roguelike-game/src/map_builders/cellular_automata.rs

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use super::MapBuilder;
use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
use std::collections::HashMap;
pub struct CellularAutomataBuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
}
impl MapBuilder for CellularAutomataBuilder {
fn build_map(&mut self) {
self.build();
}
fn spawn_entities(&mut self, ecs: &mut World) {
for area in self.noise_areas.iter() {
spawner::spawn_region(ecs, area.1, self.depth);
}
}
fn get_map(&self) -> Map {
self.map.clone()
}
fn get_starting_position(&self) -> Position {
self.starting_position
}
fn get_snapshot_history(&self) -> Vec<Map> {
self.history.clone()
}
fn take_snapshot(&mut self) {
if SHOW_MAPGEN_VISUALIZER {
let mut snapshot = self.map.clone();
for v in snapshot.revealed_tiles.iter_mut() {
*v = true;
}
self.history.push(snapshot);
}
}
}
impl CellularAutomataBuilder {
pub fn new(new_depth: i32) -> CellularAutomataBuilder {
CellularAutomataBuilder {
map: Map::new(new_depth),
starting_position: Position::default(),
depth: new_depth,
history: Vec::new(),
noise_areas: HashMap::new(),
}
}
fn build(&mut self) {
let mut rng = RandomNumberGenerator::new();
// First we completely randomize the map, setting 55% of it to be floor.
for y in 1..self.map.height - 1 {
for x in 1..self.map.width - 1 {
let roll = rng.roll_dice(1, 100);
let idx = self.map.xy_idx(x, y);
if roll > 55 {
self.map.tiles[idx] = TileType::Floor
} else {
self.map.tiles[idx] = TileType::Wall
}
}
}
self.take_snapshot();
// Now we iteratively apply cellular automata rules
for _i in 0..15 {
let mut newtiles = self.map.tiles.clone();
for y in 1..self.map.height - 1 {
for x in 1..self.map.width - 1 {
let idx = self.map.xy_idx(x, y);
let mut neighbors = 0;
if self.map.tiles[idx - 1] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + 1] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx - self.map.width as usize] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + self.map.width as usize] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx - (self.map.width as usize - 1)] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx - (self.map.width as usize + 1)] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + (self.map.width as usize - 1)] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + (self.map.width as usize + 1)] == TileType::Wall {
neighbors += 1;
}
if neighbors > 4 || neighbors == 0 {
newtiles[idx] = TileType::Wall;
} else {
newtiles[idx] = TileType::Floor;
}
}
}
self.map.tiles = newtiles.clone();
self.take_snapshot();
}
// 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)
}
// Find all tiles we can reach from the starting point
let map_starts: Vec<usize> = vec![start_idx];
let dijkstra_map = rltk::DijkstraMap::new(
self.map.width,
self.map.height,
&map_starts,
&self.map,
200.0,
);
let mut exit_tile = (0, 0.0f32);
for (i, tile) in self.map.tiles.iter_mut().enumerate() {
if *tile == TileType::Floor {
let distance_to_start = dijkstra_map.map[i];
// We can't get to this tile - so we'll make it a wall
if distance_to_start == f32::MAX {
*tile = TileType::Wall;
} else {
// If it is further away than our current exit candidate, move the exit
if distance_to_start > exit_tile.1 {
exit_tile.0 = i;
exit_tile.1 = distance_to_start;
}
}
}
}
self.take_snapshot();
// Place the stairs
self.map.tiles[exit_tile.0] = TileType::DownStairs;
self.take_snapshot();
// Now we build a noise map for use in spawning entities later
let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
noise.set_noise_type(rltk::NoiseType::Cellular);
noise.set_frequency(0.08);
noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
for y in 1..self.map.height - 1 {
for x in 1..self.map.width - 1 {
let idx = self.map.xy_idx(x, y);
if self.map.tiles[idx] == TileType::Floor {
let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
let cell_value = cell_value_f as i32;
#[allow(clippy::map_entry)]
if self.noise_areas.contains_key(&cell_value) {
self.noise_areas.get_mut(&cell_value).unwrap().push(idx);
} else {
self.noise_areas.insert(cell_value, vec![idx]);
}
}
}
}
}
}