339 lines
13 KiB
Rust
339 lines
13 KiB
Rust
|
use std::cmp::{max, min};
|
||
|
use std::ops::Range;
|
||
|
|
||
|
use petgraph::algo::min_spanning_tree;
|
||
|
use petgraph::data::*;
|
||
|
use petgraph::graph::Graph;
|
||
|
use petgraph::graph::UnGraph;
|
||
|
use rand::prelude::SliceRandom;
|
||
|
use rand::Rng;
|
||
|
use rand::rngs::ThreadRng;
|
||
|
|
||
|
use crate::level::{Level, StructureElement};
|
||
|
use crate::monster::Monster;
|
||
|
use crate::artifacts::Artifact;
|
||
|
|
||
|
const ROOMS_VERTICAL: usize = 7;
|
||
|
const ROOMS_HORIZONTAL: usize = 4;
|
||
|
|
||
|
const ROOM_WIDTH: usize = 7;
|
||
|
const ROOM_HEIGHT: usize = 6;
|
||
|
|
||
|
#[derive(PartialEq, Copy, Clone)]
|
||
|
enum RoomType {
|
||
|
Start,
|
||
|
End,
|
||
|
StairUp,
|
||
|
StairDown,
|
||
|
BasicRoom,
|
||
|
TreasureRoom,
|
||
|
MonsterRoom,
|
||
|
EmptyRoom,
|
||
|
}
|
||
|
|
||
|
#[derive(Copy, Clone)]
|
||
|
struct ConnectionInfo {
|
||
|
offset: usize,
|
||
|
distance: usize,
|
||
|
}
|
||
|
|
||
|
#[derive(Copy, Clone)]
|
||
|
struct Room {
|
||
|
pub kind: RoomType,
|
||
|
pub offset_x: usize,
|
||
|
pub offset_y: usize,
|
||
|
pub width: usize,
|
||
|
pub height: usize,
|
||
|
pub connection_down: Option<ConnectionInfo>,
|
||
|
pub connection_right: Option<ConnectionInfo>,
|
||
|
}
|
||
|
|
||
|
impl Room {
|
||
|
fn new() -> Self {
|
||
|
Self {
|
||
|
kind: RoomType::EmptyRoom,
|
||
|
offset_x: 0,
|
||
|
offset_y: 0,
|
||
|
width: 0,
|
||
|
height: 0,
|
||
|
connection_down: None,
|
||
|
connection_right: None,
|
||
|
}
|
||
|
}
|
||
|
/// change the size and position of a room randomly within its bounds
|
||
|
fn random(&mut self, rng: &mut ThreadRng) {
|
||
|
let width = rng.gen_range(3..6);
|
||
|
let height = rng.gen_range(3..5);
|
||
|
self.width = width;
|
||
|
self.height = height;
|
||
|
self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
|
||
|
self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
|
||
|
}
|
||
|
fn get_x_range(&self) -> Range<usize> {
|
||
|
self.offset_x..self.offset_x + self.width
|
||
|
}
|
||
|
fn get_y_range(&self) -> Range<usize> {
|
||
|
self.offset_y..self.offset_y + self.height
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pub struct LevelGenerator {
|
||
|
rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
|
||
|
}
|
||
|
|
||
|
impl LevelGenerator {
|
||
|
pub fn generate(level: usize) -> Self {
|
||
|
let mut rng = rand::thread_rng();
|
||
|
let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
|
||
|
let mut graph = UnGraph::<(usize, usize), u16>::default();
|
||
|
|
||
|
// trick the room_connectable function into failing on the first iteration
|
||
|
rooms[0][0].kind = RoomType::BasicRoom;
|
||
|
|
||
|
while !LevelGenerator::rooms_connectable(&rooms) {
|
||
|
let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
|
||
|
// level 0 contains a start room, all others contain a stair up
|
||
|
if level == 0 {
|
||
|
room_types.push(RoomType::Start);
|
||
|
} else {
|
||
|
room_types.push(RoomType::StairUp);
|
||
|
}
|
||
|
// level 24 (the last) contains an end room, all others a stair down
|
||
|
if level == 24 {
|
||
|
room_types.push(RoomType::End);
|
||
|
} else {
|
||
|
room_types.push(RoomType::StairDown);
|
||
|
}
|
||
|
room_types.push(RoomType::MonsterRoom);
|
||
|
// generate a random set of rooms and shuffle them
|
||
|
for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
|
||
|
match rng.gen_range(1..=100) {
|
||
|
// TODO tune room type distribution
|
||
|
1..=33 => { room_types.push(RoomType::EmptyRoom) }
|
||
|
34..=66 => { room_types.push(RoomType::TreasureRoom) }
|
||
|
67..=90 => { room_types.push(RoomType::MonsterRoom) }
|
||
|
_ => { room_types.push(RoomType::BasicRoom) }
|
||
|
}
|
||
|
}
|
||
|
room_types.shuffle(&mut rng);
|
||
|
|
||
|
graph.clear();
|
||
|
// place the rooms in the array an add nodes to the graph for every non empty room
|
||
|
for c in 0..ROOMS_VERTICAL {
|
||
|
for r in 0..ROOMS_HORIZONTAL {
|
||
|
rooms[c][r].kind = room_types.pop().unwrap();
|
||
|
if rooms[c][r].kind != RoomType::EmptyRoom {
|
||
|
rooms[c][r].random(&mut rng);
|
||
|
graph.add_node((c, r));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
|
||
|
for c in 0..ROOMS_VERTICAL {
|
||
|
for r in 0..ROOMS_HORIZONTAL {
|
||
|
if rooms[c][r].kind == RoomType::EmptyRoom {
|
||
|
continue;
|
||
|
}
|
||
|
let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
|
||
|
for r_1 in r + 1..ROOMS_HORIZONTAL {
|
||
|
if rooms[c][r_1].kind != RoomType::EmptyRoom {
|
||
|
let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
|
||
|
// todo use random weight for edge
|
||
|
graph.add_edge(src_index, tgt_index, 1);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
for c_1 in c + 1..ROOMS_VERTICAL {
|
||
|
if rooms[c_1][r].kind != RoomType::EmptyRoom {
|
||
|
let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
|
||
|
// todo use random weight for edge
|
||
|
graph.add_edge(src_index, tgt_index, 1);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// calculate a minimum spanning tree
|
||
|
let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph));
|
||
|
for edge in mst.raw_edges() {
|
||
|
let src = mst[edge.source()];
|
||
|
let tgt = mst[edge.target()];
|
||
|
|
||
|
let src_room = rooms[src.0][src.1];
|
||
|
let mut tgt_room = rooms[tgt.0][tgt.1];
|
||
|
|
||
|
// cols are the same, either up or down
|
||
|
if src.0 == tgt.0 {
|
||
|
let range = LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
|
||
|
let position: usize;
|
||
|
if range.is_empty() {
|
||
|
position = range.start;
|
||
|
} else {
|
||
|
position = rng.gen_range(range);
|
||
|
}
|
||
|
if src.1 < tgt.1 {
|
||
|
// src to tgt
|
||
|
rooms[src.0][src.1].connection_down = Some(ConnectionInfo { offset: position, distance: tgt.1 - src.1 });
|
||
|
} else {
|
||
|
// tgt to src
|
||
|
tgt_room.connection_down = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
|
||
|
}
|
||
|
}
|
||
|
// rows are the same, either left or right
|
||
|
if src.1 == tgt.1 {
|
||
|
let range = LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
|
||
|
let mut position: usize;
|
||
|
if range.is_empty() {
|
||
|
position = range.start;
|
||
|
} else {
|
||
|
position = rng.gen_range(range);
|
||
|
}
|
||
|
if src.1 == 0 && position == 0 {
|
||
|
position = 1;
|
||
|
}
|
||
|
if src.0 < tgt.0 {
|
||
|
// src to tgt
|
||
|
rooms[src.0][src.1].connection_right = Some(ConnectionInfo { offset: position, distance: tgt.0 - src.0 });
|
||
|
} else {
|
||
|
// tgt to src
|
||
|
tgt_room.connection_right = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
LevelGenerator {
|
||
|
rooms
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
|
||
|
max(r1.start, r2.start)..min(r1.end, r2.end)
|
||
|
}
|
||
|
|
||
|
/// Verifies that for a given matrix of rooms each room has at least one other room in the
|
||
|
/// same row or column.
|
||
|
fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
|
||
|
for c in 0..ROOMS_VERTICAL {
|
||
|
for r in 0..ROOMS_HORIZONTAL {
|
||
|
if rooms[c][r].kind != RoomType::EmptyRoom {
|
||
|
let mut connected = 0;
|
||
|
for c1 in 0..ROOMS_VERTICAL {
|
||
|
if rooms[c1][r].kind != RoomType::EmptyRoom {
|
||
|
connected += 1;
|
||
|
}
|
||
|
}
|
||
|
for r1 in 0..ROOMS_HORIZONTAL {
|
||
|
if rooms[c][r1].kind != RoomType::EmptyRoom {
|
||
|
connected += 1;
|
||
|
}
|
||
|
}
|
||
|
if connected <= 2 {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
pub fn render(&self) -> Level {
|
||
|
let mut rng = rand::thread_rng();
|
||
|
let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
|
||
|
let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
|
||
|
let mut enemies: Vec<Monster> = Vec::with_capacity(10);
|
||
|
let mut start_x: usize = 0;
|
||
|
let mut start_y: usize = 0;
|
||
|
let mut end_x: usize = 0;
|
||
|
let mut end_y: usize = 0;
|
||
|
for c in 0..ROOMS_VERTICAL {
|
||
|
for r in 0..ROOMS_HORIZONTAL {
|
||
|
let top = 1 + r * ROOM_HEIGHT;
|
||
|
let left = 1 + c * ROOM_WIDTH;
|
||
|
let room = self.rooms[c][r];
|
||
|
for x in 0..room.width {
|
||
|
for y in 0..room.height {
|
||
|
structure[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor;
|
||
|
}
|
||
|
}
|
||
|
if room.kind == RoomType::TreasureRoom {
|
||
|
let t_x = left + room.offset_x + rng.gen_range(0..room.width);
|
||
|
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
|
||
|
// artifacts[t_x][t_y] = Some(Artifact::Chest { gold: rng.gen_range(2..30) });
|
||
|
}
|
||
|
if room.kind == RoomType::MonsterRoom {
|
||
|
let t_x = left + room.offset_x + rng.gen_range(0..room.width);
|
||
|
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
|
||
|
// TODO randomize enemies here
|
||
|
// enemies[t_x][t_y] = Some(Monster::new(2));
|
||
|
}
|
||
|
if room.kind == RoomType::StairDown {
|
||
|
end_x = left + room.offset_x + rng.gen_range(0..room.width);
|
||
|
end_y = top + room.offset_y + rng.gen_range(0..room.height);
|
||
|
}
|
||
|
if room.kind == RoomType::StairDown {
|
||
|
structure[end_x][end_y] = StructureElement::StairDown;
|
||
|
}
|
||
|
if room.kind == RoomType::End {
|
||
|
structure[end_x][end_y] = StructureElement::End;
|
||
|
}
|
||
|
if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
|
||
|
start_x = left + room.offset_x + rng.gen_range(0..room.width);
|
||
|
start_y = top + room.offset_y + rng.gen_range(0..room.height);
|
||
|
}
|
||
|
if room.kind == RoomType::StairUp {
|
||
|
structure[start_x][start_y] = StructureElement::StairUp;
|
||
|
}
|
||
|
if room.kind == RoomType::Start {
|
||
|
structure[start_x][start_y] = StructureElement::Start;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
for c in 0..ROOMS_VERTICAL {
|
||
|
for r in 0..ROOMS_HORIZONTAL {
|
||
|
let src_room = self.rooms[c][r];
|
||
|
if let Some(x_conn) = src_room.connection_down {
|
||
|
let tgt_room = self.rooms[c][r + x_conn.distance];
|
||
|
let top = 1 + r * ROOM_HEIGHT + src_room.offset_y;
|
||
|
let left = 1 + c * ROOM_WIDTH + x_conn.offset;
|
||
|
let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height;
|
||
|
for i in top..bottom {
|
||
|
if structure[left][i] == StructureElement::Wall {
|
||
|
structure[left][i] = StructureElement::Floor;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if let Some(y_conn) = src_room.connection_right {
|
||
|
let tgt_room = self.rooms[c + y_conn.distance][r];
|
||
|
|
||
|
let top = 1 + r * ROOM_HEIGHT + src_room.offset_y + y_conn.offset - 1;
|
||
|
let left = 1 + c * ROOM_WIDTH + src_room.offset_x;
|
||
|
let right = 1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width;
|
||
|
for i in left..right {
|
||
|
if structure[i][top] == StructureElement::Wall {
|
||
|
structure[i][top] = StructureElement::Floor;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Level {
|
||
|
level: 0,
|
||
|
structure,
|
||
|
discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH],
|
||
|
monsters: enemies,
|
||
|
artifacts,
|
||
|
start: (start_x, start_y),
|
||
|
end: (end_x, end_y),
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// #[test]
|
||
|
// fn test_level_gen() {
|
||
|
// let level = LevelGenerator::generate(0);
|
||
|
// println!("{:#?}", level);
|
||
|
// assert_eq!(1, 2);
|
||
|
// }
|