Add DLA map building algorithms, finishing section 4.8
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340
src/map_builders/dla.rs
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340
src/map_builders/dla.rs
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@ -0,0 +1,340 @@
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use super::common::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
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};
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use super::MapBuilder;
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use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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#[derive(PartialEq, Copy, Clone)]
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pub enum DLAAlgorithm {
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WalkInwards,
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WalkOutwards,
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CentralAttractor,
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}
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#[derive(PartialEq, Copy, Clone)]
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#[allow(dead_code)]
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pub enum DLASymmetry {
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None,
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Horizontal,
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Vertical,
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Both,
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}
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pub struct DLABuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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algorithm: DLAAlgorithm,
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brush_size: i32,
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symmetry: DLASymmetry,
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floor_percent: f32,
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}
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impl MapBuilder for DLABuilder {
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fn build_map(&mut self) {
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self.build();
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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self.history.clone()
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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}
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impl DLABuilder {
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pub fn new(new_depth: i32) -> DLABuilder {
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DLABuilder {
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map: Map::new(new_depth),
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starting_position: Position::default(),
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depth: new_depth,
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history: Vec::new(),
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noise_areas: HashMap::new(),
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algorithm: DLAAlgorithm::WalkOutwards,
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brush_size: 1,
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symmetry: DLASymmetry::None,
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floor_percent: 0.25,
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}
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}
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pub fn walk_inwards(new_depth: i32) -> DLABuilder {
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DLABuilder {
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algorithm: DLAAlgorithm::WalkInwards,
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..DLABuilder::new(new_depth)
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}
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}
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pub fn walk_outwards(new_depth: i32) -> DLABuilder {
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DLABuilder {
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brush_size: 2,
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..DLABuilder::new(new_depth)
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}
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}
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pub fn central_attractor(new_depth: i32) -> DLABuilder {
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DLABuilder {
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algorithm: DLAAlgorithm::CentralAttractor,
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brush_size: 2,
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..DLABuilder::new(new_depth)
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}
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}
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pub fn insectoid(new_depth: i32) -> DLABuilder {
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DLABuilder {
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algorithm: DLAAlgorithm::CentralAttractor,
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brush_size: 2,
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symmetry: DLASymmetry::Horizontal,
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..DLABuilder::new(new_depth)
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}
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}
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#[allow(clippy::map_entry)]
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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self.starting_position = Position {
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x: self.map.width / 2,
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y: self.map.height / 2,
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};
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let start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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self.take_snapshot();
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// Carve a starting seed
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self.map.tiles[start_idx] = TileType::Floor;
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self.map.tiles[start_idx - 1] = TileType::Floor;
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self.map.tiles[start_idx + 1] = TileType::Floor;
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self.map.tiles[start_idx - self.map.width as usize] = TileType::Floor;
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self.map.tiles[start_idx + self.map.width as usize] = TileType::Floor;
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// Random walker
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let total_tiles = self.map.width * self.map.height;
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let desired_floor_tiles = (self.floor_percent * total_tiles as f32) as usize;
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let mut floor_tile_count = self
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.map
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.tiles
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.iter()
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.filter(|a| **a == TileType::Floor)
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.count();
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while floor_tile_count < desired_floor_tiles {
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match self.algorithm {
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DLAAlgorithm::WalkInwards => {
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let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1;
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let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1;
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let mut prev_x = digger_x;
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let mut prev_y = digger_y;
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let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
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while self.map.tiles[digger_idx] == TileType::Wall {
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prev_x = digger_x;
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prev_y = digger_y;
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let stagger_direction = rng.roll_dice(1, 4);
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match stagger_direction {
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1 => {
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if digger_x > 2 {
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digger_x -= 1;
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}
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}
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2 => {
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if digger_x < self.map.width - 2 {
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digger_x += 1
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}
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}
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3 => {
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if digger_y > 2 {
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digger_y -= 1
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}
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}
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_ => {
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if digger_y < self.map.height - 2 {
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digger_y += 1
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}
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}
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}
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digger_idx = self.map.xy_idx(digger_x, digger_y);
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}
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self.paint(prev_x, prev_y)
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}
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DLAAlgorithm::WalkOutwards => {
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let mut digger_x = self.starting_position.x;
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let mut digger_y = self.starting_position.y;
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let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
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while self.map.tiles[digger_idx] == TileType::Floor {
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let stagger_direction = rng.roll_dice(1, 4);
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match stagger_direction {
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1 => {
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if digger_x > 2 {
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digger_x -= 1;
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}
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}
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2 => {
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if digger_x < self.map.width - 2 {
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digger_x += 1
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}
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}
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3 => {
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if digger_y > 2 {
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digger_y -= 1
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}
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}
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_ => {
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if digger_y < self.map.height - 2 {
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digger_y += 1
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}
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}
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}
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digger_idx = self.map.xy_idx(digger_x, digger_y);
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}
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self.paint(digger_x, digger_y);
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}
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DLAAlgorithm::CentralAttractor => {
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let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1;
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let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1;
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let mut prev_x = digger_x;
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let mut prev_y = digger_y;
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let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
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let mut path = rltk::line2d(
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rltk::LineAlg::Bresenham,
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rltk::Point::new(digger_x, digger_y),
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rltk::Point::new(self.starting_position.x, self.starting_position.y),
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);
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while self.map.tiles[digger_idx] == TileType::Wall && !path.is_empty() {
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prev_x = digger_x;
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prev_y = digger_y;
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digger_x = path[0].x;
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digger_y = path[0].y;
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path.remove(0);
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digger_idx = self.map.xy_idx(digger_x, digger_y);
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}
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self.paint(prev_x, prev_y);
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}
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}
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self.take_snapshot();
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floor_tile_count = self
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.map
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.tiles
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.iter()
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.filter(|a| **a == TileType::Floor)
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.count();
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}
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// Find all tiles we can reach from the starting point
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let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
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self.take_snapshot();
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// Place the stairs
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self.map.tiles[exit_tile] = TileType::DownStairs;
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self.take_snapshot();
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// Now we build a noise map for use in spawning entities later
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);
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}
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fn paint(&mut self, x: i32, y: i32) {
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match self.symmetry {
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DLASymmetry::None => self.apply_paint(x, y),
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DLASymmetry::Horizontal => {
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let center_x = self.map.width / 2;
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if x == center_x {
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self.apply_paint(x, y);
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} else {
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let dist_x = i32::abs(center_x - x);
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self.apply_paint(center_x + dist_x, y);
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self.apply_paint(center_x - dist_x, y);
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}
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}
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DLASymmetry::Vertical => {
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let center_y = self.map.height / 2;
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if y == center_y {
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self.apply_paint(x, y);
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} else {
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let dist_y = i32::abs(center_y - y);
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self.apply_paint(x, center_y + dist_y);
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self.apply_paint(x, center_y - dist_y);
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}
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}
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DLASymmetry::Both => {
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let center_x = self.map.width / 2;
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let center_y = self.map.height / 2;
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if x == center_x && y == center_y {
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self.apply_paint(x, y);
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} else {
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let dist_x = i32::abs(center_x - x);
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self.apply_paint(center_x + dist_x, y);
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self.apply_paint(center_x - dist_x, y);
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let dist_y = i32::abs(center_y - y);
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self.apply_paint(x, center_y + dist_y);
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self.apply_paint(x, center_y - dist_y);
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}
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}
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}
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let digger_idx = self.map.xy_idx(x, y);
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self.map.tiles[digger_idx] = TileType::Floor;
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}
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fn apply_paint(&mut self, x: i32, y: i32) {
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match self.brush_size {
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1 => {
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let digger_idx = self.map.xy_idx(x, y);
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self.map.tiles[digger_idx] = TileType::Floor;
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}
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_ => {
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let half_brush_size = self.brush_size / 2;
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for brush_y in y - half_brush_size..y + half_brush_size {
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for brush_x in x - half_brush_size..x + half_brush_size {
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if brush_x > 1
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&& brush_x < self.map.width - 1
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&& brush_y > 1
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&& brush_y < self.map.height - 1
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{
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let idx = self.map.xy_idx(brush_x, brush_y);
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self.map.tiles[idx] = TileType::Floor;
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}
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}
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}
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}
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}
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}
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}
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@ -2,6 +2,7 @@ mod bsp_dungeon;
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mod bsp_interior;
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mod cellular_automata;
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mod common;
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mod dla;
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mod drunkard;
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mod maze;
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mod simple_map;
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@ -11,6 +12,7 @@ use bsp_dungeon::BspDungeonBuilder;
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use bsp_interior::BspInteriorBuilder;
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use cellular_automata::CellularAutomataBuilder;
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use common::*;
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use dla::DLABuilder;
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use drunkard::DrunkardsWalkBuilder;
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use maze::MazeBuilder;
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use simple_map::SimpleMapBuilder;
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@ -27,7 +29,7 @@ pub trait MapBuilder {
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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let mut rng = rltk::RandomNumberGenerator::new();
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match rng.roll_dice(1, 8) {
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match rng.roll_dice(1, 12) {
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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@ -35,6 +37,10 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
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6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
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7 => Box::new(MazeBuilder::new(new_depth)),
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8 => Box::new(DLABuilder::walk_inwards(new_depth)),
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9 => Box::new(DLABuilder::walk_outwards(new_depth)),
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10 => Box::new(DLABuilder::central_attractor(new_depth)),
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11 => Box::new(DLABuilder::insectoid(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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}
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}
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