rust-rl/src/map_builders/wfc/mod.rs

148 lines
4.8 KiB
Rust

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<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
derive_from: Option<Box<dyn MapBuilder>>,
}
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<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 WaveFunctionCollapseBuilder {
pub fn new(new_depth: i32, derive_from: Option<Box<dyn MapBuilder>>) -> 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<dyn MapBuilder>) -> 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<MapChunk>, 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();
}
}