refactors mapgen into chained builders

This commit is contained in:
Llywelwyn 2023-07-21 18:34:08 +01:00
parent 8a5600267c
commit dd367dc39b
22 changed files with 1381 additions and 1480 deletions

View file

@ -1,165 +1,102 @@
use super::{spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN};
use super::{draw_corridor, BuilderMap, InitialMapBuilder, Rect, TileType};
use rltk::RandomNumberGenerator;
const MIN_ROOM_SIZE: i32 = 8;
pub struct BspInteriorBuilder {
map: Map,
starting_position: Position,
depth: i32,
rooms: Vec<Rect>,
history: Vec<Map>,
rects: Vec<Rect>,
spawn_list: Vec<(usize, String)>,
}
impl MapBuilder for BspInteriorBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
return self.build(rng);
}
// Getters
fn get_map(&mut self) -> Map {
return self.map.clone();
}
fn get_starting_pos(&mut self) -> Position {
return self.starting_position.clone();
}
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
return &self.spawn_list;
}
// 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 InitialMapBuilder for BspInteriorBuilder {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl BspInteriorBuilder {
#[allow(dead_code)]
pub fn new(new_depth: i32) -> BspInteriorBuilder {
BspInteriorBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
rooms: Vec::new(),
history: Vec::new(),
rects: Vec::new(),
spawn_list: Vec::new(),
}
pub fn new() -> Box<BspInteriorBuilder> {
Box::new(BspInteriorBuilder { rects: Vec::new() })
}
fn build(&mut self, rng: &mut RandomNumberGenerator) {
fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
let mut rooms: Vec<Rect> = Vec::new();
self.rects.clear();
self.rects.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2)); // Start with a single map-sized rectangle
self.rects.push(Rect::new(1, 1, build_data.map.width - 2, build_data.map.height - 2)); // Start with a single map-sized rectangle
let first_room = self.rects[0];
self.add_subrects(first_room, rng); // Divide the first room
let rooms = self.rects.clone();
for r in rooms.iter() {
let rooms_copy = self.rects.clone();
for r in rooms_copy.iter() {
let room = *r;
self.rooms.push(room);
//room.x2 -= 1;
//room.y2 -= 1;
rooms.push(room);
for y in room.y1..room.y2 {
for x in room.x1..room.x2 {
let idx = self.map.xy_idx(x, y);
if idx > 0 && idx < ((self.map.width * self.map.height) - 1) as usize {
self.map.tiles[idx] = TileType::Floor;
let idx = build_data.map.xy_idx(x, y);
if idx > 0 && idx < ((build_data.map.width * build_data.map.height) - 1) as usize {
build_data.map.tiles[idx] = TileType::Floor;
}
}
}
self.take_snapshot();
build_data.take_snapshot();
}
let start = self.rooms[0].centre();
self.starting_position = Position { x: start.0, y: start.1 };
// Now we want corridors
for i in 0..self.rooms.len() - 1 {
let room = self.rooms[i];
let next_room = self.rooms[i + 1];
for i in 0..rooms.len() - 1 {
let room = rooms[i];
let next_room = 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();
draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y);
build_data.take_snapshot();
}
// Don't forget the 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;
// Spawn entities
for room in self.rooms.iter().skip(1) {
spawner::spawn_room(&self.map, rng, room, self.depth, &mut self.spawn_list);
}
build_data.rooms = Some(rooms);
}
fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) {
const MIN_ROOM_SIZE: i32 = 6;
// Remove last rect
// Remove the last rect from the list
if !self.rects.is_empty() {
self.rects.remove(self.rects.len() - 1);
}
// Calc bounds
let w = rect.x2 - rect.x1;
let h = rect.y2 - rect.y1;
let half_w = w / 2;
let half_h = h / 2;
// Calculate boundaries
let width = rect.x2 - rect.x1;
let height = rect.y2 - rect.y1;
let half_width = width / 2;
let half_height = height / 2;
let split = rng.roll_dice(1, 4);
if split <= 2 {
// Horizontal split
let h1 = Rect::new(rect.x1, rect.y1, half_w - 1, h);
let h1 = Rect::new(rect.x1, rect.y1, half_width - 1, height);
self.rects.push(h1);
if half_w > MIN_ROOM_SIZE {
if half_width > MIN_ROOM_SIZE {
self.add_subrects(h1, rng);
}
let h2 = Rect::new(rect.x1 + half_w, rect.y1, half_w, h);
let h2 = Rect::new(rect.x1 + half_width, rect.y1, half_width, height);
self.rects.push(h2);
if half_w > MIN_ROOM_SIZE {
if half_width > MIN_ROOM_SIZE {
self.add_subrects(h2, rng);
}
} else {
// Vertical split
let v1 = Rect::new(rect.x1, rect.y1, w, half_h - 1);
let v1 = Rect::new(rect.x1, rect.y1, width, half_height - 1);
self.rects.push(v1);
if half_h > MIN_ROOM_SIZE {
if half_height > MIN_ROOM_SIZE {
self.add_subrects(v1, rng);
}
let v2 = Rect::new(rect.x1, rect.y1 + half_h, w, half_h);
let v2 = Rect::new(rect.x1, rect.y1 + half_height, width, half_height);
self.rects.push(v2);
if half_h > MIN_ROOM_SIZE {
if half_height > MIN_ROOM_SIZE {
self.add_subrects(v2, rng);
}
}
}
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;
}
}
}