use super::{BuilderMap, Map, MetaMapBuilder, TileType}; use rltk::RandomNumberGenerator; mod common; use common::*; mod constraints; use constraints::*; mod solver; use solver::*; /// Provides a map builder using the Wave Function Collapse algorithm. pub struct WaveFunctionCollapseBuilder {} impl MetaMapBuilder for WaveFunctionCollapseBuilder { fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) { self.build(rng, build_data); } } impl WaveFunctionCollapseBuilder { /// Constructor for wfc. #[allow(dead_code)] pub fn new() -> Box { Box::new(WaveFunctionCollapseBuilder {}) } fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { const CHUNK_SIZE: i32 = 8; build_data.take_snapshot(); let patterns = build_patterns(&build_data.map, CHUNK_SIZE, true, true); let constraints = patterns_to_constraints(patterns, CHUNK_SIZE); self.render_tile_gallery(&constraints, CHUNK_SIZE, build_data); build_data.map = Map::new(build_data.map.depth, build_data.map.width, build_data.map.height); loop { let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &build_data.map); while !solver.iteration(&mut build_data.map, rng) { build_data.take_snapshot(); } build_data.take_snapshot(); if solver.possible { break; } // If it has hit an impossible condition, try again } build_data.spawn_list.clear(); } fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32, build_data: &mut BuilderMap) { build_data.map = Map::new(0, build_data.width, build_data.height); let mut counter = 0; let mut x = 1; let mut y = 1; while counter < constraints.len() { render_pattern_to_map(&mut build_data.map, &constraints[counter], chunk_size, x, y); x += chunk_size + 1; if x + chunk_size > build_data.map.width { // Move to the next row x = 1; y += chunk_size + 1; if y + chunk_size > build_data.map.height { // Move to the next page build_data.take_snapshot(); build_data.map = Map::new(0, build_data.width, build_data.height); x = 1; y = 1; } } counter += 1; } build_data.take_snapshot(); } }