Add BSP map builder
This commit is contained in:
parent
c7cd65af7a
commit
37b042e434
226
src/map_builders/bsp_dungeon.rs
Normal file
226
src/map_builders/bsp_dungeon.rs
Normal file
@ -0,0 +1,226 @@
|
|||||||
|
use super::MapBuilder;
|
||||||
|
use crate::map_builders::common::apply_room_to_map;
|
||||||
|
use crate::spawner;
|
||||||
|
use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
|
||||||
|
use rltk::RandomNumberGenerator;
|
||||||
|
use specs::World;
|
||||||
|
|
||||||
|
pub struct BspDungeonBuilder {
|
||||||
|
map: Map,
|
||||||
|
starting_position: Position,
|
||||||
|
depth: i32,
|
||||||
|
rooms: Vec<Rect>,
|
||||||
|
history: Vec<Map>,
|
||||||
|
rects: Vec<Rect>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl MapBuilder for BspDungeonBuilder {
|
||||||
|
fn build_map(&mut self) {
|
||||||
|
self.build();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_entities(&mut self, ecs: &mut World) {
|
||||||
|
for room in self.rooms.iter().skip(1) {
|
||||||
|
spawner::spawn_room(ecs, room, 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 BspDungeonBuilder {
|
||||||
|
pub fn new(new_depth: i32) -> BspDungeonBuilder {
|
||||||
|
BspDungeonBuilder {
|
||||||
|
map: Map::new(new_depth),
|
||||||
|
starting_position: Position { x: 0, y: 0 },
|
||||||
|
depth: new_depth,
|
||||||
|
rooms: Vec::new(),
|
||||||
|
history: Vec::new(),
|
||||||
|
rects: Vec::new(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn build(&mut self) {
|
||||||
|
let mut rng = RandomNumberGenerator::new();
|
||||||
|
|
||||||
|
self.rects.clear();
|
||||||
|
|
||||||
|
// Start with a single map-sized rectangle
|
||||||
|
self.rects
|
||||||
|
.push(Rect::new(2, 2, self.map.width - 5, self.map.height - 5));
|
||||||
|
let first_room = self.rects[0];
|
||||||
|
self.add_subrects(first_room); // Divide the first room
|
||||||
|
|
||||||
|
// Up to 240 times, we get a random rectangle and divide it. If its possible to squeeze
|
||||||
|
// a room in there, we place it and add it to the rooms list.
|
||||||
|
let mut n_rooms = 0;
|
||||||
|
while n_rooms < 240 {
|
||||||
|
let rect = self.get_random_rect(&mut rng);
|
||||||
|
let candidate = self.get_random_sub_rect(rect, &mut rng);
|
||||||
|
|
||||||
|
if self.is_possible(candidate) {
|
||||||
|
apply_room_to_map(&mut self.map, &candidate);
|
||||||
|
self.rooms.push(candidate);
|
||||||
|
self.add_subrects(rect);
|
||||||
|
self.take_snapshot();
|
||||||
|
}
|
||||||
|
|
||||||
|
n_rooms += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now we sort the rooms
|
||||||
|
self.rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
|
||||||
|
|
||||||
|
// Now we want corridors
|
||||||
|
for i in 0..self.rooms.len() - 1 {
|
||||||
|
let room = self.rooms[i];
|
||||||
|
let next_room = self.rooms[i + 1];
|
||||||
|
let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
|
||||||
|
let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
|
||||||
|
let end_x =
|
||||||
|
next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
|
||||||
|
let end_y =
|
||||||
|
next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
|
||||||
|
|
||||||
|
self.draw_corridor(start_x, start_y, end_x, end_y);
|
||||||
|
self.take_snapshot();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't forget the stairs
|
||||||
|
let stairs = self.rooms[self.rooms.len() - 1].center();
|
||||||
|
let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
|
||||||
|
self.map.tiles[stairs_idx] = TileType::DownStairs;
|
||||||
|
|
||||||
|
self.starting_position = Position::from(self.rooms[0].center());
|
||||||
|
}
|
||||||
|
|
||||||
|
fn add_subrects(&mut self, rect: Rect) {
|
||||||
|
let width = i32::abs(rect.x1 - rect.x2);
|
||||||
|
let height = i32::abs(rect.y1 - rect.y2);
|
||||||
|
let half_width = i32::max(width / 2, 1);
|
||||||
|
let half_height = i32::max(height / 2, 1);
|
||||||
|
|
||||||
|
self.rects
|
||||||
|
.push(Rect::new(rect.x1, rect.y1, half_width, half_height));
|
||||||
|
self.rects.push(Rect::new(
|
||||||
|
rect.x1,
|
||||||
|
rect.y1 + half_height,
|
||||||
|
half_width,
|
||||||
|
half_height,
|
||||||
|
));
|
||||||
|
self.rects.push(Rect::new(
|
||||||
|
rect.x1 + half_width,
|
||||||
|
rect.y1,
|
||||||
|
half_width,
|
||||||
|
half_height,
|
||||||
|
));
|
||||||
|
self.rects.push(Rect::new(
|
||||||
|
rect.x1 + half_width,
|
||||||
|
rect.y1 + half_height,
|
||||||
|
half_width,
|
||||||
|
half_height,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
fn get_random_rect(&mut self, rng: &mut RandomNumberGenerator) -> Rect {
|
||||||
|
if self.rects.len() == 1 {
|
||||||
|
return self.rects[0];
|
||||||
|
}
|
||||||
|
let idx = (rng.roll_dice(1, self.rects.len() as i32) - 1) as usize;
|
||||||
|
|
||||||
|
self.rects[idx]
|
||||||
|
}
|
||||||
|
|
||||||
|
fn get_random_sub_rect(&self, rect: Rect, rng: &mut RandomNumberGenerator) -> Rect {
|
||||||
|
let mut result = rect;
|
||||||
|
let rect_width = i32::abs(rect.x1 - rect.x2);
|
||||||
|
let rect_height = i32::abs(rect.y1 - rect.y2);
|
||||||
|
|
||||||
|
let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 10)) - 1) + 1;
|
||||||
|
let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 10)) - 1) + 1;
|
||||||
|
|
||||||
|
result.x1 += rng.roll_dice(1, 6) - 1;
|
||||||
|
result.y1 += rng.roll_dice(1, 6) - 1;
|
||||||
|
result.x2 = result.x1 + w;
|
||||||
|
result.y2 = result.y1 + h;
|
||||||
|
|
||||||
|
result
|
||||||
|
}
|
||||||
|
|
||||||
|
fn is_possible(&self, rect: Rect) -> bool {
|
||||||
|
let mut expanded = rect;
|
||||||
|
expanded.x1 -= 2;
|
||||||
|
expanded.x2 += 2;
|
||||||
|
expanded.y1 -= 2;
|
||||||
|
expanded.y2 += 2;
|
||||||
|
|
||||||
|
let mut can_build = true;
|
||||||
|
|
||||||
|
for y in expanded.y1..=expanded.y2 {
|
||||||
|
for x in expanded.x1..=expanded.x2 {
|
||||||
|
if x > self.map.width - 2 {
|
||||||
|
can_build = false;
|
||||||
|
}
|
||||||
|
if y > self.map.height - 2 {
|
||||||
|
can_build = false;
|
||||||
|
}
|
||||||
|
if x < 1 {
|
||||||
|
can_build = false;
|
||||||
|
}
|
||||||
|
if y < 1 {
|
||||||
|
can_build = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if can_build {
|
||||||
|
let idx = self.map.xy_idx(x, y);
|
||||||
|
if self.map.tiles[idx] != TileType::Wall {
|
||||||
|
can_build = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
can_build
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) {
|
||||||
|
let mut x = x1;
|
||||||
|
let mut y = y1;
|
||||||
|
|
||||||
|
while x != x2 || y != y2 {
|
||||||
|
if x < x2 {
|
||||||
|
x += 1;
|
||||||
|
} else if x > x2 {
|
||||||
|
x -= 1;
|
||||||
|
} else if y < y2 {
|
||||||
|
y += 1;
|
||||||
|
} else if y > y2 {
|
||||||
|
y -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
let idx = self.map.xy_idx(x, y);
|
||||||
|
self.map.tiles[idx] = TileType::Floor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user