163 lines
5.1 KiB
Rust
163 lines
5.1 KiB
Rust
use rltk::RandomNumberGenerator;
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use crate::components::Position;
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use crate::map_builders::common::{apply_room_to_map, draw_corridor};
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use crate::{spawner, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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pub struct BspDungeonBuilder {
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rects: Vec<Rect>,
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}
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impl InitialMapBuilder for BspDungeonBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl BspDungeonBuilder {
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pub fn new() -> Box<BspDungeonBuilder> {
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Box::new(BspDungeonBuilder {
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rects: Vec::new(),
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})
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let mut rooms: Vec<Rect> = Vec::new();
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self.rects.clear();
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// Start with a single map-sized rectangle
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self.rects
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.push(Rect::new(2, 2, build_data.map.width - 5, build_data.map.height - 5));
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let first_room = self.rects[0];
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self.add_subrects(first_room); // Divide the first room
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// Up to 240 times, we get a random rectangle and divide it. If its possible to squeeze
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// a room in there, we place it and add it to the rooms list.
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let mut n_rooms = 0;
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while n_rooms < 240 {
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let rect = self.get_random_rect(rng);
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let candidate = self.get_random_sub_rect(rect, rng);
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if self.is_possible(candidate, &build_data.map) {
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apply_room_to_map(&mut build_data.map, &candidate);
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rooms.push(candidate);
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self.add_subrects(rect);
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build_data.take_snapshot();
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}
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n_rooms += 1;
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}
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// Now we sort the rooms
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rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
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// Now we want corridors
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for i in 0..rooms.len() - 1 {
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let room = rooms[i];
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let next_room = rooms[i + 1];
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
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let end_x =
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next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
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let end_y =
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next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y);
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build_data.take_snapshot();
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}
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build_data.rooms = Some(rooms);
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}
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fn add_subrects(&mut self, rect: Rect) {
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let width = i32::abs(rect.x1 - rect.x2);
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let height = i32::abs(rect.y1 - rect.y2);
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let half_width = i32::max(width / 2, 1);
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let half_height = i32::max(height / 2, 1);
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self.rects
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.push(Rect::new(rect.x1, rect.y1, half_width, half_height));
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self.rects.push(Rect::new(
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rect.x1,
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rect.y1 + half_height,
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half_width,
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half_height,
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));
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self.rects.push(Rect::new(
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rect.x1 + half_width,
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rect.y1,
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half_width,
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half_height,
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));
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self.rects.push(Rect::new(
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rect.x1 + half_width,
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rect.y1 + half_height,
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half_width,
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half_height,
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));
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}
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fn get_random_rect(&mut self, rng: &mut RandomNumberGenerator) -> Rect {
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if self.rects.len() == 1 {
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return self.rects[0];
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}
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let idx = (rng.roll_dice(1, self.rects.len() as i32) - 1) as usize;
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self.rects[idx]
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}
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fn get_random_sub_rect(&self, rect: Rect, rng: &mut RandomNumberGenerator) -> Rect {
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let mut result = rect;
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let rect_width = i32::abs(rect.x1 - rect.x2);
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let rect_height = i32::abs(rect.y1 - rect.y2);
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let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 10)) - 1) + 1;
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let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 10)) - 1) + 1;
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result.x1 += rng.roll_dice(1, 6) - 1;
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result.y1 += rng.roll_dice(1, 6) - 1;
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result.x2 = result.x1 + w;
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result.y2 = result.y1 + h;
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result
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}
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fn is_possible(&self, rect: Rect, map: &Map) -> bool {
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let mut expanded = rect;
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expanded.x1 -= 2;
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expanded.x2 += 2;
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expanded.y1 -= 2;
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expanded.y2 += 2;
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let mut can_build = true;
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for y in expanded.y1..=expanded.y2 {
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for x in expanded.x1..=expanded.x2 {
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if x > map.width - 2 {
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can_build = false;
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}
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if y > map.height - 2 {
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can_build = false;
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}
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if x < 1 {
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can_build = false;
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}
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if y < 1 {
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can_build = false;
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}
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if can_build {
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let idx = map.xy_idx(x, y);
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if map.tiles[idx] != TileType::Wall {
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can_build = false;
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}
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}
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}
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}
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can_build
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}
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}
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