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roguelike-game/src/map_builders/voronoi_spawning.rs

58 lines
1.8 KiB
Rust

use std::collections::HashMap;
use ::bracket_lib::prelude::*;
use crate::map_builders::{BuilderMap, MetaMapBuilder};
use crate::rng::roll_dice;
use crate::{spawner, TileType};
pub struct VoronoiSpawning {}
impl MetaMapBuilder for VoronoiSpawning {
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.build(build_data);
}
}
impl VoronoiSpawning {
#[allow(dead_code)]
pub fn new() -> Box<VoronoiSpawning> {
Box::new(VoronoiSpawning {})
}
#[allow(clippy::map_entry)]
fn build(&mut self, build_data: &mut BuilderMap) {
let mut noise_areas: HashMap<i32, Vec<usize>> = HashMap::new();
let mut noise = FastNoise::seeded(roll_dice(1, 65536) as u64);
noise.set_noise_type(NoiseType::Cellular);
noise.set_frequency(0.08);
noise.set_cellular_distance_function(CellularDistanceFunction::Manhattan);
for y in 1..build_data.map.height - 1 {
for x in 1..build_data.map.width - 1 {
let idx = build_data.map.xy_idx(x, y);
if build_data.map.tiles[idx] == TileType::Floor {
let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
let cell_value = cell_value_f as i32;
if noise_areas.contains_key(&cell_value) {
noise_areas.get_mut(&cell_value).unwrap().push(idx);
} else {
noise_areas.insert(cell_value, vec![idx]);
}
}
}
}
// Spawn the entities
for area in noise_areas.iter() {
spawner::spawn_region(
&build_data.map,
area.1,
build_data.map.depth,
&mut build_data.spawn_list,
);
}
}
}