refactors mapgen into chained builders
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parent
8a5600267c
commit
dd367dc39b
22 changed files with 1381 additions and 1480 deletions
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@ -1,143 +1,80 @@
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use super::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder,
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Position, TileType, SHOW_MAPGEN,
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};
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use super::{BuilderMap, InitialMapBuilder, TileType};
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use rltk::RandomNumberGenerator;
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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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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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spawn_list: Vec<(usize, String)>,
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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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// 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 CellularAutomataBuilder {
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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 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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spawn_list: Vec::new(),
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}
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#[allow(dead_code)]
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pub fn new() -> Box<CellularAutomataBuilder> {
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Box::new(CellularAutomataBuilder {})
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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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#[allow(clippy::map_entry)]
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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// First we completely randomize the map, setting 55% of it to be floor.
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for y in 1..build_data.map.height - 1 {
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for x in 1..build_data.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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let idx = build_data.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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build_data.map.tiles[idx] = TileType::Floor
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} else {
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self.map.tiles[idx] = TileType::Wall
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build_data.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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build_data.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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// Now we iteratively apply cellular automata rules
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for _i in 0..15 {
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let mut newtiles = build_data.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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for y in 1..build_data.map.height - 1 {
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for x in 1..build_data.map.width - 1 {
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let idx = build_data.map.xy_idx(x, y);
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let mut neighbors = 0;
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if build_data.map.tiles[idx - 1] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx + 1] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx - build_data.map.width as usize] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx + build_data.map.width as usize] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx - (build_data.map.width as usize - 1)] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx - (build_data.map.width as usize + 1)] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx + (build_data.map.width as usize - 1)] == TileType::Wall {
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neighbors += 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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if build_data.map.tiles[idx + (build_data.map.width as usize + 1)] == TileType::Wall {
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neighbors += 1;
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}
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if neighbours > 4 || neighbours == 0 {
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if neighbors > 4 || neighbors == 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 reachable from starting pos
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let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
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self.take_snapshot();
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// Place stairs
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self.map.tiles[exit_tile] = TileType::DownStair;
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self.take_snapshot();
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// Noise map for spawning entities
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
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// Spawn the entities
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for area in self.noise_areas.iter() {
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spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
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build_data.map.tiles = newtiles.clone();
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build_data.take_snapshot();
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}
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}
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}
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