Implement start of BSP Interior map builder (Section 4.4)
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@ -3,7 +3,7 @@ use crate::map_builders::common::apply_room_to_map;
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use crate::spawner;
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use crate::spawner;
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use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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use specs::World;
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use specs::prelude::*;
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pub struct BspDungeonBuilder {
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pub struct BspDungeonBuilder {
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map: Map,
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map: Map,
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140
src/map_builders/bsp_interior.rs
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140
src/map_builders/bsp_interior.rs
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@ -0,0 +1,140 @@
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use super::MapBuilder;
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use crate::map_builders::common::apply_room_to_map;
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use crate::spawner;
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use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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const MIN_ROOM_SIZE: i32 = 8;
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pub struct BspInteriorBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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rooms: Vec<Rect>,
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history: Vec<Map>,
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rects: Vec<Rect>,
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}
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impl MapBuilder for BspInteriorBuilder {
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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.clone()
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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 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 room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth);
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}
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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 BspInteriorBuilder {
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pub fn new(new_depth: i32) -> BspInteriorBuilder {
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BspInteriorBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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rooms: Vec::new(),
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history: Vec::new(),
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rects: Vec::new(),
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}
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}
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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self.rects.clear();
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// Start with a single map-sized rectangle
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self.rects
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.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2));
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let first_room = self.rects[0];
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self.add_subrects(first_room, &mut rng); // Divide the first room
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let rooms = self.rects.clone();
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for r in rooms.iter() {
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let room = *r;
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self.rooms.push(room);
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for y in room.y1..room.y2 {
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for x in room.x1..room.x2 {
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let idx = self.map.xy_idx(x, y);
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if idx > 0 && idx < ((self.map.width * self.map.height) - 1) as usize {
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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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self.take_snapshot();
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}
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let start = self.rooms[0].center();
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self.starting_position = start.into();
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}
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fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) {
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// Remove the last rect from the list
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if !self.rects.is_empty() {
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self.rects.remove(self.rects.len() - 1);
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}
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// Calculate boundaries
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let width = rect.x2 - rect.x1;
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let height = rect.y2 - rect.y1;
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let half_width = width / 2;
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let half_height = height / 2;
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let split = rng.roll_dice(1, 4);
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if split <= 2 {
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// Horizontal split
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let h1 = Rect::new(rect.x1, rect.y1, half_width - 1, height);
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self.rects.push(h1);
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if half_width > MIN_ROOM_SIZE {
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self.add_subrects(h1, rng);
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}
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let h2 = Rect::new(rect.x1 + half_width, rect.y1, half_width, height);
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self.rects.push(h2);
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if half_width > MIN_ROOM_SIZE {
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self.add_subrects(h2, rng);
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}
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} else {
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// Vertical split
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let v1 = Rect::new(rect.x1, rect.y1, width, half_height - 1);
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self.rects.push(v1);
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if half_height > MIN_ROOM_SIZE {
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self.add_subrects(v1, rng);
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}
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let v2 = Rect::new(rect.x1, rect.y1 + half_height, width, half_height);
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self.rects.push(v2);
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if half_height > MIN_ROOM_SIZE {
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self.add_subrects(v2, rng);
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}
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}
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}
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}
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@ -1,9 +1,11 @@
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mod bsp_dungeon;
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mod bsp_dungeon;
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mod bsp_interior;
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mod common;
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mod common;
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mod simple_map;
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mod simple_map;
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use crate::{Map, Position};
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use crate::{Map, Position};
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use bsp_dungeon::BspDungeonBuilder;
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use bsp_dungeon::BspDungeonBuilder;
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use bsp_interior::BspInteriorBuilder;
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use common::*;
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use common::*;
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use simple_map::SimpleMapBuilder;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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use specs::prelude::*;
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