use std::collections::HashMap; use rltk::RandomNumberGenerator; use super::common::{ generate_voronoi_spawn_regions, paint, remove_unreachable_areas_returning_most_distant, Symmetry, }; use super::MapBuilder; use crate::components::Position; use crate::{spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER}; #[derive(PartialEq, Copy, Clone)] pub enum DLAAlgorithm { WalkInwards, WalkOutwards, CentralAttractor, } pub struct DLABuilder { map: Map, starting_position: Position, depth: i32, history: Vec, noise_areas: HashMap>, algorithm: DLAAlgorithm, brush_size: i32, symmetry: Symmetry, floor_percent: f32, spawn_list: Vec<(usize, String)>, } impl MapBuilder for DLABuilder { 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 DLABuilder { pub fn new(new_depth: i32) -> DLABuilder { DLABuilder { map: Map::new(new_depth), starting_position: Position::default(), depth: new_depth, history: Vec::new(), noise_areas: HashMap::new(), algorithm: DLAAlgorithm::WalkOutwards, brush_size: 1, symmetry: Symmetry::None, floor_percent: 0.25, spawn_list: Vec::new(), } } pub fn walk_inwards(new_depth: i32) -> DLABuilder { DLABuilder { algorithm: DLAAlgorithm::WalkInwards, ..DLABuilder::new(new_depth) } } pub fn walk_outwards(new_depth: i32) -> DLABuilder { DLABuilder { brush_size: 2, ..DLABuilder::new(new_depth) } } pub fn central_attractor(new_depth: i32) -> DLABuilder { DLABuilder { algorithm: DLAAlgorithm::CentralAttractor, brush_size: 2, ..DLABuilder::new(new_depth) } } pub fn insectoid(new_depth: i32) -> DLABuilder { DLABuilder { algorithm: DLAAlgorithm::CentralAttractor, brush_size: 2, symmetry: Symmetry::Horizontal, ..DLABuilder::new(new_depth) } } #[allow(clippy::map_entry)] fn build(&mut self) { let mut rng = RandomNumberGenerator::new(); self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2, }; let start_idx = self .map .xy_idx(self.starting_position.x, self.starting_position.y); self.take_snapshot(); // Carve a starting seed self.map.tiles[start_idx] = TileType::Floor; self.map.tiles[start_idx - 1] = TileType::Floor; self.map.tiles[start_idx + 1] = TileType::Floor; self.map.tiles[start_idx - self.map.width as usize] = TileType::Floor; self.map.tiles[start_idx + self.map.width as usize] = TileType::Floor; // Random walker let total_tiles = self.map.width * self.map.height; let desired_floor_tiles = (self.floor_percent * total_tiles as f32) as usize; let mut floor_tile_count = self .map .tiles .iter() .filter(|a| **a == TileType::Floor) .count(); while floor_tile_count < desired_floor_tiles { match self.algorithm { DLAAlgorithm::WalkInwards => { let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1; let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1; let mut prev_x = digger_x; let mut prev_y = digger_y; let mut digger_idx = self.map.xy_idx(digger_x, digger_y); while self.map.tiles[digger_idx] == TileType::Wall { prev_x = digger_x; prev_y = digger_y; let stagger_direction = rng.roll_dice(1, 4); match stagger_direction { 1 => { if digger_x > 2 { digger_x -= 1; } } 2 => { if digger_x < self.map.width - 2 { digger_x += 1 } } 3 => { if digger_y > 2 { digger_y -= 1 } } _ => { if digger_y < self.map.height - 2 { digger_y += 1 } } } digger_idx = self.map.xy_idx(digger_x, digger_y); } paint( &mut self.map, self.symmetry, self.brush_size, prev_x, prev_y, ); } DLAAlgorithm::WalkOutwards => { let mut digger_x = self.starting_position.x; let mut digger_y = self.starting_position.y; let mut digger_idx = self.map.xy_idx(digger_x, digger_y); while self.map.tiles[digger_idx] == TileType::Floor { let stagger_direction = rng.roll_dice(1, 4); match stagger_direction { 1 => { if digger_x > 2 { digger_x -= 1; } } 2 => { if digger_x < self.map.width - 2 { digger_x += 1 } } 3 => { if digger_y > 2 { digger_y -= 1 } } _ => { if digger_y < self.map.height - 2 { digger_y += 1 } } } digger_idx = self.map.xy_idx(digger_x, digger_y); } paint( &mut self.map, self.symmetry, self.brush_size, digger_x, digger_y, ); } DLAAlgorithm::CentralAttractor => { let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1; let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1; let mut prev_x = digger_x; let mut prev_y = digger_y; let mut digger_idx = self.map.xy_idx(digger_x, digger_y); let mut path = rltk::line2d( rltk::LineAlg::Bresenham, rltk::Point::new(digger_x, digger_y), rltk::Point::new(self.starting_position.x, self.starting_position.y), ); while self.map.tiles[digger_idx] == TileType::Wall && !path.is_empty() { prev_x = digger_x; prev_y = digger_y; digger_x = path[0].x; digger_y = path[0].y; path.remove(0); digger_idx = self.map.xy_idx(digger_x, digger_y); } paint( &mut self.map, self.symmetry, self.brush_size, prev_x, prev_y, ); } } self.take_snapshot(); floor_tile_count = self .map .tiles .iter() .filter(|a| **a == TileType::Floor) .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); // 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, ); } } }