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roguelike-game/src/map_builders/cellular_automata.rs

98 lines
3.2 KiB
Rust

use crate::map_builders::{BuilderMap, InitialMapBuilder, MetaMapBuilder};
use crate::rng::roll_dice;
use crate::TileType;
pub struct CellularAutomataBuilder {}
impl InitialMapBuilder for CellularAutomataBuilder {
#[allow(dead_code)]
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.build(build_data);
}
}
impl MetaMapBuilder for CellularAutomataBuilder {
#[allow(dead_code)]
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.apply_iteration(build_data);
}
}
impl CellularAutomataBuilder {
pub fn new() -> Box<CellularAutomataBuilder> {
Box::new(CellularAutomataBuilder {})
}
fn apply_iteration(&mut self, build_data: &mut BuilderMap) {
let mut newtiles = build_data.map.tiles.clone();
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);
let mut neighbors = 0;
if build_data.map.tiles[idx - 1] == TileType::Wall {
neighbors += 1;
}
if build_data.map.tiles[idx + 1] == TileType::Wall {
neighbors += 1;
}
if build_data.map.tiles[idx - build_data.map.width as usize] == TileType::Wall {
neighbors += 1;
}
if build_data.map.tiles[idx + build_data.map.width as usize] == TileType::Wall {
neighbors += 1;
}
if build_data.map.tiles[idx - (build_data.map.width as usize - 1)] == TileType::Wall
{
neighbors += 1;
}
if build_data.map.tiles[idx - (build_data.map.width as usize + 1)] == TileType::Wall
{
neighbors += 1;
}
if build_data.map.tiles[idx + (build_data.map.width as usize - 1)] == TileType::Wall
{
neighbors += 1;
}
if build_data.map.tiles[idx + (build_data.map.width as usize + 1)] == TileType::Wall
{
neighbors += 1;
}
if neighbors > 4 || neighbors == 0 {
newtiles[idx] = TileType::Wall;
} else {
newtiles[idx] = TileType::Floor;
}
}
}
build_data.map.tiles = newtiles.clone();
build_data.take_snapshot();
}
fn build(&mut self, build_data: &mut BuilderMap) {
// First we completely randomize the map, setting 55% of it to be floor.
for y in 1..build_data.map.height - 1 {
for x in 1..build_data.map.width - 1 {
let roll = roll_dice(1, 100);
let idx = build_data.map.xy_idx(x, y);
if roll > 55 {
build_data.map.tiles[idx] = TileType::Floor
} else {
build_data.map.tiles[idx] = TileType::Wall
}
}
}
build_data.take_snapshot();
// Now we iteratively apply cellular automata rules
for _i in 0..15 {
self.apply_iteration(build_data);
}
}
}