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roguelike-game/src/map_builders/bsp_dungeon.rs

148 lines
4.1 KiB
Rust

use crate::map_builders::{BuilderMap, InitialMapBuilder};
use crate::rng::roll_dice;
use crate::{Rect, TileType};
pub struct BspDungeonBuilder {
rects: Vec<Rect>,
}
impl InitialMapBuilder for BspDungeonBuilder {
#[allow(dead_code)]
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.build(build_data);
}
}
impl BspDungeonBuilder {
pub fn new() -> Box<BspDungeonBuilder> {
Box::new(BspDungeonBuilder { rects: Vec::new() })
}
fn build(&mut self, build_data: &mut BuilderMap) {
let mut rooms: Vec<Rect> = Vec::new();
self.rects.clear();
// Start with a single map-sized rectangle
self.rects.push(Rect::new(
2,
2,
build_data.map.width - 5,
build_data.map.height - 5,
));
let first_room = self.rects[0];
self.add_subrects(first_room); // Divide the first room
// Up to 240 times, we get a random rectangle and divide it. If its possible to squeeze
// a room in there, we place it and add it to the rooms list.
let mut n_rooms = 0;
while n_rooms < 240 {
let rect = self.get_random_rect();
let candidate = self.get_random_sub_rect(rect);
if self.is_possible(candidate, build_data, &rooms) {
rooms.push(candidate);
self.add_subrects(rect);
}
n_rooms += 1;
}
build_data.rooms = Some(rooms);
}
fn add_subrects(&mut self, rect: Rect) {
let width = i32::abs(rect.x1 - rect.x2);
let height = i32::abs(rect.y1 - rect.y2);
let half_width = i32::max(width / 2, 1);
let half_height = i32::max(height / 2, 1);
self.rects
.push(Rect::new(rect.x1, rect.y1, half_width, half_height));
self.rects.push(Rect::new(
rect.x1,
rect.y1 + half_height,
half_width,
half_height,
));
self.rects.push(Rect::new(
rect.x1 + half_width,
rect.y1,
half_width,
half_height,
));
self.rects.push(Rect::new(
rect.x1 + half_width,
rect.y1 + half_height,
half_width,
half_height,
));
}
fn get_random_rect(&mut self) -> Rect {
if self.rects.len() == 1 {
return self.rects[0];
}
let idx = (roll_dice(1, self.rects.len() as i32) - 1) as usize;
self.rects[idx]
}
fn get_random_sub_rect(&self, rect: Rect) -> Rect {
let mut result = rect;
let rect_width = i32::abs(rect.x1 - rect.x2);
let rect_height = i32::abs(rect.y1 - rect.y2);
let w = i32::max(3, roll_dice(1, i32::min(rect_width, 10)) - 1) + 1;
let h = i32::max(3, roll_dice(1, i32::min(rect_height, 10)) - 1) + 1;
result.x1 += roll_dice(1, 6) - 1;
result.y1 += roll_dice(1, 6) - 1;
result.x2 = result.x1 + w;
result.y2 = result.y1 + h;
result
}
fn is_possible(&self, rect: Rect, build_data: &BuilderMap, rooms: &[Rect]) -> bool {
let mut expanded = rect;
expanded.x1 -= 2;
expanded.x2 += 2;
expanded.y1 -= 2;
expanded.y2 += 2;
let mut can_build = true;
for r in rooms.iter() {
if r.intersect(&rect) {
can_build = false;
}
}
for y in expanded.y1..=expanded.y2 {
for x in expanded.x1..=expanded.x2 {
if x > build_data.map.width - 2 {
can_build = false;
}
if y > build_data.map.height - 2 {
can_build = false;
}
if x < 1 {
can_build = false;
}
if y < 1 {
can_build = false;
}
if can_build {
let idx = build_data.map.xy_idx(x, y);
if build_data.map.tiles[idx] != TileType::Wall {
can_build = false;
}
}
}
}
can_build
}
}