348 lines
10 KiB
Rust
348 lines
10 KiB
Rust
mod area_starting_points;
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mod bsp_dungeon;
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mod bsp_interior;
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mod cellular_automata;
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mod common;
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mod cull_unreachable;
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mod distant_exit;
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mod dla;
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mod door_placement;
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mod drunkard;
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mod maze;
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mod prefab_builder;
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mod room_based_spawner;
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mod room_based_stairs;
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mod room_based_starting_position;
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mod room_corner_rounding;
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mod room_corridor_spawner;
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mod room_draw;
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mod room_exploder;
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mod room_sorter;
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mod rooms_corridors_bsp;
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mod rooms_corridors_dogleg;
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mod rooms_corridors_lines;
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mod rooms_corridors_nearest;
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mod simple_map;
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mod town;
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mod voronoi;
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mod voronoi_spawning;
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mod waveform_collapse;
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use ::rltk::RandomNumberGenerator;
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use ::specs::prelude::*;
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use area_starting_points::{AreaStartingPosition, XStart, YStart};
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use bsp_dungeon::BspDungeonBuilder;
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use bsp_interior::BspInteriorBuilder;
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use cellular_automata::CellularAutomataBuilder;
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use cull_unreachable::CullUnreachable;
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use distant_exit::DistantExit;
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use dla::DLABuilder;
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use door_placement::DoorPlacement;
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use drunkard::DrunkardsWalkBuilder;
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use maze::MazeBuilder;
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use prefab_builder::PrefabBuilder;
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use room_based_spawner::RoomBasedSpawner;
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use room_based_stairs::RoomBasedStairs;
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use room_based_starting_position::RoomBasedStartingPosition;
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use room_corner_rounding::RoomCornerRounder;
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use room_corridor_spawner::CorridorSpawner;
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use room_draw::RoomDrawer;
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use room_exploder::RoomExploder;
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use room_sorter::{RoomSort, RoomSorter};
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use rooms_corridors_bsp::BspCorridors;
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use rooms_corridors_dogleg::DoglegCorridors;
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use rooms_corridors_lines::StraightLineCorridors;
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use rooms_corridors_nearest::NearestCorridors;
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use simple_map::SimpleMapBuilder;
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use town::town_builder;
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use voronoi::VoronoiCellBuilder;
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use voronoi_spawning::VoronoiSpawning;
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use waveform_collapse::WaveformCollapseBuilder;
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use crate::{spawner, Map, Position, Rect, SHOW_MAPGEN_VISUALIZER};
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pub struct BuilderMap {
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pub spawn_list: Vec<(usize, String)>,
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pub map: Map,
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pub starting_position: Option<Position>,
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pub rooms: Option<Vec<Rect>>,
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pub corridors: Option<Vec<Vec<usize>>>,
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pub history: Vec<Map>,
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pub width: i32,
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pub height: i32,
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}
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impl BuilderMap {
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fn new<S: ToString>(new_depth: i32, width: i32, height: i32, name: S) -> BuilderMap {
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BuilderMap {
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spawn_list: Vec::new(),
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map: Map::new(new_depth, width, height, name),
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starting_position: None,
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rooms: None,
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corridors: None,
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history: Vec::new(),
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width,
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height,
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}
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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}
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pub struct BuilderChain {
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starter: Option<Box<dyn InitialMapBuilder>>,
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builders: Vec<Box<dyn MetaMapBuilder>>,
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pub build_data: BuilderMap,
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}
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impl BuilderChain {
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pub fn new<S: ToString>(new_depth: i32, width: i32, height: i32, name: S) -> BuilderChain {
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BuilderChain {
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starter: None,
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builders: Vec::new(),
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build_data: BuilderMap::new(new_depth, width, height, name),
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}
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}
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pub fn start_with(&mut self, starter: Box<dyn InitialMapBuilder>) -> &mut Self {
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match self.starter {
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None => self.starter = Some(starter),
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Some(_) => panic!("You can only have one starting builder."),
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}
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self
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}
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pub fn with(&mut self, metabuilder: Box<dyn MetaMapBuilder>) -> &mut Self {
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self.builders.push(metabuilder);
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self
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}
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pub fn build_map(&mut self, rng: &mut RandomNumberGenerator) -> &mut Self {
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match &mut self.starter {
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None => panic!("Cannot run a map builder chain without starting a build system"),
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Some(starter) => {
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// Build the starting map
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starter.build_map(rng, &mut self.build_data);
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}
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}
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// Build additional layers in turn
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for metabuilder in self.builders.iter_mut() {
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metabuilder.build_map(rng, &mut self.build_data);
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}
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self
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}
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pub fn spawn_entities(&mut self, ecs: &mut World) -> &mut Self {
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for entity in self.build_data.spawn_list.iter() {
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spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
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}
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self
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}
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pub fn get_map(&self) -> Map {
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self.build_data.map.clone()
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}
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pub fn get_starting_position(&self) -> Option<Position> {
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self.build_data.starting_position
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}
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pub fn get_snapshot_history(&self) -> Vec<Map> {
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self.build_data.history.clone()
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}
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pub fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.build_data.spawn_list
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}
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}
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pub trait InitialMapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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pub trait MetaMapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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pub fn random_start_position(rng: &mut rltk::RandomNumberGenerator) -> (XStart, YStart) {
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let x = match rng.roll_dice(1, 3) {
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1 => XStart::Left,
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2 => XStart::Center,
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_ => XStart::Right,
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};
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let y = match rng.roll_dice(1, 3) {
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1 => YStart::Bottom,
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2 => YStart::Center,
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_ => YStart::Top,
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};
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(x, y)
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}
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fn random_room_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain) {
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let build_roll = rng.roll_dice(1, 3);
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match build_roll {
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1 => builder.start_with(SimpleMapBuilder::new()),
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2 => builder.start_with(BspDungeonBuilder::new()),
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_ => builder.start_with(BspInteriorBuilder::new()),
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};
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// BSP Interior still makes holes in the walls
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if build_roll != 3 {
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// Sort by one of the 5 available algorithms
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let room_sort = match rng.roll_dice(1, 5) {
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1 => RoomSort::LeftMost,
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2 => RoomSort::RightMost,
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3 => RoomSort::TopMost,
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4 => RoomSort::BottomMost,
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_ => RoomSort::Central,
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};
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builder.with(RoomSorter::new(room_sort));
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builder.with(RoomDrawer::new());
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// Pick a corridor type
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match rng.roll_dice(1, 4) {
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1 => builder.with(DoglegCorridors::new()),
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2 => builder.with(NearestCorridors::new()),
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3 => builder.with(StraightLineCorridors::new()),
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_ => builder.with(BspCorridors::new()),
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};
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// Maybe spawn stuff in the corridor
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if rng.roll_dice(1, 2) == 1 {
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builder.with(CorridorSpawner::new());
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}
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// Add additional modifier
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match rng.roll_dice(1, 6) {
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1 => {
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builder.with(RoomExploder::new());
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}
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2 => {
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builder.with(RoomCornerRounder::new());
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}
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_ => {}
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};
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}
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// Find a starting position
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match rng.roll_dice(1, 2) {
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1 => builder.with(RoomBasedStartingPosition::new()),
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_ => {
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let (start_x, start_y) = random_start_position(rng);
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builder.with(AreaStartingPosition::new(start_x, start_y))
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}
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};
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// Find an exit
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match rng.roll_dice(1, 2) {
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1 => builder.with(RoomBasedStairs::new()),
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_ => builder.with(DistantExit::new()),
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};
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// Spawn stuff
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match rng.roll_dice(1, 2) {
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1 => builder.with(RoomBasedSpawner::new()),
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_ => builder.with(VoronoiSpawning::new()),
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};
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}
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fn random_shape_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain) {
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let first_builder: Box<dyn InitialMapBuilder> = match rng.roll_dice(1, 16) {
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1 => CellularAutomataBuilder::new(),
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2 => DrunkardsWalkBuilder::open_area(),
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3 => DrunkardsWalkBuilder::open_halls(),
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4 => DrunkardsWalkBuilder::winding_passages(),
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5 => DrunkardsWalkBuilder::fat_passages(),
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6 => DrunkardsWalkBuilder::fearful_symmetry(),
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7 => MazeBuilder::new(),
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8 => DLABuilder::walk_inwards(),
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9 => DLABuilder::walk_outwards(),
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10 => DLABuilder::central_attractor(),
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11 => DLABuilder::insectoid(),
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12 => VoronoiCellBuilder::pythagoras(),
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13 => VoronoiCellBuilder::manhattan(),
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_ => PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED),
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};
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// Set the start to the center and cull
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builder
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.start_with(first_builder)
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new());
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// Now set the start ot a random starting area
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let (start_x, start_y) = random_start_position(rng);
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builder.with(AreaStartingPosition::new(start_x, start_y));
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// Setup an exit and spawn mobs
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builder.with(VoronoiSpawning::new());
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builder.with(DistantExit::new());
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}
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pub fn random_builder(
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new_depth: i32,
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rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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) -> BuilderChain {
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let mut builder = BuilderChain::new(new_depth, width, height, "New Map");
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match rng.roll_dice(1, 2) {
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1 => random_room_builder(rng, &mut builder),
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_ => random_shape_builder(rng, &mut builder),
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};
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if rng.roll_dice(1, 3) == 1 {
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builder.with(WaveformCollapseBuilder::new());
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// Now set the start to a random starting area
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let (start_x, start_y) = random_start_position(rng);
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builder.with(AreaStartingPosition::new(start_x, start_y));
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// Setup an exit and spawn mobs
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builder
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.with(VoronoiSpawning::new())
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.with(DistantExit::new());
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}
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if rng.roll_dice(1, 20) == 1 {
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builder.with(PrefabBuilder::sectional(
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prefab_builder::prefab_sections::UNDERGROUND_FORT,
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));
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}
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builder.with(DoorPlacement::new());
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builder.with(PrefabBuilder::vaults());
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builder
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}
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pub fn level_builder(
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new_depth: i32,
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rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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) -> BuilderChain {
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rltk::console::log(format!("Depth: {}", new_depth));
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match new_depth {
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1 => town_builder(new_depth, rng, width, height),
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_ => random_builder(new_depth, rng, width, height),
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}
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}
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