Finish section 4.6

This commit is contained in:
Timothy Warren 2021-12-06 14:23:35 -05:00
parent b24bf3562c
commit d01a60f8fb
3 changed files with 161 additions and 7 deletions

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@ -1,10 +1,11 @@
use super::common::{
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
};
use super::MapBuilder; use super::MapBuilder;
use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER}; use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator; use rltk::RandomNumberGenerator;
use specs::prelude::*; use specs::prelude::*;
use std::collections::HashMap; use std::collections::HashMap;
use crate::map_builders::common::remove_unreachable_areas_returning_most_distant;
use super::common::generate_voronoi_spawn_regions;
pub struct CellularAutomataBuilder { pub struct CellularAutomataBuilder {
map: Map, map: Map,

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@ -1,15 +1,31 @@
use super::common::{
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
};
use super::MapBuilder; use super::MapBuilder;
use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER}; use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator; use rltk::RandomNumberGenerator;
use specs::prelude::*; use specs::prelude::*;
use std::collections::HashMap; use std::collections::HashMap;
#[derive(PartialEq, Copy, Clone)]
pub enum DrunkSpawnMode {
StaringPoint,
Random,
}
pub struct DrunkardSettings {
pub spawn_mode: DrunkSpawnMode,
pub drunken_lifetime: i32,
pub floor_percent: f32,
}
pub struct DrunkardsWalkBuilder { pub struct DrunkardsWalkBuilder {
map: Map, map: Map,
starting_position: Position, starting_position: Position,
depth: i32, depth: i32,
history: Vec<Map>, history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>, noise_areas: HashMap<i32, Vec<usize>>,
settings: DrunkardSettings,
} }
impl MapBuilder for DrunkardsWalkBuilder { impl MapBuilder for DrunkardsWalkBuilder {
@ -47,19 +63,53 @@ impl MapBuilder for DrunkardsWalkBuilder {
} }
impl DrunkardsWalkBuilder { impl DrunkardsWalkBuilder {
pub fn new(new_depth: i32) -> DrunkardsWalkBuilder { pub fn new(new_depth: i32, settings: DrunkardSettings) -> DrunkardsWalkBuilder {
DrunkardsWalkBuilder { DrunkardsWalkBuilder {
map: Map::new(new_depth), map: Map::new(new_depth),
starting_position: Position::default(), starting_position: Position::default(),
depth: new_depth, depth: new_depth,
history: Vec::new(), history: Vec::new(),
noise_areas: HashMap::new(), noise_areas: HashMap::new(),
settings,
} }
} }
pub fn open_area(new_depth: i32) -> DrunkardsWalkBuilder {
DrunkardsWalkBuilder::new(
new_depth,
DrunkardSettings {
spawn_mode: DrunkSpawnMode::StaringPoint,
drunken_lifetime: 400,
floor_percent: 0.5,
},
)
}
pub fn open_halls(new_depth: i32) -> DrunkardsWalkBuilder {
DrunkardsWalkBuilder::new(
new_depth,
DrunkardSettings {
spawn_mode: DrunkSpawnMode::Random,
drunken_lifetime: 400,
floor_percent: 0.5,
},
)
}
pub fn winding_passages(new_depth: i32) -> DrunkardsWalkBuilder {
DrunkardsWalkBuilder::new(
new_depth,
DrunkardSettings {
spawn_mode: DrunkSpawnMode::Random,
drunken_lifetime: 100,
floor_percent: 0.4,
},
)
}
#[allow(clippy::map_entry)] #[allow(clippy::map_entry)]
fn build(&mut self) { fn build(&mut self) {
// let mut rng = RandomNumberGenerator::new(); let mut rng = RandomNumberGenerator::new();
// Set a central starting point // Set a central starting point
self.starting_position = Position { self.starting_position = Position {
@ -71,6 +121,107 @@ impl DrunkardsWalkBuilder {
.xy_idx(self.starting_position.x, self.starting_position.y); .xy_idx(self.starting_position.x, self.starting_position.y);
self.map.tiles[start_idx] = TileType::Floor; self.map.tiles[start_idx] = TileType::Floor;
// @TODO implement the rest let total_tiles = self.map.width * self.map.height;
let desired_floor_tiles = (self.settings.floor_percent * total_tiles as f32) as usize;
let mut floor_tile_count = self
.map
.tiles
.iter()
.filter(|a| **a == TileType::Floor)
.count();
let mut digger_count = 0;
let mut active_digger_count = 0;
while floor_tile_count < desired_floor_tiles {
let mut did_something = false;
let mut drunk_x;
let mut drunk_y;
match self.settings.spawn_mode {
DrunkSpawnMode::StaringPoint => {
drunk_x = self.starting_position.x;
drunk_y = self.starting_position.y;
}
DrunkSpawnMode::Random => {
if digger_count == 0 {
drunk_x = self.starting_position.x;
drunk_y = self.starting_position.y;
} else {
drunk_x = rng.roll_dice(1, self.map.width - 3) + 1;
drunk_y = rng.roll_dice(1, self.map.height - 3) + 1;
}
}
}
let mut drunk_life = self.settings.drunken_lifetime;
while drunk_life > 0 {
let drunk_idx = self.map.xy_idx(drunk_x, drunk_y);
if self.map.tiles[drunk_idx] == TileType::Wall {
did_something = true;
}
self.map.tiles[drunk_idx] = TileType::DownStairs;
let stagger_direction = rng.roll_dice(1, 4);
match stagger_direction {
1 => {
if drunk_x > 2 {
drunk_x -= 1;
}
}
2 => {
if drunk_x < self.map.width - 2 {
drunk_x += 1
}
}
3 => {
if drunk_y > 2 {
drunk_y -= 1
}
}
_ => {
if drunk_y < self.map.height - 2 {
drunk_y += 1
}
}
}
drunk_life -= 1;
}
if did_something {
self.take_snapshot();
active_digger_count += 1;
}
digger_count += 1;
for t in self.map.tiles.iter_mut() {
if *t == TileType::DownStairs {
*t = TileType::Floor;
}
}
floor_tile_count = self
.map
.tiles
.iter()
.filter(|a| **a == TileType::Floor)
.count();
}
rltk::console::log(format!(
"{} dwarves gave up their sobriety, of whom {} actually found a wall.",
digger_count, active_digger_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);
} }
} }

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@ -25,11 +25,13 @@ pub trait MapBuilder {
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> { pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
let mut rng = rltk::RandomNumberGenerator::new(); let mut rng = rltk::RandomNumberGenerator::new();
match rng.roll_dice(1, 4) { match rng.roll_dice(1, 7) {
1 => Box::new(BspDungeonBuilder::new(new_depth)), 1 => Box::new(BspDungeonBuilder::new(new_depth)),
2 => Box::new(BspInteriorBuilder::new(new_depth)), 2 => Box::new(BspInteriorBuilder::new(new_depth)),
3 => Box::new(CellularAutomataBuilder::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)),
_ => Box::new(SimpleMapBuilder::new(new_depth)), _ => Box::new(SimpleMapBuilder::new(new_depth)),
} }
// Box::new(DrunkardsWalkBuilder::new(new_depth))
} }