use super::{MapBuilder, Map, TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER, remove_unreachable_areas_returning_most_distant, generate_voronoi_spawn_regions}; use rltk::RandomNumberGenerator; use specs::prelude::*; use std::collections::HashMap; #[derive(PartialEq, Copy, Clone)] pub enum DistanceAlgorithm { Pythagoras, Manhattan, Chebyshev } pub struct VoronoiCellBuilder { map : Map, starting_position : Position, depth: i32, history: Vec, noise_areas : HashMap>, n_seeds: usize, distance_algorithm: DistanceAlgorithm } impl MapBuilder for VoronoiCellBuilder { fn get_map(&self) -> Map { self.map.clone() } fn get_starting_position(&self) -> Position { self.starting_position.clone() } fn get_snapshot_history(&self) -> Vec { self.history.clone() } fn build_map(&mut self) { self.build(); } fn spawn_entities(&mut self, ecs : &mut World) { for area in self.noise_areas.iter() { spawner::spawn_region(ecs, area.1, self.depth); } } 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); } } } impl VoronoiCellBuilder { pub fn new(new_depth : i32) -> VoronoiCellBuilder { VoronoiCellBuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), n_seeds: 64, distance_algorithm: DistanceAlgorithm::Pythagoras } } pub fn pythagoras(new_depth : i32) -> VoronoiCellBuilder { VoronoiCellBuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), n_seeds: 64, distance_algorithm: DistanceAlgorithm::Pythagoras } } pub fn manhattan(new_depth : i32) -> VoronoiCellBuilder { VoronoiCellBuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), n_seeds: 64, distance_algorithm: DistanceAlgorithm::Manhattan } } #[allow(clippy::map_entry)] fn build(&mut self) { let mut rng = RandomNumberGenerator::new(); // Make a Voronoi diagram. We'll do this the hard way to learn about the technique! let mut voronoi_seeds : Vec<(usize, rltk::Point)> = Vec::new(); while voronoi_seeds.len() < self.n_seeds { let vx = rng.roll_dice(1, self.map.width-1); let vy = rng.roll_dice(1, self.map.height-1); let vidx = self.map.xy_idx(vx, vy); let candidate = (vidx, rltk::Point::new(vx, vy)); if !voronoi_seeds.contains(&candidate) { voronoi_seeds.push(candidate); } } let mut voroni_distance = vec![(0, 0.0f32) ; self.n_seeds]; let mut voronoi_membership : Vec = vec![0 ; self.map.width as usize * self.map.height as usize]; for (i, vid) in voronoi_membership.iter_mut().enumerate() { let x = i as i32 % self.map.width; let y = i as i32 / self.map.width; for (seed, pos) in voronoi_seeds.iter().enumerate() { let distance; match self.distance_algorithm { DistanceAlgorithm::Pythagoras => { distance = rltk::DistanceAlg::PythagorasSquared.distance2d( rltk::Point::new(x, y), pos.1 ); } DistanceAlgorithm::Manhattan => { distance = rltk::DistanceAlg::Manhattan.distance2d( rltk::Point::new(x, y), pos.1 ); } DistanceAlgorithm::Chebyshev => { distance = rltk::DistanceAlg::Chebyshev.distance2d( rltk::Point::new(x, y), pos.1 ); } } voroni_distance[seed] = (seed, distance); } voroni_distance.sort_by(|a,b| a.1.partial_cmp(&b.1).unwrap()); *vid = voroni_distance[0].0 as i32; } for y in 1..self.map.height-1 { for x in 1..self.map.width-1 { let mut neighbors = 0; let my_idx = self.map.xy_idx(x, y); let my_seed = voronoi_membership[my_idx]; if voronoi_membership[self.map.xy_idx(x-1, y)] != my_seed { neighbors += 1; } if voronoi_membership[self.map.xy_idx(x+1, y)] != my_seed { neighbors += 1; } if voronoi_membership[self.map.xy_idx(x, y-1)] != my_seed { neighbors += 1; } if voronoi_membership[self.map.xy_idx(x, y+1)] != my_seed { neighbors += 1; } if neighbors < 2 { self.map.tiles[my_idx] = TileType::Floor; } } self.take_snapshot(); } // Find a starting point; start at the middle and walk left until we find an open tile self.starting_position = Position{ x: self.map.width / 2, y : self.map.height / 2 }; let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y); while self.map.tiles[start_idx] != TileType::Floor { self.starting_position.x -= 1; 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); } }