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Add DLA map building algorithms, finishing section 4.8

This commit is contained in:
Timothy Warren 2021-12-07 10:17:13 -05:00
parent 5e147b40c2
commit 9b4953be7d
2 changed files with 347 additions and 1 deletions

340
src/map_builders/dla.rs Normal file
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@ -0,0 +1,340 @@
use super::common::{
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
};
use super::MapBuilder;
use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
use std::collections::HashMap;
#[derive(PartialEq, Copy, Clone)]
pub enum DLAAlgorithm {
WalkInwards,
WalkOutwards,
CentralAttractor,
}
#[derive(PartialEq, Copy, Clone)]
#[allow(dead_code)]
pub enum DLASymmetry {
None,
Horizontal,
Vertical,
Both,
}
pub struct DLABuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
algorithm: DLAAlgorithm,
brush_size: i32,
symmetry: DLASymmetry,
floor_percent: f32,
}
impl MapBuilder for DLABuilder {
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 DLABuilder {
pub fn new(new_depth: i32) -> DLABuilder {
DLABuilder {
map: Map::new(new_depth),
starting_position: Position::default(),
depth: new_depth,
history: Vec::new(),
noise_areas: HashMap::new(),
algorithm: DLAAlgorithm::WalkOutwards,
brush_size: 1,
symmetry: DLASymmetry::None,
floor_percent: 0.25,
}
}
pub fn walk_inwards(new_depth: i32) -> DLABuilder {
DLABuilder {
algorithm: DLAAlgorithm::WalkInwards,
..DLABuilder::new(new_depth)
}
}
pub fn walk_outwards(new_depth: i32) -> DLABuilder {
DLABuilder {
brush_size: 2,
..DLABuilder::new(new_depth)
}
}
pub fn central_attractor(new_depth: i32) -> DLABuilder {
DLABuilder {
algorithm: DLAAlgorithm::CentralAttractor,
brush_size: 2,
..DLABuilder::new(new_depth)
}
}
pub fn insectoid(new_depth: i32) -> DLABuilder {
DLABuilder {
algorithm: DLAAlgorithm::CentralAttractor,
brush_size: 2,
symmetry: DLASymmetry::Horizontal,
..DLABuilder::new(new_depth)
}
}
#[allow(clippy::map_entry)]
fn build(&mut self) {
let mut rng = RandomNumberGenerator::new();
self.starting_position = Position {
x: self.map.width / 2,
y: self.map.height / 2,
};
let start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
self.take_snapshot();
// Carve a starting seed
self.map.tiles[start_idx] = TileType::Floor;
self.map.tiles[start_idx - 1] = TileType::Floor;
self.map.tiles[start_idx + 1] = TileType::Floor;
self.map.tiles[start_idx - self.map.width as usize] = TileType::Floor;
self.map.tiles[start_idx + self.map.width as usize] = TileType::Floor;
// Random walker
let total_tiles = self.map.width * self.map.height;
let desired_floor_tiles = (self.floor_percent * total_tiles as f32) as usize;
let mut floor_tile_count = self
.map
.tiles
.iter()
.filter(|a| **a == TileType::Floor)
.count();
while floor_tile_count < desired_floor_tiles {
match self.algorithm {
DLAAlgorithm::WalkInwards => {
let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1;
let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1;
let mut prev_x = digger_x;
let mut prev_y = digger_y;
let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
while self.map.tiles[digger_idx] == TileType::Wall {
prev_x = digger_x;
prev_y = digger_y;
let stagger_direction = rng.roll_dice(1, 4);
match stagger_direction {
1 => {
if digger_x > 2 {
digger_x -= 1;
}
}
2 => {
if digger_x < self.map.width - 2 {
digger_x += 1
}
}
3 => {
if digger_y > 2 {
digger_y -= 1
}
}
_ => {
if digger_y < self.map.height - 2 {
digger_y += 1
}
}
}
digger_idx = self.map.xy_idx(digger_x, digger_y);
}
self.paint(prev_x, prev_y)
}
DLAAlgorithm::WalkOutwards => {
let mut digger_x = self.starting_position.x;
let mut digger_y = self.starting_position.y;
let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
while self.map.tiles[digger_idx] == TileType::Floor {
let stagger_direction = rng.roll_dice(1, 4);
match stagger_direction {
1 => {
if digger_x > 2 {
digger_x -= 1;
}
}
2 => {
if digger_x < self.map.width - 2 {
digger_x += 1
}
}
3 => {
if digger_y > 2 {
digger_y -= 1
}
}
_ => {
if digger_y < self.map.height - 2 {
digger_y += 1
}
}
}
digger_idx = self.map.xy_idx(digger_x, digger_y);
}
self.paint(digger_x, digger_y);
}
DLAAlgorithm::CentralAttractor => {
let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1;
let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1;
let mut prev_x = digger_x;
let mut prev_y = digger_y;
let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
let mut path = rltk::line2d(
rltk::LineAlg::Bresenham,
rltk::Point::new(digger_x, digger_y),
rltk::Point::new(self.starting_position.x, self.starting_position.y),
);
while self.map.tiles[digger_idx] == TileType::Wall && !path.is_empty() {
prev_x = digger_x;
prev_y = digger_y;
digger_x = path[0].x;
digger_y = path[0].y;
path.remove(0);
digger_idx = self.map.xy_idx(digger_x, digger_y);
}
self.paint(prev_x, prev_y);
}
}
self.take_snapshot();
floor_tile_count = self
.map
.tiles
.iter()
.filter(|a| **a == TileType::Floor)
.count();
}
// 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);
}
fn paint(&mut self, x: i32, y: i32) {
match self.symmetry {
DLASymmetry::None => self.apply_paint(x, y),
DLASymmetry::Horizontal => {
let center_x = self.map.width / 2;
if x == center_x {
self.apply_paint(x, y);
} else {
let dist_x = i32::abs(center_x - x);
self.apply_paint(center_x + dist_x, y);
self.apply_paint(center_x - dist_x, y);
}
}
DLASymmetry::Vertical => {
let center_y = self.map.height / 2;
if y == center_y {
self.apply_paint(x, y);
} else {
let dist_y = i32::abs(center_y - y);
self.apply_paint(x, center_y + dist_y);
self.apply_paint(x, center_y - dist_y);
}
}
DLASymmetry::Both => {
let center_x = self.map.width / 2;
let center_y = self.map.height / 2;
if x == center_x && y == center_y {
self.apply_paint(x, y);
} else {
let dist_x = i32::abs(center_x - x);
self.apply_paint(center_x + dist_x, y);
self.apply_paint(center_x - dist_x, y);
let dist_y = i32::abs(center_y - y);
self.apply_paint(x, center_y + dist_y);
self.apply_paint(x, center_y - dist_y);
}
}
}
let digger_idx = self.map.xy_idx(x, y);
self.map.tiles[digger_idx] = TileType::Floor;
}
fn apply_paint(&mut self, x: i32, y: i32) {
match self.brush_size {
1 => {
let digger_idx = self.map.xy_idx(x, y);
self.map.tiles[digger_idx] = TileType::Floor;
}
_ => {
let half_brush_size = self.brush_size / 2;
for brush_y in y - half_brush_size..y + half_brush_size {
for brush_x in x - half_brush_size..x + half_brush_size {
if brush_x > 1
&& brush_x < self.map.width - 1
&& brush_y > 1
&& brush_y < self.map.height - 1
{
let idx = self.map.xy_idx(brush_x, brush_y);
self.map.tiles[idx] = TileType::Floor;
}
}
}
}
}
}
}

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@ -2,6 +2,7 @@ mod bsp_dungeon;
mod bsp_interior;
mod cellular_automata;
mod common;
mod dla;
mod drunkard;
mod maze;
mod simple_map;
@ -11,6 +12,7 @@ use bsp_dungeon::BspDungeonBuilder;
use bsp_interior::BspInteriorBuilder;
use cellular_automata::CellularAutomataBuilder;
use common::*;
use dla::DLABuilder;
use drunkard::DrunkardsWalkBuilder;
use maze::MazeBuilder;
use simple_map::SimpleMapBuilder;
@ -27,7 +29,7 @@ pub trait MapBuilder {
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
let mut rng = rltk::RandomNumberGenerator::new();
match rng.roll_dice(1, 8) {
match rng.roll_dice(1, 12) {
1 => Box::new(BspDungeonBuilder::new(new_depth)),
2 => Box::new(BspInteriorBuilder::new(new_depth)),
3 => Box::new(CellularAutomataBuilder::new(new_depth)),
@ -35,6 +37,10 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
7 => Box::new(MazeBuilder::new(new_depth)),
8 => Box::new(DLABuilder::walk_inwards(new_depth)),
9 => Box::new(DLABuilder::walk_outwards(new_depth)),
10 => Box::new(DLABuilder::central_attractor(new_depth)),
11 => Box::new(DLABuilder::insectoid(new_depth)),
_ => Box::new(SimpleMapBuilder::new(new_depth)),
}
}