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; pub struct CellularAutomotaBuilder { map : Map, starting_position : Position, depth: i32, history: Vec, noise_areas : HashMap> } impl MapBuilder for CellularAutomotaBuilder { 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 CellularAutomotaBuilder { pub fn new(new_depth : i32) -> CellularAutomotaBuilder { CellularAutomotaBuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new() } } #[allow(clippy::map_entry)] fn build(&mut self) { let mut rng = RandomNumberGenerator::new(); // First we completely randomize the map, setting 55% of it to be floor. for y in 1..self.map.height-1 { for x in 1..self.map.width-1 { let roll = rng.roll_dice(1, 100); let idx = self.map.xy_idx(x, y); if roll > 55 { self.map.tiles[idx] = TileType::Floor } else { self.map.tiles[idx] = TileType::Wall } } } self.take_snapshot(); // Now we iteratively apply cellular automota rules for _i in 0..15 { let mut newtiles = self.map.tiles.clone(); for y in 1..self.map.height-1 { for x in 1..self.map.width-1 { let idx = self.map.xy_idx(x, y); let mut neighbors = 0; if self.map.tiles[idx - 1] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx + 1] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx - self.map.width as usize] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx + self.map.width as usize] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx - (self.map.width as usize - 1)] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx - (self.map.width as usize + 1)] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx + (self.map.width as usize - 1)] == TileType::Wall { neighbors += 1; } if self.map.tiles[idx + (self.map.width as usize + 1)] == TileType::Wall { neighbors += 1; } if neighbors > 4 || neighbors == 0 { newtiles[idx] = TileType::Wall; } else { newtiles[idx] = TileType::Floor; } } } self.map.tiles = newtiles.clone(); 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); } }