rust-rl/src/map_builders/mod.rs
2023-09-23 11:14:32 +01:00

492 lines
14 KiB
Rust

use super::{ spawner, Map, Position, Rect, TileType };
use bracket_lib::prelude::*;
mod bsp_dungeon;
use bsp_dungeon::BspDungeonBuilder;
mod bsp_interior;
use bsp_interior::BspInteriorBuilder;
mod cellular_automata;
use cellular_automata::CellularAutomataBuilder;
mod common;
mod dla;
use dla::DLABuilder;
mod drunkard;
use drunkard::DrunkardsWalkBuilder;
mod maze;
use maze::MazeBuilder;
mod simple_map;
use simple_map::SimpleMapBuilder;
mod voronoi;
use voronoi::VoronoiBuilder;
mod prefab_builder;
use prefab_builder::PrefabBuilder;
mod room_based_spawner;
mod wfc;
use room_based_spawner::*;
mod room_based_stairs;
use room_based_stairs::*;
mod room_based_starting_position;
use room_based_starting_position::*;
mod area_starting_points;
use area_starting_points::{ AreaStartingPosition, XStart, YStart };
mod cull_unreachable;
use cull_unreachable::CullUnreachable;
mod distant_exit;
use distant_exit::DistantExit;
mod voronoi_spawning;
use common::*;
use specs::prelude::*;
use voronoi_spawning::VoronoiSpawning;
use super::config::CONFIG;
use super::data::ids::*;
use super::data::names::*;
//use wfc::WaveFunctionCollapseBuilder;
mod room_exploder;
use room_exploder::RoomExploder;
mod room_corner_rounding;
use room_corner_rounding::RoomCornerRounder;
mod rooms_corridors_dogleg;
use rooms_corridors_dogleg::DoglegCorridors;
mod rooms_corridors_bsp;
use rooms_corridors_bsp::BspCorridors;
mod room_sorter;
use room_sorter::{ RoomSort, RoomSorter };
mod room_draw;
use room_draw::RoomDrawer;
mod rooms_corridors_nearest;
use rooms_corridors_nearest::NearestCorridors;
mod rooms_corridors_bresenham;
use rooms_corridors_bresenham::BresenhamCorridors;
mod rooms_corridors_spawner;
use rooms_corridors_spawner::CorridorSpawner;
mod door_placement;
use door_placement::DoorPlacement;
mod fill_edges;
use fill_edges::FillEdges;
mod town;
use town::town_builder;
mod forest;
use forest::forest_builder;
mod foliage;
use foliage::Foliage;
mod room_themer;
use room_themer::ThemeRooms;
// Shared data to be passed around build chain
pub struct BuilderMap {
pub spawn_list: Vec<(usize, String)>,
pub map: Map,
pub starting_position: Option<Position>,
pub rooms: Option<Vec<Rect>>,
pub corridors: Option<Vec<Vec<usize>>>,
pub history: Vec<Map>,
pub width: i32,
pub height: i32,
pub initial_player_level: i32,
}
impl BuilderMap {
fn take_snapshot(&mut self) {
if CONFIG.logging.show_mapgen {
let mut snapshot = self.map.clone();
for v in snapshot.revealed_tiles.iter_mut() {
*v = true;
}
self.history.push(snapshot);
}
}
}
pub struct BuilderChain {
starter: Option<Box<dyn InitialMapBuilder>>,
builders: Vec<Box<dyn MetaMapBuilder>>,
pub build_data: BuilderMap,
}
impl BuilderChain {
pub fn new<S: ToString>(
overmap: bool,
new_id: i32,
width: i32,
height: i32,
difficulty: i32,
name: S,
short_name: S,
depth: i32,
initial_player_level: i32
) -> BuilderChain {
BuilderChain {
starter: None,
builders: Vec::new(),
build_data: BuilderMap {
spawn_list: Vec::new(),
map: Map::new(overmap, new_id, width, height, difficulty, name, short_name, depth),
starting_position: None,
rooms: None,
corridors: None,
history: Vec::new(),
width: width,
height: height,
initial_player_level: initial_player_level,
},
}
}
pub fn start_with(&mut self, starter: Box<dyn InitialMapBuilder>) {
match self.starter {
None => {
self.starter = Some(starter);
}
Some(_) => unreachable!("You can only have one starting builder."),
};
}
pub fn with(&mut self, metabuilder: Box<dyn MetaMapBuilder>) {
self.builders.push(metabuilder);
}
pub fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
match &mut self.starter {
None => unreachable!("Cannot run a map builder chain without a starting build system"),
Some(starter) => {
// Build the starting map
starter.build_map(rng, &mut self.build_data);
}
}
// Build additional layers in turn
for metabuilder in self.builders.iter_mut() {
metabuilder.build_map(rng, &mut self.build_data);
}
}
pub fn spawn_entities(&mut self, ecs: &mut World) {
let mut spawned_entities = Vec::new();
for entity in self.build_data.spawn_list.iter() {
spawned_entities.push(&entity.1);
spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
}
if CONFIG.logging.log_spawning {
console::log(format!("DEBUGINFO: SPAWNED ENTITIES = {:?}", spawned_entities));
}
}
}
pub trait InitialMapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
}
pub trait MetaMapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
}
fn random_start_position(rng: &mut RandomNumberGenerator) -> (XStart, YStart) {
let x;
let xroll = rng.roll_dice(1, 3);
match xroll {
1 => {
x = XStart::LEFT;
}
2 => {
x = XStart::CENTRE;
}
_ => {
x = XStart::RIGHT;
}
}
let y;
let yroll = rng.roll_dice(1, 3);
match yroll {
1 => {
y = YStart::BOTTOM;
}
2 => {
y = YStart::CENTRE;
}
_ => {
y = YStart::TOP;
}
}
(x, y)
}
fn random_room_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain, end: bool) {
let build_roll = rng.roll_dice(1, 3);
// Start with a room builder.
match build_roll {
1 => builder.start_with(SimpleMapBuilder::new(None)),
2 => builder.start_with(BspDungeonBuilder::new()),
_ => builder.start_with(BspInteriorBuilder::new()),
}
// BspInterior makes its own doorways. If we're not using that one,
// select a sorting method, a type of corridor, and modifiers.
if build_roll != 3 {
// Sort by one of the 5 available algorithms
let sort_roll = rng.roll_dice(1, 5);
match sort_roll {
1 => builder.with(RoomSorter::new(RoomSort::LEFTMOST)),
2 => builder.with(RoomSorter::new(RoomSort::RIGHTMOST)),
3 => builder.with(RoomSorter::new(RoomSort::TOPMOST)),
4 => builder.with(RoomSorter::new(RoomSort::BOTTOMMOST)),
_ => builder.with(RoomSorter::new(RoomSort::CENTRAL)),
}
builder.with(RoomDrawer::new());
let corridor_roll = rng.roll_dice(1, 2);
match corridor_roll {
1 => builder.with(DoglegCorridors::new()),
_ => builder.with(BspCorridors::new()),
}
let corridor_roll = rng.roll_dice(1, 4);
match corridor_roll {
1 => builder.with(DoglegCorridors::new()),
2 => builder.with(NearestCorridors::new()),
3 => builder.with(BresenhamCorridors::new()),
_ => builder.with(BspCorridors::new()),
}
let cspawn_roll = rng.roll_dice(1, 2);
if cspawn_roll == 1 {
builder.with(CorridorSpawner::new());
}
let modifier_roll = rng.roll_dice(1, 6);
match modifier_roll {
1 => builder.with(RoomExploder::new()),
2 => builder.with(RoomCornerRounder::new()),
_ => {}
}
}
// Pick a starting position, in a room or elsewhere.
let start_roll = rng.roll_dice(1, 2);
match start_roll {
1 => builder.with(RoomBasedStartingPosition::new()),
_ => {
let (start_x, start_y) = random_start_position(rng);
builder.with(AreaStartingPosition::new(start_x, start_y));
}
}
// Decide where to put the exit - in a room or far away, anywhere.
if !end {
let exit_roll = rng.roll_dice(1, 2);
match exit_roll {
1 => builder.with(RoomBasedStairs::new()),
_ => builder.with(DistantExit::new()),
}
}
// Decide whether to spawn entities only in rooms, or with voronoi noise.
let spawn_roll = rng.roll_dice(1, 2);
match spawn_roll {
1 => builder.with(RoomBasedSpawner::new()),
_ => builder.with(VoronoiSpawning::new()),
}
builder.with(ThemeRooms::grass(5, 5 * 5)); // 5% chance of an overgrown treant room. Must be 5*5 tiles minimum.
builder.with(ThemeRooms::barracks(5, 6 * 6)); // 5% chance of a squad barracks. Must be 6*6 tiles minimum.
}
fn random_shape_builder(
rng: &mut RandomNumberGenerator,
builder: &mut BuilderChain,
end: bool
) -> bool {
// Pick an initial builder
let builder_roll = rng.roll_dice(1, 16);
let mut want_doors = true;
match builder_roll {
1 => builder.start_with(CellularAutomataBuilder::new()),
2 => builder.start_with(DrunkardsWalkBuilder::open_area()),
3 => builder.start_with(DrunkardsWalkBuilder::open_halls()),
4 => builder.start_with(DrunkardsWalkBuilder::winding_passages()),
5 => builder.start_with(DrunkardsWalkBuilder::fat_passages()),
6 => builder.start_with(DrunkardsWalkBuilder::fearful_symmetry()),
7 => {
builder.start_with(MazeBuilder::new());
want_doors = false;
}
8 => builder.start_with(DLABuilder::walk_inwards()),
9 => builder.start_with(DLABuilder::walk_outwards()),
10 => builder.start_with(DLABuilder::central_attractor()),
11 => builder.start_with(DLABuilder::insectoid()),
12 => builder.start_with(VoronoiBuilder::pythagoras()),
13 => builder.start_with(VoronoiBuilder::manhattan()),
_ =>
builder.start_with(
PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED)
),
}
// 'Select' the centre by placing a starting position, and cull everywhere unreachable.
builder.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
builder.with(CullUnreachable::new());
// Now set the start to a random spot in our remaining area.
let (start_x, start_y) = random_start_position(rng);
builder.with(AreaStartingPosition::new(start_x, start_y));
// Place the exit and spawn mobs
builder.with(VoronoiSpawning::new());
if !end {
builder.with(DistantExit::new());
}
return want_doors;
}
fn overmap_builder() -> BuilderChain {
let mut builder = BuilderChain::new(
true,
ID_OVERMAP,
69,
41,
0,
NAME_OVERMAP,
SHORTNAME_OVERMAP,
0,
1
);
builder.start_with(PrefabBuilder::overmap());
builder.with(Foliage::percent(TileType::Grass, 30));
return builder;
}
pub enum BuildType {
Room = 1,
Shape = 2,
Any = 3,
}
pub fn random_builder(
new_id: i32,
rng: &mut RandomNumberGenerator,
width: i32,
height: i32,
difficulty: i32,
depth: i32,
initial_player_level: i32,
end: bool,
build_type: BuildType
) -> BuilderChain {
console::log(format!("DEBUGINFO: Building random (ID:{}, DIFF:{})", new_id, difficulty));
let mut builder = BuilderChain::new(
false,
new_id,
width,
height,
difficulty,
NAME_DUNGEON_RANDOM,
SHORTNAME_DUNGEON_RANDOM,
depth,
initial_player_level
);
let mut want_doors = true;
match build_type {
BuildType::Room => random_room_builder(rng, &mut builder, end),
BuildType::Shape => {
want_doors = random_shape_builder(rng, &mut builder, end);
}
BuildType::Any => {
let roll = rng.roll_dice(1, 2);
match roll {
1 => random_room_builder(rng, &mut builder, end),
_ => {
want_doors = random_shape_builder(rng, &mut builder, end);
}
}
}
}
/*
WFC needs polishing up before it makes good maps. Right now it leaves too much unusable area,
by making disconnected sections and having no methods to connect them.
if rng.roll_dice(1, 1) == 1 {
builder.with(WaveFunctionCollapseBuilder::new());
// Now set the start to a random starting area
let (start_x, start_y) = random_start_position(rng);
builder.with(AreaStartingPosition::new(start_x, start_y));
// Setup an exit and spawn mobs
builder.with(VoronoiSpawning::new());
builder.with(DistantExit::new());
}
*/
if want_doors {
builder.with(DoorPlacement::new());
}
if rng.roll_dice(1, 20) == 1 {
builder.with(PrefabBuilder::sectional(prefab_builder::prefab_sections::UNDERGROUND_FORT));
}
builder.with(PrefabBuilder::vaults());
// Regardless of anything else, fill the edges back in with walls. We can't walk
// there anyway, and we don't want an open line of sight into the unmapped void.
builder.with(FillEdges::wall());
builder
}
pub fn level_builder(
id: i32,
rng: &mut RandomNumberGenerator,
width: i32,
height: i32,
initial_player_level: i32
) -> BuilderChain {
match id {
ID_OVERMAP => overmap_builder(),
ID_TOWN => town_builder(id, rng, width, height, 0, initial_player_level),
ID_TOWN2 => forest_builder(id, rng, width, height, 1, initial_player_level),
ID_TOWN3 =>
random_builder(
id,
rng,
width,
height,
2,
1,
initial_player_level,
true,
BuildType::Room
),
_ if id >= ID_INFINITE =>
random_builder(
id,
rng,
width,
height,
4 + diff(ID_INFINITE, id),
1 + diff(ID_INFINITE, id),
initial_player_level,
false,
BuildType::Room
),
_ => // This should be unreachable!() eventually. Right now it's reachable with the debug/cheat menu. It should not be in normal gameplay.
random_builder(
id,
rng,
width,
height,
1,
404,
initial_player_level,
false,
BuildType::Room
),
}
}
fn diff(branch_id: i32, lvl_id: i32) -> i32 {
return lvl_id - branch_id;
}