diff --git a/rustfmt.toml b/rustfmt.toml index e5beae7..c9918d7 100644 --- a/rustfmt.toml +++ b/rustfmt.toml @@ -1,7 +1,7 @@ unstable_features = true format_code_in_doc_comments = true format_macro_matchers = true -format_strings = true +format_strings = false imports_granularity = "Module" group_imports = "StdExternalCrate" use_field_init_shorthand = true diff --git a/src/map_builders.rs b/src/map_builders.rs index c4cb37a..81a498f 100644 --- a/src/map_builders.rs +++ b/src/map_builders.rs @@ -150,29 +150,18 @@ pub trait MetaMapBuilder { fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap); } -pub trait MapBuilder { - fn get_map(&self) -> Map; - fn get_starting_position(&self) -> Position; - fn get_snapshot_history(&self) -> Vec; - fn build_map(&mut self); - fn take_snapshot(&mut self); - fn get_spawn_list(&self) -> &Vec<(usize, String)>; - - fn spawn_entities(&mut self, ecs: &mut World) { - for entity in self.get_spawn_list().iter() { - spawner::spawn_entity(ecs, &(&entity.0, &entity.1)); - } - } -} - pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain { let mut builder = BuilderChain::new(new_depth); builder .start_with(VoronoiCellBuilder::pythagoras()) .with(WaveformCollapseBuilder::new()) + .with(PrefabBuilder::vaults()) .with(AreaStartingPosition::new(XStart::Center, YStart::Center)) .with(CullUnreachable::new()) .with(VoronoiSpawning::new()) + .with(PrefabBuilder::sectional( + prefab_builder::prefab_sections::UNDERGROUND_FORT, + )) .with(DistantExit::new()); builder diff --git a/src/map_builders/common.rs b/src/map_builders/common.rs index a3973a7..adac012 100644 --- a/src/map_builders/common.rs +++ b/src/map_builders/common.rs @@ -41,68 +41,6 @@ pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) { } } -/// Searches a map, removes unreachable areas and returns the most distant tile. -pub fn remove_unreachable_areas_returning_most_distant(map: &mut Map, start_idx: usize) -> usize { - map.populate_blocked(); - let map_starts: Vec = vec![start_idx]; - let dijkstra_map = rltk::DijkstraMap::new( - map.width as usize, - map.height as usize, - &map_starts, - map, - 200.0, - ); - let mut exit_tile = (0, 0.0f32); - for (i, tile) in map.tiles.iter_mut().enumerate() { - if *tile == TileType::Floor { - let distance_to_start = dijkstra_map.map[i]; - // We can't get to this tile - so we'll make it a wall - if distance_to_start == std::f32::MAX { - *tile = TileType::Wall; - } else { - // If it is further away than our current exit candidate, move the exit - if distance_to_start > exit_tile.1 { - exit_tile.0 = i; - exit_tile.1 = distance_to_start; - } - } - } - } - - exit_tile.0 -} - -/// Generates a Voronoi/cellular noise map of a region, and divides it into spawn regions. -#[allow(clippy::map_entry)] -pub fn generate_voronoi_spawn_regions( - map: &Map, - rng: &mut rltk::RandomNumberGenerator, -) -> HashMap> { - let mut noise_areas: HashMap> = HashMap::new(); - let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64); - noise.set_noise_type(rltk::NoiseType::Cellular); - noise.set_frequency(0.08); - noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan); - - for y in 1..map.height - 1 { - for x in 1..map.width - 1 { - let idx = map.xy_idx(x, y); - if map.tiles[idx] == TileType::Floor { - let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0; - let cell_value = cell_value_f as i32; - - if noise_areas.contains_key(&cell_value) { - noise_areas.get_mut(&cell_value).unwrap().push(idx); - } else { - noise_areas.insert(cell_value, vec![idx]); - } - } - } - } - - noise_areas -} - pub fn draw_corridor(map: &mut Map, x1: i32, y1: i32, x2: i32, y2: i32) { let mut x = x1; let mut y = y1; diff --git a/src/map_builders/prefab_builder.rs b/src/map_builders/prefab_builder.rs index 9345ecb..8805cc4 100644 --- a/src/map_builders/prefab_builder.rs +++ b/src/map_builders/prefab_builder.rs @@ -6,7 +6,7 @@ use std::collections::HashSet; use rltk::RandomNumberGenerator; -use super::{remove_unreachable_areas_returning_most_distant, MapBuilder}; +use crate::map_builders::{BuilderMap, InitialMapBuilder, MetaMapBuilder}; use crate::{Map, Position, TileType, SHOW_MAPGEN_VISUALIZER}; #[derive(PartialEq, Copy, Clone)] @@ -26,200 +26,102 @@ pub enum PrefabMode { #[allow(dead_code)] pub struct PrefabBuilder { - map: Map, - starting_position: Position, - depth: i32, - history: Vec, mode: PrefabMode, - previous_builder: Option>, - spawn_list: Vec<(usize, String)>, } -impl MapBuilder for PrefabBuilder { - fn get_map(&self) -> Map { - self.map.clone() +impl MetaMapBuilder for PrefabBuilder { + fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { + self.build(rng, build_data); } +} - fn get_starting_position(&self) -> Position { - self.starting_position - } - - fn get_snapshot_history(&self) -> Vec { - self.history.clone() - } - - fn build_map(&mut self) { - self.build(); - } - - 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); - } - } - - fn get_spawn_list(&self) -> &Vec<(usize, String)> { - &self.spawn_list +impl InitialMapBuilder for PrefabBuilder { + fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { + self.build(rng, build_data); } } impl PrefabBuilder { #[allow(dead_code)] - pub fn new(new_depth: i32, previous_builder: Option>) -> PrefabBuilder { - PrefabBuilder { - map: Map::new(new_depth), - starting_position: Position { x: 0, y: 0 }, - depth: new_depth, - history: Vec::new(), + pub fn new() -> Box { + Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults, - previous_builder, - spawn_list: Vec::new(), - } + }) } #[allow(dead_code)] - pub fn rex_level(new_depth: i32, template: &'static str) -> PrefabBuilder { - PrefabBuilder { - map: Map::new(new_depth), - starting_position: Position { x: 0, y: 0 }, - depth: new_depth, - history: Vec::new(), + pub fn rex_level(template: &'static str) -> Box { + Box::new(PrefabBuilder { mode: PrefabMode::RexLevel { template }, - previous_builder: None, - spawn_list: Vec::new(), - } + }) } #[allow(dead_code)] - pub fn constant(new_depth: i32, level: prefab_levels::PrefabLevel) -> PrefabBuilder { - PrefabBuilder { - map: Map::new(new_depth), - starting_position: Position { x: 0, y: 0 }, - depth: new_depth, - history: Vec::new(), + pub fn constant(level: prefab_levels::PrefabLevel) -> Box { + Box::new(PrefabBuilder { mode: PrefabMode::Constant { level }, - previous_builder: None, - spawn_list: Vec::new(), - } + }) } #[allow(dead_code)] - pub fn sectional( - new_depth: i32, - section: prefab_sections::PrefabSection, - previous_builder: Box, - ) -> PrefabBuilder { - PrefabBuilder { - map: Map::new(new_depth), - starting_position: Position { x: 0, y: 0 }, - depth: new_depth, - history: Vec::new(), + pub fn sectional(section: prefab_sections::PrefabSection) -> Box { + Box::new(PrefabBuilder { mode: PrefabMode::Sectional { section }, - previous_builder: Some(previous_builder), - spawn_list: Vec::new(), - } + }) } #[allow(dead_code)] - pub fn vaults(new_depth: i32, previous_builder: Box) -> PrefabBuilder { - PrefabBuilder { - map: Map::new(new_depth), - starting_position: Position { x: 0, y: 0 }, - depth: new_depth, - history: Vec::new(), + pub fn vaults() -> Box { + Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults, - previous_builder: Some(previous_builder), - spawn_list: Vec::new(), - } + }) } - fn build(&mut self) { + fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { match self.mode { - PrefabMode::RexLevel { template } => self.load_rex_map(template), - PrefabMode::Constant { level } => self.load_ascii_map(&level), - PrefabMode::Sectional { section } => self.apply_sectional(§ion), - PrefabMode::RoomVaults => self.apply_room_vaults(), - } - self.take_snapshot(); - - // Find a starting point; start at the middle and walk left until we find an open tile - let mut start_idx; - if self.starting_position.x == 0 { - self.starting_position = Position { - x: self.map.width / 2, - y: self.map.height / 2, - }; - start_idx = self - .map - .xy_idx(self.starting_position.x, self.starting_position.y); - while self.map.tiles[start_idx] != TileType::Floor { - self.starting_position.x -= 1; - start_idx = self - .map - .xy_idx(self.starting_position.x, self.starting_position.y); - } - self.take_snapshot(); - } - let mut has_exit = false; - for t in self.map.tiles.iter() { - if *t == TileType::DownStairs { - has_exit = true; - } - } - - if !has_exit { - start_idx = self - .map - .xy_idx(self.starting_position.x, self.starting_position.y); - - // 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(); + PrefabMode::RexLevel { template } => self.load_rex_map(template, build_data), + PrefabMode::Constant { level } => self.load_ascii_map(&level, build_data), + PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng, build_data), + PrefabMode::RoomVaults => self.apply_room_vaults(rng, build_data), } + build_data.take_snapshot(); } - fn char_to_map(&mut self, ch: char, idx: usize) { + fn char_to_map(&mut self, ch: char, idx: usize, build_data: &mut BuilderMap) { match ch { - ' ' => self.map.tiles[idx] = TileType::Floor, - '#' => self.map.tiles[idx] = TileType::Wall, + ' ' => build_data.map.tiles[idx] = TileType::Floor, + '#' => build_data.map.tiles[idx] = TileType::Wall, '@' => { - let x = idx as i32 % self.map.width; - let y = idx as i32 / self.map.width; - self.map.tiles[idx] = TileType::Floor; - self.starting_position = Position { + let x = idx as i32 % build_data.map.width; + let y = idx as i32 / build_data.map.width; + build_data.map.tiles[idx] = TileType::Floor; + build_data.starting_position = Some(Position { x: x as i32, y: y as i32, - }; + }); } - '>' => self.map.tiles[idx] = TileType::DownStairs, + '>' => build_data.map.tiles[idx] = TileType::DownStairs, 'g' => { - self.map.tiles[idx] = TileType::Floor; - self.spawn_list.push((idx, "Goblin".to_string())); + build_data.map.tiles[idx] = TileType::Floor; + build_data.spawn_list.push((idx, "Goblin".to_string())); } 'o' => { - self.map.tiles[idx] = TileType::Floor; - self.spawn_list.push((idx, "Orc".to_string())); + build_data.map.tiles[idx] = TileType::Floor; + build_data.spawn_list.push((idx, "Orc".to_string())); } '^' => { - self.map.tiles[idx] = TileType::Floor; - self.spawn_list.push((idx, "Bear Trap".to_string())); + build_data.map.tiles[idx] = TileType::Floor; + build_data.spawn_list.push((idx, "Bear Trap".to_string())); } '%' => { - self.map.tiles[idx] = TileType::Floor; - self.spawn_list.push((idx, "Rations".to_string())); + build_data.map.tiles[idx] = TileType::Floor; + build_data.spawn_list.push((idx, "Rations".to_string())); } '!' => { - self.map.tiles[idx] = TileType::Floor; - self.spawn_list.push((idx, "Health Potion".to_string())); + build_data.map.tiles[idx] = TileType::Floor; + build_data + .spawn_list + .push((idx, "Health Potion".to_string())); } _ => { rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char)); @@ -228,17 +130,17 @@ impl PrefabBuilder { } #[allow(dead_code)] - fn load_rex_map(&mut self, path: &str) { + fn load_rex_map(&mut self, path: &str, build_data: &mut BuilderMap) { let xp_file = rltk::rex::XpFile::from_resource(path).unwrap(); for layer in &xp_file.layers { for y in 0..layer.height { for x in 0..layer.width { let cell = layer.get(x, y).unwrap(); - if x < self.map.width as usize && y < self.map.height as usize { - let idx = self.map.xy_idx(x as i32, y as i32); + if x < build_data.map.width as usize && y < build_data.map.height as usize { + let idx = build_data.map.xy_idx(x as i32, y as i32); // We're doing some nasty casting to make it easier to type things like '#' in the match - self.char_to_map(cell.ch as u8 as char, idx); + self.char_to_map(cell.ch as u8 as char, idx, build_data); } } } @@ -259,95 +161,102 @@ impl PrefabBuilder { } #[allow(dead_code)] - fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) { - let string_vec = PrefabBuilder::read_ascii_to_vec(level.template); + fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel, build_data: &mut BuilderMap) { + let string_vec = Self::read_ascii_to_vec(level.template); let mut i = 0; for ty in 0..level.height { for tx in 0..level.width { - if tx < self.map.width as usize && ty < self.map.height as usize { - let idx = self.map.xy_idx(tx as i32, ty as i32); - self.char_to_map(string_vec[i], idx); + if tx < build_data.map.width as usize && ty < build_data.map.height as usize { + let idx = build_data.map.xy_idx(tx as i32, ty as i32); + self.char_to_map(string_vec[i], idx, build_data); } i += 1; } } } - fn apply_previous_iteration(&mut self, mut filter: F) - where - F: FnMut(i32, i32, &(usize, String)) -> bool, + fn apply_previous_iteration( + &mut self, + mut filter: F, + _rng: &mut RandomNumberGenerator, + build_data: &mut BuilderMap, + ) where + F: FnMut(i32, i32) -> bool, { - // Build the map - let prev_builder = self.previous_builder.as_mut().unwrap(); - prev_builder.build_map(); - self.starting_position = prev_builder.get_starting_position(); - self.map = prev_builder.get_map(); - self.history = prev_builder.get_snapshot_history(); - for e in prev_builder.get_spawn_list().iter() { - let idx = e.0; - let x = idx as i32 % self.map.width; - let y = idx as i32 / self.map.width; - if filter(x, y, e) { - self.spawn_list.push((idx, e.1.to_string())) - } - } - self.take_snapshot(); + let width = build_data.map.width; + build_data.spawn_list.retain(|(idx, _name)| { + let x = *idx as i32 % width; + let y = *idx as i32 / width; + + filter(x, y) + }); + build_data.take_snapshot(); } #[allow(dead_code)] - fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) { + fn apply_sectional( + &mut self, + section: &prefab_sections::PrefabSection, + rng: &mut RandomNumberGenerator, + build_data: &mut BuilderMap, + ) { use prefab_sections::*; - let string_vec = PrefabBuilder::read_ascii_to_vec(section.template); + let string_vec = Self::read_ascii_to_vec(section.template); // Place the new section let chunk_x = match section.placement.0 { HorizontalPlacement::Left => 0, - HorizontalPlacement::Center => (self.map.width / 2) - (section.width as i32 / 2), - HorizontalPlacement::Right => (self.map.width - 1) - section.width as i32, + HorizontalPlacement::Center => (build_data.map.width / 2) - (section.width as i32 / 2), + HorizontalPlacement::Right => (build_data.map.width - 1) - section.width as i32, }; let chunk_y = match section.placement.1 { VerticalPlacement::Top => 0, - VerticalPlacement::Center => (self.map.height / 2) - (section.height as i32 / 2), - VerticalPlacement::Bottom => (self.map.height - 1) - section.height as i32, + VerticalPlacement::Center => (build_data.map.height / 2) - (section.height as i32 / 2), + VerticalPlacement::Bottom => (build_data.map.height - 1) - section.height as i32, }; // Build the map - self.apply_previous_iteration(|x, y, _e| { - x < chunk_x - || x > (chunk_x + section.width as i32) - || y < chunk_y - || y > (chunk_y + section.height as i32) - }); + self.apply_previous_iteration( + |x, y| { + x < chunk_x + || x > (chunk_x + section.width as i32) + || y < chunk_y + || y > (chunk_y + section.height as i32) + }, + rng, + build_data, + ); let mut i = 0; for ty in 0..section.height { for tx in 0..section.width { if tx > 0 - && tx < self.map.width as usize - 1 - && ty < self.map.height as usize - 1 + && tx < build_data.map.width as usize - 1 + && ty < build_data.map.height as usize - 1 && ty > 0 { - let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y); - self.char_to_map(string_vec[i], idx); + let idx = build_data + .map + .xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y); + self.char_to_map(string_vec[i], idx, build_data); } i += 1; } } - self.take_snapshot(); + build_data.take_snapshot(); } - fn apply_room_vaults(&mut self) { + fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { use prefab_rooms::*; - let mut rng = RandomNumberGenerator::new(); // Apply the previous builder, and keep all entities it spawns (for now) - self.apply_previous_iteration(|_x, _y, _e| true); + self.apply_previous_iteration(|_x, _y| true, rng, build_data); // Do we want a vault at all? - let vault_roll = rng.roll_dice(1, 6) + self.depth; + let vault_roll = rng.roll_dice(1, 6) + build_data.map.depth; if vault_roll < 4 { return; } @@ -358,7 +267,9 @@ impl PrefabBuilder { // Filter the vault list down to ones that are applicable to the current depth let mut possible_vaults: Vec<&PrefabRoom> = master_vault_list .iter() - .filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth) + .filter(|v| { + build_data.map.depth >= v.first_depth && build_data.map.depth <= v.last_depth + }) .collect(); // Bail out if there's nothing to build @@ -382,20 +293,20 @@ impl PrefabBuilder { let mut idx = 0usize; loop { - let x = (idx % self.map.width as usize) as i32; - let y = (idx / self.map.width as usize) as i32; + let x = (idx % build_data.map.width as usize) as i32; + let y = (idx / build_data.map.width as usize) as i32; // Check that we won't overflow the map if x > 1 - && (x + vault.width as i32) < self.map.width - 2 + && (x + vault.width as i32) < build_data.map.width - 2 && y > 1 - && (y + vault.height as i32) < self.map.height - 2 + && (y + vault.height as i32) < build_data.map.height - 2 { let mut possible = true; for ty in 0..vault.height as i32 { for tx in 0..vault.width as i32 { - let idx = self.map.xy_idx(tx + x, ty + y); - if self.map.tiles[idx] != TileType::Floor { + let idx = build_data.map.xy_idx(tx + x, ty + y); + if build_data.map.tiles[idx] != TileType::Floor { possible = false; } if used_tiles.contains(&idx) { @@ -411,7 +322,7 @@ impl PrefabBuilder { } idx += 1; - if idx >= self.map.tiles.len() - 1 { + if idx >= build_data.map.tiles.len() - 1 { break; } } @@ -427,9 +338,9 @@ impl PrefabBuilder { let chunk_x = pos.x; let chunk_y = pos.y; - let width = self.map.width; // The borrow checker really doesn't like it - let height = self.map.height; // when we access `self` inside the `retain` - self.spawn_list.retain(|e| { + let width = build_data.map.width; // The borrow checker really doesn't like it + let height = build_data.map.height; // when we access `self` inside the `retain` + build_data.spawn_list.retain(|e| { let idx = e.0 as i32; let x = idx % width; let y = idx / height; @@ -439,17 +350,19 @@ impl PrefabBuilder { || y > chunk_y + vault.height as i32 }); - let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template); + let string_vec = Self::read_ascii_to_vec(vault.template); let mut i = 0; for ty in 0..vault.height { for tx in 0..vault.width { - let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y); - self.char_to_map(string_vec[i], idx); + let idx = build_data + .map + .xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y); + self.char_to_map(string_vec[i], idx, build_data); used_tiles.insert(idx); i += 1; } } - self.take_snapshot(); + build_data.take_snapshot(); possible_vaults.remove(vault_index); } diff --git a/src/map_builders/prefab_builder/prefab_rooms.rs b/src/map_builders/prefab_builder/prefab_rooms.rs index aa6a8af..fda5a04 100644 --- a/src/map_builders/prefab_builder/prefab_rooms.rs +++ b/src/map_builders/prefab_builder/prefab_rooms.rs @@ -39,9 +39,9 @@ pub const SILLY_SMILE: PrefabRoom = PrefabRoom { const SILLY_SMILE_MAP: &str = " ^ ^ - # + # - ### + ### ";