rm room_accretion for now

This commit is contained in:
Llywelwyn 2024-06-15 16:43:17 +01:00
parent c73f9a5458
commit 30697a98bb
3 changed files with 1 additions and 534 deletions

View file

@ -1,8 +1,6 @@
use super::{ spawner, Map, Position, Rect, TileType };
use bracket_lib::prelude::*;
mod room_accretion;
use room_accretion::RoomAccretionBuilder;
mod bsp_dungeon;
use bsp_dungeon::BspDungeonBuilder;
mod bsp_interior;
@ -447,7 +445,7 @@ pub fn level_builder(
initial_player_level: i32
) -> BuilderChain {
match id {
ID_OVERMAP => room_accretion(),
ID_OVERMAP => overmap_builder(),
ID_TOWN => town_builder(id, rng, width, height, 0, initial_player_level),
ID_TOWN2 => forest_builder(id, rng, width, height, 1, initial_player_level),
ID_TOWN3 =>
@ -492,10 +490,3 @@ pub fn level_builder(
fn diff(branch_id: i32, lvl_id: i32) -> i32 {
return lvl_id - branch_id;
}
fn room_accretion() -> BuilderChain {
let mut builder = BuilderChain::new(false, 110, 64, 64, 0, "room_accretion", "accretion", 0, 1);
builder.start_with(RoomAccretionBuilder::new());
builder.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
builder
}

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@ -1,127 +0,0 @@
use lazy_static::lazy_static;
use bracket_lib::prelude::*;
pub const HEIGHT: usize = 64;
pub const WIDTH: usize = 64;
pub const HALLWAY_CHANCE: f32 = 0.5;
pub const VERTICAL_CORRIDOR_MIN_LENGTH: i32 = 2;
pub const VERTICAL_CORRIDOR_MAX_LENGTH: i32 = 9;
pub const HORIZONTAL_CORRIDOR_MIN_LENGTH: i32 = 5;
pub const HORIZONTAL_CORRIDOR_MAX_LENGTH: i32 = 15;
pub enum Operator {
LessThan,
GreaterThan,
LessThanEqualTo,
GreaterThanEqualTo,
EqualTo,
}
impl Operator {
pub fn eval(&self, a: i32, b: i32) -> bool {
match self {
Operator::LessThan => a < b,
Operator::GreaterThan => a > b,
Operator::LessThanEqualTo => a <= b,
Operator::GreaterThanEqualTo => a >= b,
Operator::EqualTo => a == b,
}
}
pub fn string(&self) -> &str {
match self {
Operator::LessThan => "<",
Operator::GreaterThan => ">",
Operator::LessThanEqualTo => "<=",
Operator::GreaterThanEqualTo => ">=",
Operator::EqualTo => "==",
}
}
}
pub struct CellRules {
pub adjacent_type: i32,
pub into: i32,
pub operator: Operator,
pub n: i32,
}
impl CellRules {
const fn new(adjacent_type: i32, into: i32, operator: Operator, n: i32) -> CellRules {
CellRules {
adjacent_type,
into,
operator,
n,
}
}
}
lazy_static! {
pub static ref CA: Vec<Vec<CellRules>> = vec![
vec![CellRules::new(1, 1, Operator::GreaterThanEqualTo, 4)],
vec![
CellRules::new(0, 0, Operator::GreaterThanEqualTo, 5),
CellRules::new(1, 0, Operator::LessThan, 2)
]
];
}
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum Direction {
NoDir = -1,
North = 0,
East = 1,
South = 2,
West = 3,
}
impl Direction {
pub fn transform(&self) -> Point {
match self {
Direction::NoDir => unreachable!("Direction::NoDir should never be transformed"),
Direction::North => Point::new(0, -1),
Direction::East => Point::new(1, 0),
Direction::South => Point::new(0, 1),
Direction::West => Point::new(-1, 0),
}
}
pub fn opposite_dir(&self) -> Direction {
match self {
Direction::NoDir => unreachable!("Direction::NoDir has no opposite."),
Direction::North => Direction::South,
Direction::East => Direction::West,
Direction::South => Direction::North,
Direction::West => Direction::East,
}
}
}
pub struct DirectionIterator {
current: Direction,
}
impl DirectionIterator {
pub fn new() -> DirectionIterator {
DirectionIterator {
current: Direction::North,
}
}
}
impl Iterator for DirectionIterator {
type Item = Direction;
fn next(&mut self) -> Option<Self::Item> {
use Direction::*;
let next_direction = match self.current {
North => East,
East => South,
South => West,
West => {
return None;
}
NoDir => unreachable!("Direction::NoDir should never be iterated over."),
};
self.current = next_direction;
Some(next_direction)
}
}

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@ -1,397 +0,0 @@
use super::{ BuilderMap, Map, InitialMapBuilder, TileType, Point };
use bracket_lib::prelude::*;
mod consts;
use consts::*;
/// Room Accretion map builder.
pub struct RoomAccretionBuilder {}
impl InitialMapBuilder for RoomAccretionBuilder {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl RoomAccretionBuilder {
/// Constructor for Room Accretion.
pub fn new() -> Box<RoomAccretionBuilder> {
Box::new(RoomAccretionBuilder {})
}
fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
accrete_rooms(rng, build_data);
}
}
fn grid_with_dimensions(h: usize, w: usize, value: i32) -> Vec<Vec<i32>> {
vec![vec![value; w]; h]
}
fn in_bounds(row: i32, col: i32, build_data: &BuilderMap) -> bool {
row > 0 && row < build_data.height && col > 0 && col < build_data.width
}
fn draw_continuous_shape_on_grid(
room: &Vec<Vec<i32>>,
top_offset: usize,
left_offset: usize,
grid: &mut Vec<Vec<i32>>
) {
for row in 0..room.len() {
for col in 0..room[0].len() {
if room[row][col] != 0 {
let target_row = row + top_offset;
let target_col = col + left_offset;
if target_row < grid.len() && target_col < grid[0].len() {
grid[target_row][target_col] = room[row][col];
}
}
}
}
}
struct Coordinate {
pub location: Point,
pub value: i32,
}
fn draw_individual_coordinates_on_grid(coordinates: &Vec<Coordinate>, grid: &mut Vec<Vec<i32>>) {
for c in coordinates {
let x = c.location.x as usize;
let y = c.location.y as usize;
if y < grid.len() && x < grid[0].len() {
grid[y][x] = c.value;
}
}
}
fn get_cell_neighbours(
cells: &Vec<Vec<i32>>,
row: usize,
col: usize,
h: usize,
w: usize
) -> Vec<i32> {
let mut neighbours = Vec::new();
for x in row.saturating_sub(1)..=std::cmp::min(row + 1, h - 1) {
for y in col.saturating_sub(1)..=std::cmp::min(col + 1, w - 1) {
if x != row || y != col {
neighbours.push(cells[x][y]);
}
}
}
console::log(&format!("neighbours: {:?}", neighbours));
neighbours
}
fn make_ca_room(rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) -> Vec<Vec<i32>> {
let width = rng.range(5, 12);
let height = rng.range(5, 12);
let mut cells = grid_with_dimensions(height, width, 0);
cells = cells
.into_iter()
.map(|row| {
row.into_iter()
.map(|_| if rng.roll_dice(1, 2) == 1 { 1 } else { 0 })
.collect()
})
.collect();
let transform_cell = |state: i32, neighbours: &Vec<i32>| -> i32 {
let rules: &[CellRules] = &CA[state as usize];
let mut new_state = state;
for rule in rules {
let n_neighbours = neighbours
.iter()
.filter(|&&neighbour| neighbour == rule.adjacent_type)
.count();
if rule.operator.eval(n_neighbours as i32, rule.n) {
new_state = rule.into;
}
}
new_state
};
for _ in 0..5 {
let mut new_cells = vec![vec![0; width]; height];
for row in 0..height {
for col in 0..width {
let neighbours = get_cell_neighbours(&cells, row, col, height, width);
let new_state = transform_cell(cells[row][col], &neighbours);
new_cells[row][col] = new_state;
}
}
cells = new_cells;
}
// TODO: Floodfill to keep largest contiguous blob
cells
}
fn room_fits_at(
hyperspace: Vec<Vec<i32>>,
top_offset: usize,
left_offset: usize,
build_data: &BuilderMap
) -> bool {
let mut x_dungeon: usize;
let mut y_dungeon: usize;
for y in 0..HEIGHT {
for x in 0..WIDTH {
if hyperspace[y][x] != 2 {
y_dungeon = y + top_offset;
x_dungeon = x + left_offset;
for i in y_dungeon.saturating_sub(1)..=std::cmp::min(y_dungeon + 1, WIDTH - 1) {
for j in x_dungeon.saturating_sub(1)..=std::cmp::min(
x_dungeon + 1,
HEIGHT - 1
) {
let pt = build_data.map.xy_idx(i as i32, j as i32);
if
!in_bounds(i as i32, j as i32, &build_data) ||
!(build_data.map.tiles[pt] == TileType::Wall) ||
build_data.spawn_list.contains(&(pt, "door".to_string()))
{
return false;
}
}
}
}
}
}
return true;
}
fn direction_of_door(
grid: &Vec<Vec<i32>>,
row: usize,
col: usize,
build_data: &BuilderMap
) -> Direction {
if grid[row][col] != 0 {
return Direction::NoDir;
}
let mut solution = Direction::NoDir;
let mut dir_iter = DirectionIterator::new();
for dir in &mut dir_iter {
let new_col = (col as i32) + dir.transform().x;
let new_row = (row as i32) + dir.transform().y;
let opp_col = (col as i32) - dir.transform().x;
let opp_row = (row as i32) - dir.transform().y;
if
in_bounds(new_row, new_col, &build_data) &&
in_bounds(opp_row, opp_col, &build_data) &&
grid[opp_row as usize][opp_col as usize] != 0
{
solution = dir;
}
}
return solution;
}
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct DoorSite {
pub x: i32,
pub y: i32,
pub dir: Direction,
}
fn choose_random_door_site(
room: Vec<Vec<i32>>,
rng: &mut RandomNumberGenerator,
build_data: &BuilderMap
) -> Vec<Option<DoorSite>> {
let mut grid = grid_with_dimensions(HEIGHT, WIDTH, 0);
let mut door_sites: Vec<DoorSite> = Vec::new();
const LEFT_OFFSET: usize = ((WIDTH as f32) / 2.0) as usize;
const TOP_OFFSET: usize = ((HEIGHT as f32) / 2.0) as usize;
draw_continuous_shape_on_grid(&room, TOP_OFFSET, LEFT_OFFSET, &mut grid);
for row in 0..HEIGHT {
for col in 0..WIDTH {
if grid[row][col] == 0 {
let door_dir = direction_of_door(&grid, row, col, &build_data);
if door_dir == Direction::NoDir {
continue;
}
let mut door_failed = false;
let (mut trace_row, mut trace_col) = (
(row as i32) + door_dir.transform().y,
(col as i32) + door_dir.transform().x,
);
let mut i = 0;
while i < 10 && in_bounds(trace_row, trace_col, &build_data) && !door_failed {
if grid[trace_row as usize][trace_col as usize] != 0 {
door_failed = true;
}
trace_col += door_dir.transform().x;
trace_row += door_dir.transform().y;
i += 1;
}
if !door_failed {
// May need more information here.
door_sites.push(DoorSite {
x: col as i32,
y: row as i32,
dir: door_dir,
});
}
}
}
}
let mut chosen_doors: Vec<Option<DoorSite>> = vec![None; 4];
let mut dir_iter = DirectionIterator::new();
for dir in &mut dir_iter {
let doors_facing_this_dir: Vec<&DoorSite> = door_sites
.iter()
.filter(|&door| door.dir == dir)
.collect();
if !doors_facing_this_dir.is_empty() {
let index = rng.range(0, doors_facing_this_dir.len());
chosen_doors[dir as usize] = Some(*doors_facing_this_dir[index]);
}
}
chosen_doors
}
fn shuffle<T>(list: &mut Vec<T>, rng: &mut RandomNumberGenerator) {
let len = list.len();
for i in (1..len).rev() {
let j = rng.range(0, i + 1);
list.swap(i, j);
}
}
fn clamp<T: Ord>(x: T, min: T, max: T) -> T {
if x < min { min } else if x > max { max } else { x }
}
fn attach_hallway_to(
door_sites: &mut Vec<Option<DoorSite>>,
hyperspace: &mut Vec<Vec<i32>>,
rng: &mut RandomNumberGenerator,
build_data: &BuilderMap
) {
let mut directions = vec![Direction::North, Direction::East, Direction::South, Direction::West];
shuffle(&mut directions, rng);
let mut hallway_dir: Direction = Direction::NoDir;
for i in 0..4 {
hallway_dir = directions[i];
if
door_sites[hallway_dir as usize].is_some() &&
in_bounds(
door_sites[hallway_dir as usize].unwrap().y +
hallway_dir.transform().y * VERTICAL_CORRIDOR_MAX_LENGTH,
door_sites[hallway_dir as usize].unwrap().x +
hallway_dir.transform().x * HORIZONTAL_CORRIDOR_MAX_LENGTH,
&build_data
)
{
break;
}
}
let transform = hallway_dir.transform();
let hallway_len: i32 = match hallway_dir {
Direction::NoDir => {
return;
}
Direction::North | Direction::South =>
rng.range(VERTICAL_CORRIDOR_MIN_LENGTH, VERTICAL_CORRIDOR_MAX_LENGTH + 1),
Direction::East | Direction::West =>
rng.range(HORIZONTAL_CORRIDOR_MIN_LENGTH, HORIZONTAL_CORRIDOR_MAX_LENGTH + 1),
};
let mut x = door_sites[hallway_dir as usize].unwrap().x;
let mut y = door_sites[hallway_dir as usize].unwrap().y;
for _i in 0..hallway_len {
if in_bounds(y, x, &build_data) {
hyperspace[y as usize][x as usize] = 1; // Dig out corridor.
}
x += transform.x;
y += transform.y;
}
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();
}