initial tweaks - starting room w/ corridors + doors

This commit is contained in:
Llywelwyn 2023-10-02 07:00:28 +01:00
parent 97ca3a25e3
commit 7a27321bec
4 changed files with 168 additions and 23 deletions

View file

@ -34,7 +34,7 @@ impl Default for Config {
fn default() -> Self {
Config {
logging: LogConfig {
show_mapgen: false,
show_mapgen: true,
log_combat: false,
log_spawning: false,
log_ticks: false,

View file

@ -447,7 +447,7 @@ pub fn level_builder(
initial_player_level: i32
) -> BuilderChain {
match id {
ID_OVERMAP => overmap_builder(),
ID_OVERMAP => room_accretion(),
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 =>
@ -492,3 +492,10 @@ 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
}

View file

@ -3,6 +3,11 @@ 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,
@ -53,11 +58,11 @@ impl CellRules {
lazy_static! {
pub static ref CA: Vec<Vec<CellRules>> = vec![
vec![CellRules::new(1, 1, Operator::GreaterThanEqualTo, 4)],
vec![
CellRules::new(1, 1, Operator::GreaterThanEqualTo, 5),
CellRules::new(0, 1, Operator::LessThan, 2)
],
vec![CellRules::new(1, 1, Operator::GreaterThanEqualTo, 5)]
CellRules::new(0, 0, Operator::GreaterThanEqualTo, 5),
CellRules::new(1, 0, Operator::LessThan, 2)
]
];
}

View file

@ -21,21 +21,16 @@ impl 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>> {
let mut grid = Vec::with_capacity(h);
for _ in 0..h {
let row = vec![value; w];
grid.push(row);
}
grid
vec![vec![value; w]; h]
}
fn in_bounds(x: i32, y: i32, build_data: &BuilderMap) -> bool {
x > 0 && x < build_data.height && y > 0 && y < build_data.width
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(
@ -87,10 +82,11 @@ fn get_cell_neighbours(
}
}
}
console::log(&format!("neighbours: {:?}", neighbours));
neighbours
}
fn make_ca_room(rng: &mut RandomNumberGenerator) -> Vec<Vec<i32>> {
fn make_ca_room(rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) -> Vec<Vec<i32>> {
let width = rng.range(5, 10);
let height = rng.range(5, 10);
let mut cells = grid_with_dimensions(height, width, 0);
@ -121,7 +117,7 @@ fn make_ca_room(rng: &mut RandomNumberGenerator) -> Vec<Vec<i32>> {
for _ in 0..5 {
let mut new_cells = vec![vec![0; width]; height];
for row in 0..height {
for col 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;
@ -150,8 +146,8 @@ fn direction_of_door(
let opp_col = (col as i32) - dir.transform().x;
let opp_row = (row as i32) - dir.transform().y;
if
in_bounds(new_col, new_row, &build_data) &&
in_bounds(new_col, new_row, &build_data) &&
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;
@ -160,7 +156,7 @@ fn direction_of_door(
return solution;
}
#[derive(Copy, Clone, PartialEq)]
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct DoorSite {
pub x: i32,
pub y: i32,
@ -171,7 +167,7 @@ fn choose_random_door_site(
room: Vec<Vec<i32>>,
rng: &mut RandomNumberGenerator,
build_data: &BuilderMap
) -> Vec<DoorSite> {
) -> 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;
@ -209,7 +205,7 @@ fn choose_random_door_site(
}
}
}
let mut chosen_doors: Vec<DoorSite> = Vec::new();
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
@ -218,8 +214,145 @@ fn choose_random_door_site(
.collect();
if !doors_facing_this_dir.is_empty() {
let index = rng.range(0, doors_facing_this_dir.len());
chosen_doors.push(*doors_facing_this_dir[index]);
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 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];
console::log(
&format!(
"i: {:?} | hallway_dir: {:?} (as usize: {:?}) | door_sites[hallway_dir]: {:?}",
i,
hallway_dir,
hallway_dir as usize,
door_sites[hallway_dir as usize]
)
);
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 => {
console::log("no hallway_dir");
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),
};
console::log(&format!("hallway_len: {:?}", hallway_len));
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;
}
let new_site = DoorSite {
x,
y,
dir: hallway_dir,
};
console::log(&format!("new_site: {:?}", new_site));
door_sites[hallway_dir as usize] = Some(new_site); // Move door to end of corridor.
}
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();
}