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roguelike-game/src/map_builders/waveform_collapse/solver.rs

230 lines
7.3 KiB
Rust

use std::collections::HashSet;
use super::MapChunk;
use crate::rng::roll_dice;
use crate::Map;
pub struct Solver {
constraints: Vec<MapChunk>,
chunk_size: i32,
chunks: Vec<Option<usize>>,
chunks_x: usize,
chunks_y: usize,
remaining: Vec<(usize, i32)>, // (index, # of neighbors)
pub possible: bool,
}
impl Solver {
pub fn new(constraints: Vec<MapChunk>, chunk_size: i32, map: &Map) -> Solver {
let chunks_x = (map.width / chunk_size) as usize;
let chunks_y = (map.height / chunk_size) as usize;
let mut remaining: Vec<(usize, i32)> = Vec::new();
for i in 0..(chunks_x * chunks_y) {
remaining.push((i, 0));
}
Solver {
constraints,
chunk_size,
chunks: vec![None; chunks_x * chunks_y],
chunks_x,
chunks_y,
remaining,
possible: true,
}
}
fn chunk_idx(&self, x: usize, y: usize) -> usize {
((y * self.chunks_x) + x) as usize
}
fn count_neighbors(&self, chunk_x: usize, chunk_y: usize) -> i32 {
let mut neighbors = 0;
if chunk_x > 0 {
let left_idx = self.chunk_idx(chunk_x - 1, chunk_y);
if self.chunks[left_idx].is_some() {
neighbors += 1;
}
}
if chunk_x < self.chunks_x - 1 {
let right_idx = self.chunk_idx(chunk_x + 1, chunk_y);
if self.chunks[right_idx].is_some() {
neighbors += 1;
}
}
if chunk_y > 0 {
let up_idx = self.chunk_idx(chunk_x, chunk_y - 1);
if self.chunks[up_idx].is_some() {
neighbors += 1;
}
}
if chunk_y < self.chunks_y - 1 {
let down_idx = self.chunk_idx(chunk_x, chunk_y + 1);
if self.chunks[down_idx].is_some() {
neighbors += 1;
}
}
neighbors
}
pub fn iteration(&mut self, map: &mut Map) -> bool {
if self.remaining.is_empty() {
return true;
}
// Populate the neighbor count of the remaining list
let mut remain_copy = self.remaining.clone();
let mut neighbors_exist = false;
for r in remain_copy.iter_mut() {
let idx = r.0;
let chunk_x = idx % self.chunks_x;
let chunk_y = idx / self.chunks_x;
let neighbor_count = self.count_neighbors(chunk_x, chunk_y);
if neighbor_count > 0 {
neighbors_exist = true;
}
*r = (r.0, neighbor_count);
}
remain_copy.sort_by(|a, b| b.1.cmp(&a.1));
self.remaining = remain_copy;
// Pick a random chunk we haven't dealt with yet and get its index, remove from remaining list
let remaining_index = if !neighbors_exist {
(roll_dice(1, self.remaining.len() as i32) - 1) as usize
} else {
0_usize
};
let chunk_index = self.remaining[remaining_index].0;
self.remaining.remove(remaining_index);
let chunk_x = chunk_index % self.chunks_x;
let chunk_y = chunk_index / self.chunks_x;
let mut neighbors = 0;
let mut options: Vec<Vec<usize>> = Vec::new();
if chunk_x > 0 {
let left_idx = self.chunk_idx(chunk_x - 1, chunk_y);
match self.chunks[left_idx] {
None => {}
Some(nt) => {
neighbors += 1;
options.push(self.constraints[nt].compatible_with[3].clone());
}
}
}
if chunk_x < self.chunks_x - 1 {
let right_idx = self.chunk_idx(chunk_x + 1, chunk_y);
match self.chunks[right_idx] {
None => {}
Some(nt) => {
neighbors += 1;
options.push(self.constraints[nt].compatible_with[2].clone());
}
}
}
if chunk_y > 0 {
let up_idx = self.chunk_idx(chunk_x, chunk_y - 1);
match self.chunks[up_idx] {
None => {}
Some(nt) => {
neighbors += 1;
options.push(self.constraints[nt].compatible_with[1].clone());
}
}
}
if chunk_y < self.chunks_y - 1 {
let down_idx = self.chunk_idx(chunk_x, chunk_y + 1);
match self.chunks[down_idx] {
None => {}
Some(nt) => {
neighbors += 1;
options.push(self.constraints[nt].compatible_with[0].clone());
}
}
}
if neighbors == 0 {
// There is nothing nearby, so we can have anything!
let new_chunk_idx = (roll_dice(1, self.constraints.len() as i32) - 1) as usize;
self.chunks[chunk_index] = Some(new_chunk_idx);
let left_x = chunk_x as i32 * self.chunk_size;
let right_x = (chunk_x + 1) as i32 * self.chunk_size;
let top_y = chunk_y as i32 * self.chunk_size;
let bottom_y = (chunk_y + 1) as i32 * self.chunk_size;
let mut i = 0_usize;
for y in top_y..bottom_y {
for x in left_x..right_x {
let mapidx = map.xy_idx(x, y);
let tile = self.constraints[new_chunk_idx].pattern[i];
map.tiles[mapidx] = tile;
i += 1;
}
}
} else {
// There are neighbors, so we try to be compatible with them
let mut options_to_check: HashSet<usize> = HashSet::new();
for o in options.iter() {
for i in o.iter() {
options_to_check.insert(*i);
}
}
let mut possible_options: Vec<usize> = Vec::new();
for new_chunk_idx in options_to_check.iter() {
let mut possible = true;
for o in options.iter() {
if !o.contains(new_chunk_idx) {
possible = false;
}
}
if possible {
possible_options.push(*new_chunk_idx);
}
}
if possible_options.is_empty() {
#[cfg(feature = "debug")]
::rltk::console::log("Oh no! It's not possible!");
self.possible = false;
return true;
}
let new_chunk_idx = if possible_options.len() == 1 {
0
} else {
roll_dice(1, possible_options.len() as i32) - 1
};
self.chunks[chunk_index] = Some(new_chunk_idx as usize);
let left_x = chunk_x as i32 * self.chunk_size;
let right_x = (chunk_x + 1) as i32 * self.chunk_size;
let top_y = chunk_y as i32 * self.chunk_size;
let bottom_y = (chunk_y + 1) as i32 * self.chunk_size;
let mut i = 0_usize;
for y in top_y..bottom_y {
for x in left_x..right_x {
let mapidx = map.xy_idx(x, y);
let tile = self.constraints[new_chunk_idx as usize].pattern[i];
map.tiles[mapidx] = tile;
i += 1;
}
}
}
false
}
}