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Refactor simple map builder to use the Rust builder pattern

This commit is contained in:
Timothy Warren 2021-12-14 16:29:36 -05:00
parent 9d97f3bd0d
commit 541421eb5b
6 changed files with 256 additions and 116 deletions

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@ -1,4 +1,4 @@
use rltk::{GameState, Point, Rltk};
use rltk::{GameState, Point, RandomNumberGenerator, Rltk};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
@ -461,15 +461,19 @@ impl State {
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
let mut builder = map_builders::random_builder(new_depth);
builder.build_map();
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
let mut builder = map_builders::random_builder(new_depth, &mut rng);
builder.build_map(&mut rng);
std::mem::drop(rng);
self.mapgen_history = builder.get_snapshot_history();
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = builder.get_map();
player_start = builder.get_starting_position();
player_start = builder.get_starting_position().as_mut().unwrap().clone();
}
// Spawn bad guys

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@ -6,10 +6,15 @@ mod dla;
mod drunkard;
mod maze;
mod prefab_builder;
mod room_based_spawner;
mod room_based_stairs;
mod room_based_starting_position;
mod simple_map;
mod voronoi;
mod waveform_collapse;
use crate::{spawner, Map, Position, Rect, SHOW_MAPGEN_VISUALIZER};
use ::rltk::RandomNumberGenerator;
use bsp_dungeon::BspDungeonBuilder;
use bsp_interior::BspInteriorBuilder;
use cellular_automata::CellularAutomataBuilder;
@ -18,12 +23,119 @@ use dla::DLABuilder;
use drunkard::DrunkardsWalkBuilder;
use maze::MazeBuilder;
use prefab_builder::PrefabBuilder;
use room_based_spawner::RoomBasedSpawner;
use room_based_stairs::RoomBasedStairs;
use room_based_starting_position::RoomBasedStartingPosition;
use simple_map::SimpleMapBuilder;
use specs::prelude::*;
use voronoi::VoronoiCellBuilder;
use waveform_collapse::WaveformCollapseBuilder;
use crate::{spawner, Map, Position};
pub struct BuilderMap {
pub spawn_list: Vec<(usize, String)>,
pub map: Map,
pub starting_position: Option<Position>,
pub rooms: Option<Vec<Rect>>,
pub history: Vec<Map>,
}
impl BuilderMap {
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);
}
}
}
pub struct BuilderChain {
starter: Option<Box<dyn InitialMapBuilder>>,
builders: Vec<Box<dyn MetaMapBuilder>>,
pub build_data: BuilderMap,
}
impl BuilderChain {
pub fn new(new_depth: i32) -> BuilderChain {
BuilderChain {
starter: None,
builders: Vec::new(),
build_data: BuilderMap {
spawn_list: Vec::new(),
map: Map::new(new_depth),
starting_position: None,
rooms: None,
history: Vec::new(),
},
}
}
pub fn start_with(&mut self, starter: Box<dyn InitialMapBuilder>) -> &mut Self {
match self.starter {
None => self.starter = Some(starter),
Some(_) => panic!("You can only have one starting builder."),
}
self
}
pub fn with(&mut self, metabuilder: Box<dyn MetaMapBuilder>) -> &mut Self {
self.builders.push(metabuilder);
self
}
pub fn build_map(&mut self, rng: &mut RandomNumberGenerator) -> &mut Self {
match &mut self.starter {
None => panic!("Cannot run a map builder chain without starting a 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);
}
self
}
pub fn spawn_entities(&mut self, ecs: &mut World) -> &mut Self {
for entity in self.build_data.spawn_list.iter() {
spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
}
self
}
pub fn get_map(&self) -> Map {
self.build_data.map.clone()
}
pub fn get_starting_position(&self) -> Option<Position> {
self.build_data.starting_position
}
pub fn get_snapshot_history(&self) -> Vec<Map> {
self.build_data.history.clone()
}
pub fn get_spawn_list(&self) -> &Vec<(usize, String)> {
&self.build_data.spawn_list
}
}
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);
}
pub trait MapBuilder {
fn get_map(&self) -> Map;
@ -40,44 +152,13 @@ pub trait MapBuilder {
}
}
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
let mut rng = rltk::RandomNumberGenerator::new();
let mut result: Box<dyn MapBuilder> = match rng.roll_dice(1, 17) {
1 => Box::new(BspDungeonBuilder::new(new_depth)),
2 => Box::new(BspInteriorBuilder::new(new_depth)),
3 => Box::new(CellularAutomataBuilder::new(new_depth)),
4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
9 => Box::new(MazeBuilder::new(new_depth)),
10 => Box::new(DLABuilder::walk_inwards(new_depth)),
11 => Box::new(DLABuilder::walk_outwards(new_depth)),
12 => Box::new(DLABuilder::central_attractor(new_depth)),
13 => Box::new(DLABuilder::insectoid(new_depth)),
14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
16 => Box::new(PrefabBuilder::constant(
new_depth,
prefab_builder::prefab_levels::WFC_POPULATED,
)),
_ => Box::new(SimpleMapBuilder::new(new_depth)),
};
pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain {
let mut builder = BuilderChain::new(new_depth);
builder
.start_with(SimpleMapBuilder::new())
.with(RoomBasedSpawner::new())
.with(RoomBasedStartingPosition::new())
.with(RoomBasedStairs::new());
if rng.roll_dice(1, 3) == 1 {
result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result));
}
if rng.roll_dice(1, 20) == 1 {
result = Box::new(PrefabBuilder::sectional(
new_depth,
prefab_builder::prefab_sections::UNDERGROUND_FORT,
result,
));
}
result = Box::new(PrefabBuilder::vaults(new_depth, result));
result
builder
}

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@ -0,0 +1,34 @@
use rltk::RandomNumberGenerator;
use crate::map_builders::{spawner, BuilderMap, MetaMapBuilder};
pub struct RoomBasedSpawner {}
impl MetaMapBuilder for RoomBasedSpawner {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl RoomBasedSpawner {
#[allow(dead_code)]
pub fn new() -> Box<RoomBasedSpawner> {
Box::new(RoomBasedSpawner {})
}
fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
if let Some(rooms) = &build_data.rooms {
for room in rooms.iter().skip(1) {
spawner::spawn_room(
&build_data.map,
rng,
room,
build_data.map.depth,
&mut build_data.spawn_list,
);
}
} else {
panic!("Room Based Spawning only works after rooms have been created.");
}
}
}

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@ -0,0 +1,30 @@
use rltk::RandomNumberGenerator;
use crate::map_builders::{BuilderMap, MetaMapBuilder};
use crate::TileType;
pub struct RoomBasedStairs {}
impl MetaMapBuilder for RoomBasedStairs {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl RoomBasedStairs {
#[allow(dead_code)]
pub fn new() -> Box<RoomBasedStairs> {
Box::new(RoomBasedStairs {})
}
fn build(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
if let Some(rooms) = &build_data.rooms {
let stairs_position = rooms[rooms.len() - 1].center();
let stairs_idx = build_data.map.xy_idx(stairs_position.0, stairs_position.1);
build_data.map.tiles[stairs_idx] = TileType::DownStairs;
build_data.take_snapshot();
} else {
panic!("Room Based Stairs only works after rooms have been created");
}
}
}

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@ -0,0 +1,31 @@
use rltk::RandomNumberGenerator;
use crate::map_builders::{BuilderMap, MetaMapBuilder};
use crate::Position;
pub struct RoomBasedStartingPosition {}
impl MetaMapBuilder for RoomBasedStartingPosition {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl RoomBasedStartingPosition {
#[allow(dead_code)]
pub fn new() -> Box<RoomBasedStartingPosition> {
Box::new(RoomBasedStartingPosition {})
}
fn build(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
if let Some(rooms) = &build_data.rooms {
let start_pos = rooms[0].center();
build_data.starting_position = Some(Position {
x: start_pos.0,
y: start_pos.1,
});
} else {
panic!("Room Based Starting Position only works after rooms have been created.");
}
}
}

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@ -1,113 +1,73 @@
use rltk::RandomNumberGenerator;
use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
use crate::map_builders::common::{
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel,
};
use crate::map_builders::{BuilderMap, InitialMapBuilder};
use crate::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
pub struct SimpleMapBuilder {
map: Map,
starting_position: Position,
depth: i32,
rooms: Vec<Rect>,
history: Vec<Map>,
spawn_list: Vec<(usize, String)>,
}
pub struct SimpleMapBuilder {}
impl MapBuilder for SimpleMapBuilder {
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 build_map(&mut self) {
self.rooms_and_corridors();
}
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);
}
}
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
&self.spawn_list
impl InitialMapBuilder for SimpleMapBuilder {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.rooms_and_corridors(rng, build_data);
}
}
impl SimpleMapBuilder {
pub fn new(new_depth: i32) -> SimpleMapBuilder {
SimpleMapBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
rooms: Vec::new(),
history: Vec::new(),
spawn_list: Vec::new(),
}
#[allow(dead_code)]
pub fn new() -> Box<SimpleMapBuilder> {
Box::new(SimpleMapBuilder {})
}
fn rooms_and_corridors(&mut self) {
fn rooms_and_corridors(
&mut self,
rng: &mut RandomNumberGenerator,
build_data: &mut BuilderMap,
) {
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
let mut rooms: Vec<Rect> = Vec::new();
for _ in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
let x = rng.roll_dice(1, build_data.map.width - w - 1) - 1;
let y = rng.roll_dice(1, build_data.map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in self.rooms.iter() {
for other_room in rooms.iter() {
if new_room.intersect(other_room) {
ok = false;
}
}
if ok {
apply_room_to_map(&mut self.map, &new_room);
apply_room_to_map(&mut build_data.map, &new_room);
build_data.take_snapshot();
if !self.rooms.is_empty() {
if !rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].center();
let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y);
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x);
} else {
apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y);
}
}
self.rooms.push(new_room);
self.take_snapshot();
rooms.push(new_room);
build_data.take_snapshot();
}
}
let stairs_position = self.rooms[self.rooms.len() - 1].center();
let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
self.map.tiles[stairs_idx] = TileType::DownStairs;
self.starting_position = Position::from(self.rooms[0].center());
// Spawn some entities
for room in self.rooms.iter().skip(1) {
spawner::spawn_room(&self.map, &mut rng, room, self.depth, &mut self.spawn_list);
}
build_data.rooms = Some(rooms);
}
}