Complete section 4.7, using maze generation to build a map
This commit is contained in:
parent
d01a60f8fb
commit
5e147b40c2
274
src/map_builders/maze.rs
Normal file
274
src/map_builders/maze.rs
Normal file
@ -0,0 +1,274 @@
|
||||
use super::MapBuilder;
|
||||
use super::{generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant};
|
||||
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
|
||||
use rltk::RandomNumberGenerator;
|
||||
use specs::prelude::*;
|
||||
use std::cmp::{max, min};
|
||||
use std::collections::HashMap;
|
||||
|
||||
pub struct MazeBuilder {
|
||||
map: Map,
|
||||
starting_position: Position,
|
||||
depth: i32,
|
||||
history: Vec<Map>,
|
||||
noise_areas: HashMap<i32, Vec<usize>>,
|
||||
}
|
||||
|
||||
impl MapBuilder for MazeBuilder {
|
||||
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 MazeBuilder {
|
||||
pub fn new(new_depth: i32) -> MazeBuilder {
|
||||
MazeBuilder {
|
||||
map: Map::new(new_depth),
|
||||
starting_position: Position { x: 0, y: 0 },
|
||||
depth: new_depth,
|
||||
history: Vec::new(),
|
||||
noise_areas: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::map_entry)]
|
||||
fn build(&mut self) {
|
||||
let mut rng = RandomNumberGenerator::new();
|
||||
|
||||
// Maze gen
|
||||
let mut maze = Grid::new(
|
||||
(self.map.width / 2) - 2,
|
||||
(self.map.height / 2) - 2,
|
||||
&mut rng,
|
||||
);
|
||||
maze.generate_maze(self);
|
||||
|
||||
self.starting_position = Position { x: 2, y: 2 };
|
||||
let start_idx = self
|
||||
.map
|
||||
.xy_idx(self.starting_position.x, self.starting_position.y);
|
||||
self.take_snapshot();
|
||||
|
||||
// Find all tiles we can reach from the starting point
|
||||
let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
|
||||
self.take_snapshot();
|
||||
|
||||
// Place the stairs
|
||||
self.map.tiles[exit_tile] = TileType::DownStairs;
|
||||
self.take_snapshot();
|
||||
|
||||
// Now we build a noise map for use in spawning entities later
|
||||
self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);
|
||||
}
|
||||
}
|
||||
|
||||
const TOP: usize = 0;
|
||||
const RIGHT: usize = 1;
|
||||
const BOTTOM: usize = 2;
|
||||
const LEFT: usize = 3;
|
||||
|
||||
#[derive(Copy, Clone)]
|
||||
struct Cell {
|
||||
row: i32,
|
||||
column: i32,
|
||||
walls: [bool; 4],
|
||||
visited: bool,
|
||||
}
|
||||
|
||||
impl Cell {
|
||||
fn new(row: i32, column: i32) -> Cell {
|
||||
Cell {
|
||||
row,
|
||||
column,
|
||||
walls: [true, true, true, true],
|
||||
visited: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn remove_walls(&mut self, next: &mut Cell) {
|
||||
let x = self.column - next.column;
|
||||
let y = self.row - next.row;
|
||||
|
||||
if x == 1 {
|
||||
self.walls[LEFT] = false;
|
||||
next.walls[RIGHT] = false;
|
||||
} else if x == -1 {
|
||||
self.walls[RIGHT] = false;
|
||||
next.walls[LEFT] = false;
|
||||
} else if y == 1 {
|
||||
self.walls[TOP] = false;
|
||||
next.walls[BOTTOM] = false;
|
||||
} else if y == -1 {
|
||||
self.walls[BOTTOM] = false;
|
||||
next.walls[TOP] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Grid<'a> {
|
||||
width: i32,
|
||||
height: i32,
|
||||
cells: Vec<Cell>,
|
||||
backtrace: Vec<usize>,
|
||||
current: usize,
|
||||
rng: &'a mut RandomNumberGenerator,
|
||||
}
|
||||
|
||||
impl<'a> Grid<'a> {
|
||||
fn new(width: i32, height: i32, rng: &mut RandomNumberGenerator) -> Grid {
|
||||
let mut grid = Grid {
|
||||
width,
|
||||
height,
|
||||
cells: Vec::new(),
|
||||
backtrace: Vec::new(),
|
||||
current: 0,
|
||||
rng,
|
||||
};
|
||||
|
||||
for row in 0..height {
|
||||
for column in 0..width {
|
||||
grid.cells.push(Cell::new(row, column));
|
||||
}
|
||||
}
|
||||
|
||||
grid
|
||||
}
|
||||
|
||||
fn calculate_index(&self, row: i32, column: i32) -> i32 {
|
||||
if row < 0 || column < 0 || column > self.width - 1 || row > self.height - 1 {
|
||||
-1
|
||||
} else {
|
||||
column + (row * self.width)
|
||||
}
|
||||
}
|
||||
|
||||
fn get_available_neighbors(&self) -> Vec<usize> {
|
||||
let mut neighbors: Vec<usize> = Vec::new();
|
||||
|
||||
let current_row = self.cells[self.current].row;
|
||||
let current_column = self.cells[self.current].column;
|
||||
|
||||
let neighbor_indices: [i32; 4] = [
|
||||
self.calculate_index(current_row - 1, current_column),
|
||||
self.calculate_index(current_row, current_column + 1),
|
||||
self.calculate_index(current_row + 1, current_column),
|
||||
self.calculate_index(current_row, current_column - 1),
|
||||
];
|
||||
|
||||
for i in neighbor_indices.iter() {
|
||||
if *i != -1 && !self.cells[*i as usize].visited {
|
||||
neighbors.push(*i as usize);
|
||||
}
|
||||
}
|
||||
|
||||
neighbors
|
||||
}
|
||||
|
||||
fn find_next_cell(&mut self) -> Option<usize> {
|
||||
let neighbors = self.get_available_neighbors();
|
||||
if !neighbors.is_empty() {
|
||||
return if neighbors.len() == 1 {
|
||||
Some(neighbors[0])
|
||||
} else {
|
||||
Some(neighbors[(self.rng.roll_dice(1, neighbors.len() as i32) - 1) as usize])
|
||||
};
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
fn generate_maze(&mut self, generator: &mut MazeBuilder) {
|
||||
let mut i = 0;
|
||||
loop {
|
||||
self.cells[self.current].visited = true;
|
||||
|
||||
match self.find_next_cell() {
|
||||
Some(next) => {
|
||||
self.cells[next].visited = true;
|
||||
self.backtrace.push(self.current);
|
||||
|
||||
// __lower_part__ __higher_part_
|
||||
// / \ / \
|
||||
// --------cell1------ | cell2-----------
|
||||
let (lower_part, higher_part) =
|
||||
self.cells.split_at_mut(max(self.current, next));
|
||||
let cell1 = &mut lower_part[min(self.current, next)];
|
||||
let cell2 = &mut higher_part[0];
|
||||
|
||||
cell1.remove_walls(cell2);
|
||||
self.current = next;
|
||||
}
|
||||
None => {
|
||||
if !self.backtrace.is_empty() {
|
||||
self.current = self.backtrace[0];
|
||||
self.backtrace.remove(0);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if i % 50 == 0 {
|
||||
self.copy_to_map(&mut generator.map);
|
||||
generator.take_snapshot();
|
||||
}
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
|
||||
fn copy_to_map(&self, map: &mut Map) {
|
||||
// Clear the map
|
||||
for i in map.tiles.iter_mut() {
|
||||
*i = TileType::Wall;
|
||||
}
|
||||
|
||||
for cell in self.cells.iter() {
|
||||
let x = cell.column + 1;
|
||||
let y = cell.row + 1;
|
||||
let idx = map.xy_idx(x * 2, y * 2);
|
||||
|
||||
map.tiles[idx] = TileType::Floor;
|
||||
|
||||
if !cell.walls[TOP] {
|
||||
map.tiles[idx - map.width as usize] = TileType::Floor;
|
||||
}
|
||||
if !cell.walls[RIGHT] {
|
||||
map.tiles[idx + 1] = TileType::Floor
|
||||
}
|
||||
if !cell.walls[BOTTOM] {
|
||||
map.tiles[idx + map.width as usize] = TileType::Floor
|
||||
}
|
||||
if !cell.walls[LEFT] {
|
||||
map.tiles[idx - 1] = TileType::Floor
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -3,6 +3,7 @@ mod bsp_interior;
|
||||
mod cellular_automata;
|
||||
mod common;
|
||||
mod drunkard;
|
||||
mod maze;
|
||||
mod simple_map;
|
||||
|
||||
use crate::{Map, Position};
|
||||
@ -11,6 +12,7 @@ use bsp_interior::BspInteriorBuilder;
|
||||
use cellular_automata::CellularAutomataBuilder;
|
||||
use common::*;
|
||||
use drunkard::DrunkardsWalkBuilder;
|
||||
use maze::MazeBuilder;
|
||||
use simple_map::SimpleMapBuilder;
|
||||
use specs::prelude::*;
|
||||
|
||||
@ -25,13 +27,14 @@ pub trait MapBuilder {
|
||||
|
||||
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
|
||||
let mut rng = rltk::RandomNumberGenerator::new();
|
||||
match rng.roll_dice(1, 7) {
|
||||
match rng.roll_dice(1, 8) {
|
||||
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(MazeBuilder::new(new_depth)),
|
||||
_ => Box::new(SimpleMapBuilder::new(new_depth)),
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user