use super::{ generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder, Position, TileType, SHOW_MAPGEN, }; mod common; use common::MapChunk; mod constraints; mod solver; use rltk::RandomNumberGenerator; use solver::Solver; use specs::prelude::*; use std::collections::HashMap; pub struct WaveFunctionCollapseBuilder { map: Map, starting_position: Position, depth: i32, history: Vec, noise_areas: HashMap>, derive_from: Option>, } impl MapBuilder for WaveFunctionCollapseBuilder { fn build_map(&mut self, rng: &mut RandomNumberGenerator) { return self.build(rng); } fn spawn_entities(&mut self, ecs: &mut World) { for area in self.noise_areas.iter() { spawner::spawn_region(ecs, area.1, self.depth); } } // Getters fn get_map(&mut self) -> Map { return self.map.clone(); } fn get_starting_pos(&mut self) -> Position { return self.starting_position.clone(); } // Mapgen visualisation stuff fn get_snapshot_history(&self) -> Vec { 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 WaveFunctionCollapseBuilder { pub fn new(new_depth: i32, derive_from: Option>) -> WaveFunctionCollapseBuilder { WaveFunctionCollapseBuilder { map: Map::new(new_depth), starting_position: Position { x: 0, y: 0 }, depth: new_depth, history: Vec::new(), noise_areas: HashMap::new(), derive_from, } } pub fn derived_map(new_depth: i32, builder: Box) -> WaveFunctionCollapseBuilder { WaveFunctionCollapseBuilder::new(new_depth, Some(builder)) } fn build(&mut self, rng: &mut RandomNumberGenerator) { const CHUNK_SIZE: i32 = 8; let prebuilder = &mut self.derive_from.as_mut().unwrap(); prebuilder.build_map(rng); self.map = prebuilder.get_map(); for t in self.map.tiles.iter_mut() { if *t == TileType::DownStair { *t = TileType::Floor; } } self.take_snapshot(); let patterns = constraints::build_patterns(&self.map, CHUNK_SIZE, true, true); let constraints = common::patterns_to_constraints(patterns, CHUNK_SIZE); self.render_tile_gallery(&constraints, CHUNK_SIZE); // Call solver self.map = Map::new(self.depth); loop { let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &self.map); while !solver.iteration(&mut self.map, rng) { self.take_snapshot(); } self.take_snapshot(); if solver.possible { break; } } // Find a starting point; start at the middle and walk left until we find an open tile self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 }; let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y); while self.map.tiles[start_idx] != TileType::Floor { self.starting_position.x -= 1; start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y); } self.take_snapshot(); // Find all tiles we can reach from the starting point let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx); self.take_snapshot(); // Place the stairs self.map.tiles[exit_tile] = TileType::DownStair; self.take_snapshot(); // Now we build a noise map for use in spawning entities later self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng); } fn render_tile_gallery(&mut self, constraints: &Vec, chunk_size: i32) { self.map = Map::new(0); let mut counter = 0; let mut x = 1; let mut y = 1; while counter < constraints.len() { constraints::render_pattern_to_map(&mut self.map, &constraints[counter], chunk_size, x, y); x += chunk_size + 1; if x + chunk_size > self.map.width { // Next row x = 1; y += chunk_size + 1; self.take_snapshot(); if y + chunk_size > self.map.height { // Next page self.take_snapshot(); self.map = Map::new(0); x = 1; y = 1; } } counter += 1; } self.take_snapshot(); } }