <Compile Include="ChineseText.fs" /> <Compile Include="CjkGlyphAtlas.fs" /> diff --git a/src/LivingVillage.Desktop/MapGen.fs b/src/LivingVillage.Desktop/MapGen.fs index c59e6bd..7c7059a 100644 --- a/src/LivingVillage.Desktop/MapGen.fs +++ b/src/LivingVillage.Desktop/MapGen.fs @@ -312,6 +312,30 @@ module MapGen = let generateWithSize (width: int) (height: int) (seed: uint64) : Result = generate { defaultParams seed with Width = width; Height = height } + /// 生成结果的确定性序列化(同 seed 逐字节一致),供回归测试与跨机核对。 + let serialize (map: Result) : string = + let builder = System.Text.StringBuilder() + builder.Append(map.Width).Append('x').Append(map.Height).Append('|').Append(map.Seed).Append('|') |> ignore + for code in map.Tiles do + builder.Append(code).Append(',') |> ignore + builder.Append('|') |> ignore + for river in map.Rivers do + builder.Append(river.CenterY).Append('*').Append(river.Width).Append(';') |> ignore + builder.Append('|') |> ignore + for (x, y) in map.Bridges do + builder.Append(x).Append(':').Append(y).Append(';') |> ignore + builder.Append('|') |> ignore + for (x, y) in map.Paths do + builder.Append(x).Append(':').Append(y).Append(';') |> ignore + builder.Append('|') |> ignore + for building in map.Buildings do + builder + .Append(building.Left).Append(':').Append(building.Top).Append(':') + .Append(building.Width).Append(':').Append(building.Height).Append(':') + .Append(building.DoorX).Append(':').Append(building.DoorY).Append(';') + |> ignore + builder.ToString() + /// 可行走判定:非水,或位于桥面上(桥面仍标记为水但可通行)。 let isWalkable (map: Result) (x: int) (y: int) : bool = if x < 0 || x >= map.Width || y < 0 || y >= map.Height then diff --git a/src/LivingVillage.Desktop/WorldBootstrap.fs b/src/LivingVillage.Desktop/WorldBootstrap.fs index f8ba775..bf0ef65 100644 --- a/src/LivingVillage.Desktop/WorldBootstrap.fs +++ b/src/LivingVillage.Desktop/WorldBootstrap.fs @@ -35,17 +35,26 @@ module WorldBootstrap = nowTick state.Today } - let initialWorldWithOccupation (startAtDaylight: bool) (seed: uint64) (count: int) (occupation: Occupation.State option) : World = - if count < 0 || count > npcSpawnTiles.Length then + /// 以显式站位建世界:avatarTile 为玩家出生瓦片,npcTiles 为 NPC 出生瓦片序列。 + /// 64x48 旧档与世界走 `avatarSpawnPosition` + `npcSpawnTiles` 的等价调用,字节口径不变。 + let initialWorldWithPlacement + (startAtDaylight: bool) + (seed: uint64) + (count: int) + (avatarTile: int * int) + (npcTiles: (int * int) list) + (occupation: Occupation.State option) : World = + if count < 0 || count > npcTiles.Length then invalidArg (nameof count) "Desktop bootstrap supports at most 30 NPCs." + let avatarPosition = tileCenter (fst avatarTile) (snd avatarTile) let startTick = if startAtDaylight then daylightStartTick else 0L let baseWorld = Sim.initialWorldN seed count let avatar = let baseAvatar = { baseWorld.Avatar with - Pos = avatarSpawnPosition - Mind = { baseWorld.Avatar.Mind with Target = avatarSpawnPosition } } + Pos = avatarPosition + Mind = { baseWorld.Avatar.Mind with Target = avatarPosition } } match occupation with | None -> baseAvatar | Some state -> @@ -56,11 +65,11 @@ module WorldBootstrap = Needs = { needs with Money = float32 state.Profile.InitialMoney - Energy = state.Profile.InitialEnergy } } } + Energy = float32 state.Profile.InitialEnergy } } } let npcs = baseWorld.Npcs |> Array.mapi (fun index npc -> - let x, y = npcSpawnTiles.[index] + let x, y = List.item index npcTiles { npc with Pos = tileCenter x y }) { baseWorld with @@ -69,6 +78,20 @@ module WorldBootstrap = Avatar = avatar Npcs = npcs } + let initialWorldWithOccupation (startAtDaylight: bool) (seed: uint64) (count: int) (occupation: Occupation.State option) : World = + initialWorldWithPlacement + startAtDaylight + seed + count + (31, 25) + (List.ofArray npcSpawnTiles) + occupation + + /// P20 第三步:默认可玩世界。生成器的核心可达区作为站位,30 个 spawn 全部落核心可达域。 + let initialWorldInMap (startAtDaylight: bool) (seed: uint64) (count: int) (map: MapGen.Result) : World = + let avatarTile = ((map.Core.MinX + map.Core.MaxX) / 2, (map.Core.MinY + map.Core.MaxY) / 2) + initialWorldWithPlacement startAtDaylight seed count avatarTile map.Spawns None + let initialWorldForDaylight (startAtDaylight: bool) (seed: uint64) (count: int) : World = initialWorldWithOccupation startAtDaylight seed count None |
