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
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
|
namespace LivingVillage.Desktop
open System
open Microsoft.Xna.Framework
open Microsoft.Xna.Framework.Graphics
open Microsoft.Xna.Framework.Input
open LivingVillage.Kernel
open LivingVillage.Kernel.Sim
type TileKind =
| Grass = 0
| Path = 1
| Water = 2
| Flower = 3
module MapGen =
let generate (width: int) (height: int) : TileKind[,] =
let rnd = Random(20260918)
let map = Array2D.zeroCreate<TileKind> width height
for y in 0 .. height - 1 do
for x in 0 .. width - 1 do
let border = x = 0 || y = 0 || x = width - 1 || y = height - 1
map.[x, y] <-
if border then TileKind.Water
elif rnd.NextDouble() < 0.04 then TileKind.Flower
else TileKind.Grass
let midX = width / 2
let midY = height / 2
for x in 1 .. width - 2 do
map.[x, midY] <- TileKind.Path
for y in 1 .. height - 2 do
map.[midX, y] <- TileKind.Path
map
module Atlas =
let tilePixels = 32
let build (device: GraphicsDevice) : Texture2D =
let rnd = Random(7)
let c (r: int) (g: int) (b: int) = Color(r, g, b)
let tex = new Texture2D(device, tilePixels * 4, tilePixels)
let colors = Array.zeroCreate<Color> (tilePixels * tilePixels * 4)
for t in 0 .. 3 do
let baseColor, variance, isFlower =
match t with
| 1 -> (c 148 118 84), 12, false
| 2 -> (c 52 92 168), 10, false
| 3 -> (c 56 118 48), 14, true
| _ -> (c 56 118 48), 14, false
for y in 0 .. tilePixels - 1 do
for x in 0 .. tilePixels - 1 do
let jitter = rnd.Next(variance + 1) - variance / 2
colors.[t * tilePixels * tilePixels + y * tilePixels + x] <-
c (int baseColor.R + jitter) (int baseColor.G + jitter) (int baseColor.B + jitter)
if isFlower then
for _ in 1 .. 6 do
let fx = rnd.Next(tilePixels - 2)
let fy = rnd.Next(tilePixels - 2)
let fc = if rnd.NextDouble() < 0.5 then c 240 220 80 else c 235 240 245
for dy in 0 .. 1 do
for dx in 0 .. 1 do
colors.[t * tilePixels * tilePixels + (fy + dy) * tilePixels + fx + dx] <- fc
tex.SetData(colors)
tex
module NpcView =
let actionName (k: NpcActionKind) : string =
match k with
| Eat -> "eat"
| Sleep -> "sleep"
| Wander -> "wander"
| Work -> "work"
| Chat -> "chat"
module PixelText =
let private glyphs =
[ 'A', [| "01110"; "10001"; "10001"; "11111"; "10001"; "10001"; "10001" |]
'B', [| "11110"; "10001"; "10001"; "11110"; "10001"; "10001"; "11110" |]
'C', [| "01111"; "10000"; "10000"; "10000"; "10000"; "10000"; "01111" |]
'D', [| "11110"; "10001"; "10001"; "10001"; "10001"; "10001"; "11110" |]
'E', [| "11111"; "10000"; "10000"; "11110"; "10000"; "10000"; "11111" |]
'F', [| "11111"; "10000"; "10000"; "11110"; "10000"; "10000"; "10000" |]
'G', [| "01111"; "10000"; "10000"; "10111"; "10001"; "10001"; "01111" |]
'H', [| "10001"; "10001"; "10001"; "11111"; "10001"; "10001"; "10001" |]
'I', [| "11111"; "00100"; "00100"; "00100"; "00100"; "00100"; "11111" |]
'J', [| "00111"; "00010"; "00010"; "00010"; "00010"; "10010"; "01100" |]
'K', [| "10001"; "10010"; "10100"; "11000"; "10100"; "10010"; "10001" |]
'L', [| "10000"; "10000"; "10000"; "10000"; "10000"; "10000"; "11111" |]
'M', [| "10001"; "11011"; "10101"; "10101"; "10001"; "10001"; "10001" |]
'N', [| "10001"; "11001"; "10101"; "10011"; "10001"; "10001"; "10001" |]
'O', [| "01110"; "10001"; "10001"; "10001"; "10001"; "10001"; "01110" |]
'P', [| "11110"; "10001"; "10001"; "11110"; "10000"; "10000"; "10000" |]
'Q', [| "01110"; "10001"; "10001"; "10001"; "10101"; "10010"; "01101" |]
'R', [| "11110"; "10001"; "10001"; "11110"; "10100"; "10010"; "10001" |]
'S', [| "01111"; "10000"; "10000"; "01110"; "00001"; "00001"; "11110" |]
'T', [| "11111"; "00100"; "00100"; "00100"; "00100"; "00100"; "00100" |]
'U', [| "10001"; "10001"; "10001"; "10001"; "10001"; "10001"; "01110" |]
'V', [| "10001"; "10001"; "10001"; "10001"; "10001"; "01010"; "00100" |]
'W', [| "10001"; "10001"; "10001"; "10101"; "10101"; "11011"; "10001" |]
'X', [| "10001"; "10001"; "01010"; "00100"; "01010"; "10001"; "10001" |]
'Y', [| "10001"; "10001"; "01010"; "00100"; "00100"; "00100"; "00100" |]
'Z', [| "11111"; "00001"; "00010"; "00100"; "01000"; "10000"; "11111" |]
'0', [| "01110"; "10001"; "10011"; "10101"; "11001"; "10001"; "01110" |]
'1', [| "00100"; "01100"; "00100"; "00100"; "00100"; "00100"; "01110" |]
'2', [| "01110"; "10001"; "00001"; "00010"; "00100"; "01000"; "11111" |]
'3', [| "11110"; "00001"; "00001"; "01110"; "00001"; "00001"; "11110" |]
'4', [| "00010"; "00110"; "01010"; "10010"; "11111"; "00010"; "00010" |]
'5', [| "11111"; "10000"; "10000"; "11110"; "00001"; "00001"; "11110" |]
'6', [| "01110"; "10000"; "10000"; "11110"; "10001"; "10001"; "01110" |]
'7', [| "11111"; "00001"; "00010"; "00100"; "01000"; "01000"; "01000" |]
'8', [| "01110"; "10001"; "10001"; "01110"; "10001"; "10001"; "01110" |]
'9', [| "01110"; "10001"; "10001"; "01111"; "00001"; "00001"; "01110" |]
'-', [| "00000"; "00000"; "00000"; "11111"; "00000"; "00000"; "00000" |]
'.', [| "00000"; "00000"; "00000"; "00000"; "00000"; "00110"; "00110" |]
'=', [| "00000"; "11111"; "00000"; "00000"; "11111"; "00000"; "00000" |]
':', [| "00000"; "00110"; "00110"; "00000"; "00110"; "00110"; "00000" |]
';', [| "00000"; "00110"; "00110"; "00000"; "00110"; "00100"; "01000" |]
'/', [| "00001"; "00010"; "00010"; "00100"; "01000"; "01000"; "10000" |]
'?', [| "01110"; "10001"; "00001"; "00010"; "00100"; "00000"; "00100" |] ]
|> Map.ofList
let draw (spriteBatch: SpriteBatch) (pixel: Texture2D) (x: int) (y: int) (scale: int) (color: Color) (text: string) =
let fallback = glyphs.['?']
let mutable cursor = x
for character in text.ToUpperInvariant() do
if character = ' ' then
cursor <- cursor + (4 * scale)
else
let rows = glyphs |> Map.tryFind character |> Option.defaultValue fallback
for row in 0 .. rows.Length - 1 do
for column in 0 .. rows.[row].Length - 1 do
if rows.[row].[column] = '1' then
spriteBatch.Draw(pixel, Rectangle(cursor + column * scale, y + row * scale, scale, scale), color)
cursor <- cursor + (6 * scale)
type LivingVillageGame() as this =
inherit Game()
let autoplay = Environment.GetEnvironmentVariable("LV_AUTOPLAY") = "1"
let titleSuffix = if autoplay then " [AUTOPLAY]" else ""
let modeName = if autoplay then "autoplay" else "keyboard"
let configuredStepsPerFrame =
match Environment.GetEnvironmentVariable("LV_STEPS_PER_FRAME") with
| null | "" -> 1
| s ->
match Int32.TryParse s with
| true, n when n > 0 -> n
| _ -> 1
let initialSimulationControl, initialLegacyStepsPerFrame =
SimulationControl.initialForConfiguredSteps configuredStepsPerFrame
let savePath =
match Environment.GetEnvironmentVariable("LV_SAVE_PATH") with
| null | "" -> "living-village.save"
| path -> path
let graphics = new GraphicsDeviceManager(this)
let mutable spriteBatch = Unchecked.defaultof<SpriteBatch>
let mutable atlas = Unchecked.defaultof<Texture2D>
let mutable pixel = Unchecked.defaultof<Texture2D>
let mutable map = MapGen.generate Sim.mapWidthTiles Sim.mapHeightTiles
let mutable world = Sim.initialWorldN 42UL Sim.npcCount
let mutable camera = Vector2.Zero
let mutable fpsFrames = 0
let mutable fpsSeconds = 0.0
let mutable prevKb = Unchecked.defaultof<KeyboardState>
let mutable relationView = false
let mutable relationSnapshot: float32[,] option = None
let mutable m5View = M5Interaction.initial
let mutable simulationControl = initialSimulationControl
let mutable legacyStepsPerFrame = initialLegacyStepsPerFrame
do
graphics.PreferredBackBufferWidth <- 1280
graphics.PreferredBackBufferHeight <- 720
graphics.SynchronizeWithVerticalRetrace <- true
this.IsFixedTimeStep <- true
this.TargetElapsedTime <- TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L)
this.Window.Title <- if autoplay then "Living Village M6 [AUTOPLAY]" else "Living Village M6"
printfn $"mode={modeName} seed=42"
printfn "controls=WASD move E interact 1-6 choose Q observe Tab needs C chronicle L relations P pause F1/F2/F3 speed F6 save F7 load Esc close/exit"
member private this.CenterCamera() =
let viewport = this.GraphicsDevice.Viewport
let vw = float32 viewport.Width
let vh = float32 viewport.Height
let worldW = float32 (Sim.mapWidthTiles * Sim.tilePixels)
let worldH = float32 (Sim.mapHeightTiles * Sim.tilePixels)
let half = float32 Sim.tilePixels / 2.0f
let x = MathHelper.Clamp(world.Avatar.Pos.X + half - vw / 2.0f, 0.0f, max 0.0f (worldW - vw))
let y = MathHelper.Clamp(world.Avatar.Pos.Y + half - vh / 2.0f, 0.0f, max 0.0f (worldH - vh))
camera <- Vector2(x, y)
override this.Initialize() =
base.Initialize()
prevKb <- Keyboard.GetState()
override _.LoadContent() =
spriteBatch <- new SpriteBatch(this.GraphicsDevice)
atlas <- Atlas.build this.GraphicsDevice
pixel <- new Texture2D(this.GraphicsDevice, 1, 1)
pixel.SetData([| Color.White |])
override this.Update(gameTime: GameTime) =
let kb = Keyboard.GetState()
let pressed (key: Keys) = kb.IsKeyDown(key) && not (prevKb.IsKeyDown(key))
let pressedAny (keys: Keys list) = keys |> List.exists pressed
let lPressed = pressed Keys.L
let escapePressed = pressed Keys.Escape
if pressed Keys.P then
simulationControl <- SimulationControl.togglePause simulationControl
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F1 then
simulationControl <- SimulationControl.setSpeed OneX simulationControl
legacyStepsPerFrame <- None
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F2 then
simulationControl <- SimulationControl.setSpeed TwoX simulationControl
legacyStepsPerFrame <- None
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F3 then
simulationControl <- SimulationControl.setSpeed FiveX simulationControl
legacyStepsPerFrame <- None
printfn $"simulation={M6Presentation.clockLabel simulationControl}"
if pressed Keys.F6 then
try
WorldSave.saveToFile savePath world
printfn $"save=ok path={savePath} tick={world.Tick}"
with
| ex -> printfn $"save=error path={savePath} message={ex.Message}"
if pressed Keys.F7 then
match WorldSave.loadFromFile savePath with
| Ok nextWorld ->
world <- nextWorld
relationView <- false
relationSnapshot <- None
m5View <- M5Interaction.initial
this.CenterCamera()
printfn $"load=ok path={savePath} tick={world.Tick}"
| Error failure -> printfn $"load=error path={savePath} message={failure}"
if escapePressed then
if m5View.Panel <> WorldPanel then
let nextWorld, nextView = M5Interaction.apply ClosePanel world m5View
world <- nextWorld
m5View <- nextView
printfn $"m5 panel={M5Interaction.panelName m5View} status={m5View.Status} tick={world.Tick}"
else
this.Exit()
if lPressed then
relationView <- not relationView
if relationView then relationSnapshot <- Some(Sim.relationMatrix world)
let state = if relationView then "on" else "off"
printfn $"relation view={state} tick={world.Tick}"
let m5Command =
if pressed Keys.E then Some Interact
elif pressedAny [ Keys.D1; Keys.NumPad1 ] then Some Intent1
elif pressedAny [ Keys.D2; Keys.NumPad2 ] then Some Intent2
elif pressedAny [ Keys.D3; Keys.NumPad3 ] then Some Intent3
elif pressedAny [ Keys.D4; Keys.NumPad4 ] then Some Intent4
elif pressedAny [ Keys.D5; Keys.NumPad5 ] then Some Intent5
elif pressedAny [ Keys.D6; Keys.NumPad6 ] then Some Intent6
elif pressed Keys.Q then Some Observe
elif pressed Keys.Tab then Some ToggleNeeds
elif pressed Keys.C then Some ShowChronicle
else None
match m5Command with
| Some command ->
let nextWorld, nextView = M5Interaction.apply command world m5View
world <- nextWorld
m5View <- nextView
printfn $"m5 panel={M5Interaction.panelName m5View} status={m5View.Status} tick={world.Tick}"
| None -> ()
let panelOpen = m5View.Panel <> WorldPanel
if not relationView && not panelOpen then
let input =
if autoplay then
let t = float32 world.Tick
{ MoveX = MathF.Sin(t / 60.0f) * 0.8f
MoveY = MathF.Cos(t / 90.0f) * 0.6f }
else
{ MoveX =
(if kb.IsKeyDown(Keys.D) then 1.0f
elif kb.IsKeyDown(Keys.A) then -1.0f
else 0.0f)
MoveY =
(if kb.IsKeyDown(Keys.S) then 1.0f
elif kb.IsKeyDown(Keys.W) then -1.0f
else 0.0f) }
let ts = { Input = input }
let stepCount = SimulationControl.stepsPerFrameWithLegacy legacyStepsPerFrame simulationControl
if stepCount > 0 then
for _ in 1 .. stepCount do
world <- Sim.step ts world
this.CenterCamera()
fpsFrames <- fpsFrames + 1
fpsSeconds <- fpsSeconds + gameTime.ElapsedGameTime.TotalSeconds
if fpsSeconds >= 1.0 then
let fps = float fpsFrames / fpsSeconds
fpsFrames <- 0
fpsSeconds <- 0.0
let npcAction =
if world.Npcs.Length > 0 then
NpcView.actionName world.Npcs.[0].Mind.Action
else "none"
let profile = M6Presentation.profileAtTick world.Tick
let dayNight =
match profile.Mode with
| Day -> "DAY"
| Night -> "NIGHT"
let viewTag = if relationView then " | [RELATIONS]" else ""
this.Window.Title <-
$"Living Village M6{titleSuffix} | fps {fps:F1} | tick {world.Tick} | {dayNight} | {M6Presentation.clockLabel simulationControl} | npc {npcAction}{viewTag} | panel {M5Interaction.panelName m5View} | {M5Interaction.titleText m5View}"
printfn $"fps={fps:F1} tick={world.Tick} pos=({world.Avatar.Pos.X:F0},{world.Avatar.Pos.Y:F0})"
prevKb <- kb
member private this.DrawLine (a: Vector2) (b: Vector2) (thickness: float32) (color: Color) =
let d = b - a
let len = d.Length()
if len > 1.0f then
let angle = MathF.Atan2(d.Y, d.X)
spriteBatch.Draw(pixel, a, System.Nullable(), color, angle, Vector2.Zero, Vector2(len, thickness), SpriteEffects.None, 0.0f)
member private this.DrawRelationView() =
let profile = M6Presentation.profileAtTick world.Tick
this.GraphicsDevice.Clear(profile.Background)
let viewport = this.GraphicsDevice.Viewport
let vw = float32 viewport.Width
let vh = float32 viewport.Height
let mapW = float32 (Sim.mapWidthTiles * Sim.tilePixels)
let mapH = float32 (Sim.mapHeightTiles * Sim.tilePixels)
let margin = 48.0f
let scale = min ((vw - 2.0f * margin) / mapW) ((vh - 2.0f * margin) / mapH)
let ox = (vw - mapW * scale) / 2.0f
let oy = (vh - mapH * scale) / 2.0f
let toScreen (p: Vec2) : Vector2 = Vector2(ox + p.X * scale, oy + p.Y * scale)
spriteBatch.Begin()
match relationSnapshot with
| Some m ->
let n = Array2D.length1 m
for i in 0 .. n - 1 do
for j in i + 1 .. n - 1 do
let r = m.[i, j]
if abs r > Sim.relationThreshold then
let a = toScreen world.Npcs.[i].Pos
let b = toScreen world.Npcs.[j].Pos
let color = if r > 0.0f then Color.LimeGreen else Color.IndianRed
let thickness = Sim.clamp (1.5f + 3.0f * abs r) 1.5f 12.0f
this.DrawLine a b thickness color
for npc in world.Npcs do
let p = toScreen npc.Pos
spriteBatch.Draw(pixel, Rectangle(int p.X - 5, int p.Y - 5, 10, 10), Color.Cyan)
| None -> ()
spriteBatch.End()
override this.Draw(gameTime: GameTime) =
if relationView then
this.DrawRelationView()
this.DrawM5Overlay()
else
this.DrawWorldView()
member private this.DrawWorldView() =
let profile = M6Presentation.profileAtTick world.Tick
this.GraphicsDevice.Clear(profile.Background)
let viewport = this.GraphicsDevice.Viewport
let camX = int camera.X
let camY = int camera.Y
let tx0 = max 0 (camX / Sim.tilePixels)
let ty0 = max 0 (camY / Sim.tilePixels)
let tx1 = min (Sim.mapWidthTiles - 1) ((camX + viewport.Width) / Sim.tilePixels + 1)
let ty1 = min (Sim.mapHeightTiles - 1) ((camY + viewport.Height) / Sim.tilePixels + 1)
spriteBatch.Begin()
for y in ty0 .. ty1 do
for x in tx0 .. tx1 do
let src = Rectangle(int map.[x, y] * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let dst =
Rectangle(x * Sim.tilePixels - camX, y * Sim.tilePixels - camY, Sim.tilePixels, Sim.tilePixels)
spriteBatch.Draw(atlas, dst, src, profile.WorldTint)
let avatarDst =
Rectangle(int world.Avatar.Pos.X - camX, int world.Avatar.Pos.Y - camY, Sim.tilePixels, Sim.tilePixels)
spriteBatch.Draw(pixel, avatarDst, Color.Red)
let npcShades =
[| Color.Navy; Color.MediumBlue; Color.Blue; Color.RoyalBlue; Color.DodgerBlue |]
for npc in world.Npcs do
let npcDst =
Rectangle(int npc.Pos.X - camX, int npc.Pos.Y - camY, Sim.tilePixels, Sim.tilePixels)
let (NpcId idx) = npc.Id
spriteBatch.Draw(pixel, npcDst, npcShades.[idx % npcShades.Length])
spriteBatch.End()
this.DrawM5Overlay()
member private this.DrawM5Overlay() =
let viewport = this.GraphicsDevice.Viewport
let panelWidth = min 460 (max 1 (viewport.Width - 32))
let panelHeight = min 520 (max 1 (viewport.Height - 32))
let panelX = max 16 (viewport.Width - panelWidth - 16)
let panelY = 16
let panel = Rectangle(panelX, panelY, panelWidth, panelHeight)
let innerX = panelX + 16
let innerWidth = panelWidth - 32
let textScale = 2
let lineHeight = 18
let maxChars = max 1 (innerWidth / (6 * textScale))
let maxLines = max 1 ((panelHeight - 32) / lineHeight)
let profile = M6Presentation.profileAtTick world.Tick
let dayNight =
match profile.Mode with
| Day -> "DAY"
| Night -> "NIGHT"
let m6Lines =
[ sprintf "TIME %s %s" dayNight (M6Presentation.clockLabel simulationControl)
"P PAUSE F1 F2 F3 SPEED"
"F6 SAVE F7 LOAD" ]
let lines = (m6Lines @ M5Interaction.panelLines world m5View) |> List.truncate maxLines
spriteBatch.Begin()
spriteBatch.Draw(pixel, panel, Color(15, 19, 25, 220))
spriteBatch.Draw(pixel, Rectangle(panelX, panelY, panelWidth, 4), Color(92, 180, 190))
lines
|> List.iteri (fun index line ->
let visible = if line.Length > maxChars then line.Substring(0, maxChars) else line
let color = if index = 0 then Color(220, 235, 220) else Color(190, 205, 210)
PixelText.draw spriteBatch pixel innerX (panelY + 12 + index * lineHeight) textScale color visible)
spriteBatch.End()
|