1
0
Fork 0
roguelike-game/src/map_builders/maze.rs

211 lines
5.6 KiB
Rust

use std::cmp::{max, min};
use crate::map_builders::{BuilderMap, InitialMapBuilder};
use crate::rng::roll_dice;
use crate::{Map, TileType};
pub struct MazeBuilder {}
impl InitialMapBuilder for MazeBuilder {
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.build(build_data);
}
}
impl MazeBuilder {
pub fn new() -> Box<MazeBuilder> {
Box::new(MazeBuilder {})
}
#[allow(clippy::map_entry)]
fn build(&mut self, build_data: &mut BuilderMap) {
// Maze gen
let mut maze = Grid::new(
(build_data.map.width / 2) - 2,
(build_data.map.height / 2) - 2,
);
maze.generate_maze(build_data);
}
}
const TOP: usize = 0;
const RIGHT: usize = 1;
const BOTTOM: usize = 2;
const LEFT: usize = 3;
#[derive(Copy, Clone)]
struct Cell {
row: i32,
column: i32,
walls: [bool; 4],
visited: bool,
}
impl Cell {
fn new(row: i32, column: i32) -> Cell {
Cell {
row,
column,
walls: [true, true, true, true],
visited: false,
}
}
fn remove_walls(&mut self, next: &mut Cell) {
let x = self.column - next.column;
let y = self.row - next.row;
if x == 1 {
self.walls[LEFT] = false;
next.walls[RIGHT] = false;
} else if x == -1 {
self.walls[RIGHT] = false;
next.walls[LEFT] = false;
} else if y == 1 {
self.walls[TOP] = false;
next.walls[BOTTOM] = false;
} else if y == -1 {
self.walls[BOTTOM] = false;
next.walls[TOP] = false;
}
}
}
struct Grid {
width: i32,
height: i32,
cells: Vec<Cell>,
backtrace: Vec<usize>,
current: usize,
}
impl Grid {
fn new(width: i32, height: i32) -> Grid {
let mut grid = Grid {
width,
height,
cells: Vec::new(),
backtrace: Vec::new(),
current: 0,
};
for row in 0..height {
for column in 0..width {
grid.cells.push(Cell::new(row, column));
}
}
grid
}
fn calculate_index(&self, row: i32, column: i32) -> i32 {
if row < 0 || column < 0 || column > self.width - 1 || row > self.height - 1 {
-1
} else {
column + (row * self.width)
}
}
fn get_available_neighbors(&self) -> Vec<usize> {
let mut neighbors: Vec<usize> = Vec::new();
let current_row = self.cells[self.current].row;
let current_column = self.cells[self.current].column;
let neighbor_indices: [i32; 4] = [
self.calculate_index(current_row - 1, current_column),
self.calculate_index(current_row, current_column + 1),
self.calculate_index(current_row + 1, current_column),
self.calculate_index(current_row, current_column - 1),
];
for i in neighbor_indices.iter() {
if *i != -1 && !self.cells[*i as usize].visited {
neighbors.push(*i as usize);
}
}
neighbors
}
fn find_next_cell(&mut self) -> Option<usize> {
let neighbors = self.get_available_neighbors();
if !neighbors.is_empty() {
return if neighbors.len() == 1 {
Some(neighbors[0])
} else {
Some(neighbors[(roll_dice(1, neighbors.len() as i32) - 1) as usize])
};
}
None
}
fn generate_maze(&mut self, build_data: &mut BuilderMap) {
let mut i = 0;
loop {
self.cells[self.current].visited = true;
match self.find_next_cell() {
Some(next) => {
self.cells[next].visited = true;
self.backtrace.push(self.current);
// __lower_part__ __higher_part_
// / \ / \
// --------cell1------ | cell2-----------
let (lower_part, higher_part) =
self.cells.split_at_mut(max(self.current, next));
let cell1 = &mut lower_part[min(self.current, next)];
let cell2 = &mut higher_part[0];
cell1.remove_walls(cell2);
self.current = next;
}
None => {
if !self.backtrace.is_empty() {
self.current = self.backtrace[0];
self.backtrace.remove(0);
} else {
break;
}
}
}
if i % 50 == 0 {
self.copy_to_map(&mut build_data.map);
build_data.take_snapshot();
}
i += 1;
}
}
fn copy_to_map(&self, map: &mut Map) {
// Clear the map
for i in map.tiles.iter_mut() {
*i = TileType::Wall;
}
for cell in self.cells.iter() {
let x = cell.column + 1;
let y = cell.row + 1;
let idx = map.xy_idx(x * 2, y * 2);
map.tiles[idx] = TileType::Floor;
if !cell.walls[TOP] {
map.tiles[idx - map.width as usize] = TileType::Floor;
}
if !cell.walls[RIGHT] {
map.tiles[idx + 1] = TileType::Floor
}
if !cell.walls[BOTTOM] {
map.tiles[idx + map.width as usize] = TileType::Floor
}
if !cell.walls[LEFT] {
map.tiles[idx - 1] = TileType::Floor
}
}
}
}