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Implement start of BSP Interior map builder (Section 4.4)

This commit is contained in:
Timothy Warren 2021-12-03 10:00:19 -05:00
parent 731e6dd243
commit c38a8f1629
3 changed files with 143 additions and 1 deletions

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@ -3,7 +3,7 @@ use crate::map_builders::common::apply_room_to_map;
use crate::spawner;
use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator;
use specs::World;
use specs::prelude::*;
pub struct BspDungeonBuilder {
map: Map,

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@ -0,0 +1,140 @@
use super::MapBuilder;
use crate::map_builders::common::apply_room_to_map;
use crate::spawner;
use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
const MIN_ROOM_SIZE: i32 = 8;
pub struct BspInteriorBuilder {
map: Map,
starting_position: Position,
depth: i32,
rooms: Vec<Rect>,
history: Vec<Map>,
rects: Vec<Rect>,
}
impl MapBuilder for BspInteriorBuilder {
fn get_map(&self) -> Map {
self.map.clone()
}
fn get_starting_position(&self) -> Position {
self.starting_position.clone()
}
fn get_snapshot_history(&self) -> Vec<Map> {
self.history.clone()
}
fn build_map(&mut self) {
self.build();
}
fn spawn_entities(&mut self, ecs: &mut World) {
for room in self.rooms.iter().skip(1) {
spawner::spawn_room(ecs, room, self.depth);
}
}
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 BspInteriorBuilder {
pub fn new(new_depth: i32) -> BspInteriorBuilder {
BspInteriorBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
rooms: Vec::new(),
history: Vec::new(),
rects: Vec::new(),
}
}
fn build(&mut self) {
let mut rng = RandomNumberGenerator::new();
self.rects.clear();
// Start with a single map-sized rectangle
self.rects
.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2));
let first_room = self.rects[0];
self.add_subrects(first_room, &mut rng); // Divide the first room
let rooms = self.rects.clone();
for r in rooms.iter() {
let room = *r;
self.rooms.push(room);
for y in room.y1..room.y2 {
for x in room.x1..room.x2 {
let idx = self.map.xy_idx(x, y);
if idx > 0 && idx < ((self.map.width * self.map.height) - 1) as usize {
self.map.tiles[idx] = TileType::Floor;
}
}
}
self.take_snapshot();
}
let start = self.rooms[0].center();
self.starting_position = start.into();
}
fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) {
// Remove the last rect from the list
if !self.rects.is_empty() {
self.rects.remove(self.rects.len() - 1);
}
// Calculate boundaries
let width = rect.x2 - rect.x1;
let height = rect.y2 - rect.y1;
let half_width = width / 2;
let half_height = height / 2;
let split = rng.roll_dice(1, 4);
if split <= 2 {
// Horizontal split
let h1 = Rect::new(rect.x1, rect.y1, half_width - 1, height);
self.rects.push(h1);
if half_width > MIN_ROOM_SIZE {
self.add_subrects(h1, rng);
}
let h2 = Rect::new(rect.x1 + half_width, rect.y1, half_width, height);
self.rects.push(h2);
if half_width > MIN_ROOM_SIZE {
self.add_subrects(h2, rng);
}
} else {
// Vertical split
let v1 = Rect::new(rect.x1, rect.y1, width, half_height - 1);
self.rects.push(v1);
if half_height > MIN_ROOM_SIZE {
self.add_subrects(v1, rng);
}
let v2 = Rect::new(rect.x1, rect.y1 + half_height, width, half_height);
self.rects.push(v2);
if half_height > MIN_ROOM_SIZE {
self.add_subrects(v2, rng);
}
}
}
}

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@ -1,9 +1,11 @@
mod bsp_dungeon;
mod bsp_interior;
mod common;
mod simple_map;
use crate::{Map, Position};
use bsp_dungeon::BspDungeonBuilder;
use bsp_interior::BspInteriorBuilder;
use common::*;
use simple_map::SimpleMapBuilder;
use specs::prelude::*;