bsp dungeons

This commit is contained in:
Llywelwyn 2023-07-15 15:15:43 +01:00
parent 0728a1db41
commit d754aed52a
3 changed files with 203 additions and 6 deletions

View file

@ -78,21 +78,19 @@ impl State {
self.mapgen_index = 0;
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
// Create new builder
let mut builder = map_builders::random_builder(new_depth);
let player_start;
// Scope for borrow checker
let mut builder = map_builders::random_builder(new_depth);
{
// Fetch RNG from resources
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
// Build a new map using RNG (to retain seed)
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
builder.build_map(&mut rng);
self.mapgen_history = builder.get_snapshot_history();
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = builder.get_map();
player_start = builder.get_starting_pos();
// Spawn entities
}
// Spawn entities
builder.spawn_entities(&mut self.ecs);
// Place player and update resources

View file

@ -0,0 +1,192 @@
use super::{apply_room_to_map, spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
pub struct BspDungeonBuilder {
map: Map,
starting_position: Position,
depth: i32,
rooms: Vec<Rect>,
history: Vec<Map>,
rects: Vec<Rect>,
}
impl MapBuilder for BspDungeonBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
return self.build(rng);
}
fn spawn_entities(&mut self, ecs: &mut World) {
for room in self.rooms.iter().skip(1) {
spawner::spawn_room(ecs, room, self.depth);
}
}
// Getters
fn get_map(&mut self) -> Map {
return self.map.clone();
}
fn get_starting_pos(&mut self) -> Position {
return self.starting_position.clone();
}
// Mapgen visualisation stuff
fn get_snapshot_history(&self) -> Vec<Map> {
return self.history.clone();
}
fn take_snapshot(&mut self) {
if SHOW_MAPGEN {
let mut snapshot = self.map.clone();
for v in snapshot.revealed_tiles.iter_mut() {
*v = true;
}
self.history.push(snapshot);
}
}
}
impl BspDungeonBuilder {
pub fn new(new_depth: i32) -> BspDungeonBuilder {
BspDungeonBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
rooms: Vec::new(),
history: Vec::new(),
rects: Vec::new(),
}
}
fn build(&mut self, mut rng: &mut RandomNumberGenerator) {
self.rects.clear();
self.rects.push(Rect::new(2, 2, self.map.width - 5, self.map.height - 5));
let first_room = self.rects[0];
self.add_subrects(first_room); // Divide first room
// Up to 240 times, get a random rect and divide it. If it's possible
// to place a room in there, place it and add it to the rooms list.
let mut n_rooms = 0;
while n_rooms < 240 {
let rect = self.get_random_rect(&mut rng);
let candidate = self.get_random_subrect(rect, &mut rng);
if self.is_possible(candidate) {
apply_room_to_map(&mut self.map, &candidate);
self.rooms.push(candidate);
self.add_subrects(rect);
self.take_snapshot();
}
n_rooms += 1;
}
let start = self.rooms[0].centre();
self.starting_position = Position { x: start.0, y: start.1 };
// Sort rooms by left co-ordinate. Optional, but helps to make connected rooms line up.
self.rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
// Corridors
for i in 0..self.rooms.len() - 1 {
let room = self.rooms[i];
let next_room = self.rooms[i + 1];
let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2)) - 1);
let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
self.draw_corridor(start_x, start_y, end_x, end_y);
self.take_snapshot();
}
// Stairs
let stairs = self.rooms[self.rooms.len() - 1].centre();
let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
self.map.tiles[stairs_idx] = TileType::DownStair;
}
fn add_subrects(&mut self, rect: Rect) {
let w = i32::abs(rect.x1 - rect.x2);
let h = i32::abs(rect.y1 - rect.y2);
let half_w = i32::max(w / 2, 1);
let half_h = i32::max(h / 2, 1);
self.rects.push(Rect::new(rect.x1, rect.y1, half_w, half_h));
self.rects.push(Rect::new(rect.x1, rect.y1 + half_h, half_w, half_h));
self.rects.push(Rect::new(rect.x1 + half_w, rect.y1, half_w, half_h));
self.rects.push(Rect::new(rect.x1 + half_w, rect.y1 + half_h, half_w, half_h));
}
fn get_random_rect(&mut self, rng: &mut RandomNumberGenerator) -> Rect {
if self.rects.len() == 1 {
return self.rects[0];
}
let idx = (rng.roll_dice(1, self.rects.len() as i32) - 1) as usize;
return self.rects[idx];
}
fn get_random_subrect(&self, rect: Rect, rng: &mut RandomNumberGenerator) -> Rect {
let mut result = rect;
let rect_width = i32::abs(rect.x1 - rect.x2);
let rect_height = i32::abs(rect.y1 - rect.y2);
let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 14)) - 1) + 1;
let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 14)) - 1) + 1;
result.x1 += rng.roll_dice(1, 6) - 1;
result.y1 += rng.roll_dice(1, 6) - 1;
result.x2 = result.x1 + w;
result.y2 = result.y1 + h;
return result;
}
fn is_possible(&self, rect: Rect) -> bool {
let mut expanded = rect;
expanded.x1 -= 2;
expanded.x2 += 2;
expanded.y1 -= 2;
expanded.y2 += 2;
let mut can_build = true;
for y in expanded.y1..=expanded.y2 {
for x in expanded.x1..=expanded.x2 {
if x > self.map.width - 2 {
can_build = false;
}
if y > self.map.height - 2 {
can_build = false;
}
if x < 1 {
can_build = false;
}
if y < 1 {
can_build = false;
}
if can_build {
let idx = self.map.xy_idx(x, y);
if self.map.tiles[idx] != TileType::Wall {
can_build = false;
}
}
}
}
return can_build;
}
fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) {
let mut x = x1;
let mut y = y1;
while x != x2 || y != y2 {
if x < x2 {
x += 1;
} else if x > x2 {
x -= 1;
} else if y < y2 {
y += 1;
} else if y > y2 {
y -= 1;
}
let idx = self.map.xy_idx(x, y);
self.map.tiles[idx] = TileType::Floor;
}
}
}

View file

@ -1,6 +1,8 @@
use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN};
mod simple_map;
use simple_map::SimpleMapBuilder;
mod bsp_dungeon;
use bsp_dungeon::BspDungeonBuilder;
mod common;
use common::*;
use rltk::RandomNumberGenerator;
@ -16,5 +18,10 @@ pub trait MapBuilder {
}
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
return Box::new(SimpleMapBuilder::new(new_depth));
let mut rng = rltk::RandomNumberGenerator::new();
let builder = rng.roll_dice(1, 2);
match builder {
1 => Box::new(BspDungeonBuilder::new(new_depth)),
_ => Box::new(SimpleMapBuilder::new(new_depth)),
}
}