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- use super::{MapBuilder, Map,
- TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER};
- use rltk::RandomNumberGenerator;
- use specs::prelude::*;
- use std::collections::HashMap;
- pub struct CellularAutomotaBuilder {
- map : Map,
- starting_position : Position,
- depth: i32,
- history: Vec<Map>,
- noise_areas : HashMap<i32, Vec<usize>>
- }
- 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<Map> {
- 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 map_starts : Vec<i32> = vec![start_idx as i32];
- let dijkstra_map = rltk::DijkstraMap::new(self.map.width, self.map.height, &map_starts , &self.map, 200.0);
- let mut exit_tile = (0, 0.0f32);
- for (i, tile) in self.map.tiles.iter_mut().enumerate() {
- if *tile == TileType::Floor {
- let distance_to_start = dijkstra_map.map[i];
- // We can't get to this tile - so we'll make it a wall
- if distance_to_start == std::f32::MAX {
- *tile = TileType::Wall;
- } else {
- // If it is further away than our current exit candidate, move the exit
- if distance_to_start > exit_tile.1 {
- exit_tile.0 = i;
- exit_tile.1 = distance_to_start;
- }
- }
- }
- }
- self.take_snapshot();
- // Place the stairs
- self.map.tiles[exit_tile.0] = TileType::DownStairs;
- self.take_snapshot();
- // Now we build a noise map for use in spawning entities later
- let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
- noise.set_noise_type(rltk::NoiseType::Cellular);
- noise.set_frequency(0.08);
- noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
- for y in 1 .. self.map.height-1 {
- for x in 1 .. self.map.width-1 {
- let idx = self.map.xy_idx(x, y);
- if self.map.tiles[idx] == TileType::Floor {
- let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
- let cell_value = cell_value_f as i32;
- if self.noise_areas.contains_key(&cell_value) {
- self.noise_areas.get_mut(&cell_value).unwrap().push(idx);
- } else {
- self.noise_areas.insert(cell_value, vec![idx]);
- }
- }
- }
- }
- }
- }
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