diff --git a/src/components.rs b/src/components.rs index c3c836c..e98553c 100644 --- a/src/components.rs +++ b/src/components.rs @@ -5,7 +5,7 @@ use specs::prelude::*; use specs::saveload::{ConvertSaveload, Marker}; use specs_derive::*; -#[derive(Component, ConvertSaveload, Copy, Clone)] +#[derive(Component, ConvertSaveload, Default, Copy, Clone)] pub struct Position { pub x: i32, pub y: i32, diff --git a/src/map_builders/cellular_automata.rs b/src/map_builders/cellular_automata.rs new file mode 100644 index 0000000..1de1de0 --- /dev/null +++ b/src/map_builders/cellular_automata.rs @@ -0,0 +1,196 @@ +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, + noise_areas: HashMap>, +} + +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 { + 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 = 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]); + } + } + } + } + } +} diff --git a/src/map_builders/mod.rs b/src/map_builders/mod.rs index f0b3a98..7d42784 100644 --- a/src/map_builders/mod.rs +++ b/src/map_builders/mod.rs @@ -1,11 +1,13 @@ mod bsp_dungeon; mod bsp_interior; +mod cellular_automata; mod common; mod simple_map; use crate::{Map, Position}; use bsp_dungeon::BspDungeonBuilder; use bsp_interior::BspInteriorBuilder; +use cellular_automata::CellularAutomataBuilder; use common::*; use simple_map::SimpleMapBuilder; use specs::prelude::*; @@ -21,9 +23,10 @@ pub trait MapBuilder { pub fn random_builder(new_depth: i32) -> Box { let mut rng = rltk::RandomNumberGenerator::new(); - match rng.roll_dice(1, 3) { + match rng.roll_dice(1, 4) { 1 => Box::new(BspDungeonBuilder::new(new_depth)), 2 => Box::new(BspInteriorBuilder::new(new_depth)), + 3 => Box::new(CellularAutomataBuilder::new(new_depth)), _ => Box::new(SimpleMapBuilder::new(new_depth)), } } diff --git a/src/spawner.rs b/src/spawner.rs index 30d9d99..e8555dc 100644 --- a/src/spawner.rs +++ b/src/spawner.rs @@ -1,5 +1,5 @@ use crate::components::*; -use crate::{map::MAP_WIDTH, random_table::RandomTable, Rect}; +use crate::{map::MAP_WIDTH, random_table::RandomTable, Map, Rect, TileType}; use rltk::{RandomNumberGenerator, RGB}; use specs::prelude::*; use specs::saveload::{MarkedBuilder, SimpleMarker}; @@ -57,54 +57,79 @@ fn room_table(map_depth: i32) -> RandomTable { /// fills a room with stuff! #[allow(clippy::map_entry)] pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) { - let spawn_table = room_table(map_depth); - let mut spawn_points: HashMap = HashMap::new(); + let mut possible_targets: Vec = Vec::new(); - // Scope to keep the borrow checker happy + // Borrow scope - to keep access to the map separated { - let mut rng = ecs.write_resource::(); - let num_spawns = rng.roll_dice(1, MAX_MONSTERS + 3) + (map_depth - 1) - 3; - - for _i in 0..num_spawns { - let mut added = false; - let mut tries = 0; - - while !added && tries < 20 { - let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize; - let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize; - let idx = (y * MAP_WIDTH) + x; - - if !spawn_points.contains_key(&idx) { - spawn_points.insert(idx, spawn_table.roll(&mut rng)); - added = true; - } else { - tries += 1; + let map = ecs.fetch::(); + for y in room.y1 + 1..room.y2 { + for x in room.x1 + 1..room.x2 { + let idx = map.xy_idx(x, y); + if map.tiles[idx] == TileType::Floor { + possible_targets.push(idx); } } } } - // Actually spawn stuff - for spawn in spawn_points.iter() { - let x = (*spawn.0 % MAP_WIDTH) as i32; - let y = (*spawn.0 / MAP_WIDTH) as i32; + spawn_region(ecs, &possible_targets, map_depth); +} - match spawn.1.as_ref() { - "Goblin" => goblin(ecs, x, y), - "Orc" => orc(ecs, x, y), - "Health Potion" => health_potion(ecs, x, y), - "Fireball Scroll" => fireball_scroll(ecs, x, y), - "Confusion Scroll" => confusion_scroll(ecs, x, y), - "Magic Missile Scroll" => magic_missile_scroll(ecs, x, y), - "Dagger" => dagger(ecs, x, y), - "Shield" => shield(ecs, x, y), - "Longsword" => longsword(ecs, x, y), - "Tower Shield" => tower_shield(ecs, x, y), - "Rations" => rations(ecs, x, y), - "Magic Mapping Scroll" => magic_mapping_scroll(ecs, x, y), - "Bear Trap" => bear_trap(ecs, x, y), - _ => {} +pub fn spawn_region(ecs: &mut World, area: &[usize], map_depth: i32) { + let spawn_table = room_table(map_depth); + let mut spawn_points: HashMap = HashMap::new(); + let mut areas: Vec = Vec::from(area); + + // Scope to keep the borrow checker happy + { + let mut rng = ecs.write_resource::(); + let num_spawns = i32::min( + areas.len() as i32, + rng.roll_dice(1, MAX_MONSTERS + 3) + (map_depth - 1) - 3, + ); + + if num_spawns == 0 { + return; } + + for _i in 0..num_spawns { + let array_index = if areas.len() == 1 { + 0usize + } else { + (rng.roll_dice(1, areas.len() as i32) - 1) as usize + }; + let map_idx = areas[array_index]; + spawn_points.insert(map_idx, spawn_table.roll(&mut rng)); + areas.remove(array_index); + } + } + + // Actually spawn the monsters + for spawn in spawn_points.iter() { + spawn_entity(ecs, &spawn); + } +} + +/// Spawns a named entity (name in tuple.1) at the location in (tuple.0) +fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) { + let x = (*spawn.0 % MAP_WIDTH) as i32; + let y = (*spawn.0 / MAP_WIDTH) as i32; + + match spawn.1.as_ref() { + "Goblin" => goblin(ecs, x, y), + "Orc" => orc(ecs, x, y), + "Health Potion" => health_potion(ecs, x, y), + "Fireball Scroll" => fireball_scroll(ecs, x, y), + "Confusion Scroll" => confusion_scroll(ecs, x, y), + "Magic Missile Scroll" => magic_missile_scroll(ecs, x, y), + "Dagger" => dagger(ecs, x, y), + "Shield" => shield(ecs, x, y), + "Longsword" => longsword(ecs, x, y), + "Tower Shield" => tower_shield(ecs, x, y), + "Rations" => rations(ecs, x, y), + "Magic Mapping Scroll" => magic_mapping_scroll(ecs, x, y), + "Bear Trap" => bear_trap(ecs, x, y), + _ => {} } }