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
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
|
namespace LivingVillage.Desktop
open System
open Microsoft.Xna.Framework.Graphics
open LivingVillage.Kernel
open LivingVillage.Kernel.Sim
open LivingVillage.Desktop.VillagePresentation
module VillageArt =
type PropKind =
| WhiteWallDarkTileHouse
| StoneBridge
| Bamboo
| VegetableGarden
type TileKind =
| RiverWater
| StonePaving
type ArtProp =
{ Kind: PropKind
Position: TilePosition }
type ArtTile =
{ Kind: TileKind
Position: TilePosition }
type JiangnanArtPlan =
{ Props: ArtProp list
Tiles: ArtTile list }
type GroundKind =
| Water
| StonePath
type RenderPropKind =
| House
| Bridge
| BambooGrove
| VegetablePatch
| WillowTree
| ShrubPatch
| FlowerBush
| ReedCluster
| StoneBench
| RiverLantern
| StoneLantern
| WaterVat
| MarketStall
type RenderProp =
{ Kind: RenderPropKind
Position: TilePosition }
type InteriorElementKind =
| Window
| Table
| Bed
| Screen
type InteriorElement =
{ Kind: InteriorElementKind
Position: TilePosition }
type InteriorPlan =
{ Elements: InteriorElement list }
type JiangnanRenderPlan =
{ Origin: TilePosition
Grounds: (TilePosition * GroundKind) list
Props: RenderProp list
Interior: InteriorPlan }
type NpcVisualVariant =
| IndigoRobe
| OchreVest
| JadeSash
| GreyCap
| StrawHat
/// Presentation-only occupational archetype. Kernel NPCs carry no occupation, so the
/// visible trade is a pure function of NpcId; three walking rhythms coexist on screen.
type NpcTrade =
| Farmer
| Peddler
| Scholar
/// Per-trade cadence in simulation ticks plus a phase offset, all deterministic.
type WalkRhythm =
{ WalkWindow: int64
IdleWindow: int64
PhaseOffset: int64 }
type FacingDirection =
| NorthFacing
| SouthFacing
| WestFacing
| EastFacing
type AnimationFrame =
| FrameOne
| FrameTwo
| FrameThree
| FrameFour
/// Two-pose standing breath cycle used whenever a character is not moving.
type IdleFrame =
| IdleOne
| IdleTwo
/// A character either walks (four-pose cycle) or breathes in place (two-pose cycle).
type CharacterFrame =
| WalkFrame of AnimationFrame
| IdleFrame of IdleFrame
type NpcSpriteSpec =
{ Variant: NpcVisualVariant
Direction: FacingDirection
Frame: CharacterFrame }
type ArtTextures =
{ TileAtlas: Texture2D
CharacterAtlas: Texture2D
InteriorAtlas: Texture2D
Cc0TileAtlas: Texture2D option }
type private TileSprite =
| GrassSprite
| WaterSprite
| StonePathSprite
| RoofSprite
| WallSprite
| BridgeSprite
| BambooSprite
| GardenSprite
| RoofRidgeSprite
| RoofEaveSprite
| WallWoodSprite
| WallWindowSprite
| DoorSprite
| WaterSpriteB
| WillowTopSprite
| WillowBaseSprite
| ShrubSprite
| FlowerSprite
| ReedSprite
| BenchSprite
| LanternSprite
| WaterSpriteC
| SmokeSpriteA
| SmokeSpriteB
| SmokeSpriteC
| StoneLanternSprite
| WaterVatSprite
| StallSprite
type private XnaColor = Microsoft.Xna.Framework.Color
type private XnaRectangle = Microsoft.Xna.Framework.Rectangle
/// CC0 pack ground tiles: 0 grass bright / 1 grass deep (checker) / 2 path / 3 dirt.
let private cc0GroundRect (position: TilePosition) : XnaRectangle =
let index = if (position.X + position.Y) % 2 = 1 then 1 else 0
XnaRectangle(index * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let private cc0PathRect : XnaRectangle = XnaRectangle(2 * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let private drawCc0Tile (spriteBatch: SpriteBatch) (cc0: Texture2D) (tint: XnaColor) (source: XnaRectangle) (screenX: int) (screenY: int) =
spriteBatch.Draw(cc0, XnaRectangle(screenX, screenY, Sim.tilePixels, Sim.tilePixels), Nullable(source), tint)
type private XnaVector2 = Microsoft.Xna.Framework.Vector2
let private position x y : TilePosition =
{ X = x
Y = y }
let private prop kind x y : ArtProp =
{ Kind = kind
Position = position x y }
let private tile kind x y : ArtTile =
{ Kind = kind
Position = position x y }
let samplePlan () : JiangnanArtPlan =
{ Props =
[ prop WhiteWallDarkTileHouse 6 4
prop StoneBridge 10 4
prop Bamboo 3 2
prop VegetableGarden 8 7 ]
Tiles =
[ tile RiverWater 10 2
tile RiverWater 10 3
tile StonePaving 4 5
tile StonePaving 5 5
tile StonePaving 6 5 ] }
let sampleRenderPlan () : JiangnanRenderPlan =
let ground kind x y = position x y, kind
let renderProp (kind: RenderPropKind) x y : RenderProp =
{ Kind = kind
Position = position x y }
let interiorElement kind x y : InteriorElement =
{ Kind = kind
Position = position x y }
{ Origin = position 25 18
Grounds =
[ ground StonePath 3 5
ground StonePath 4 5
ground StonePath 5 5
ground StonePath 6 5
ground StonePath 7 5
ground StonePath 8 5
ground StonePath 9 5
ground StonePath 10 5
ground StonePath 11 5
ground StonePath 6 6
ground StonePath 6 7
ground StonePath 6 8
ground StonePath 6 9
ground StonePath 6 10
for x in 0 .. 5 do
ground StonePath x 11
for x in 9 .. 19 do
ground StonePath x 11
for x in 1 .. 18 do
ground StonePath x 14
ground Water 6 11
ground Water 7 11
ground Water 8 11
for x in 0 .. 19 do
ground Water x 12
for x in 2 .. 17 do
ground Water x 13 ]
Props =
[ renderProp House 6 5
renderProp Bridge 6 11
renderProp BambooGrove 3 2
renderProp VegetablePatch 8 7
renderProp WillowTree 1 9
renderProp WillowTree 13 9
renderProp ShrubPatch 1 7
renderProp ShrubPatch 10 7
renderProp FlowerBush 3 8
renderProp FlowerBush 12 8
renderProp ReedCluster 3 12
renderProp ReedCluster 15 13
renderProp StoneBench 9 11
renderProp RiverLantern 5 11
renderProp RiverLantern 7 14
renderProp StoneLantern 4 14
renderProp StoneLantern 16 14
renderProp WaterVat 12 11
renderProp MarketStall 3 11 ]
Interior =
{ Elements =
[ interiorElement Window 2 2
interiorElement Table 4 4
interiorElement Bed 7 3
interiorElement Screen 7 6 ] } }
let worldTile (plan: JiangnanRenderPlan) (localPosition: TilePosition) : TilePosition =
{ X = plan.Origin.X + localPosition.X
Y = plan.Origin.Y + localPosition.Y }
/// Every tile a prop paints over, in world coordinates. Used by draw ordering and by
/// spawn-overlap assertions so villagers never start inside a painted prop.
let planFootprint (plan: JiangnanRenderPlan) : TilePosition list =
let many positions = positions |> List.map (worldTile plan)
plan.Props
|> List.collect (fun prop ->
let x, y = prop.Position.X, prop.Position.Y
match prop.Kind with
| House ->
[ for dx in -2 .. 1 do
for dy in -2 .. 0 do
yield position (x + dx) (y + dy) ]
| Bridge -> [ position x y; position x (y + 1); position x (y + 2) ]
| BambooGrove -> [ position x y; position x (y + 1); position (x + 1) y ]
| VegetablePatch -> [ position x y; position (x + 1) y ]
| WillowTree -> [ position x y; position x (y + 1) ]
| ShrubPatch
| FlowerBush
| ReedCluster
| StoneBench
| RiverLantern
| StoneLantern
| WaterVat
| MarketStall -> [ position x y ])
|> many
let private positiveModulo divisor value =
let remainder = value % divisor
if remainder < 0 then remainder + divisor else remainder
let npcVisualVariant (NpcId npcId) : NpcVisualVariant =
match positiveModulo 4 npcId with
| 0 -> IndigoRobe
| 1 -> OchreVest
| 2 -> JadeSash
| _ -> GreyCap
let private positiveModulo64 divisor value =
let remainder = value % divisor
if remainder < 0L then remainder + divisor else remainder
/// Trade cycle: NPCs repeat Farmer -> Peddler -> Scholar by id, so all three rhythms
/// are present without touching kernel state.
let npcTrade (NpcId npcId) : NpcTrade =
match positiveModulo 3 npcId with
| 0 -> Farmer
| 1 -> Peddler
| _ -> Scholar
/// Farmer ambles at the original cadence; Peddler shuffles faster; Scholar strolls slower.
let rhythmFor (trade: NpcTrade) : WalkRhythm =
match trade with
| Farmer -> { WalkWindow = 4L; IdleWindow = 24L; PhaseOffset = 0L }
| Peddler -> { WalkWindow = 3L; IdleWindow = 20L; PhaseOffset = 1L }
| Scholar -> { WalkWindow = 6L; IdleWindow = 36L; PhaseOffset = 2L }
/// Four-pose walk cycle at a rhythm's window (one pose per WalkWindow sim ticks).
let animationFrameFor (rhythm: WalkRhythm) (tick: int64) : AnimationFrame =
match positiveModulo64 4L (tick / rhythm.WalkWindow + rhythm.PhaseOffset) with
| 0L -> FrameOne
| 1L -> FrameTwo
| 2L -> FrameThree
| _ -> FrameFour
/// Two-pose standing breath cycle at a rhythm's IdleWindow, fully deterministic.
let idleFrameFor (rhythm: WalkRhythm) (tick: int64) : IdleFrame =
match positiveModulo64 2L (tick / rhythm.IdleWindow + rhythm.PhaseOffset) with
| 0L -> IdleOne
| _ -> IdleTwo
/// Picks the walk cycle while moving and the breath cycle while standing still.
let characterFrameFor (rhythm: WalkRhythm) (isMoving: bool) (tick: int64) : CharacterFrame =
if isMoving then WalkFrame(animationFrameFor rhythm tick) else IdleFrame(idleFrameFor rhythm tick)
/// Farmer cadence is the base cadence (window 4/24, phase 0), preserving older semantics.
let animationFrame (tick: int64) : AnimationFrame =
animationFrameFor (rhythmFor Farmer) tick
let idleFrame (tick: int64) : IdleFrame =
idleFrameFor (rhythmFor Farmer) tick
let characterFrame (isMoving: bool) (tick: int64) : CharacterFrame =
characterFrameFor (rhythmFor Farmer) isMoving tick
/// Water surface ripple phase: three frames, one per 32 simulation ticks, fully deterministic.
let waterFrameTick (tick: int64) : int =
int (positiveModulo64 3L (tick / 32L))
/// Chimney smoke puff phase: three frames, one per 40 simulation ticks, fully deterministic.
let smokeFrameTick (tick: int64) : int =
int (positiveModulo64 3L (tick / 40L))
/// Per-tile water ripple phase. The global 32-tick cycle is offset by world tile
/// coordinates, so neighbouring river tiles show different phases in the same frame
/// instead of the whole surface switching in lockstep.
let waterFrameTickAt (tick: int64) (tileX: int) (tileY: int) : int =
int (positiveModulo64 3L (tick / 32L + int64 (tileX + 2 * tileY)))
let directionFromVector (vector: Vec2) : FacingDirection =
if abs vector.X < 0.001f && abs vector.Y < 0.001f then
SouthFacing
elif abs vector.X >= abs vector.Y then
if vector.X >= 0.0f then EastFacing else WestFacing
elif vector.Y >= 0.0f then
SouthFacing
else
NorthFacing
let facingAfterMovement (previousPosition: Vec2) (nextPosition: Vec2) (current: FacingDirection) : FacingDirection =
let movement : Vec2 =
{ X = nextPosition.X - previousPosition.X
Y = nextPosition.Y - previousPosition.Y }
if abs movement.X < 0.001f && abs movement.Y < 0.001f then current else directionFromVector movement
let npcSpriteSpec (npcId: NpcId) (direction: FacingDirection) (isMoving: bool) (tick: int64) : NpcSpriteSpec =
{ Variant = npcVisualVariant npcId
Direction = direction
Frame = characterFrameFor (rhythmFor (npcTrade npcId)) isMoving tick }
/// Villagers breathe while standing at their target and walk while approaching it.
let npcSpriteSpecAtTarget (npcId: NpcId) (position: Vec2) (target: Vec2) (tick: int64) : NpcSpriteSpec =
let movement : Vec2 =
{ X = target.X - position.X
Y = target.Y - position.Y }
let isMoving = abs movement.X >= 0.5f || abs movement.Y >= 0.5f
npcSpriteSpec npcId (directionFromVector movement) isMoving tick
let characterSourceRectangle (spec: NpcSpriteSpec) : Microsoft.Xna.Framework.Rectangle =
let variantIndex =
match spec.Variant with
| IndigoRobe -> 0
| OchreVest -> 1
| JadeSash -> 2
| GreyCap -> 3
| StrawHat -> 4
let directionIndex =
match spec.Direction with
| NorthFacing -> 0
| SouthFacing -> 1
| WestFacing -> 2
| EastFacing -> 3
let frameIndex =
match spec.Frame with
| WalkFrame FrameOne -> 0
| WalkFrame FrameTwo -> 1
| WalkFrame FrameThree -> 2
| WalkFrame FrameFour -> 3
| IdleFrame IdleOne -> 4
| IdleFrame IdleTwo -> 5
let cellIndex = (variantIndex * 4 + directionIndex) * 6 + frameIndex
Microsoft.Xna.Framework.Rectangle(cellIndex * 32, 0, 32, 48)
let private rgba (r: int) (g: int) (b: int) (a: int) : XnaColor = XnaColor(r, g, b, a)
/// MonoGame's default SpriteBatch blend (BlendState.AlphaBlend) treats the sprite
/// format as premultiplied alpha: the source colour blend is `One`, so a straight
/// Color(r,g,b,a) adds its raw rgb to the framebuffer and layered glows saturate to
/// an opaque white block. Scale every channel by its own alpha before drawing.
let premultiply (r: int) (g: int) (b: int) (a: int) : Microsoft.Xna.Framework.Color =
let clampChannel (channel: int) = max 0 (min 255 channel)
let alpha = clampChannel a
let scale (channel: int) =
Math.Round(float (clampChannel channel) * float alpha / 255.0, MidpointRounding.AwayFromZero)
|> int
Microsoft.Xna.Framework.Color(scale r, scale g, scale b, alpha)
/// Horizontal pixel runs approximating a filled ellipse; used for soft contact shadows.
let ellipseRuns (centerX: int) (centerY: int) (radiusX: int) (radiusY: int) : (int * int * int) list =
if radiusX <= 0 || radiusY <= 0 then
[]
else
[ for dy in -radiusY .. radiusY do
let t = float dy / float radiusY
let half = int (Math.Round(float radiusX * Math.Sqrt(max 0.0 (1.0 - t * t))))
if half > 0 then
yield (centerX - half, centerY + dy, half * 2 + 1) ]
/// Soft radial lantern glow drawn as concentric filled circles. Every ring carries a
/// low, premultiplied warm alpha so the rings sum to `peakAlpha` at the core and thin
/// out toward the rim; because each ring's rgb is premultiplied, the core can never
/// saturate to an opaque white block the way straight rgba layers did.
let lanternGlowLayers
(centerX: int)
(centerY: int)
(radius: int)
(rings: int)
(red: int)
(green: int)
(blue: int)
(peakAlpha: int) : (Microsoft.Xna.Framework.Rectangle * Microsoft.Xna.Framework.Color) list =
if radius <= 0 || rings <= 0 || peakAlpha <= 0 then
[]
else
let perRing = max 1 (peakAlpha / rings)
let glowColor = premultiply red green blue perRing
[ for ring in 0 .. rings - 1 do
let ringRadius = max 1 (radius * (rings - ring) / rings)
for (x, y, width) in ellipseRuns centerX centerY ringRadius ringRadius do
yield (Microsoft.Xna.Framework.Rectangle(x, y, width, 1), glowColor) ]
/// Characters spawn at tile centres; push the sprite down half a tile so its feet rest
/// on the tile's ground line instead of floating at the centre.
let characterFeetOffset = Sim.tilePixels / 2
/// Premultiplied translucent shadow colour used beneath characters.
let shadowColor : Microsoft.Xna.Framework.Color = premultiply 12 16 22 96
let characterDestination (position: Vec2) (camera: Microsoft.Xna.Framework.Vector2) : Microsoft.Xna.Framework.Rectangle =
Microsoft.Xna.Framework.Rectangle(
int position.X - int camera.X - 16,
int position.Y - int camera.Y - 48 + characterFeetOffset,
32,
48)
let drawGroundShadow
(spriteBatch: SpriteBatch)
(pixel: Texture2D)
(camera: Microsoft.Xna.Framework.Vector2)
(position: Vec2) =
let centerX = int position.X - int camera.X
let centerY = int position.Y - int camera.Y + characterFeetOffset - 2
for (x, y, width) in ellipseRuns centerX centerY 13 5 do
spriteBatch.Draw(pixel, Microsoft.Xna.Framework.Rectangle(x, y, width, 1), shadowColor)
let avatarSpriteSpec (direction: FacingDirection) (isMoving: bool) (tick: int64) : NpcSpriteSpec =
{ Variant = StrawHat
Direction = direction
Frame = characterFrame isMoving tick }
let worldAtlasRelativePath = "Assets/jiangnan-world.png"
let characterAtlasRelativePath = "Assets/jiangnan-characters.png"
let interiorAtlasRelativePath = "Assets/jiangnan-interior.png"
let worldTileCount = 28
let worldAtlasWidth = Sim.tilePixels * worldTileCount
let worldAtlasHeight = Sim.tilePixels
let characterAtlasWidth = 32 * 5 * 4 * 6
let characterAtlasHeight = 48
let interiorAtlasWidth = 392
let interiorAtlasHeight = 96
let private loadTexture (device: GraphicsDevice) (relativePath: string) (expectedWidth: int) (expectedHeight: int) : Texture2D =
let fullPath = System.IO.Path.Combine(System.AppContext.BaseDirectory, relativePath)
if not (System.IO.File.Exists fullPath) then
raise (System.IO.FileNotFoundException(sprintf "Jiangnan art atlas is missing: %s" fullPath, fullPath))
use stream = System.IO.File.OpenRead fullPath
let texture = Texture2D.FromStream(device, stream)
if texture.Width <> expectedWidth || texture.Height <> expectedHeight then
texture.Dispose()
invalidOp (sprintf "Jiangnan art atlas %s has dimensions %dx%d; expected %dx%d." fullPath texture.Width texture.Height expectedWidth expectedHeight)
else
texture
let useCc0Pack () : bool =
System.Environment.GetEnvironmentVariable("LV_ASSET_PACK") = "cc0"
let cc0TileAtlasRelativePath = "Assets/cc0-tiles.png"
let cc0TileAtlasWidth = Sim.tilePixels * 4
let cc0CharacterAtlasRelativePath = "Assets/cc0-characters.png"
let loadTextures (device: GraphicsDevice) : ArtTextures =
let cc0 =
if useCc0Pack () then
Some(loadTexture device cc0TileAtlasRelativePath cc0TileAtlasWidth Sim.tilePixels)
else
None
let characterPath = if useCc0Pack () then cc0CharacterAtlasRelativePath else characterAtlasRelativePath
{ TileAtlas = loadTexture device worldAtlasRelativePath worldAtlasWidth worldAtlasHeight
CharacterAtlas = loadTexture device characterPath characterAtlasWidth characterAtlasHeight
InteriorAtlas = loadTexture device interiorAtlasRelativePath interiorAtlasWidth interiorAtlasHeight
Cc0TileAtlas = cc0 }
let atlasTileRectangle (index: int) : Microsoft.Xna.Framework.Rectangle =
XnaRectangle(index * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let private tileSourceRectangle sprite : XnaRectangle =
let index =
match sprite with
| GrassSprite -> 0
| WaterSprite -> 1
| StonePathSprite -> 2
| RoofSprite -> 3
| WallSprite -> 4
| BridgeSprite -> 5
| BambooSprite -> 6
| GardenSprite -> 7
| RoofRidgeSprite -> 8
| RoofEaveSprite -> 9
| WallWoodSprite -> 10
| WallWindowSprite -> 11
| DoorSprite -> 12
| WaterSpriteB -> 13
| WillowTopSprite -> 14
| WillowBaseSprite -> 15
| ShrubSprite -> 16
| FlowerSprite -> 17
| ReedSprite -> 18
| BenchSprite -> 19
| LanternSprite -> 20
| WaterSpriteC -> 21
| SmokeSpriteA -> 22
| SmokeSpriteB -> 23
| SmokeSpriteC -> 24
| StoneLanternSprite -> 25
| WaterVatSprite -> 26
| StallSprite -> 27
XnaRectangle(index * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let private tilePosition x y : TilePosition =
{ X = x
Y = y }
let private isVisible (camera: XnaVector2) (viewportWidth: int) (viewportHeight: int) (position: TilePosition) =
let screenX = position.X * Sim.tilePixels - int camera.X
let screenY = position.Y * Sim.tilePixels - int camera.Y
screenX < viewportWidth
&& screenX + Sim.tilePixels > 0
&& screenY < viewportHeight
&& screenY + Sim.tilePixels > 0
let private drawTile (spriteBatch: SpriteBatch) (atlas: Texture2D) (camera: XnaVector2) (position: TilePosition) sprite tint =
let destination =
XnaRectangle(
position.X * Sim.tilePixels - int camera.X,
position.Y * Sim.tilePixels - int camera.Y,
Sim.tilePixels,
Sim.tilePixels)
spriteBatch.Draw(atlas, destination, tileSourceRectangle sprite, tint)
let private drawWorldTile (spriteBatch: SpriteBatch) (textures: ArtTextures) (camera: XnaVector2) (viewportWidth: int) (viewportHeight: int) position sprite tint =
if isVisible camera viewportWidth viewportHeight position then
drawTile spriteBatch textures.TileAtlas camera position sprite tint
let private offsetTile (position: TilePosition) dx dy : TilePosition =
tilePosition (position.X + dx) (position.Y + dy)
let drawWorld
(spriteBatch: SpriteBatch)
(textures: ArtTextures)
(camera: XnaVector2)
(viewportWidth: int)
(viewportHeight: int)
(plan: JiangnanRenderPlan)
(tick: int64)
(tint: XnaColor) =
let draw position sprite =
drawWorldTile spriteBatch textures camera viewportWidth viewportHeight position sprite tint
// Each water tile picks its phase from its own world coordinates, so a single
// frame shows the three ripple phases across the river instead of one global frame.
let waterSpriteAt (position: TilePosition) =
match waterFrameTickAt tick position.X position.Y with
| 0 -> WaterSprite
| 1 -> WaterSpriteB
| _ -> WaterSpriteC
// Procedural terrain for the 512x384 large world: water/pebble/peat codes map
// onto the jiangnan atlas sprites with deterministic ripple continuity.
let drawTerrainTile (position: TilePosition) (code: int) =
match code with
| 1 -> draw position (waterSpriteAt position)
| 2 -> draw position StonePathSprite
| 3 -> draw position StonePathSprite
| _ -> draw position GrassSprite
let drawBaseTile (position: TilePosition) =
match ProceduralMap.terrainOption, ProceduralMap.bigWorldActive with
| (Some terrain, true) ->
let tx, ty = position.X, position.Y
let code = terrain.Tiles.[ty * ProceduralMap.width + tx]
drawTerrainTile position code
| _ ->
match textures.Cc0TileAtlas with
| Some cc0 -> drawCc0Tile spriteBatch cc0 tint (cc0GroundRect position) (position.X * Sim.tilePixels - int camera.X) (position.Y * Sim.tilePixels - int camera.Y)
| None -> draw position GrassSprite
match textures.Cc0TileAtlas with
| Some cc0 -> drawCc0Tile spriteBatch cc0 tint (cc0GroundRect position) (position.X * Sim.tilePixels - int camera.X) (position.Y * Sim.tilePixels - int camera.Y)
| None -> draw position GrassSprite
let tx0 = max 0 (int camera.X / Sim.tilePixels)
let ty0 = max 0 (int camera.Y / Sim.tilePixels)
let tx1 = min (Sim.mapWidthTiles - 1) ((int camera.X + viewportWidth) / Sim.tilePixels + 1)
let ty1 = min (Sim.mapHeightTiles - 1) ((int camera.Y + viewportHeight) / Sim.tilePixels + 1)
for y in ty0 .. ty1 do
for x in tx0 .. tx1 do
drawBaseTile (tilePosition x y)
for localPosition, kind in plan.Grounds do
let position = worldTile plan localPosition
match kind with
| Water -> draw position (waterSpriteAt position)
| StonePath ->
match textures.Cc0TileAtlas with
| Some cc0 -> drawCc0Tile spriteBatch cc0 tint cc0PathRect (position.X * Sim.tilePixels - int camera.X) (position.Y * Sim.tilePixels - int camera.Y)
| None -> draw position StonePathSprite
let drawHouse doorTile =
let position = worldTile plan doorTile
for dx in -2 .. 1 do
draw (offsetTile position dx -2) RoofRidgeSprite
draw (offsetTile position dx -1) RoofEaveSprite
draw (offsetTile position -2 0) WallWoodSprite
draw (offsetTile position -1 0) WallWindowSprite
draw (offsetTile position 0 0) DoorSprite
draw (offsetTile position 1 0) WallWoodSprite
let drawBridge localPosition =
let position = worldTile plan localPosition
draw position BridgeSprite
draw (offsetTile position 0 1) BridgeSprite
draw (offsetTile position 0 2) BridgeSprite
let drawBamboo localPosition =
let position = worldTile plan localPosition
draw position BambooSprite
draw (offsetTile position 0 1) BambooSprite
draw (offsetTile position 1 0) BambooSprite
let drawGarden localPosition =
let position = worldTile plan localPosition
draw position GardenSprite
draw (offsetTile position 1 0) GardenSprite
let drawWillow localPosition =
let position = worldTile plan localPosition
draw position WillowTopSprite
draw (offsetTile position 0 1) WillowBaseSprite
let drawSingleTile localPosition sprite =
draw (worldTile plan localPosition) sprite
for prop in plan.Props do
match prop.Kind with
| House -> drawHouse prop.Position
| Bridge -> drawBridge prop.Position
| BambooGrove -> drawBamboo prop.Position
| VegetablePatch -> drawGarden prop.Position
| WillowTree -> drawWillow prop.Position
| ShrubPatch -> drawSingleTile prop.Position ShrubSprite
| FlowerBush -> drawSingleTile prop.Position FlowerSprite
| ReedCluster -> drawSingleTile prop.Position ReedSprite
| StoneBench -> drawSingleTile prop.Position BenchSprite
| RiverLantern -> drawSingleTile prop.Position LanternSprite
| StoneLantern -> drawSingleTile prop.Position StoneLanternSprite
| WaterVat -> drawSingleTile prop.Position WaterVatSprite
| MarketStall -> drawSingleTile prop.Position StallSprite
// Chimney smoke is a late pass so it always reads above the roof, the bamboo and
// any other prop sharing its tile. The puff sits one row above the ridge centre
// (offset 0,-3) and cycles through three frames driven by smokeFrameTick.
let smokeSprite =
match smokeFrameTick tick with
| 0 -> SmokeSpriteA
| 1 -> SmokeSpriteB
| _ -> SmokeSpriteC
for prop in plan.Props do
match prop.Kind with
| House -> draw (offsetTile (worldTile plan prop.Position) 0 -3) smokeSprite
| _ -> ()
let drawCharacter
(spriteBatch: SpriteBatch)
(textures: ArtTextures)
(camera: XnaVector2)
(position: Vec2)
(spec: NpcSpriteSpec)
(tint: XnaColor) =
let destination = characterDestination position camera
spriteBatch.Draw(textures.CharacterAtlas, destination, characterSourceRectangle spec, tint)
type InteriorLayout =
{ RoomX: int
RoomY: int
RoomWidth: int
RoomHeight: int }
let private interiorWallBandHeight = 64
let private floorCellSource = XnaRectangle(0, 64, Sim.tilePixels, Sim.tilePixels)
let private wallCellSource = XnaRectangle(32, 64, Sim.tilePixels, Sim.tilePixels)
let private rugSource = XnaRectangle(256, 32, 96, 64)
let private chestSource = XnaRectangle(352, 60, 40, 36)
let interiorSourceRectangle (kind: InteriorElementKind) : Microsoft.Xna.Framework.Rectangle =
match kind with
| Window -> XnaRectangle(64, 56, 48, 40)
| Table -> XnaRectangle(112, 48, 64, 48)
| Bed -> XnaRectangle(176, 0, 48, 96)
| Screen -> XnaRectangle(224, 0, 32, 96)
let interiorLayout (viewportWidth: int) (viewportHeight: int) : InteriorLayout =
{ RoomX = 40
RoomY = 40
RoomWidth = max 320 (viewportWidth - 80)
RoomHeight = max 240 (viewportHeight - 80) }
let interiorColumns (layout: InteriorLayout) : int =
max 1 (layout.RoomWidth / Sim.tilePixels)
let interiorRows (layout: InteriorLayout) : int =
max 1 ((layout.RoomHeight - interiorWallBandHeight) / Sim.tilePixels)
let interiorFloorY (layout: InteriorLayout) : int =
layout.RoomY + interiorWallBandHeight
let private clampInt (minimum: int) (maximum: int) (value: int) : int =
if value < minimum then minimum
elif value > maximum then maximum
else value
let interiorCharacterScreenPosition (layout: InteriorLayout) (worldPosition: Vec2) : PixelPosition =
let sceneTile = sceneTileFromPixel { PixelPosition.X = worldPosition.X; Y = worldPosition.Y }
let tileX = clampInt 1 (interiorColumns layout - 2) sceneTile.X
let tileY = clampInt 1 (interiorRows layout - 2) sceneTile.Y
let floorY = interiorFloorY layout
{ PixelPosition.X = float32 (layout.RoomX + tileX * Sim.tilePixels + Sim.tilePixels / 2)
Y = float32 (floorY + (tileY + 1) * Sim.tilePixels) }
let drawInterior
(spriteBatch: SpriteBatch)
(pixel: Texture2D)
(textures: ArtTextures)
(viewportWidth: int)
(viewportHeight: int)
(plan: InteriorPlan)
(tint: XnaColor) =
let layout = interiorLayout viewportWidth viewportHeight
let floorY = interiorFloorY layout
let columns = interiorColumns layout
let rows = interiorRows layout
let partialRows = (layout.RoomHeight - interiorWallBandHeight) % Sim.tilePixels
let totalRows = 2 + rows + (if partialRows > 0 then 1 else 0)
spriteBatch.Draw(pixel, XnaRectangle(0, 0, viewportWidth, viewportHeight), rgba 18 25 42 255)
let drawCell (source: XnaRectangle) (screenX: int) (screenY: int) =
let width = min Sim.tilePixels (layout.RoomX + layout.RoomWidth - screenX)
let height = min Sim.tilePixels (layout.RoomY + layout.RoomHeight - screenY)
if width > 0 && height > 0 then
spriteBatch.Draw(textures.InteriorAtlas, XnaRectangle(screenX, screenY, width, height), source, tint)
for row in 0 .. totalRows - 1 do
for column in 0 .. columns - 1 do
let screenX = layout.RoomX + column * Sim.tilePixels
let screenY = layout.RoomY + row * Sim.tilePixels
let source = if row < 2 then wallCellSource else floorCellSource
drawCell source screenX screenY
let rugX = layout.RoomX + (layout.RoomWidth - 96) / 2
let rugY = floorY + 96
spriteBatch.Draw(textures.InteriorAtlas, XnaRectangle(rugX, rugY, 96, 64), rugSource, tint)
let elementDestination (element: InteriorElement) : XnaRectangle =
let baseY = floorY + (element.Position.Y + 1) * Sim.tilePixels
match element.Kind with
| Window ->
XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, layout.RoomY + 24, 48, 40)
| Table ->
XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 16, baseY - 48, 64, 48)
| Bed ->
XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels - 8, baseY - 96, 48, 96)
| Screen ->
XnaRectangle(layout.RoomX + element.Position.X * Sim.tilePixels, baseY - 96, 32, 96)
for element in plan.Elements |> List.sortBy (fun element -> element.Position.Y, element.Position.X) do
spriteBatch.Draw(textures.InteriorAtlas, elementDestination element, interiorSourceRectangle element.Kind, tint)
let chestX = layout.RoomX + layout.RoomWidth - 44
let chestY = layout.RoomY + layout.RoomHeight - 36
spriteBatch.Draw(textures.InteriorAtlas, XnaRectangle(chestX, chestY, 40, 36), chestSource, tint)
let drawInteriorCharacter
(spriteBatch: SpriteBatch)
(textures: ArtTextures)
(viewportWidth: int)
(viewportHeight: int)
(position: Vec2)
(spec: NpcSpriteSpec)
(tint: XnaColor) =
let layout = interiorLayout viewportWidth viewportHeight
let screenPosition = interiorCharacterScreenPosition layout position
let destination = XnaRectangle(int screenPosition.X - 16, int screenPosition.Y - 48, 32, 48)
spriteBatch.Draw(textures.CharacterAtlas, destination, characterSourceRectangle spec, tint)
|