use rltk::RandomNumberGenerator; use crate::map_builders::{BuilderMap, InitialMapBuilder}; use crate::{Map, Rect, TileType}; pub struct BspDungeonBuilder { rects: Vec, } impl InitialMapBuilder for BspDungeonBuilder { #[allow(dead_code)] fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { self.build(rng, build_data); } } impl BspDungeonBuilder { pub fn new() -> Box { Box::new(BspDungeonBuilder { rects: Vec::new() }) } fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { let mut rooms: Vec = Vec::new(); self.rects.clear(); // Start with a single map-sized rectangle self.rects.push(Rect::new( 2, 2, build_data.map.width - 5, build_data.map.height - 5, )); let first_room = self.rects[0]; self.add_subrects(first_room); // Divide the first room // Up to 240 times, we get a random rectangle and divide it. If its possible to squeeze // a room in there, we place it and add it to the rooms list. let mut n_rooms = 0; while n_rooms < 240 { let rect = self.get_random_rect(rng); let candidate = self.get_random_sub_rect(rect, rng); if self.is_possible(candidate, &build_data, &rooms) { rooms.push(candidate); self.add_subrects(rect); } n_rooms += 1; } build_data.rooms = Some(rooms); } fn add_subrects(&mut self, rect: Rect) { let width = i32::abs(rect.x1 - rect.x2); let height = i32::abs(rect.y1 - rect.y2); let half_width = i32::max(width / 2, 1); let half_height = i32::max(height / 2, 1); self.rects .push(Rect::new(rect.x1, rect.y1, half_width, half_height)); self.rects.push(Rect::new( rect.x1, rect.y1 + half_height, half_width, half_height, )); self.rects.push(Rect::new( rect.x1 + half_width, rect.y1, half_width, half_height, )); self.rects.push(Rect::new( rect.x1 + half_width, rect.y1 + half_height, half_width, half_height, )); } fn get_random_rect(&mut self, rng: &mut RandomNumberGenerator) -> Rect { if self.rects.len() == 1 { return self.rects[0]; } let idx = (rng.roll_dice(1, self.rects.len() as i32) - 1) as usize; self.rects[idx] } fn get_random_sub_rect(&self, rect: Rect, rng: &mut RandomNumberGenerator) -> Rect { let mut result = rect; let rect_width = i32::abs(rect.x1 - rect.x2); let rect_height = i32::abs(rect.y1 - rect.y2); let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 10)) - 1) + 1; let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 10)) - 1) + 1; result.x1 += rng.roll_dice(1, 6) - 1; result.y1 += rng.roll_dice(1, 6) - 1; result.x2 = result.x1 + w; result.y2 = result.y1 + h; result } fn is_possible(&self, rect: Rect, build_data: &BuilderMap, rooms: &Vec) -> bool { let mut expanded = rect; expanded.x1 -= 2; expanded.x2 += 2; expanded.y1 -= 2; expanded.y2 += 2; let mut can_build = true; for r in rooms.iter() { if r.intersect(&rect) { can_build = false; } } for y in expanded.y1..=expanded.y2 { for x in expanded.x1..=expanded.x2 { if x > build_data.map.width - 2 { can_build = false; } if y > build_data.map.height - 2 { can_build = false; } if x < 1 { can_build = false; } if y < 1 { can_build = false; } if can_build { let idx = build_data.map.xy_idx(x, y); if build_data.map.tiles[idx] != TileType::Wall { can_build = false; } } } } can_build } }