Soil fertility scales calendar-driven plant growth
Bump the engine submodule to f39ee9e (half-texel UV inset that removes the black tile seams seen while zooming). Add a Fertility multiplier to TerrainDef (forest soil rich, sand/mountain poor); plants record their cell's fertility as PlantGrowth.GrowthRate at spawn, and the growth system multiplies the per-frame calendar day-delta by it — so growth stays tied to the in-game calendar and runs faster on fertile soil. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
9f67c478a2
commit
147ab203f1
@@ -4,19 +4,19 @@
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{ "defName": "DeepWater", "label": "terrain.deepwater", "maxHeight": 0.30, "color": [23, 63, 95] },
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{ "defName": "Water", "label": "terrain.water", "maxHeight": 0.42, "color": [32, 99, 155] },
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{ "defName": "Sand", "label": "terrain.sand", "maxHeight": 0.48, "color": [237, 201, 120],
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"isLand": true, "surface": "terrain/surfaces/sand" },
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"isLand": true, "surface": "terrain/surfaces/sand", "fertility": 0.4 },
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{ "defName": "Grass", "label": "terrain.grass", "maxHeight": 0.68, "color": [90, 160, 70],
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"isLand": true, "surface": "terrain/surfaces/mossy",
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"isLand": true, "surface": "terrain/surfaces/mossy", "fertility": 1.0,
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"scatter": [
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{ "chance": 0.35, "options": ["GrassA"] },
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{ "chance": 0.07, "options": ["BushA", "BushB", "BushC"] }
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] },
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{ "defName": "Forest", "label": "terrain.forest", "maxHeight": 0.85, "color": [44, 110, 50],
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"isLand": true, "surface": "terrain/surfaces/soil",
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"isLand": true, "surface": "terrain/surfaces/soil", "fertility": 1.6,
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"scatter": [
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{ "chance": 0.35, "options": ["TreeOakA", "TreeOakB", "TreeBirchA", "TreeGrayPineA"] }
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] },
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{ "defName": "Mountain", "label": "terrain.mountain", "maxHeight": 1.01, "color": [136, 132, 128],
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"surface": "terrain/surfaces/roughhewnrock" }
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"surface": "terrain/surfaces/roughhewnrock", "fertility": 0.2 }
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]
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}
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+1
-1
Submodule engine updated: 4b91b60f38...f39ee9e787
@@ -33,6 +33,12 @@ public sealed class TerrainDef : Def
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/// <summary>Растительность, рассыпаемая по клеткам этого террейна.</summary>
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public List<ScatterEntry> Scatter { get; init; } = [];
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/// <summary>
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/// Плодородность почвы — множитель скорости роста растений на этом террейне (1 — норма,
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/// больше — быстрее). Богатая лесная почва растит быстрее песка/камня.
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/// </summary>
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public float Fertility { get; init; } = 1f;
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/// <summary>Цвет тонировки из <see cref="Rgb"/>.</summary>
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public Color Tint => Rgb is [var r, var g, var b, ..] ? new(r, g, b) : Color.Magenta;
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}
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@@ -56,6 +56,7 @@ internal static class ScatterSpawner
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Species = index,
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Stage = stage,
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AgeDays = age,
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GrowthRate = terrain.Fertility,
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}
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);
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}
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@@ -17,4 +17,7 @@ public struct PlantGrowth : IComponent
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/// <summary>Накопленный возраст в игровых днях.</summary>
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public float AgeDays;
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/// <summary>Множитель скорости роста (плодородность клетки): 1 — норма, больше — быстрее.</summary>
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public float GrowthRate;
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}
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@@ -37,7 +37,7 @@ public sealed class PlantGrowthSystem(PlantSet plants, Calendar calendar, int ce
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continue; // уже зрелое — рост окончен
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}
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grow.AgeDays += deltaDays;
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grow.AgeDays += deltaDays * grow.GrowthRate; // плодородность ускоряет/замедляет рост
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var changed = false;
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while (
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grow.Stage < stages.Length - 1
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