288 lines
7.7 KiB
Rust
288 lines
7.7 KiB
Rust
use std::cmp::{max, min};
|
|
use std::collections::HashMap;
|
|
|
|
use rltk::RandomNumberGenerator;
|
|
|
|
use super::{
|
|
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, MapBuilder,
|
|
};
|
|
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
|
|
|
|
pub struct MazeBuilder {
|
|
map: Map,
|
|
starting_position: Position,
|
|
depth: i32,
|
|
history: Vec<Map>,
|
|
noise_areas: HashMap<i32, Vec<usize>>,
|
|
spawn_list: Vec<(usize, String)>,
|
|
}
|
|
|
|
impl MapBuilder for MazeBuilder {
|
|
fn get_map(&self) -> Map {
|
|
self.map.clone()
|
|
}
|
|
|
|
fn get_starting_position(&self) -> Position {
|
|
self.starting_position
|
|
}
|
|
|
|
fn get_snapshot_history(&self) -> Vec<Map> {
|
|
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 MazeBuilder {
|
|
pub fn new(new_depth: i32) -> MazeBuilder {
|
|
MazeBuilder {
|
|
map: Map::new(new_depth),
|
|
starting_position: Position::default(),
|
|
depth: new_depth,
|
|
history: Vec::new(),
|
|
noise_areas: HashMap::new(),
|
|
spawn_list: Vec::new(),
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::map_entry)]
|
|
fn build(&mut self) {
|
|
let mut rng = RandomNumberGenerator::new();
|
|
|
|
// Maze gen
|
|
let mut maze = Grid::new(
|
|
(self.map.width / 2) - 2,
|
|
(self.map.height / 2) - 2,
|
|
&mut rng,
|
|
);
|
|
maze.generate_maze(self);
|
|
|
|
self.starting_position = Position { x: 2, y: 2 };
|
|
let start_idx = self
|
|
.map
|
|
.xy_idx(self.starting_position.x, self.starting_position.y);
|
|
self.take_snapshot();
|
|
|
|
// 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,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
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<'a> {
|
|
width: i32,
|
|
height: i32,
|
|
cells: Vec<Cell>,
|
|
backtrace: Vec<usize>,
|
|
current: usize,
|
|
rng: &'a mut RandomNumberGenerator,
|
|
}
|
|
|
|
impl<'a> Grid<'a> {
|
|
fn new(width: i32, height: i32, rng: &mut RandomNumberGenerator) -> Grid {
|
|
let mut grid = Grid {
|
|
width,
|
|
height,
|
|
cells: Vec::new(),
|
|
backtrace: Vec::new(),
|
|
current: 0,
|
|
rng,
|
|
};
|
|
|
|
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[(self.rng.roll_dice(1, neighbors.len() as i32) - 1) as usize])
|
|
};
|
|
}
|
|
|
|
None
|
|
}
|
|
|
|
fn generate_maze(&mut self, generator: &mut MazeBuilder) {
|
|
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 generator.map);
|
|
generator.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
|
|
}
|
|
}
|
|
}
|
|
}
|