rm room_accretion for now
This commit is contained in:
parent
c73f9a5458
commit
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3 changed files with 1 additions and 534 deletions
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@ -1,8 +1,6 @@
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use super::{ spawner, Map, Position, Rect, TileType };
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use bracket_lib::prelude::*;
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mod room_accretion;
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use room_accretion::RoomAccretionBuilder;
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mod bsp_dungeon;
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use bsp_dungeon::BspDungeonBuilder;
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mod bsp_interior;
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@ -447,7 +445,7 @@ pub fn level_builder(
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initial_player_level: i32
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) -> BuilderChain {
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match id {
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ID_OVERMAP => room_accretion(),
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ID_OVERMAP => overmap_builder(),
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ID_TOWN => town_builder(id, rng, width, height, 0, initial_player_level),
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ID_TOWN2 => forest_builder(id, rng, width, height, 1, initial_player_level),
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ID_TOWN3 =>
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@ -492,10 +490,3 @@ pub fn level_builder(
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fn diff(branch_id: i32, lvl_id: i32) -> i32 {
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return lvl_id - branch_id;
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}
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fn room_accretion() -> BuilderChain {
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let mut builder = BuilderChain::new(false, 110, 64, 64, 0, "room_accretion", "accretion", 0, 1);
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builder.start_with(RoomAccretionBuilder::new());
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builder.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
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builder
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}
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@ -1,127 +0,0 @@
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use lazy_static::lazy_static;
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use bracket_lib::prelude::*;
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pub const HEIGHT: usize = 64;
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pub const WIDTH: usize = 64;
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pub const HALLWAY_CHANCE: f32 = 0.5;
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pub const VERTICAL_CORRIDOR_MIN_LENGTH: i32 = 2;
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pub const VERTICAL_CORRIDOR_MAX_LENGTH: i32 = 9;
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pub const HORIZONTAL_CORRIDOR_MIN_LENGTH: i32 = 5;
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pub const HORIZONTAL_CORRIDOR_MAX_LENGTH: i32 = 15;
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pub enum Operator {
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LessThan,
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GreaterThan,
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LessThanEqualTo,
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GreaterThanEqualTo,
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EqualTo,
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}
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impl Operator {
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pub fn eval(&self, a: i32, b: i32) -> bool {
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match self {
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Operator::LessThan => a < b,
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Operator::GreaterThan => a > b,
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Operator::LessThanEqualTo => a <= b,
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Operator::GreaterThanEqualTo => a >= b,
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Operator::EqualTo => a == b,
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}
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}
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pub fn string(&self) -> &str {
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match self {
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Operator::LessThan => "<",
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Operator::GreaterThan => ">",
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Operator::LessThanEqualTo => "<=",
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Operator::GreaterThanEqualTo => ">=",
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Operator::EqualTo => "==",
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}
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}
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}
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pub struct CellRules {
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pub adjacent_type: i32,
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pub into: i32,
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pub operator: Operator,
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pub n: i32,
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}
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impl CellRules {
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const fn new(adjacent_type: i32, into: i32, operator: Operator, n: i32) -> CellRules {
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CellRules {
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adjacent_type,
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into,
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operator,
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n,
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}
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}
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}
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lazy_static! {
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pub static ref CA: Vec<Vec<CellRules>> = vec![
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vec![CellRules::new(1, 1, Operator::GreaterThanEqualTo, 4)],
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vec![
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CellRules::new(0, 0, Operator::GreaterThanEqualTo, 5),
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CellRules::new(1, 0, Operator::LessThan, 2)
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]
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];
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}
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum Direction {
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NoDir = -1,
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North = 0,
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East = 1,
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South = 2,
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West = 3,
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}
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impl Direction {
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pub fn transform(&self) -> Point {
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match self {
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Direction::NoDir => unreachable!("Direction::NoDir should never be transformed"),
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Direction::North => Point::new(0, -1),
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Direction::East => Point::new(1, 0),
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Direction::South => Point::new(0, 1),
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Direction::West => Point::new(-1, 0),
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}
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}
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pub fn opposite_dir(&self) -> Direction {
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match self {
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Direction::NoDir => unreachable!("Direction::NoDir has no opposite."),
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Direction::North => Direction::South,
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Direction::East => Direction::West,
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Direction::South => Direction::North,
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Direction::West => Direction::East,
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}
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}
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}
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pub struct DirectionIterator {
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current: Direction,
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}
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impl DirectionIterator {
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pub fn new() -> DirectionIterator {
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DirectionIterator {
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current: Direction::North,
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}
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}
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}
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impl Iterator for DirectionIterator {
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type Item = Direction;
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fn next(&mut self) -> Option<Self::Item> {
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use Direction::*;
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let next_direction = match self.current {
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North => East,
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East => South,
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South => West,
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West => {
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return None;
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}
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NoDir => unreachable!("Direction::NoDir should never be iterated over."),
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};
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self.current = next_direction;
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Some(next_direction)
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}
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}
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@ -1,397 +0,0 @@
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use super::{ BuilderMap, Map, InitialMapBuilder, TileType, Point };
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use bracket_lib::prelude::*;
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mod consts;
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use consts::*;
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/// Room Accretion map builder.
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pub struct RoomAccretionBuilder {}
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impl InitialMapBuilder for RoomAccretionBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl RoomAccretionBuilder {
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/// Constructor for Room Accretion.
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pub fn new() -> Box<RoomAccretionBuilder> {
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Box::new(RoomAccretionBuilder {})
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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accrete_rooms(rng, build_data);
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}
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}
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fn grid_with_dimensions(h: usize, w: usize, value: i32) -> Vec<Vec<i32>> {
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vec![vec![value; w]; h]
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}
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fn in_bounds(row: i32, col: i32, build_data: &BuilderMap) -> bool {
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row > 0 && row < build_data.height && col > 0 && col < build_data.width
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}
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fn draw_continuous_shape_on_grid(
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room: &Vec<Vec<i32>>,
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top_offset: usize,
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left_offset: usize,
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grid: &mut Vec<Vec<i32>>
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) {
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for row in 0..room.len() {
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for col in 0..room[0].len() {
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if room[row][col] != 0 {
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let target_row = row + top_offset;
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let target_col = col + left_offset;
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if target_row < grid.len() && target_col < grid[0].len() {
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grid[target_row][target_col] = room[row][col];
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}
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}
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}
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}
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}
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struct Coordinate {
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pub location: Point,
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pub value: i32,
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}
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fn draw_individual_coordinates_on_grid(coordinates: &Vec<Coordinate>, grid: &mut Vec<Vec<i32>>) {
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for c in coordinates {
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let x = c.location.x as usize;
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let y = c.location.y as usize;
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if y < grid.len() && x < grid[0].len() {
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grid[y][x] = c.value;
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}
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}
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}
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fn get_cell_neighbours(
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cells: &Vec<Vec<i32>>,
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row: usize,
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col: usize,
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h: usize,
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w: usize
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) -> Vec<i32> {
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let mut neighbours = Vec::new();
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for x in row.saturating_sub(1)..=std::cmp::min(row + 1, h - 1) {
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for y in col.saturating_sub(1)..=std::cmp::min(col + 1, w - 1) {
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if x != row || y != col {
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neighbours.push(cells[x][y]);
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}
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}
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}
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console::log(&format!("neighbours: {:?}", neighbours));
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neighbours
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}
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fn make_ca_room(rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) -> Vec<Vec<i32>> {
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let width = rng.range(5, 12);
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let height = rng.range(5, 12);
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let mut cells = grid_with_dimensions(height, width, 0);
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cells = cells
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.into_iter()
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.map(|row| {
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row.into_iter()
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.map(|_| if rng.roll_dice(1, 2) == 1 { 1 } else { 0 })
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.collect()
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})
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.collect();
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let transform_cell = |state: i32, neighbours: &Vec<i32>| -> i32 {
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let rules: &[CellRules] = &CA[state as usize];
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let mut new_state = state;
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for rule in rules {
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let n_neighbours = neighbours
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.iter()
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.filter(|&&neighbour| neighbour == rule.adjacent_type)
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.count();
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if rule.operator.eval(n_neighbours as i32, rule.n) {
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new_state = rule.into;
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}
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}
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new_state
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};
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for _ in 0..5 {
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let mut new_cells = vec![vec![0; width]; height];
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for row in 0..height {
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for col in 0..width {
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let neighbours = get_cell_neighbours(&cells, row, col, height, width);
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let new_state = transform_cell(cells[row][col], &neighbours);
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new_cells[row][col] = new_state;
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}
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}
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cells = new_cells;
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}
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// TODO: Floodfill to keep largest contiguous blob
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cells
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}
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fn room_fits_at(
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hyperspace: Vec<Vec<i32>>,
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top_offset: usize,
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left_offset: usize,
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build_data: &BuilderMap
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) -> bool {
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let mut x_dungeon: usize;
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let mut y_dungeon: usize;
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for y in 0..HEIGHT {
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for x in 0..WIDTH {
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if hyperspace[y][x] != 2 {
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y_dungeon = y + top_offset;
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x_dungeon = x + left_offset;
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for i in y_dungeon.saturating_sub(1)..=std::cmp::min(y_dungeon + 1, WIDTH - 1) {
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for j in x_dungeon.saturating_sub(1)..=std::cmp::min(
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x_dungeon + 1,
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HEIGHT - 1
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) {
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let pt = build_data.map.xy_idx(i as i32, j as i32);
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if
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!in_bounds(i as i32, j as i32, &build_data) ||
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!(build_data.map.tiles[pt] == TileType::Wall) ||
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build_data.spawn_list.contains(&(pt, "door".to_string()))
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{
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return false;
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}
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}
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}
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}
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}
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}
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return true;
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}
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fn direction_of_door(
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grid: &Vec<Vec<i32>>,
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row: usize,
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col: usize,
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build_data: &BuilderMap
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) -> Direction {
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if grid[row][col] != 0 {
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return Direction::NoDir;
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}
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let mut solution = Direction::NoDir;
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let mut dir_iter = DirectionIterator::new();
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for dir in &mut dir_iter {
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let new_col = (col as i32) + dir.transform().x;
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let new_row = (row as i32) + dir.transform().y;
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let opp_col = (col as i32) - dir.transform().x;
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let opp_row = (row as i32) - dir.transform().y;
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if
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in_bounds(new_row, new_col, &build_data) &&
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in_bounds(opp_row, opp_col, &build_data) &&
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grid[opp_row as usize][opp_col as usize] != 0
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{
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solution = dir;
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}
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}
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return solution;
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}
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub struct DoorSite {
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pub x: i32,
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pub y: i32,
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pub dir: Direction,
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}
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fn choose_random_door_site(
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room: Vec<Vec<i32>>,
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rng: &mut RandomNumberGenerator,
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build_data: &BuilderMap
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) -> Vec<Option<DoorSite>> {
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let mut grid = grid_with_dimensions(HEIGHT, WIDTH, 0);
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let mut door_sites: Vec<DoorSite> = Vec::new();
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const LEFT_OFFSET: usize = ((WIDTH as f32) / 2.0) as usize;
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const TOP_OFFSET: usize = ((HEIGHT as f32) / 2.0) as usize;
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draw_continuous_shape_on_grid(&room, TOP_OFFSET, LEFT_OFFSET, &mut grid);
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for row in 0..HEIGHT {
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for col in 0..WIDTH {
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if grid[row][col] == 0 {
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let door_dir = direction_of_door(&grid, row, col, &build_data);
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if door_dir == Direction::NoDir {
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continue;
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}
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let mut door_failed = false;
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let (mut trace_row, mut trace_col) = (
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(row as i32) + door_dir.transform().y,
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(col as i32) + door_dir.transform().x,
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);
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let mut i = 0;
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while i < 10 && in_bounds(trace_row, trace_col, &build_data) && !door_failed {
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if grid[trace_row as usize][trace_col as usize] != 0 {
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door_failed = true;
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}
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trace_col += door_dir.transform().x;
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trace_row += door_dir.transform().y;
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i += 1;
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}
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if !door_failed {
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// May need more information here.
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door_sites.push(DoorSite {
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x: col as i32,
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y: row as i32,
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dir: door_dir,
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});
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}
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}
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}
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}
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let mut chosen_doors: Vec<Option<DoorSite>> = vec![None; 4];
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let mut dir_iter = DirectionIterator::new();
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for dir in &mut dir_iter {
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let doors_facing_this_dir: Vec<&DoorSite> = door_sites
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.iter()
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.filter(|&door| door.dir == dir)
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.collect();
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if !doors_facing_this_dir.is_empty() {
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let index = rng.range(0, doors_facing_this_dir.len());
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chosen_doors[dir as usize] = Some(*doors_facing_this_dir[index]);
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}
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}
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chosen_doors
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}
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fn shuffle<T>(list: &mut Vec<T>, rng: &mut RandomNumberGenerator) {
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let len = list.len();
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for i in (1..len).rev() {
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let j = rng.range(0, i + 1);
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list.swap(i, j);
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}
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}
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fn clamp<T: Ord>(x: T, min: T, max: T) -> T {
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if x < min { min } else if x > max { max } else { x }
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}
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fn attach_hallway_to(
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door_sites: &mut Vec<Option<DoorSite>>,
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hyperspace: &mut Vec<Vec<i32>>,
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rng: &mut RandomNumberGenerator,
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build_data: &BuilderMap
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) {
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let mut directions = vec![Direction::North, Direction::East, Direction::South, Direction::West];
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shuffle(&mut directions, rng);
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let mut hallway_dir: Direction = Direction::NoDir;
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for i in 0..4 {
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hallway_dir = directions[i];
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if
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door_sites[hallway_dir as usize].is_some() &&
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in_bounds(
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door_sites[hallway_dir as usize].unwrap().y +
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hallway_dir.transform().y * VERTICAL_CORRIDOR_MAX_LENGTH,
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door_sites[hallway_dir as usize].unwrap().x +
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hallway_dir.transform().x * HORIZONTAL_CORRIDOR_MAX_LENGTH,
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&build_data
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)
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{
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break;
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}
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}
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let transform = hallway_dir.transform();
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let hallway_len: i32 = match hallway_dir {
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Direction::NoDir => {
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return;
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}
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Direction::North | Direction::South =>
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rng.range(VERTICAL_CORRIDOR_MIN_LENGTH, VERTICAL_CORRIDOR_MAX_LENGTH + 1),
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Direction::East | Direction::West =>
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rng.range(HORIZONTAL_CORRIDOR_MIN_LENGTH, HORIZONTAL_CORRIDOR_MAX_LENGTH + 1),
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};
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let mut x = door_sites[hallway_dir as usize].unwrap().x;
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let mut y = door_sites[hallway_dir as usize].unwrap().y;
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for _i in 0..hallway_len {
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if in_bounds(y, x, &build_data) {
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hyperspace[y as usize][x as usize] = 1; // Dig out corridor.
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}
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x += transform.x;
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y += transform.y;
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}
|
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y = clamp(y - transform.y, 0, (HEIGHT as i32) - 1);
|
||||
x = clamp(x - transform.x, 0, (WIDTH as i32) - 1);
|
||||
|
||||
let mut dir_iter = DirectionIterator::new();
|
||||
for dir in &mut dir_iter {
|
||||
if dir != hallway_dir.opposite_dir() {
|
||||
let door_y = y + dir.transform().y;
|
||||
let door_x = x + dir.transform().x;
|
||||
door_sites[dir as usize] = Some(DoorSite {
|
||||
x: door_x,
|
||||
y: door_y,
|
||||
dir,
|
||||
});
|
||||
} else {
|
||||
door_sites[dir as usize] = None;
|
||||
}
|
||||
}
|
||||
console::log(&format!("door_sites: {:?}", door_sites));
|
||||
}
|
||||
|
||||
fn design_room_in_hyperspace(
|
||||
rng: &mut RandomNumberGenerator,
|
||||
build_data: &mut BuilderMap
|
||||
) -> Vec<Vec<i32>> {
|
||||
// Project onto hyperspace
|
||||
let mut hyperspace = grid_with_dimensions(HEIGHT, WIDTH, 0);
|
||||
let room_type = rng.range(0, 1);
|
||||
let room = match room_type {
|
||||
0 => make_ca_room(rng, build_data),
|
||||
_ => unreachable!("Invalid room type."),
|
||||
};
|
||||
draw_continuous_shape_on_grid(&room, HEIGHT / 2, WIDTH / 2, &mut hyperspace);
|
||||
let mut door_sites = choose_random_door_site(room, rng, &build_data);
|
||||
let roll: f32 = rng.rand();
|
||||
if roll < HALLWAY_CHANCE {
|
||||
attach_hallway_to(&mut door_sites, &mut hyperspace, rng, &build_data);
|
||||
}
|
||||
let coords: Vec<Coordinate> = door_sites
|
||||
.iter()
|
||||
.filter(|&door| door.is_some())
|
||||
.map(|&door| Coordinate {
|
||||
location: Point::new(door.unwrap().x, door.unwrap().y),
|
||||
value: 2,
|
||||
})
|
||||
.collect();
|
||||
draw_individual_coordinates_on_grid(&coords, &mut hyperspace);
|
||||
hyperspace
|
||||
}
|
||||
|
||||
fn map_i32_to_tiletype(val: i32, build_data: &mut BuilderMap) -> TileType {
|
||||
match val {
|
||||
0 => TileType::Wall,
|
||||
1 => TileType::Floor,
|
||||
2 => TileType::Floor, // With door.
|
||||
_ => unreachable!("Unknown TileType"),
|
||||
}
|
||||
}
|
||||
|
||||
fn flatten_hyperspace_into_dungeon(
|
||||
hyperspace: Vec<Vec<i32>>,
|
||||
build_data: &mut BuilderMap
|
||||
) -> Vec<TileType> {
|
||||
let flattened_hyperspace: Vec<i32> = hyperspace.into_iter().flatten().collect();
|
||||
flattened_hyperspace
|
||||
.into_iter()
|
||||
.enumerate()
|
||||
.map(|(idx, cell)| {
|
||||
if cell != 0 {
|
||||
match cell {
|
||||
2 => build_data.spawn_list.push((idx, "door".to_string())),
|
||||
_ => {}
|
||||
}
|
||||
map_i32_to_tiletype(cell, build_data)
|
||||
} else {
|
||||
build_data.map.tiles[idx % (build_data.map.width as usize)]
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn accrete_rooms(rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
|
||||
let hyperspace = design_room_in_hyperspace(rng, build_data);
|
||||
build_data.map.tiles = flatten_hyperspace_into_dungeon(hyperspace, build_data);
|
||||
build_data.take_snapshot();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue