mod common; mod constraints; mod solver; use super::common::{ generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, }; use super::MapBuilder; use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER}; use common::*; use constraints::*; use rltk::RandomNumberGenerator; use solver::*; use specs::prelude::*; use std::collections::HashMap; pub struct WaveformCollapseBuilder { map: Map, starting_position: Position, depth: i32, history: Vec, noise_areas: HashMap>, derive_from: Option>, spawn_list: Vec<(usize, String)>, } impl MapBuilder for WaveformCollapseBuilder { fn get_map(&self) -> Map { self.map.clone() } 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 WaveformCollapseBuilder { /// Generic constructor for waveform collapse. /// # Arguments /// * new_depth - the new map depth /// * derive_from - either None, or a boxed MapBuilder, as output by `random_builder` pub fn new( new_depth: i32, derive_from: Option>, ) -> WaveformCollapseBuilder { WaveformCollapseBuilder { map: Map::new(new_depth), starting_position: Position::default(), depth: new_depth, history: Vec::new(), noise_areas: HashMap::new(), derive_from, spawn_list: Vec::new(), } } /// Derives a map from a pre-existing map builder. /// # Arguments /// * new_depth - the new map depth /// * derive_from - either None, or a boxed MapBuilder, as output by `random_builder` pub fn derived_map(new_depth: i32, builder: Box) -> WaveformCollapseBuilder { WaveformCollapseBuilder::new(new_depth, Some(builder)) } fn build(&mut self) { let mut rng = RandomNumberGenerator::new(); const CHUNK_SIZE: i32 = 8; let prebuilder = &mut self.derive_from.as_mut().unwrap(); prebuilder.build_map(); self.map = prebuilder.get_map(); for t in self.map.tiles.iter_mut() { if *t == TileType::DownStairs { *t = TileType::Floor } } self.take_snapshot(); let patterns = build_patterns(&self.map, CHUNK_SIZE, true, true); let constraints = patterns_to_constraints(patterns, CHUNK_SIZE); self.render_tile_gallery(&constraints, CHUNK_SIZE); self.map = Map::new(self.depth); loop { let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &self.map); while !solver.iteration(&mut self.map, &mut rng) { self.take_snapshot(); } self.take_snapshot(); if solver.possible { break; } // If it has hit an impossible condition, try again } // Find a starting point; start at the middle and walk left until we find an open tile self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2, }; let mut 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(); // 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); // Spawn the entities for area in self.noise_areas.iter() { spawner::spawn_region( &self.map, &mut rng, area.1, self.depth, &mut self.spawn_list, ); } } fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32) { self.map = Map::new(0); let mut counter = 0; let mut x = 1; let mut y = 1; while counter < constraints.len() { render_pattern_to_map(&mut self.map, &constraints[counter], chunk_size, x, y); x += chunk_size + 1; if x + chunk_size > self.map.width { // Move to the next row x = 1; y += chunk_size + 1; if y + chunk_size > self.map.height { // Move to the next page self.take_snapshot(); self.map = Map::new(0); x = 1; y = 1; } } counter += 1; } self.take_snapshot(); } }