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- use super::{MapBuilder, Map, Rect, apply_room_to_map,
- TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER};
- use rltk::RandomNumberGenerator;
- use specs::prelude::*;
- pub struct BspDungeonBuilder {
- map : Map,
- starting_position : Position,
- depth: i32,
- rooms: Vec<Rect>,
- history: Vec<Map>,
- rects: Vec<Rect>
- }
- impl MapBuilder for BspDungeonBuilder {
- 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 room in self.rooms.iter().skip(1) {
- spawner::spawn_room(ecs, room, 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 BspDungeonBuilder {
- pub fn new(new_depth : i32) -> BspDungeonBuilder {
- BspDungeonBuilder{
- map : Map::new(new_depth),
- starting_position : Position{ x: 0, y : 0 },
- depth : new_depth,
- rooms: Vec::new(),
- history: Vec::new(),
- rects: Vec::new()
- }
- }
- fn build(&mut self) {
- let mut rng = RandomNumberGenerator::new();
- self.rects.clear();
- self.rects.push( Rect::new(2, 2, self.map.width-5, self.map.height-5) ); // Start with a single map-sized rectangle
- let first_room = self.rects[0];
- self.add_subrects(first_room); // Divide the first room
- // Up to 240 times, we get a random rectangle and divide it. If its possible to squeeze a
- // room in there, we place it and add it to the rooms list.
- let mut n_rooms = 0;
- while n_rooms < 240 {
- let rect = self.get_random_rect(&mut rng);
- let candidate = self.get_random_sub_rect(rect, &mut rng);
- if self.is_possible(candidate) {
- apply_room_to_map(&mut self.map, &candidate);
- self.rooms.push(candidate);
- self.add_subrects(rect);
- self.take_snapshot();
- }
- n_rooms += 1;
- }
- // Now we sort the rooms
- self.rooms.sort_by(|a,b| a.x1.cmp(&b.x1) );
- // Now we want corridors
- for i in 0..self.rooms.len()-1 {
- let room = self.rooms[i];
- let next_room = self.rooms[i+1];
- let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2))-1);
- let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2))-1);
- let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2))-1);
- let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2))-1);
- self.draw_corridor(start_x, start_y, end_x, end_y);
- self.take_snapshot();
- }
- // Don't forget the stairs
- let stairs = self.rooms[self.rooms.len()-1].center();
- let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
- self.map.tiles[stairs_idx] = TileType::DownStairs;
- self.take_snapshot();
- // Set player start
- let start = self.rooms[0].center();
- self.starting_position = Position{ x: start.0, y: start.1 };
- }
- fn add_subrects(&mut self, rect : Rect) {
- let width = i32::abs(rect.x1 - rect.x2);
- let height = i32::abs(rect.y1 - rect.y2);
- let half_width = i32::max(width / 2, 1);
- let half_height = i32::max(height / 2, 1);
- self.rects.push(Rect::new( rect.x1, rect.y1, half_width, half_height ));
- self.rects.push(Rect::new( rect.x1, rect.y1 + half_height, half_width, half_height ));
- self.rects.push(Rect::new( rect.x1 + half_width, rect.y1, half_width, half_height ));
- self.rects.push(Rect::new( rect.x1 + half_width, rect.y1 + half_height, half_width, half_height ));
- }
- fn get_random_rect(&mut self, rng : &mut RandomNumberGenerator) -> Rect {
- if self.rects.len() == 1 { return self.rects[0]; }
- let idx = (rng.roll_dice(1, self.rects.len() as i32)-1) as usize;
- self.rects[idx]
- }
- fn get_random_sub_rect(&self, rect : Rect, rng : &mut RandomNumberGenerator) -> Rect {
- let mut result = rect;
- let rect_width = i32::abs(rect.x1 - rect.x2);
- let rect_height = i32::abs(rect.y1 - rect.y2);
- let w = i32::max(3, rng.roll_dice(1, i32::min(rect_width, 10))-1) + 1;
- let h = i32::max(3, rng.roll_dice(1, i32::min(rect_height, 10))-1) + 1;
- result.x1 += rng.roll_dice(1, 6)-1;
- result.y1 += rng.roll_dice(1, 6)-1;
- result.x2 = result.x1 + w;
- result.y2 = result.y1 + h;
- result
- }
- fn is_possible(&self, rect : Rect) -> bool {
- let mut expanded = rect;
- expanded.x1 -= 2;
- expanded.x2 += 2;
- expanded.y1 -= 2;
- expanded.y2 += 2;
- let mut can_build = true;
- for y in expanded.y1 ..= expanded.y2 {
- for x in expanded.x1 ..= expanded.x2 {
- if x > self.map.width-2 { can_build = false; }
- if y > self.map.height-2 { can_build = false; }
- if x < 1 { can_build = false; }
- if y < 1 { can_build = false; }
- if can_build {
- let idx = self.map.xy_idx(x, y);
- if self.map.tiles[idx] != TileType::Wall {
- can_build = false;
- }
- }
- }
- }
- can_build
- }
- fn draw_corridor(&mut self, x1:i32, y1:i32, x2:i32, y2:i32) {
- let mut x = x1;
- let mut y = y1;
- while x != x2 || y != y2 {
- if x < x2 {
- x += 1;
- } else if x > x2 {
- x -= 1;
- } else if y < y2 {
- y += 1;
- } else if y > y2 {
- y -= 1;
- }
- let idx = self.map.xy_idx(x, y);
- self.map.tiles[idx] = TileType::Floor;
- }
- }
- }
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