use super::{MapBuilder, Map, TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER, remove_unreachable_areas_returning_most_distant, generate_voronoi_spawn_regions, Symmetry, paint}; use rltk::RandomNumberGenerator; use specs::prelude::*; use std::collections::HashMap; #[derive(PartialEq, Copy, Clone)] pub enum DLAAlgorithm { WalkInwards, WalkOutwards, CentralAttractor } pub struct DLABuilder { map : Map, starting_position : Position, depth: i32, history: Vec, noise_areas : HashMap>, algorithm : DLAAlgorithm, brush_size: i32, symmetry: Symmetry, floor_percent: f32 } impl MapBuilder for DLABuilder { 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 DLABuilder { pub fn new(new_depth : i32) -> DLABuilder { DLABuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), algorithm: DLAAlgorithm::WalkInwards, brush_size: 2, symmetry: Symmetry::None, floor_percent: 0.25 } } pub fn walk_inwards(new_depth : i32) -> DLABuilder { DLABuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), algorithm: DLAAlgorithm::WalkInwards, brush_size: 1, symmetry: Symmetry::None, floor_percent: 0.25 } } pub fn walk_outwards(new_depth : i32) -> DLABuilder { DLABuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), algorithm: DLAAlgorithm::WalkOutwards, brush_size: 2, symmetry: Symmetry::None, floor_percent: 0.25 } } pub fn central_attractor(new_depth : i32) -> DLABuilder { DLABuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), algorithm: DLAAlgorithm::CentralAttractor, brush_size: 2, symmetry: Symmetry::None, floor_percent: 0.25 } } pub fn insectoid(new_depth : i32) -> DLABuilder { DLABuilder{ map : Map::new(new_depth), starting_position : Position{ x: 0, y : 0 }, depth : new_depth, history: Vec::new(), noise_areas : HashMap::new(), algorithm: DLAAlgorithm::CentralAttractor, brush_size: 2, symmetry: Symmetry::Horizontal, floor_percent: 0.25 } } #[allow(clippy::map_entry)] fn build(&mut self) { let mut rng = RandomNumberGenerator::new(); // Carve a starting seed self.starting_position = Position{ x: self.map.width/2, y : self.map.height/2 }; let start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y); self.take_snapshot(); self.map.tiles[start_idx] = TileType::Floor; self.map.tiles[start_idx-1] = TileType::Floor; self.map.tiles[start_idx+1] = TileType::Floor; self.map.tiles[start_idx-self.map.width as usize] = TileType::Floor; self.map.tiles[start_idx+self.map.width as usize] = TileType::Floor; // Random walker let total_tiles = self.map.width * self.map.height; let desired_floor_tiles = (self.floor_percent * total_tiles as f32) as usize; let mut floor_tile_count = self.map.tiles.iter().filter(|a| **a == TileType::Floor).count(); while floor_tile_count < desired_floor_tiles { match self.algorithm { DLAAlgorithm::WalkInwards => { let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1; let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1; let mut prev_x = digger_x; let mut prev_y = digger_y; let mut digger_idx = self.map.xy_idx(digger_x, digger_y); while self.map.tiles[digger_idx] == TileType::Wall { prev_x = digger_x; prev_y = digger_y; let stagger_direction = rng.roll_dice(1, 4); match stagger_direction { 1 => { if digger_x > 2 { digger_x -= 1; } } 2 => { if digger_x < self.map.width-2 { digger_x += 1; } } 3 => { if digger_y > 2 { digger_y -=1; } } _ => { if digger_y < self.map.height-2 { digger_y += 1; } } } digger_idx = self.map.xy_idx(digger_x, digger_y); } paint(&mut self.map, self.symmetry, self.brush_size, prev_x, prev_y); } DLAAlgorithm::WalkOutwards => { let mut digger_x = self.starting_position.x; let mut digger_y = self.starting_position.y; let mut digger_idx = self.map.xy_idx(digger_x, digger_y); while self.map.tiles[digger_idx] == TileType::Floor { let stagger_direction = rng.roll_dice(1, 4); match stagger_direction { 1 => { if digger_x > 2 { digger_x -= 1; } } 2 => { if digger_x < self.map.width-2 { digger_x += 1; } } 3 => { if digger_y > 2 { digger_y -=1; } } _ => { if digger_y < self.map.height-2 { digger_y += 1; } } } digger_idx = self.map.xy_idx(digger_x, digger_y); } paint(&mut self.map, self.symmetry, self.brush_size, digger_x, digger_y); } DLAAlgorithm::CentralAttractor => { let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1; let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1; let mut prev_x = digger_x; let mut prev_y = digger_y; let mut digger_idx = self.map.xy_idx(digger_x, digger_y); let mut path = rltk::line2d( rltk::LineAlg::Bresenham, rltk::Point::new( digger_x, digger_y ), rltk::Point::new( self.starting_position.x, self.starting_position.y ) ); while self.map.tiles[digger_idx] == TileType::Wall && !path.is_empty() { prev_x = digger_x; prev_y = digger_y; digger_x = path[0].x; digger_y = path[0].y; path.remove(0); digger_idx = self.map.xy_idx(digger_x, digger_y); } paint(&mut self.map, self.symmetry, self.brush_size, prev_x, prev_y); } } self.take_snapshot(); floor_tile_count = self.map.tiles.iter().filter(|a| **a == TileType::Floor).count(); } // 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); } }