cellular automata and bsp interiors
This commit is contained in:
parent
d754aed52a
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d96d4881d5
7 changed files with 449 additions and 96 deletions
160
src/map_builders/bsp_interior.rs
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160
src/map_builders/bsp_interior.rs
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use super::{spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub struct BspInteriorBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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rooms: Vec<Rect>,
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history: Vec<Map>,
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rects: Vec<Rect>,
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}
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impl MapBuilder for BspInteriorBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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}
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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}
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impl BspInteriorBuilder {
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pub fn new(new_depth: i32) -> BspInteriorBuilder {
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BspInteriorBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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rooms: Vec::new(),
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history: Vec::new(),
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rects: Vec::new(),
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}
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator) {
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self.rects.clear();
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self.rects.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2)); // Start with a single map-sized rectangle
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let first_room = self.rects[0];
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self.add_subrects(first_room, rng); // Divide the first room
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let rooms = self.rects.clone();
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for r in rooms.iter() {
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let room = *r;
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self.rooms.push(room);
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for y in room.y1..room.y2 {
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for x in room.x1..room.x2 {
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let idx = self.map.xy_idx(x, y);
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if idx > 0 && idx < ((self.map.width * self.map.height) - 1) as usize {
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self.map.tiles[idx] = TileType::Floor;
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}
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}
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}
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self.take_snapshot();
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}
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let start = self.rooms[0].centre();
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self.starting_position = Position { x: start.0, y: start.1 };
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// Now we want corridors
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for i in 0..self.rooms.len() - 1 {
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let room = self.rooms[i];
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let next_room = self.rooms[i + 1];
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2)) - 1);
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let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
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let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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self.draw_corridor(start_x, start_y, end_x, end_y);
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self.take_snapshot();
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}
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// Don't forget the stairs
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let stairs = self.rooms[self.rooms.len() - 1].centre();
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let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
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self.map.tiles[stairs_idx] = TileType::DownStair;
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}
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fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) {
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const MIN_ROOM_SIZE: i32 = 6;
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// Remove last rect
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if !self.rects.is_empty() {
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self.rects.remove(self.rects.len() - 1);
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}
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// Calc bounds
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let w = rect.x2 - rect.x1;
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let h = rect.y2 - rect.y1;
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let half_w = w / 2;
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let half_h = h / 2;
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let split = rng.roll_dice(1, 4);
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if split <= 2 {
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// Horizontal split
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let h1 = Rect::new(rect.x1, rect.y1, half_w - 1, h);
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self.rects.push(h1);
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if half_w > MIN_ROOM_SIZE {
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self.add_subrects(h1, rng);
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}
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let h2 = Rect::new(rect.x1 + half_w, rect.y1, half_w, h);
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self.rects.push(h2);
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if half_w > MIN_ROOM_SIZE {
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self.add_subrects(h2, rng);
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}
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} else {
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// Vertical split
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let v1 = Rect::new(rect.x1, rect.y1, w, half_h - 1);
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self.rects.push(v1);
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if half_h > MIN_ROOM_SIZE {
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self.add_subrects(v1, rng);
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}
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let v2 = Rect::new(rect.x1, rect.y1 + half_h, w, half_h);
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self.rects.push(v2);
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if half_h > MIN_ROOM_SIZE {
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self.add_subrects(v2, rng);
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}
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}
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}
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fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) {
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let mut x = x1;
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let mut y = y1;
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while x != x2 || y != y2 {
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if x < x2 {
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x += 1;
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} else if x > x2 {
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x -= 1;
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} else if y < y2 {
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y += 1;
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} else if y > y2 {
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y -= 1;
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}
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let idx = self.map.xy_idx(x, y);
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self.map.tiles[idx] = TileType::Floor;
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}
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}
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}
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171
src/map_builders/cellular_automata.rs
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171
src/map_builders/cellular_automata.rs
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@ -0,0 +1,171 @@
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use super::{spawner, Map, MapBuilder, Position, TileType, SHOW_MAPGEN};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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const PASSES: i32 = 15;
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pub struct CellularAutomataBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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}
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impl MapBuilder for CellularAutomataBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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}
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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}
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impl CellularAutomataBuilder {
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pub fn new(new_depth: i32) -> CellularAutomataBuilder {
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CellularAutomataBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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noise_areas: HashMap::new(),
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}
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator) {
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// Set 55% of map to floor
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let roll = rng.roll_dice(1, 100);
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let idx = self.map.xy_idx(x, y);
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if roll > 55 {
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self.map.tiles[idx] = TileType::Floor
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} else {
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self.map.tiles[idx] = TileType::Wall
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}
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}
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}
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self.take_snapshot();
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// Iteratively apply cellular automata rules
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for _i in 0..PASSES {
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let mut newtiles = self.map.tiles.clone();
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let idx = self.map.xy_idx(x, y);
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let mut neighbours = 0;
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if self.map.tiles[idx - 1] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx + 1] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx - self.map.width as usize] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx + self.map.width as usize] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx - (self.map.width as usize - 1)] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx - (self.map.width as usize + 1)] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx + (self.map.width as usize - 1)] == TileType::Wall {
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neighbours += 1;
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}
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if self.map.tiles[idx + (self.map.width as usize + 1)] == TileType::Wall {
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neighbours += 1;
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}
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if neighbours > 4 || neighbours == 0 {
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newtiles[idx] = TileType::Wall;
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} else {
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newtiles[idx] = TileType::Floor;
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}
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}
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}
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self.map.tiles = newtiles.clone();
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self.take_snapshot();
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}
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// Find a starting point; start at the middle and walk left until we find an open tile
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self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 };
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let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
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self.starting_position.x -= 1;
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start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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}
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// Find all tiles we can reach from the starting point
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let map_starts: Vec<usize> = vec![start_idx];
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let dijkstra_map = rltk::DijkstraMap::new(self.map.width, self.map.height, &map_starts, &self.map, 200.0);
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let mut exit_tile = (0, 0.0f32);
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for (i, tile) in self.map.tiles.iter_mut().enumerate() {
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if *tile == TileType::Floor {
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let distance_to_start = dijkstra_map.map[i];
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// We can't get to this tile - so we'll make it a wall
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if distance_to_start == std::f32::MAX {
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*tile = TileType::Wall;
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} else {
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// If it is further away than our current exit candidate, move the exit
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if distance_to_start > exit_tile.1 {
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exit_tile.0 = i;
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exit_tile.1 = distance_to_start;
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}
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}
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}
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}
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self.take_snapshot();
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self.map.tiles[exit_tile.0] = TileType::DownStair;
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self.take_snapshot();
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// Build noise map for spawning entities
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let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
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noise.set_noise_type(rltk::NoiseType::Cellular);
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noise.set_frequency(0.08);
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noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let idx = self.map.xy_idx(x, y);
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if self.map.tiles[idx] == TileType::Floor {
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let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
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let cell_value = cell_value_f as i32;
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if self.noise_areas.contains_key(&cell_value) {
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self.noise_areas.get_mut(&cell_value).unwrap().push(idx);
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} else {
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self.noise_areas.insert(cell_value, vec![idx]);
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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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@ -1,9 +1,9 @@
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use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN};
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mod simple_map;
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use simple_map::SimpleMapBuilder;
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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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mod cellular_automata;
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mod common;
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mod simple_map;
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use common::*;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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@ -19,9 +19,11 @@ pub trait MapBuilder {
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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let mut rng = rltk::RandomNumberGenerator::new();
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let builder = rng.roll_dice(1, 2);
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let builder = rng.roll_dice(1, 4);
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match builder {
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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1 => Box::new(bsp_dungeon::BspDungeonBuilder::new(new_depth)),
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2 => Box::new(bsp_interior::BspInteriorBuilder::new(new_depth)),
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3 => Box::new(cellular_automata::CellularAutomataBuilder::new(new_depth)),
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_ => Box::new(simple_map::SimpleMapBuilder::new(new_depth)),
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}
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}
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@ -59,20 +59,6 @@ impl SimpleMapBuilder {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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const MAX_OFFSET: u8 = 32;
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for idx in 0..self.map.red_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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self.map.red_offset[idx] = roll as u8;
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}
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for idx in 0..self.map.green_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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self.map.green_offset[idx] = roll as u8;
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}
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for idx in 0..self.map.blue_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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self.map.blue_offset[idx] = roll as u8;
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}
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for _i in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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