bsp dungeons
This commit is contained in:
parent
0728a1db41
commit
d754aed52a
3 changed files with 203 additions and 6 deletions
|
|
@ -78,21 +78,19 @@ impl State {
|
||||||
self.mapgen_index = 0;
|
self.mapgen_index = 0;
|
||||||
self.mapgen_timer = 0.0;
|
self.mapgen_timer = 0.0;
|
||||||
self.mapgen_history.clear();
|
self.mapgen_history.clear();
|
||||||
// Create new builder
|
|
||||||
let mut builder = map_builders::random_builder(new_depth);
|
|
||||||
let player_start;
|
let player_start;
|
||||||
// Scope for borrow checker
|
// 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)
|
// Build a new map using RNG (to retain seed)
|
||||||
|
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
|
||||||
builder.build_map(&mut rng);
|
builder.build_map(&mut rng);
|
||||||
self.mapgen_history = builder.get_snapshot_history();
|
self.mapgen_history = builder.get_snapshot_history();
|
||||||
let mut worldmap_resource = self.ecs.write_resource::<Map>();
|
let mut worldmap_resource = self.ecs.write_resource::<Map>();
|
||||||
*worldmap_resource = builder.get_map();
|
*worldmap_resource = builder.get_map();
|
||||||
player_start = builder.get_starting_pos();
|
player_start = builder.get_starting_pos();
|
||||||
}
|
|
||||||
// Spawn entities
|
// Spawn entities
|
||||||
|
}
|
||||||
builder.spawn_entities(&mut self.ecs);
|
builder.spawn_entities(&mut self.ecs);
|
||||||
|
|
||||||
// Place player and update resources
|
// Place player and update resources
|
||||||
|
|
|
||||||
192
src/map_builders/bsp_dungeon.rs
Normal file
192
src/map_builders/bsp_dungeon.rs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,6 +1,8 @@
|
||||||
use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN};
|
use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN};
|
||||||
mod simple_map;
|
mod simple_map;
|
||||||
use simple_map::SimpleMapBuilder;
|
use simple_map::SimpleMapBuilder;
|
||||||
|
mod bsp_dungeon;
|
||||||
|
use bsp_dungeon::BspDungeonBuilder;
|
||||||
mod common;
|
mod common;
|
||||||
use common::*;
|
use common::*;
|
||||||
use rltk::RandomNumberGenerator;
|
use rltk::RandomNumberGenerator;
|
||||||
|
|
@ -16,5 +18,10 @@ pub trait MapBuilder {
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn random_builder(new_depth: i32) -> Box<dyn 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)),
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue