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 DrunkSpawnMode { StaringPoint, Random, } pub struct DrunkardSettings { pub spawn_mode: DrunkSpawnMode, pub drunken_lifetime: i32, pub floor_percent: f32, pub brush_size: i32, pub symmetry: Symmetry, } pub struct DrunkardsWalkBuilder { map: Map, starting_position: Position, depth: i32, history: Vec, noise_areas: HashMap>, settings: DrunkardSettings, spawn_list: Vec<(usize, String)>, } impl MapBuilder for DrunkardsWalkBuilder { 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 DrunkardsWalkBuilder { pub fn new(new_depth: i32, settings: DrunkardSettings) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder { map: Map::new(new_depth), starting_position: Position::default(), depth: new_depth, history: Vec::new(), noise_areas: HashMap::new(), settings, spawn_list: Vec::new(), } } pub fn open_area(new_depth: i32) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder::new( new_depth, DrunkardSettings { spawn_mode: DrunkSpawnMode::StaringPoint, drunken_lifetime: 400, floor_percent: 0.5, brush_size: 1, symmetry: Symmetry::None, }, ) } pub fn open_halls(new_depth: i32) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder::new( new_depth, DrunkardSettings { spawn_mode: DrunkSpawnMode::Random, drunken_lifetime: 400, floor_percent: 0.5, brush_size: 1, symmetry: Symmetry::None, }, ) } pub fn winding_passages(new_depth: i32) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder::new( new_depth, DrunkardSettings { spawn_mode: DrunkSpawnMode::Random, drunken_lifetime: 100, floor_percent: 0.4, brush_size: 1, symmetry: Symmetry::None, }, ) } pub fn fat_passages(new_depth: i32) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder::new( new_depth, DrunkardSettings { spawn_mode: DrunkSpawnMode::Random, drunken_lifetime: 100, floor_percent: 0.4, brush_size: 2, symmetry: Symmetry::None, }, ) } pub fn fearful_symmetry(new_depth: i32) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder::new( new_depth, DrunkardSettings { spawn_mode: DrunkSpawnMode::Random, drunken_lifetime: 100, floor_percent: 0.4, brush_size: 1, symmetry: Symmetry::Both, }, ) } #[allow(clippy::map_entry)] fn build(&mut self) { let mut rng = RandomNumberGenerator::new(); // Set a central starting point 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.map.tiles[start_idx] = TileType::Floor; 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; } paint( &mut self.map, self.settings.symmetry, self.settings.brush_size, drunk_x, drunk_y, ); 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); // 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, ); } } }