refactors mapgen into chained builders
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22 changed files with 1381 additions and 1480 deletions
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@ -1,119 +1,74 @@
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use super::{apply_room_to_map, spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN};
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use super::{apply_room_to_map, draw_corridor, BuilderMap, InitialMapBuilder, Map, Rect, TileType};
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use rltk::RandomNumberGenerator;
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pub struct BspDungeonBuilder {
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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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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for BspDungeonBuilder {
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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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// 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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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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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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impl InitialMapBuilder for BspDungeonBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl BspDungeonBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32) -> BspDungeonBuilder {
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BspDungeonBuilder {
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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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spawn_list: Vec::new(),
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}
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pub fn new() -> Box<BspDungeonBuilder> {
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Box::new(BspDungeonBuilder { rects: Vec::new() })
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}
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fn build(&mut self, mut rng: &mut RandomNumberGenerator) {
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let mut rooms: Vec<Rect> = Vec::new();
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self.rects.clear();
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self.rects.push(Rect::new(2, 2, self.map.width - 5, self.map.height - 5));
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self.rects.push(Rect::new(2, 2, build_data.map.width - 5, build_data.map.height - 5)); // 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); // Divide first room
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self.add_subrects(first_room); // Divide the first room
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// Up to 240 times, get a random rect and divide it. If it's possible
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// to place a room in there, place it and add it to the rooms list.
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// Up to 240 times, we get a random rectangle and divide it. If its possible to squeeze a
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// room in there, we place it and add it to the rooms list.
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let mut n_rooms = 0;
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while n_rooms < 240 {
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let rect = self.get_random_rect(&mut rng);
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let candidate = self.get_random_subrect(rect, &mut rng);
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let rect = self.get_random_rect(rng);
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let candidate = self.get_random_sub_rect(rect, rng);
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if self.is_possible(candidate) {
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apply_room_to_map(&mut self.map, &candidate);
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self.rooms.push(candidate);
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if self.is_possible(candidate, &build_data.map) {
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apply_room_to_map(&mut build_data.map, &candidate);
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rooms.push(candidate);
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self.add_subrects(rect);
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self.take_snapshot();
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build_data.take_snapshot();
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}
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n_rooms += 1;
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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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// Sort rooms by left co-ordinate. Optional, but helps to make connected rooms line up.
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self.rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
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// Now we sort the rooms
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rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
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// 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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// Now we want corridors
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for i in 0..rooms.len() - 1 {
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let room = rooms[i];
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let next_room = 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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// 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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// Spawn entities
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(&self.map, rng, room, self.depth, &mut self.spawn_list);
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draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y);
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build_data.take_snapshot();
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}
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build_data.rooms = Some(rooms);
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}
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fn add_subrects(&mut self, rect: Rect) {
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let w = i32::abs(rect.x1 - rect.x2);
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let h = i32::abs(rect.y1 - rect.y2);
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let half_w = i32::max(w / 2, 1);
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let half_h = i32::max(h / 2, 1);
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let width = i32::abs(rect.x1 - rect.x2);
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let height = i32::abs(rect.y1 - rect.y2);
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let half_width = i32::max(width / 2, 1);
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let half_height = i32::max(height / 2, 1);
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self.rects.push(Rect::new(rect.x1, rect.y1, half_w, half_h));
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self.rects.push(Rect::new(rect.x1, rect.y1 + half_h, half_w, half_h));
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self.rects.push(Rect::new(rect.x1 + half_w, rect.y1, half_w, half_h));
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self.rects.push(Rect::new(rect.x1 + half_w, rect.y1 + half_h, half_w, half_h));
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self.rects.push(Rect::new(rect.x1, rect.y1, half_width, half_height));
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self.rects.push(Rect::new(rect.x1, rect.y1 + half_height, half_width, half_height));
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self.rects.push(Rect::new(rect.x1 + half_width, rect.y1, half_width, half_height));
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self.rects.push(Rect::new(rect.x1 + half_width, rect.y1 + half_height, half_width, half_height));
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}
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fn get_random_rect(&mut self, rng: &mut RandomNumberGenerator) -> Rect {
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@ -121,26 +76,26 @@ impl BspDungeonBuilder {
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return self.rects[0];
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}
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let idx = (rng.roll_dice(1, self.rects.len() as i32) - 1) as usize;
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return self.rects[idx];
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self.rects[idx]
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}
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fn get_random_subrect(&self, rect: Rect, rng: &mut RandomNumberGenerator) -> Rect {
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fn get_random_sub_rect(&self, rect: Rect, rng: &mut RandomNumberGenerator) -> Rect {
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let mut result = rect;
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let rect_width = i32::abs(rect.x1 - rect.x2);
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let rect_height = i32::abs(rect.y1 - rect.y2);
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let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 14)) - 1) + 1;
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let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 14)) - 1) + 1;
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let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 10)) - 1) + 1;
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let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 10)) - 1) + 1;
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result.x1 += rng.roll_dice(1, 6) - 1;
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result.y1 += rng.roll_dice(1, 6) - 1;
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result.x2 = result.x1 + w;
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result.y2 = result.y1 + h;
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return result;
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result
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}
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fn is_possible(&self, rect: Rect) -> bool {
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fn is_possible(&self, rect: Rect, map: &Map) -> bool {
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let mut expanded = rect;
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expanded.x1 -= 2;
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expanded.x2 += 2;
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@ -151,10 +106,10 @@ impl BspDungeonBuilder {
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for y in expanded.y1..=expanded.y2 {
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for x in expanded.x1..=expanded.x2 {
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if x > self.map.width - 2 {
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if x > map.width - 2 {
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can_build = false;
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}
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if y > self.map.height - 2 {
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if y > map.height - 2 {
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can_build = false;
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}
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if x < 1 {
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@ -164,34 +119,14 @@ impl BspDungeonBuilder {
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can_build = false;
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}
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if can_build {
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let idx = self.map.xy_idx(x, y);
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if self.map.tiles[idx] != TileType::Wall {
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let idx = map.xy_idx(x, y);
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if map.tiles[idx] != TileType::Wall {
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can_build = false;
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}
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}
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}
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}
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return can_build;
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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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can_build
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}
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}
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