2023-12-04 18:41:21 +01:00
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use std::cmp::{max, min};
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use std::ops::Range;
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use petgraph::algo::min_spanning_tree;
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use petgraph::data::*;
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use petgraph::graph::Graph;
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use petgraph::graph::UnGraph;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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2023-12-09 17:39:26 +01:00
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use crate::artifacts::{Artifact, Chest, Potion};
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2023-12-18 16:11:19 +01:00
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use crate::level::{Level, StructureElement};
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2024-01-14 13:31:40 +01:00
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use crate::monster::{LowerDaemon, Monster, Rat};
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2023-12-07 10:12:44 +01:00
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use crate::position::Position;
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2023-12-04 18:41:21 +01:00
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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const ROOM_WIDTH: usize = 7;
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const ROOM_HEIGHT: usize = 6;
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#[derive(PartialEq, Copy, Clone)]
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enum RoomType {
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Start,
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End,
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StairUp,
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StairDown,
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BasicRoom,
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TreasureRoom,
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MonsterRoom,
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EmptyRoom,
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}
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#[derive(Copy, Clone)]
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struct ConnectionInfo {
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offset: usize,
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distance: usize,
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}
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#[derive(Copy, Clone)]
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struct Room {
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pub kind: RoomType,
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pub offset_x: usize,
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pub offset_y: usize,
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pub width: usize,
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pub height: usize,
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pub connection_down: Option<ConnectionInfo>,
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pub connection_right: Option<ConnectionInfo>,
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}
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impl Room {
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fn new() -> Self {
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Self {
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kind: RoomType::EmptyRoom,
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offset_x: 0,
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offset_y: 0,
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width: 0,
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height: 0,
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connection_down: None,
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connection_right: None,
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}
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}
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/// change the size and position of a room randomly within its bounds
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fn random(&mut self, rng: &mut ThreadRng) {
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let width = rng.gen_range(3..6);
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let height = rng.gen_range(3..5);
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self.width = width;
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self.height = height;
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self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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}
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fn get_x_range(&self) -> Range<usize> {
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self.offset_x..self.offset_x + self.width
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}
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fn get_y_range(&self) -> Range<usize> {
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self.offset_y..self.offset_y + self.height
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}
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}
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pub struct LevelGenerator {
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rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
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2023-12-07 10:12:44 +01:00
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level: usize,
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2023-12-04 18:41:21 +01:00
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}
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impl LevelGenerator {
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2023-12-09 22:43:06 +01:00
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pub fn generate(level: usize, first: bool, last: bool) -> Self {
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2023-12-04 18:41:21 +01:00
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let mut rng = rand::thread_rng();
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let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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// trick the room_connectable function into failing on the first iteration
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rooms[0][0].kind = RoomType::BasicRoom;
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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// level 0 contains a start room, all others contain a stair up
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2023-12-09 22:43:06 +01:00
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if first {
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2023-12-04 18:41:21 +01:00
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room_types.push(RoomType::Start);
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} else {
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room_types.push(RoomType::StairUp);
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}
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// level 24 (the last) contains an end room, all others a stair down
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2023-12-09 22:43:06 +01:00
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if last {
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2023-12-04 18:41:21 +01:00
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room_types.push(RoomType::End);
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} else {
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room_types.push(RoomType::StairDown);
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}
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room_types.push(RoomType::MonsterRoom);
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2023-12-07 10:12:44 +01:00
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room_types.push(RoomType::TreasureRoom);
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2023-12-04 18:41:21 +01:00
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// generate a random set of rooms and shuffle them
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=100) {
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// TODO tune room type distribution
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1..=33 => { room_types.push(RoomType::EmptyRoom) }
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34..=66 => { room_types.push(RoomType::TreasureRoom) }
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67..=90 => { room_types.push(RoomType::MonsterRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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}
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}
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room_types.shuffle(&mut rng);
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graph.clear();
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// place the rooms in the array an add nodes to the graph for every non empty room
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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rooms[c][r].kind = room_types.pop().unwrap();
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if rooms[c][r].kind != RoomType::EmptyRoom {
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rooms[c][r].random(&mut rng);
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graph.add_node((c, r));
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}
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}
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}
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}
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// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind == RoomType::EmptyRoom {
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continue;
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}
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let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
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for r_1 in r + 1..ROOMS_HORIZONTAL {
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if rooms[c][r_1].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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for c_1 in c + 1..ROOMS_VERTICAL {
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if rooms[c_1][r].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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}
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}
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// calculate a minimum spanning tree
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph));
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for edge in mst.raw_edges() {
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let src = mst[edge.source()];
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let tgt = mst[edge.target()];
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let src_room = rooms[src.0][src.1];
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let mut tgt_room = rooms[tgt.0][tgt.1];
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// cols are the same, either up or down
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if src.0 == tgt.0 {
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let range = LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
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let position: usize;
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if range.is_empty() {
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position = range.start;
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} else {
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position = rng.gen_range(range);
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}
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if src.1 < tgt.1 {
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// src to tgt
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rooms[src.0][src.1].connection_down = Some(ConnectionInfo { offset: position, distance: tgt.1 - src.1 });
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} else {
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// tgt to src
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tgt_room.connection_down = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
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}
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}
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// rows are the same, either left or right
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if src.1 == tgt.1 {
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let range = LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
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let mut position: usize;
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if range.is_empty() {
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position = range.start;
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} else {
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position = rng.gen_range(range);
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}
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if src.1 == 0 && position == 0 {
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position = 1;
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}
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if src.0 < tgt.0 {
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// src to tgt
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rooms[src.0][src.1].connection_right = Some(ConnectionInfo { offset: position, distance: tgt.0 - src.0 });
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} else {
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// tgt to src
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tgt_room.connection_right = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
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}
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}
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}
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LevelGenerator {
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2023-12-07 10:12:44 +01:00
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rooms,
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level,
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2023-12-04 18:41:21 +01:00
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}
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}
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fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
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max(r1.start, r2.start)..min(r1.end, r2.end)
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}
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/// Verifies that for a given matrix of rooms each room has at least one other room in the
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/// same row or column.
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fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind != RoomType::EmptyRoom {
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let mut connected = 0;
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for c1 in 0..ROOMS_VERTICAL {
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if rooms[c1][r].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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for r1 in 0..ROOMS_HORIZONTAL {
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if rooms[c][r1].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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if connected <= 2 {
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return false;
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}
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}
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}
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}
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return true;
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}
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pub fn render(&self) -> Level {
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let mut rng = rand::thread_rng();
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let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
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2023-12-18 16:11:19 +01:00
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let mut enemies: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
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2023-12-04 18:41:21 +01:00
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let mut start_x: usize = 0;
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let mut start_y: usize = 0;
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let mut end_x: usize = 0;
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let mut end_y: usize = 0;
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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let top = 1 + r * ROOM_HEIGHT;
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let left = 1 + c * ROOM_WIDTH;
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let room = self.rooms[c][r];
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for x in 0..room.width {
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for y in 0..room.height {
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structure[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor;
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}
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}
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if room.kind == RoomType::TreasureRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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2023-12-09 17:39:26 +01:00
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// TODO randomize artifacts
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match rng.gen_range(1..=100) {
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1..=50 => { artifacts.push(Box::new(Chest::new(Position::new(self.level, t_x, t_y)))); }
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_ => { artifacts.push(Box::new(Potion::new(Position::new(self.level, t_x, t_y)))); }
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};
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2023-12-04 18:41:21 +01:00
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}
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if room.kind == RoomType::MonsterRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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// TODO randomize enemies here
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2023-12-18 17:04:48 +01:00
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match rng.gen_range(1..=100) {
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1..=50 => {
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2024-01-10 11:00:23 +01:00
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enemies.push(Box::new(LowerDaemon::new_with_position(Position::new(self.level, t_x, t_y))));
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2023-12-21 23:02:06 +01:00
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}
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_ => {
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enemies.push(Box::new(Rat::new_with_position(Position::new(self.level, t_x, t_y))));
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}
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2023-12-18 17:04:48 +01:00
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};
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2023-12-04 18:41:21 +01:00
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}
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2023-12-09 22:43:06 +01:00
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if room.kind == RoomType::End || room.kind == RoomType::StairDown {
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2023-12-04 18:41:21 +01:00
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end_x = left + room.offset_x + rng.gen_range(0..room.width);
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end_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairDown {
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structure[end_x][end_y] = StructureElement::StairDown;
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}
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if room.kind == RoomType::End {
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structure[end_x][end_y] = StructureElement::End;
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}
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2023-12-09 22:43:06 +01:00
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2023-12-04 18:41:21 +01:00
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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start_x = left + room.offset_x + rng.gen_range(0..room.width);
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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairUp {
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structure[start_x][start_y] = StructureElement::StairUp;
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}
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if room.kind == RoomType::Start {
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structure[start_x][start_y] = StructureElement::Start;
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}
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}
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}
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//
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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let src_room = self.rooms[c][r];
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if let Some(x_conn) = src_room.connection_down {
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let tgt_room = self.rooms[c][r + x_conn.distance];
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let top = 1 + r * ROOM_HEIGHT + src_room.offset_y;
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let left = 1 + c * ROOM_WIDTH + x_conn.offset;
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let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height;
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for i in top..bottom {
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if structure[left][i] == StructureElement::Wall {
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structure[left][i] = StructureElement::Floor;
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}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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 {
|
2023-12-07 10:12:44 +01:00
|
|
|
level: self.level,
|
2023-12-04 18:41:21 +01:00
|
|
|
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),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-12-07 10:12:44 +01:00
|
|
|
#[test]
|
|
|
|
fn test_level_gen() {
|
2023-12-09 22:43:06 +01:00
|
|
|
let level = LevelGenerator::generate(23, false, false).render();
|
2023-12-07 10:12:44 +01:00
|
|
|
assert_eq!(level.level, 23);
|
|
|
|
assert_ne!(level.start, (0, 0));
|
|
|
|
assert_ne!(level.end, (0, 0));
|
|
|
|
assert_ne!(level.start, level.end);
|
|
|
|
assert_ne!(level.monsters.len(), 0);
|
|
|
|
assert_ne!(level.artifacts.len(), 0);
|
2023-12-09 22:43:06 +01:00
|
|
|
}
|