Make map building random again, completes section 4.15

This commit is contained in:
Timothy Warren 2021-12-16 14:26:50 -05:00
parent 939996c71e
commit 2ef1f3e1c8
4 changed files with 125 additions and 61 deletions

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@ -159,69 +159,134 @@ pub trait MetaMapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap); fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
} }
fn random_initial_builder(rng: &mut RandomNumberGenerator) -> (Box<dyn InitialMapBuilder>, bool) { fn random_start_position(rng: &mut rltk::RandomNumberGenerator) -> (XStart, YStart) {
match rng.roll_dice(1, 17) { let x = match rng.roll_dice(1, 3) {
1 => (BspDungeonBuilder::new(), true), 1 => XStart::Left,
2 => (BspInteriorBuilder::new(), true), 2 => XStart::Center,
3 => (CellularAutomataBuilder::new(), false), _ => XStart::Right,
4 => (DrunkardsWalkBuilder::open_area(), false), };
5 => (DrunkardsWalkBuilder::open_halls(), false),
6 => (DrunkardsWalkBuilder::winding_passages(), false), let y = match rng.roll_dice(1, 3) {
7 => (DrunkardsWalkBuilder::fat_passages(), false), 1 => YStart::Bottom,
8 => (DrunkardsWalkBuilder::fearful_symmetry(), false), 2 => YStart::Center,
9 => (MazeBuilder::new(), false), _ => YStart::Top,
10 => (DLABuilder::walk_inwards(), false), };
11 => (DLABuilder::walk_outwards(), false),
12 => (DLABuilder::central_attractor(), false), (x, y)
13 => (DLABuilder::insectoid(), false),
14 => (VoronoiCellBuilder::pythagoras(), false),
15 => (VoronoiCellBuilder::manhattan(), false),
16 => (
PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED),
false,
),
_ => (SimpleMapBuilder::new(), true),
} }
fn random_room_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain) {
let build_roll = rng.roll_dice(1, 3);
match build_roll {
1 => builder.start_with(SimpleMapBuilder::new()),
2 => builder.start_with(BspDungeonBuilder::new()),
_ => builder.start_with(BspInteriorBuilder::new()),
};
// BSP Interior still makes holes in the walls
if build_roll != 3 {
// Sort by one of the 5 available algorithms
let room_sort = match rng.roll_dice(1, 5) {
1 => RoomSort::LeftMost,
2 => RoomSort::RightMost,
3 => RoomSort::TopMost,
4 => RoomSort::BottomMost,
_ => RoomSort::Central,
};
builder.with(RoomSorter::new(room_sort));
// Pick a corridor type
match rng.roll_dice(1, 2) {
1 => builder.with(DoglegCorridors::new()),
_ => builder.with(BspCorridors::new()),
};
// Add additional modifier
match rng.roll_dice(1, 6) {
1 => {
builder.with(RoomExploder::new());
}
2 => {
builder.with(RoomCornerRounder::new());
}
_ => {}
};
}
// Find a starting position
match rng.roll_dice(1, 2) {
1 => builder.with(RoomBasedStartingPosition::new()),
_ => {
let (start_x, start_y) = random_start_position(rng);
builder.with(AreaStartingPosition::new(start_x, start_y))
}
};
// Find an exit
match rng.roll_dice(1, 2) {
1 => builder.with(RoomBasedStairs::new()),
_ => builder.with(DistantExit::new()),
};
// Spawn stuff
match rng.roll_dice(1, 2) {
1 => builder.with(RoomBasedSpawner::new()),
_ => builder.with(VoronoiSpawning::new()),
};
}
fn random_shape_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain) {
let first_builder: Box<dyn InitialMapBuilder> = match rng.roll_dice(1, 16) {
1 => CellularAutomataBuilder::new(),
2 => DrunkardsWalkBuilder::open_area(),
3 => DrunkardsWalkBuilder::open_halls(),
4 => DrunkardsWalkBuilder::winding_passages(),
5 => DrunkardsWalkBuilder::fat_passages(),
6 => DrunkardsWalkBuilder::fearful_symmetry(),
7 => MazeBuilder::new(),
8 => DLABuilder::walk_inwards(),
9 => DLABuilder::walk_outwards(),
10 => DLABuilder::central_attractor(),
11 => DLABuilder::insectoid(),
12 => VoronoiCellBuilder::pythagoras(),
13 => VoronoiCellBuilder::manhattan(),
_ => PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED),
};
// Set the start to the center and cull
builder
.start_with(first_builder)
.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
.with(CullUnreachable::new());
// Now set the start ot 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());
} }
pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain { pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain {
let mut builder = BuilderChain::new(new_depth); let mut builder = BuilderChain::new(new_depth);
// let (random_starter, has_rooms) = random_initial_builder(rng);
// builder.start_with(random_starter);
//
// if has_rooms {
// builder
// .with(RoomBasedSpawner::new())
// .with(RoomBasedStairs::new())
// .with(RoomBasedStartingPosition::new());
// } else {
// builder
// .with(AreaStartingPosition::new(XStart::Center, YStart::Center))
// .with(CullUnreachable::new())
// .with(VoronoiSpawning::new())
// .with(DistantExit::new());
// }
//
// if rng.roll_dice(1, 3) == 1 {
// builder.with(WaveformCollapseBuilder::new());
// }
//
// if rng.roll_dice(1, 20) == 1 {
// builder.with(PrefabBuilder::sectional(
// prefab_builder::prefab_sections::UNDERGROUND_FORT,
// ));
// }
//
// builder.with(PrefabBuilder::vaults());
builder match rng.roll_dice(1, 2) {
.start_with(BspDungeonBuilder::new()) 1 => random_room_builder(rng, &mut builder),
.with(RoomSorter::new(RoomSort::Central)) _ => random_shape_builder(rng, &mut builder),
.with(BspCorridors::new()) };
.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
.with(CullUnreachable::new()) if rng.roll_dice(1, 3) == 1 {
.with(VoronoiSpawning::new()) builder.with(WaveformCollapseBuilder::new());
.with(DistantExit::new()); }
if rng.roll_dice(1, 20) == 1 {
builder.with(PrefabBuilder::sectional(
prefab_builder::prefab_sections::UNDERGROUND_FORT,
));
}
builder.with(PrefabBuilder::vaults());
builder builder
} }

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@ -1,6 +1,6 @@
use rltk::RandomNumberGenerator; use rltk::RandomNumberGenerator;
use crate::map_builders::common::{apply_room_to_map, draw_corridor}; use crate::map_builders::common::apply_room_to_map;
use crate::map_builders::{BuilderMap, InitialMapBuilder}; use crate::map_builders::{BuilderMap, InitialMapBuilder};
use crate::{Map, Rect, TileType}; use crate::{Map, Rect, TileType};

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@ -72,6 +72,7 @@ impl DLABuilder {
}) })
} }
#[allow(dead_code)]
pub fn heavy_erosion() -> Box<DLABuilder> { pub fn heavy_erosion() -> Box<DLABuilder> {
Box::new(DLABuilder { Box::new(DLABuilder {
algorithm: DLAAlgorithm::WalkInwards, algorithm: DLAAlgorithm::WalkInwards,

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@ -1,8 +1,6 @@
use rltk::RandomNumberGenerator; use rltk::RandomNumberGenerator;
use crate::map_builders::common::{ use crate::map_builders::common::apply_room_to_map;
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel,
};
use crate::map_builders::{BuilderMap, InitialMapBuilder}; use crate::map_builders::{BuilderMap, InitialMapBuilder};
use crate::Rect; use crate::Rect;